import PiPo from "/utils/PiPo.js";
import Move from "/utils/Move.js";
-export default class DynamoRules extends ChessRules {
+export default class EightpiecesRules extends ChessRules {
static get Options() {
return {
return ['q', 'r', 'n', 'b', 'j', 's', 'l'];
}
- // Setup the initial random-or-not (asymmetric-or-not) position
genRandInitBaseFen() {
const s = FenUtil.setupPieces(
['j', 'l', 's', 'q', 'k', 'b', 'n', 'r'],
};
}
-
-
-// TODO: from here
-
-
-
- //////////////////
- // INITIALIZATION
-
- constructor(o) {
- this.options = o.options;
- // Fill missing options (always the case if random challenge)
- (V.Options.select || []).concat(V.Options.input || []).forEach(opt => {
- if (this.options[opt.variable] === undefined)
- this.options[opt.variable] = opt.defaut;
- });
-
- // Some variables
- this.playerColor = o.color;
- this.afterPlay = o.afterPlay; //trigger some actions after playing a move
- this.containerId = o.element;
- this.isDiagram = o.diagram;
- this.marks = o.marks;
-
- // Initializations
- if (!o.fen)
- o.fen = this.genRandInitFen(o.seed);
- this.re_initFromFen(o.fen);
- this.graphicalInit();
- }
-
- re_initFromFen(fen, oldBoard) {
- const fenParsed = this.parseFen(fen);
- this.board = oldBoard || this.getBoard(fenParsed.position);
- this.turn = fenParsed.turn;
- this.movesCount = parseInt(fenParsed.movesCount, 10);
- this.setOtherVariables(fenParsed);
- }
-
- // Turn position fen into double array ["wb","wp","bk",...]
- getBoard(position) {
- const rows = position.split("/");
- let board = ArrayFun.init(this.size.x, this.size.y, "");
- for (let i = 0; i < rows.length; i++) {
- let j = 0;
- for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) {
- const character = rows[i][indexInRow];
- const num = parseInt(character, 10);
- // If num is a number, just shift j:
- if (!isNaN(num))
- j += num;
- // Else: something at position i,j
- else
- board[i][j++] = this.fen2board(character);
- }
- }
- return board;
- }
-
- // Some additional variables from FEN (variant dependant)
setOtherVariables(fenParsed) {
- // Set flags and enpassant:
- if (this.hasFlags)
- this.setFlags(fenParsed.flags);
- if (this.hasEnpassant)
- this.epSquare = this.getEpSquare(fenParsed.enpassant);
- if (this.hasReserve && !this.isDiagram)
- this.initReserves(fenParsed.reserve);
- if (this.options["crazyhouse"])
- this.initIspawn(fenParsed.ispawn);
- if (this.options["teleport"]) {
- this.subTurnTeleport = 1;
- this.captured = null;
- }
- if (this.options["dark"]) {
- // Setup enlightened: squares reachable by player side
- this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
- this.updateEnlightened();
- }
- this.subTurn = 1; //may be unused
- if (!this.moveStack) //avoid resetting (unwanted)
- this.moveStack = [];
- }
-
- // ordering as in pieces() p,r,n,b,q,k
- static get ReserveArray() {
- return ['p', 'r', 'n', 'b', 'q', 'k'];
- }
-
- initReserves(reserveStr) {
- const counts = reserveStr.split("").map(c => parseInt(c, 36));
- const L = V.ReserveArray.length;
- this.reserve = {
- w: ArrayFun.toObject(V.ReserveArray, counts.slice(0, L)),
- b: ArrayFun.toObject(V.ReserveArray, counts.slice(L, 2 * L))
- };
- }
-
- initIspawn(ispawnStr) {
- if (ispawnStr != "-")
- this.ispawn = ArrayFun.toObject(ispawnStr.split(","), true);
- else
- this.ispawn = {};
- }
-
- ////////////////
- // VISUAL UTILS
-
- getPieceWidth(rwidth) {
- return (rwidth / Math.max(this.size.x, this.size.y));
- }
-
- getReserveSquareSize(rwidth, nbR) {
- const sqSize = this.getPieceWidth(rwidth);
- return Math.min(sqSize, rwidth / nbR);
- }
-
- getReserveNumId(color, piece) {
- return `${this.containerId}|rnum-${color}${piece}`;
- }
-
- getNbReservePieces(color) {
- return (
- Object.values(this.reserve[color]).reduce(
- (oldV,newV) => oldV + (newV > 0 ? 1 : 0), 0)
- );
- }
-
- getRankInReserve(c, p) {
- const pieces = Object.keys(this.pieces(c, c, p));
- const lastIndex = pieces.findIndex(pp => pp == p)
- let toTest = pieces.slice(0, lastIndex);
- return toTest.reduce(
- (oldV,newV) => oldV + (this.reserve[c][newV] > 0 ? 1 : 0), 0);
- }
-
- static AddClass_es(elt, class_es) {
- if (!Array.isArray(class_es))
- class_es = [class_es];
- class_es.forEach(cl => elt.classList.add(cl));
- }
-
- static RemoveClass_es(elt, class_es) {
- if (!Array.isArray(class_es))
- class_es = [class_es];
- class_es.forEach(cl => elt.classList.remove(cl));
- }
-
- // Generally light square bottom-right
- getSquareColorClass(x, y) {
- return ((x+y) % 2 == 0 ? "light-square": "dark-square");
- }
-
- getMaxDistance(r) {
- // Works for all rectangular boards:
- return Math.sqrt(r.width ** 2 + r.height ** 2);
- }
-
- getDomPiece(x, y) {
- return (typeof x == "string" ? this.r_pieces : this.g_pieces)[x][y];
- }
-
- //////////////////
- // VISUAL METHODS
-
- graphicalInit() {
- const g_init = () => {
- this.re_drawBoardElements();
- if (!this.isDiagram && !this.mouseListeners && !this.touchListeners)
- this.initMouseEvents();
- };
- let container = document.getElementById(this.containerId);
- this.windowResizeObs = new ResizeObserver(g_init);
- this.windowResizeObs.observe(container);
- }
-
- re_drawBoardElements() {
- const board = this.getSvgChessboard();
- const container = document.getElementById(this.containerId);
- const rc = container.getBoundingClientRect();
- let chessboard = container.querySelector(".chessboard");
- chessboard.innerHTML = "";
- chessboard.insertAdjacentHTML('beforeend', board);
- // Compare window ratio width / height to aspectRatio:
- const windowRatio = rc.width / rc.height;
- let cbWidth, cbHeight;
- const vRatio = this.size.ratio || 1;
- if (windowRatio <= vRatio) {
- // Limiting dimension is width:
- cbWidth = Math.min(rc.width, 767);
- cbHeight = cbWidth / vRatio;
- }
- else {
- // Limiting dimension is height:
- cbHeight = Math.min(rc.height, 767);
- cbWidth = cbHeight * vRatio;
- }
- if (this.hasReserve && !this.isDiagram) {
- const sqSize = cbWidth / this.size.y;
- // NOTE: allocate space for reserves (up/down) even if they are empty
- // Cannot use getReserveSquareSize() here, but sqSize is an upper bound.
- if ((rc.height - cbHeight) / 2 < sqSize + 5) {
- cbHeight = rc.height - 2 * (sqSize + 5);
- cbWidth = cbHeight * vRatio;
- }
- }
- chessboard.style.width = cbWidth + "px";
- chessboard.style.height = cbHeight + "px";
- // Center chessboard:
- const spaceLeft = (rc.width - cbWidth) / 2,
- spaceTop = (rc.height - cbHeight) / 2;
- chessboard.style.left = spaceLeft + "px";
- chessboard.style.top = spaceTop + "px";
- // Give sizes instead of recomputing them,
- // because chessboard might not be drawn yet.
- this.setupVisualPieces({
- width: cbWidth,
- height: cbHeight,
- x: spaceLeft,
- y: spaceTop
- });
- }
-
- // Get SVG board (background, no pieces)
- getSvgChessboard() {
- let board = `
- <svg
- viewBox="0 0 ${10*this.size.y} ${10*this.size.x}"
- class="chessboard_SVG">`;
- board += this.getBaseSvgChessboard();
- board += "</svg>";
- return board;
- }
-
- getBaseSvgChessboard() {
- let board = "";
- const flipped = this.flippedBoard;
- for (let i=0; i < this.size.x; i++) {
- for (let j=0; j < this.size.y; j++) {
- if (!this.onBoard(i, j))
- continue;
- const ii = (flipped ? this.size.x - 1 - i : i);
- const jj = (flipped ? this.size.y - 1 - j : j);
- let classes = this.getSquareColorClass(ii, jj);
- if (this.enlightened && !this.enlightened[ii][jj])
- classes += " in-shadow";
- // NOTE: x / y reversed because coordinates system is reversed.
- board += `
- <rect
- class="${classes}"
- id="${this.coordsToId({x: ii, y: jj})}"
- width="10"
- height="10"
- x="${10*j}"
- y="${10*i}"
- />`;
- }
- }
- return board;
- }
-
- setupVisualPieces(r) {
- let chessboard =
- document.getElementById(this.containerId).querySelector(".chessboard");
- if (!r)
- r = chessboard.getBoundingClientRect();
- const pieceWidth = this.getPieceWidth(r.width);
- const addPiece = (i, j, arrName, classes) => {
- this[arrName][i][j] = document.createElement("piece");
- C.AddClass_es(this[arrName][i][j], classes);
- this[arrName][i][j].style.width = pieceWidth + "px";
- this[arrName][i][j].style.height = pieceWidth + "px";
- let [ip, jp] = this.getPixelPosition(i, j, r);
- // Translate coordinates to use chessboard as reference:
- this[arrName][i][j].style.transform =
- `translate(${ip - r.x}px,${jp - r.y}px)`;
- chessboard.appendChild(this[arrName][i][j]);
- };
- const conditionalReset = (arrName) => {
- if (this[arrName]) {
- // Refreshing: delete old pieces first. This isn't necessary,
- // but simpler (this method isn't called many times)
- for (let i=0; i<this.size.x; i++) {
- for (let j=0; j<this.size.y; j++) {
- if (this[arrName][i][j]) {
- this[arrName][i][j].remove();
- this[arrName][i][j] = null;
- }
- }
- }
- }
- else
- this[arrName] = ArrayFun.init(this.size.x, this.size.y, null);
- if (arrName == "d_pieces")
- this.marks.forEach((m) => {
- const mCoords = this.coordsFromUsual(m);
- addPiece(mCoords.x, mCoords.y, arrName, "mark");
- });
- };
- if (this.marks)
- conditionalReset("d_pieces");
- conditionalReset("g_pieces");
- for (let i=0; i < this.size.x; i++) {
- for (let j=0; j < this.size.y; j++) {
- if (this.board[i][j] != "") {
- const color = this.getColor(i, j);
- const piece = this.getPiece(i, j);
- addPiece(i, j, "g_pieces", this.pieces(color, i, j)[piece]["class"]);
- this.g_pieces[i][j].classList.add(V.GetColorClass(color));
- if (this.enlightened && !this.enlightened[i][j])
- this.g_pieces[i][j].classList.add("hidden");
- }
- if (this.marks && this.d_pieces[i][j]) {
- let classes = ["mark"];
- if (this.board[i][j] != "")
- classes.push("transparent");
- addPiece(i, j, "d_pieces", classes);
- }
- }
- }
- if (this.hasReserve && !this.isDiagram)
- this.re_drawReserve(['w', 'b'], r);
- }
-
- // NOTE: assume this.reserve != null
- re_drawReserve(colors, r) {
- if (this.r_pieces) {
- // Remove (old) reserve pieces
- for (let c of colors) {
- Object.keys(this.r_pieces[c]).forEach(p => {
- this.r_pieces[c][p].remove();
- delete this.r_pieces[c][p];
- const numId = this.getReserveNumId(c, p);
- document.getElementById(numId).remove();
- });
- }
- }
- else
- this.r_pieces = { w: {}, b: {} };
- let container = document.getElementById(this.containerId);
- if (!r)
- r = container.querySelector(".chessboard").getBoundingClientRect();
- for (let c of colors) {
- let reservesDiv = document.getElementById("reserves_" + c);
- if (reservesDiv)
- reservesDiv.remove();
- if (!this.reserve[c])
- continue;
- const nbR = this.getNbReservePieces(c);
- if (nbR == 0)
- continue;
- const sqResSize = this.getReserveSquareSize(r.width, nbR);
- let ridx = 0;
- const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
- const [i0, j0] = [r.x, r.y + vShift];
- let rcontainer = document.createElement("div");
- rcontainer.id = "reserves_" + c;
- rcontainer.classList.add("reserves");
- rcontainer.style.left = i0 + "px";
- rcontainer.style.top = j0 + "px";
- // NOTE: +1 fix display bug on Firefox at least
- rcontainer.style.width = (nbR * sqResSize + 1) + "px";
- rcontainer.style.height = sqResSize + "px";
- container.appendChild(rcontainer);
- for (let p of Object.keys(this.reserve[c])) {
- if (this.reserve[c][p] == 0)
- continue;
- let r_cell = document.createElement("div");
- r_cell.id = this.coordsToId({x: c, y: p});
- r_cell.classList.add("reserve-cell");
- r_cell.style.width = sqResSize + "px";
- r_cell.style.height = sqResSize + "px";
- rcontainer.appendChild(r_cell);
- let piece = document.createElement("piece");
- C.AddClass_es(piece, this.pieces(c, c, p)[p]["class"]);
- piece.classList.add(V.GetColorClass(c));
- piece.style.width = "100%";
- piece.style.height = "100%";
- this.r_pieces[c][p] = piece;
- r_cell.appendChild(piece);
- let number = document.createElement("div");
- number.textContent = this.reserve[c][p];
- number.classList.add("reserve-num");
- number.id = this.getReserveNumId(c, p);
- const fontSize = "1.3em";
- number.style.fontSize = fontSize;
- number.style.fontSize = fontSize;
- r_cell.appendChild(number);
- ridx++;
- }
- }
- }
-
- updateReserve(color, piece, count) {
- if (this.options["cannibal"] && C.CannibalKings[piece])
- piece = "k"; //capturing cannibal king: back to king form
- const oldCount = this.reserve[color][piece];
- this.reserve[color][piece] = count;
- // Redrawing is much easier if count==0 (or undefined)
- if ([oldCount, count].some(item => !item))
- this.re_drawReserve([color]);
- else {
- const numId = this.getReserveNumId(color, piece);
- document.getElementById(numId).textContent = count;
- }
- }
-
- // Resize board: no need to destroy/recreate pieces
- rescale(mode) {
- const container = document.getElementById(this.containerId);
- let chessboard = container.querySelector(".chessboard");
- const rc = container.getBoundingClientRect(),
- r = chessboard.getBoundingClientRect();
- const multFact = (mode == "up" ? 1.05 : 0.95);
- let [newWidth, newHeight] = [multFact * r.width, multFact * r.height];
- // Stay in window:
- const vRatio = this.size.ratio || 1;
- if (newWidth > rc.width) {
- newWidth = rc.width;
- newHeight = newWidth / vRatio;
- }
- if (newHeight > rc.height) {
- newHeight = rc.height;
- newWidth = newHeight * vRatio;
- }
- chessboard.style.width = newWidth + "px";
- chessboard.style.height = newHeight + "px";
- const newX = (rc.width - newWidth) / 2;
- chessboard.style.left = newX + "px";
- const newY = (rc.height - newHeight) / 2;
- chessboard.style.top = newY + "px";
- const newR = {x: newX, y: newY, width: newWidth, height: newHeight};
- const pieceWidth = this.getPieceWidth(newWidth);
- // NOTE: next "if" for variants which use squares filling
- // instead of "physical", moving pieces
- if (this.g_pieces) {
- for (let i=0; i < this.size.x; i++) {
- for (let j=0; j < this.size.y; j++) {
- if (this.g_pieces[i][j]) {
- // NOTE: could also use CSS transform "scale"
- this.g_pieces[i][j].style.width = pieceWidth + "px";
- this.g_pieces[i][j].style.height = pieceWidth + "px";
- const [ip, jp] = this.getPixelPosition(i, j, newR);
- // Translate coordinates to use chessboard as reference:
- this.g_pieces[i][j].style.transform =
- `translate(${ip - newX}px,${jp - newY}px)`;
- }
- }
- }
- }
- if (this.hasReserve)
- this.rescaleReserve(newR);
- }
-
- rescaleReserve(r) {
- for (let c of ['w','b']) {
- if (!this.reserve[c])
- continue;
- const nbR = this.getNbReservePieces(c);
- if (nbR == 0)
- continue;
- // Resize container first
- const sqResSize = this.getReserveSquareSize(r.width, nbR);
- const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
- const [i0, j0] = [r.x, r.y + vShift];
- let rcontainer = document.getElementById("reserves_" + c);
- rcontainer.style.left = i0 + "px";
- rcontainer.style.top = j0 + "px";
- rcontainer.style.width = (nbR * sqResSize + 1) + "px";
- rcontainer.style.height = sqResSize + "px";
- // And then reserve cells:
- const rpieceWidth = this.getReserveSquareSize(r.width, nbR);
- Object.keys(this.reserve[c]).forEach(p => {
- if (this.reserve[c][p] == 0)
- return;
- let r_cell = document.getElementById(this.coordsToId({x: c, y: p}));
- r_cell.style.width = sqResSize + "px";
- r_cell.style.height = sqResSize + "px";
- });
- }
- }
-
- // Return the absolute pixel coordinates given current position.
- // Our coordinate system differs from CSS one (x <--> y).
- // We return here the CSS coordinates (more useful).
- getPixelPosition(i, j, r) {
- if (i < 0 || j < 0)
- return [0, 0]; //piece vanishes
- let x, y;
- if (typeof i == "string") {
- // Reserves: need to know the rank of piece
- const nbR = this.getNbReservePieces(i);
- const rsqSize = this.getReserveSquareSize(r.width, nbR);
- x = this.getRankInReserve(i, j) * rsqSize;
- y = (this.playerColor == i ? y = r.height + 5 : - 5 - rsqSize);
- }
- else {
- const sqSize = r.width / Math.max(this.size.x, this.size.y);
- const flipped = this.flippedBoard;
- x = (flipped ? this.size.y - 1 - j : j) * sqSize +
- Math.abs(this.size.x - this.size.y) * sqSize / 2;
- y = (flipped ? this.size.x - 1 - i : i) * sqSize;
- }
- return [r.x + x, r.y + y];
- }
-
- initMouseEvents() {
- let container = document.getElementById(this.containerId);
- let chessboard = container.querySelector(".chessboard");
-
- const getOffset = e => {
- if (e.clientX)
- // Mouse
- return {x: e.clientX, y: e.clientY};
- let touchLocation = null;
- if (e.targetTouches && e.targetTouches.length >= 1)
- // Touch screen, dragstart
- touchLocation = e.targetTouches[0];
- else if (e.changedTouches && e.changedTouches.length >= 1)
- // Touch screen, dragend
- touchLocation = e.changedTouches[0];
- if (touchLocation)
- return {x: touchLocation.clientX, y: touchLocation.clientY};
- return {x: 0, y: 0}; //shouldn't reach here =)
- }
-
- const centerOnCursor = (piece, e) => {
- const centerShift = this.getPieceWidth(r.width) / 2;
- const offset = getOffset(e);
- piece.style.left = (offset.x - centerShift) + "px";
- piece.style.top = (offset.y - centerShift) + "px";
- }
-
- let start = null,
- r = null,
- startPiece, curPiece = null,
- pieceWidth;
- const mousedown = (e) => {
- // Disable zoom on smartphones:
- if (e.touches && e.touches.length > 1)
- e.preventDefault();
- r = chessboard.getBoundingClientRect();
- pieceWidth = this.getPieceWidth(r.width);
- const cd = this.idToCoords(e.target.id);
- if (cd) {
- const move = this.doClick(cd);
- if (move)
- this.buildMoveStack(move, r);
- else if (!this.clickOnly) {
- const [x, y] = Object.values(cd);
- if (typeof x != "number")
- startPiece = this.r_pieces[x][y];
- else
- startPiece = this.g_pieces[x][y];
- if (startPiece && this.canIplay(x, y)) {
- e.preventDefault();
- start = cd;
- curPiece = startPiece.cloneNode();
- curPiece.style.transform = "none";
- curPiece.style.zIndex = 5;
- curPiece.style.width = pieceWidth + "px";
- curPiece.style.height = pieceWidth + "px";
- centerOnCursor(curPiece, e);
- container.appendChild(curPiece);
- startPiece.style.opacity = "0.4";
- chessboard.style.cursor = "none";
- }
- }
- }
- };
-
- const mousemove = (e) => {
- if (start) {
- e.preventDefault();
- centerOnCursor(curPiece, e);
- }
- else if (e.changedTouches && e.changedTouches.length >= 1)
- // Attempt to prevent horizontal swipe...
- e.preventDefault();
- };
-
- const mouseup = (e) => {
- if (!start)
- return;
- const [x, y] = [start.x, start.y];
- start = null;
- e.preventDefault();
- chessboard.style.cursor = "pointer";
- startPiece.style.opacity = "1";
- const offset = getOffset(e);
- const landingElt = document.elementFromPoint(offset.x, offset.y);
- const cd =
- (landingElt ? this.idToCoords(landingElt.id) : undefined);
- if (cd) {
- // NOTE: clearly suboptimal, but much easier, and not a big deal.
- const potentialMoves = this.getPotentialMovesFrom([x, y])
- .filter(m => m.end.x == cd.x && m.end.y == cd.y);
- const moves = this.filterValid(potentialMoves);
- if (moves.length >= 2)
- this.showChoices(moves, r);
- else if (moves.length == 1)
- this.buildMoveStack(moves[0], r);
- }
- curPiece.remove();
- };
-
- const resize = (e) => this.rescale(e.deltaY < 0 ? "up" : "down");
-
- if ('onmousedown' in window) {
- this.mouseListeners = [
- {type: "mousedown", listener: mousedown},
- {type: "mousemove", listener: mousemove},
- {type: "mouseup", listener: mouseup},
- {type: "wheel", listener: resize}
- ];
- this.mouseListeners.forEach(ml => {
- document.addEventListener(ml.type, ml.listener);
- });
- }
- if ('ontouchstart' in window) {
- this.touchListeners = [
- {type: "touchstart", listener: mousedown},
- {type: "touchmove", listener: mousemove},
- {type: "touchend", listener: mouseup}
- ];
- this.touchListeners.forEach(tl => {
- // https://stackoverflow.com/a/42509310/12660887
- document.addEventListener(tl.type, tl.listener, {passive: false});
- });
- }
- // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
- }
-
- // NOTE: not called if isDiagram
- removeListeners() {
- let container = document.getElementById(this.containerId);
- this.windowResizeObs.unobserve(container);
- if ('onmousedown' in window) {
- this.mouseListeners.forEach(ml => {
- document.removeEventListener(ml.type, ml.listener);
- });
- }
- if ('ontouchstart' in window) {
- this.touchListeners.forEach(tl => {
- // https://stackoverflow.com/a/42509310/12660887
- document.removeEventListener(tl.type, tl.listener);
- });
- }
- }
-
- showChoices(moves, r) {
- let container = document.getElementById(this.containerId);
- let chessboard = container.querySelector(".chessboard");
- let choices = document.createElement("div");
- choices.id = "choices";
- if (!r)
- r = chessboard.getBoundingClientRect();
- choices.style.width = r.width + "px";
- choices.style.height = r.height + "px";
- choices.style.left = r.x + "px";
- choices.style.top = r.y + "px";
- chessboard.style.opacity = "0.5";
- container.appendChild(choices);
- const squareWidth = r.width / this.size.y;
- const firstUpLeft = (r.width - (moves.length * squareWidth)) / 2;
- const firstUpTop = (r.height - squareWidth) / 2;
- const color = moves[0].appear[0].c;
- const callback = (m) => {
- chessboard.style.opacity = "1";
- container.removeChild(choices);
- this.buildMoveStack(m, r);
- }
- for (let i=0; i < moves.length; i++) {
- let choice = document.createElement("div");
- choice.classList.add("choice");
- choice.style.width = squareWidth + "px";
- choice.style.height = squareWidth + "px";
- choice.style.left = (firstUpLeft + i * squareWidth) + "px";
- choice.style.top = firstUpTop + "px";
- choice.style.backgroundColor = "lightyellow";
- choice.onclick = () => callback(moves[i]);
- const piece = document.createElement("piece");
- const cdisp = moves[i].choice || moves[i].appear[0].p;
- C.AddClass_es(piece,
- this.pieces(color, moves[i].end.x, moves[i].end.y)[cdisp]["class"]);
- piece.classList.add(V.GetColorClass(color));
- piece.style.width = "100%";
- piece.style.height = "100%";
- choice.appendChild(piece);
- choices.appendChild(choice);
- }
- }
-
- displayMessage(elt, msg, classe_s, timeout) {
- if (elt)
- // Fixed element, e.g. for Dice Chess
- elt.innerHTML = msg;
- else {
- // Temporary div (Chakart, Apocalypse...)
- let divMsg = document.createElement("div");
- C.AddClass_es(divMsg, classe_s);
- divMsg.innerHTML = msg;
- let container = document.getElementById(this.containerId);
- container.appendChild(divMsg);
- setTimeout(() => container.removeChild(divMsg), timeout);
- }
- }
-
- ////////////////
- // DARK METHODS
-
- updateEnlightened() {
- this.oldEnlightened = this.enlightened;
- this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
- // Add pieces positions + all squares reachable by moves (includes Zen):
- for (let x=0; x<this.size.x; x++) {
- for (let y=0; y<this.size.y; y++) {
- if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor)
- {
- this.enlightened[x][y] = true;
- this.getPotentialMovesFrom([x, y]).forEach(m => {
- this.enlightened[m.end.x][m.end.y] = true;
- });
- }
- }
- }
- if (this.epSquare)
- this.enlightEnpassant();
- }
-
- // Include square of the en-passant capturing square:
- enlightEnpassant() {
- // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
- // TODO: (0, 0) is wrong, would need to place an attacker here...
- const steps = this.pieces(this.playerColor, 0, 0)["p"].attack[0].steps;
- for (let step of steps) {
- const x = this.epSquare.x - step[0], //NOTE: epSquare.x not on edge
- y = this.getY(this.epSquare.y - step[1]);
- if (
- this.onBoard(x, y) &&
- this.getColor(x, y) == this.playerColor &&
- this.getPieceType(x, y) == "p"
- ) {
- this.enlightened[x][this.epSquare.y] = true;
- break;
- }
- }
- }
-
- // Apply diff this.enlightened --> oldEnlightened on board
- graphUpdateEnlightened() {
- let chessboard =
- document.getElementById(this.containerId).querySelector(".chessboard");
- const r = chessboard.getBoundingClientRect();
- const pieceWidth = this.getPieceWidth(r.width);
- for (let x=0; x<this.size.x; x++) {
- for (let y=0; y<this.size.y; y++) {
- if (!this.enlightened[x][y] && this.oldEnlightened[x][y]) {
- let elt = document.getElementById(this.coordsToId({x: x, y: y}));
- elt.classList.add("in-shadow");
- if (this.g_pieces[x][y])
- this.g_pieces[x][y].classList.add("hidden");
- }
- else if (this.enlightened[x][y] && !this.oldEnlightened[x][y]) {
- let elt = document.getElementById(this.coordsToId({x: x, y: y}));
- elt.classList.remove("in-shadow");
- if (this.g_pieces[x][y])
- this.g_pieces[x][y].classList.remove("hidden");
- }
- }
- }
- }
-
- //////////////
- // BASIC UTILS
-
- get size() {
- return {
- x: 8,
- y: 8,
- ratio: 1 //for rectangular board = y / x (optional, 1 = default)
- };
- }
-
- // Color of thing on square (i,j). '' if square is empty
- getColor(i, j) {
- if (typeof i == "string")
- return i; //reserves : 'wb'
- return this.board[i][j].charAt(0);
- }
-
- static GetColorClass(c) {
- if (c == 'w')
- return "white";
- if (c == 'b')
- return "black";
- return "other-color"; //unidentified color
- }
-
- // Piece on i,j. '' if square is empty
- getPiece(i, j) {
- if (typeof j == "string")
- return j; //reserves : 'bq'
- return this.board[i][j].charAt(1);
- }
-
- // Piece type on square (i,j)
- getPieceType(x, y, p) {
- if (!p)
- p = this.getPiece(x, y);
- return this.pieces(this.getColor(x, y), x, y)[p].moveas || p;
- }
-
- isKing(x, y, p) {
- if (!p)
- p = this.getPiece(x, y);
- if (!this.options["cannibal"])
- return p == 'k';
- return !!C.CannibalKings[p];
- }
-
- static GetOppTurn(color) {
- return (color == 'w' ? 'b' : 'w');
- }
-
- // Get opponent color(s): may differ from turn (e.g. Checkered)
- getOppCols(color) {
- return [ (color == "w" ? "b" : "w") ];
- }
-
- // Is (x,y) on the chessboard?
- onBoard(x, y) {
- return (x >= 0 && x < this.size.x &&
- y >= 0 && y < this.size.y);
- }
-
- // Am I allowed to move thing at square x,y ?
- canIplay(x, y) {
- return (this.playerColor == this.turn && this.getColor(x, y) == this.turn);
- }
-
- ////////////////////////
- // PIECES SPECIFICATIONS
-
- getPawnShift(color) {
- return (color == "w" ? -1 : 1);
- }
- isPawnInitRank(x, color) {
- return (color == 'w' && x >= 6) || (color == 'b' && x <= 1);
+ // TODO
}
pieces(color, x, y) {
- const pawnShift = this.getPawnShift(color || 'w');
+ const base_pieces = super.pieces(color, x, y);
return {
- 'p': {
- "class": "pawn",
+ 'j': {
+ "class": "jailer",
moves: [
- {
- steps: [[pawnShift, 0]],
- range: (this.isPawnInitRank(x, color) ? 2 : 1)
- }
- ],
- attack: [
- {
- steps: [[pawnShift, 1], [pawnShift, -1]],
- range: 1
- }
+ {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
]
},
- 'r': {
- "class": "rook",
+ 's': {
+ "class": "sentry",
both: [
- {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
+ {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
]
},
- 'n': {
- "class": "knight",
+ 'c': {
+ "class": "lancer_N",
both: [
- {
- steps: [
- [1, 2], [1, -2], [-1, 2], [-1, -2],
- [2, 1], [-2, 1], [2, -1], [-2, -1]
- ],
- range: 1
- }
+ {steps: [[-1, 0]]}
]
},
- 'b': {
- "class": "bishop",
+ 'd': {
+ "class": "lancer_NE",
both: [
- {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
+ {steps: [[-1, 0]]}
]
},
- 'q': {
- "class": "queen",
+ 'e': {
+ "class": "lancer_E",
both: [
- {
- steps: [
- [0, 1], [0, -1], [1, 0], [-1, 0],
- [1, 1], [1, -1], [-1, 1], [-1, -1]
- ]
- }
+ {steps: [[-1, 0]]}
]
},
- 'k': {
- "class": "king",
+ 'f': {
+ "class": "lancer_SE",
both: [
- {
- steps: [
- [0, 1], [0, -1], [1, 0], [-1, 0],
- [1, 1], [1, -1], [-1, 1], [-1, -1]
- ],
- range: 1
- }
+ {steps: [[-1, 0]]}
+ ]
+ },
+ 'g': {
+ "class": "lancer_S",
+ both: [
+ {steps: [[-1, 0]]}
+ ]
+ },
+ 'h': {
+ "class": "lancer_SO",
+ both: [
+ {steps: [[-1, 0]]}
+ ]
+ },
+ 'm': {
+ "class": "lancer_O",
+ both: [
+ {steps: [[-1, 0]]}
+ ]
+ },
+ 'o': {
+ "class": "lancer_NO",
+ both: [
+ {steps: [[-1, 0]]}
]
},
- // Cannibal kings:
- '!': {"class": "king-pawn", moveas: "p"},
- '#': {"class": "king-rook", moveas: "r"},
- '$': {"class": "king-knight", moveas: "n"},
- '%': {"class": "king-bishop", moveas: "b"},
- '*': {"class": "king-queen", moveas: "q"}
- };
- }
-
- // NOTE: using special symbols to not interfere with variants' pieces codes
- static get CannibalKings() {
- return {
- "!": "p",
- "#": "r",
- "$": "n",
- "%": "b",
- "*": "q",
- "k": "k"
- };
- }
-
- static get CannibalKingCode() {
- return {
- "p": "!",
- "r": "#",
- "n": "$",
- "b": "%",
- "q": "*",
- "k": "k"
};
}
- //////////////////////////
- // MOVES GENERATION UTILS
-
- // For Cylinder: get Y coordinate
- getY(y) {
- if (!this.options["cylinder"])
- return y;
- let res = y % this.size.y;
- if (res < 0)
- res += this.size.y;
- return res;
- }
- // Circular?
- getX(x) {
- return x; //generally, no
- }
-
- increment([x, y], step) {
- return [
- this.getX(x + step[0]),
- this.getY(y + step[1])
- ];
- }
-
- getSegments(curSeg, segStart, segEnd) {
- if (curSeg.length == 0)
- return undefined;
- let segments = JSON.parse(JSON.stringify(curSeg)); //not altering
- segments.push([[segStart[0], segStart[1]], [segEnd[0], segEnd[1]]]);
- return segments;
- }
-
- getStepSpec(color, x, y, piece) {
- let pieceType = piece;
- let allSpecs = this.pieces(color, x, y);
- if (!piece)
- pieceType = this.getPieceType(x, y);
- else if (allSpecs[piece].moveas)
- pieceType = allSpecs[piece].moveas;
- let res = allSpecs[pieceType];
- if (!res["both"])
- res.both = [];
- if (!res["moves"])
- res.moves = [];
- if (!res["attack"])
- res.attack = [];
- return res;
- }
-
- // Can thing on square1 capture thing on square2?
- canTake([x1, y1], [x2, y2]) {
- return this.getColor(x1, y1) !== this.getColor(x2, y2);
- }
-
- // Teleport & Recycle. Assumption: color(x1,y1) == color(x2,y2)
- canSelfTake([x1, y1], [x2, y2]) {
- return !this.isKing(x2, y2);
- }
-
- canStepOver(i, j, p) {
- // In some variants, objects on boards don't stop movement (Chakart)
- return this.board[i][j] == "";
- }
-
- canDrop([c, p], [i, j]) {
- return (
- this.board[i][j] == "" &&
- (!this.enlightened || this.enlightened[i][j]) &&
- (
- p != "p" ||
- (c == 'w' && i < this.size.x - 1) ||
- (c == 'b' && i > 0)
- )
- );
- }
- // For Madrasi:
- // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
+ //TODO:::
isImmobilized([x, y]) {
- if (!this.options["madrasi"])
- return false;
const color = this.getColor(x, y);
const oppCols = this.getOppCols(color);
const piece = this.getPieceType(x, y);
return false;
}
- // Stop at the first capture found
- atLeastOneCapture(color) {
- const allowed = (sq1, sq2) => {
- return (
- // NOTE: canTake is reversed for Zen.
- // Generally ok because of the symmetry. TODO?
- this.canTake(sq1, sq2) &&
- this.filterValid(
- [this.getBasicMove(sq1, sq2)]).length >= 1
- );
- };
- for (let i=0; i<this.size.x; i++) {
- for (let j=0; j<this.size.y; j++) {
- if (this.getColor(i, j) == color) {
- if (
- (
- !this.options["zen"] &&
- this.findDestSquares(
- [i, j],
- {
- attackOnly: true,
- one: true,
- },
- allowed
- )
- )
- ||
- (
- (
- this.options["zen"] &&
- this.findCapturesOn(
- [i, j],
- {one: true},
- allowed
- )
- )
- )
- ) {
- return true;
- }
- }
- }
- }
- return false;
- }
-
- compatibleStep([x1, y1], [x2, y2], step, range) {
- const epsilon = 1e-7; //arbitrary small value
- let shifts = [0];
- if (this.options["cylinder"])
- Array.prototype.push.apply(shifts, [-this.size.y, this.size.y]);
- for (let sh of shifts) {
- const rx = (x2 - x1) / step[0],
- ry = (y2 + sh - y1) / step[1];
- if (
- // Zero step but non-zero interval => impossible
- (!Number.isFinite(rx) && !Number.isNaN(rx)) ||
- (!Number.isFinite(ry) && !Number.isNaN(ry)) ||
- // Negative number of step (impossible)
- (rx < 0 || ry < 0) ||
- // Not the same number of steps in both directions:
- (!Number.isNaN(rx) && !Number.isNaN(ry) && Math.abs(rx - ry) > epsilon)
- ) {
- continue;
- }
- let distance = (Number.isNaN(rx) ? ry : rx);
- if (Math.abs(distance - Math.round(distance)) > epsilon)
- continue;
- distance = Math.round(distance); //in case of (numerical...)
- if (!range || range >= distance)
- return true;
- }
- return false;
- }
-
- ////////////////////
- // MOVES GENERATION
-
- getDropMovesFrom([c, p]) {
- // NOTE: by design, this.reserve[c][p] >= 1 on user click
- // (but not necessarily otherwise: atLeastOneMove() etc)
- if (this.reserve[c][p] == 0)
- return [];
- let moves = [];
- for (let i=0; i<this.size.x; i++) {
- for (let j=0; j<this.size.y; j++) {
- if (this.onBoard(i, j) && this.canDrop([c, p], [i, j])) {
- let mv = new Move({
- start: {x: c, y: p},
- end: {x: i, y: j},
- appear: [new PiPo({x: i, y: j, c: c, p: p})],
- vanish: []
- });
- if (this.board[i][j] != "") {
- mv.vanish.push(new PiPo({
- x: i,
- y: j,
- c: this.getColor(i, j),
- p: this.getPiece(i, j)
- }));
- }
- moves.push(mv);
- }
- }
- }
- return moves;
- }
+ // TODO::::::::
// All possible moves from selected square
// TODO: generalize usage if arg "color" (e.g. Checkered)
getPotentialMovesFrom([x, y], color) {
return this.postProcessPotentialMoves(moves);
}
- postProcessPotentialMoves(moves) {
- if (moves.length == 0)
- return [];
- const color = this.getColor(moves[0].start.x, moves[0].start.y);
- const oppCols = this.getOppCols(color);
-
- if (this.options["capture"] && this.atLeastOneCapture(color))
- moves = this.capturePostProcess(moves, oppCols);
-
- if (this.options["atomic"])
- moves = this.atomicPostProcess(moves, color, oppCols);
-
- if (
- moves.length > 0 &&
- this.getPieceType(moves[0].start.x, moves[0].start.y) == "p"
- ) {
- moves = this.pawnPostProcess(moves, color, oppCols);
- }
- if (this.options["cannibal"] && this.options["rifle"])
- // In this case a rifle-capture from last rank may promote a pawn
- moves = this.riflePromotePostProcess(moves, color);
-
- return moves;
- }
-
- capturePostProcess(moves, oppCols) {
- // Filter out non-capturing moves (not using m.vanish because of
- // self captures of Recycle and Teleport).
- return moves.filter(m => {
- return (
- this.board[m.end.x][m.end.y] != "" &&
- oppCols.includes(this.getColor(m.end.x, m.end.y))
- );
- });
- }
-
- atomicPostProcess(moves, color, oppCols) {
- moves.forEach(m => {
- if (
- this.board[m.end.x][m.end.y] != "" &&
- oppCols.includes(this.getColor(m.end.x, m.end.y))
- ) {
- // Explosion!
- let steps = [
- [-1, -1],
- [-1, 0],
- [-1, 1],
- [0, -1],
- [0, 1],
- [1, -1],
- [1, 0],
- [1, 1]
- ];
- let mNext = new Move({
- start: m.end,
- end: m.end,
- appear: [],
- vanish: []
- });
- for (let step of steps) {
- let [x, y] = this.increment([m.end.x, m.end.y], step);
- if (
- this.onBoard(x, y) &&
- this.board[x][y] != "" &&
- (x != m.start.x || y != m.start.y) &&
- this.getPieceType(x, y) != "p"
- ) {
- mNext.vanish.push(
- new PiPo({
- p: this.getPiece(x, y),
- c: this.getColor(x, y),
- x: x,
- y: y
- })
- );
- }
- }
- if (!this.options["rifle"]) {
- // The moving piece also vanish
- mNext.vanish.unshift(
- new PiPo({
- x: m.end.x,
- y: m.end.y,
- c: color,
- p: this.getPiece(m.start.x, m.start.y)
- })
- );
- }
- m.next = mNext;
- }
- });
- return moves;
- }
-
- pawnPostProcess(moves, color, oppCols) {
- let moreMoves = [];
- const lastRank = (color == "w" ? 0 : this.size.x - 1);
- const initPiece = this.getPiece(moves[0].start.x, moves[0].start.y);
- moves.forEach(m => {
- const [x1, y1] = [m.start.x, m.start.y];
- const [x2, y2] = [m.end.x, m.end.y];
- const promotionOk = (
- x2 == lastRank &&
- (!this.options["rifle"] || this.board[x2][y2] == "")
- );
- if (!promotionOk)
- return; //nothing to do
- if (this.options["pawnfall"]) {
- m.appear.shift();
- return;
- }
- let finalPieces;
- if (
- this.options["cannibal"] &&
- this.board[x2][y2] != "" &&
- oppCols.includes(this.getColor(x2, y2))
- ) {
- finalPieces = [this.getPieceType(x2, y2)];
- }
- else
- finalPieces = this.pawnPromotions;
- m.appear[0].p = finalPieces[0];
- if (initPiece == "!") //cannibal king-pawn
- m.appear[0].p = C.CannibalKingCode[finalPieces[0]];
- for (let i=1; i<finalPieces.length; i++) {
- let newMove = JSON.parse(JSON.stringify(m));
- const piece = finalPieces[i];
- m.appear[0].p = (initPiece != "!" ? piece : C.CannibalKingCode[piece]);
- moreMoves.push(newMove);
- }
- });
- return moves.concat(moreMoves);
- }
-
- riflePromotePostProcess(moves, color) {
- const lastRank = (color == "w" ? 0 : this.size.x - 1);
- let newMoves = [];
- moves.forEach(m => {
- if (
- m.start.x == lastRank &&
- m.appear.length >= 1 &&
- m.appear[0].p == "p" &&
- m.appear[0].x == m.start.x &&
- m.appear[0].y == m.start.y
- ) {
- m.appear[0].p = this.pawnPromotions[0];
- for (let i=1; i<this.pawnPromotions.length; i++) {
- let newMv = JSON.parse(JSON.stringify(m));
- newMv.appear[0].p = this.pawnPromotions[i];
- newMoves.push(newMv);
- }
- }
- });
- return moves.concat(newMoves);
- }
-
- // Generic method to find possible moves of "sliding or jumping" pieces
- getPotentialMovesOf(piece, [x, y]) {
- const color = this.getColor(x, y);
- const stepSpec = this.getStepSpec(color, x, y, piece);
- let squares = [];
- if (stepSpec.attack) {
- squares = this.findDestSquares(
- [x, y],
- {
- attackOnly: true,
- stepSpec: stepSpec
- },
- ([i1, j1], [i2, j2]) => {
- return (
- (!this.options["zen"] || this.isKing(i2, j2)) &&
- this.canTake([i1, j1], [i2, j2])
- );
- }
- );
- }
- const noSpecials = this.findDestSquares(
- [x, y],
- {
- moveOnly: !!stepSpec.attack || this.options["zen"],
- stepSpec: stepSpec
- }
- );
- Array.prototype.push.apply(squares, noSpecials);
- if (this.options["zen"]) {
- let zenCaptures = this.findCapturesOn(
- [x, y],
- {}, //byCol: default is ok
- ([i1, j1], [i2, j2]) =>
- !this.isKing(i1, j1) && this.canTake([i2, j2], [i1, j1])
- );
- // Technical step: segments (if any) are reversed
- zenCaptures.forEach(z => {
- if (!!z.segments)
- z.segments = z.segments.reverse().map(s => s.reverse())
- });
- Array.prototype.push.apply(squares, zenCaptures);
- }
- if (this.hasSelfCaptures) {
- const selfCaptures = this.findDestSquares(
- [x, y],
- {
- attackOnly: true,
- stepSpec: stepSpec
- },
- ([i1, j1], [i2, j2]) => {
- return (
- this.getColor(i2, j2) == color &&
- this.canSelfTake([i1, j1], [i2, j2])
- );
- }
- );
- Array.prototype.push.apply(squares, selfCaptures);
- }
- return squares.map(s => {
- let mv = this.getBasicMove([x, y], s.sq);
- if (!!s.segments)
- mv.segments = s.segments;
- return mv;
- });
- }
-
- findDestSquares([x, y], o, allowed) {
- if (!allowed)
- allowed = (sq1, sq2) => this.canTake(sq1, sq2);
- const apparentPiece = this.getPiece(x, y); //how it looks
- let res = [];
- // Next 3 for Cylinder mode or circular (useless otherwise)
- let explored = {};
- let segments = [];
- let segStart = [];
- const addSquare = ([i, j]) => {
- let elt = {sq: [i, j]};
- if (segments.length >= 1)
- elt.segments = this.getSegments(segments, segStart, [i, j]);
- res.push(elt);
- };
- const exploreSteps = (stepArray, mode) => {
- for (let s of stepArray) {
- outerLoop: for (let step of s.steps) {
- segments = [];
- segStart = [x, y];
- let [i, j] = [x, y];
- let stepCounter = 0;
- while (
- this.onBoard(i, j) &&
- ((i == x && j == y) || this.canStepOver(i, j, apparentPiece))
- ) {
- if (!explored[i + "." + j] && (i != x || j != y)) {
- explored[i + "." + j] = true;
- if (
- !o.captureTarget ||
- (o.captureTarget[0] == i && o.captureTarget[1] == j)
- ) {
- if (o.one && mode != "attack")
- return true;
- if (mode != "attack")
- addSquare(!o.captureTarget ? [i, j] : [x, y]);
- if (o.captureTarget)
- return res[0];
- }
- }
- if (s.range <= stepCounter++)
- continue outerLoop;
- const oldIJ = [i, j];
- [i, j] = this.increment([i, j], step);
- if (
- Math.abs(i - oldIJ[0]) != Math.abs(step[0]) ||
- Math.abs(j - oldIJ[1]) != Math.abs(step[1])
- ) {
- // Boundary between segments (cylinder or circular mode)
- segments.push([[segStart[0], segStart[1]], oldIJ]);
- segStart = [i, j];
- }
- }
- if (!this.onBoard(i, j))
- continue;
- const pieceIJ = this.getPieceType(i, j);
- if (!explored[i + "." + j]) {
- explored[i + "." + j] = true;
- if (allowed([x, y], [i, j])) {
- if (o.one && mode != "moves")
- return true;
- if (mode != "moves")
- addSquare(!o.captureTarget ? [i, j] : [x, y]);
- if (
- o.captureTarget &&
- o.captureTarget[0] == i && o.captureTarget[1] == j
- ) {
- return res[0];
- }
- }
- }
- }
- }
- return undefined; //default, but let's explicit it
- };
- if (o.captureTarget)
- return exploreSteps(o.captureSteps, "attack");
- else {
- const stepSpec =
- o.stepSpec || this.getStepSpec(this.getColor(x, y), x, y);
- let outOne = false;
- if (!o.attackOnly)
- outOne = exploreSteps(stepSpec.both.concat(stepSpec.moves), "moves");
- if (!outOne && !o.moveOnly)
- outOne = exploreSteps(stepSpec.both.concat(stepSpec.attack), "attack");
- return (o.one ? outOne : res);
- }
- }
-
- // Search for enemy (or not) pieces attacking [x, y]
- findCapturesOn([x, y], o, allowed) {
- if (!o.byCol)
- o.byCol = this.getOppCols(this.getColor(x, y) || this.turn);
- let res = [];
- for (let i=0; i<this.size.x; i++) {
- for (let j=0; j<this.size.y; j++) {
- const colIJ = this.getColor(i, j);
- if (
- this.board[i][j] != "" &&
- o.byCol.includes(colIJ) &&
- !this.isImmobilized([i, j])
- ) {
- const apparentPiece = this.getPiece(i, j);
- // Quick check: does this potential attacker target x,y ?
- if (this.canStepOver(x, y, apparentPiece))
- continue;
- const stepSpec = this.getStepSpec(colIJ, i, j);
- const attacks = stepSpec.attack.concat(stepSpec.both);
- for (let a of attacks) {
- for (let s of a.steps) {
- // Quick check: if step isn't compatible, don't even try
- if (!this.compatibleStep([i, j], [x, y], s, a.range))
- continue;
- // Finally verify that nothing stand in-between
- const out = this.findDestSquares(
- [i, j],
- {
- captureTarget: [x, y],
- captureSteps: [{steps: [s], range: a.range}],
- },
- allowed
- );
- if (out) {
- if (o.one)
- return true;
- res.push(out);
- }
- }
- }
- }
- }
- }
- return (o.one ? false : res);
+ // TODO::::: (sentry pushes [pawn to promotion] ?!)
+ postProcessPotentialMoves(moves) {
+ /////////
}
+ // TODO:::: or edit this for sentry ???????
// Build a regular move from its initial and destination squares.
// tr: transformation
getBasicMove([sx, sy], [ex, ey], tr) {
- const initColor = this.getColor(sx, sy);
- const initPiece = this.getPiece(sx, sy);
- const destColor = (this.board[ex][ey] != "" ? this.getColor(ex, ey) : "");
- let mv = new Move({
- appear: [],
- vanish: [],
- start: {x: sx, y: sy},
- end: {x: ex, y: ey}
- });
- if (
- !this.options["rifle"] ||
- this.board[ex][ey] == "" ||
- destColor == initColor //Recycle, Teleport
- ) {
- mv.appear = [
- new PiPo({
- x: ex,
- y: ey,
- c: !!tr ? tr.c : initColor,
- p: !!tr ? tr.p : initPiece
- })
- ];
- mv.vanish = [
- new PiPo({
- x: sx,
- y: sy,
- c: initColor,
- p: initPiece
- })
- ];
- }
- if (this.board[ex][ey] != "") {
- mv.vanish.push(
- new PiPo({
- x: ex,
- y: ey,
- c: this.getColor(ex, ey),
- p: this.getPiece(ex, ey)
- })
- );
- if (this.options["cannibal"] && destColor != initColor) {
- const lastIdx = mv.vanish.length - 1; //think "Rifle+Cannibal"
- let trPiece = mv.vanish[lastIdx].p;
- if (this.isKing(sx, sy))
- trPiece = C.CannibalKingCode[trPiece];
- if (mv.appear.length >= 1)
- mv.appear[0].p = trPiece;
- else if (this.options["rifle"]) {
- mv.appear.unshift(
- new PiPo({
- x: sx,
- y: sy,
- c: initColor,
- p: trPiece
- })
- );
- mv.vanish.unshift(
- new PiPo({
- x: sx,
- y: sy,
- c: initColor,
- p: initPiece
- })
- );
- }
- }
- }
- return mv;
- }
-
- // En-passant square, if any
- getEpSquare(moveOrSquare) {
- if (typeof moveOrSquare === "string") {
- const square = moveOrSquare;
- if (square == "-")
- return undefined;
- return C.SquareToCoords(square);
- }
- // Argument is a move:
- const move = moveOrSquare;
- const s = move.start,
- e = move.end;
- if (
- s.y == e.y &&
- Math.abs(s.x - e.x) == 2 &&
- // Next conditions for variants like Atomic or Rifle, Recycle...
- (
- move.appear.length > 0 &&
- this.getPieceType(0, 0, move.appear[0].p) == 'p'
- )
- &&
- (
- move.vanish.length > 0 &&
- this.getPieceType(0, 0, move.vanish[0].p) == 'p'
- )
- ) {
- return {
- x: (s.x + e.x) / 2,
- y: s.y
- };
- }
- return undefined; //default
- }
-
- // Special case of en-passant captures: treated separately
- getEnpassantCaptures([x, y]) {
- const color = this.getColor(x, y);
- const shiftX = (color == 'w' ? -1 : 1);
- const oppCols = this.getOppCols(color);
- if (
- this.epSquare &&
- this.epSquare.x == x + shiftX && //NOTE: epSquare.x not on edge
- Math.abs(this.getY(this.epSquare.y - y)) == 1 &&
- // Doublemove (and Progressive?) guards:
- this.board[this.epSquare.x][this.epSquare.y] == "" &&
- oppCols.includes(this.getColor(x, this.epSquare.y))
- ) {
- const [epx, epy] = [this.epSquare.x, this.epSquare.y];
- this.board[epx][epy] = this.board[x][this.epSquare.y];
- let enpassantMove = this.getBasicMove([x, y], [epx, epy]);
- this.board[epx][epy] = "";
- const lastIdx = enpassantMove.vanish.length - 1; //think Rifle
- enpassantMove.vanish[lastIdx].x = x;
- return [enpassantMove];
- }
- return [];
+ super.getBasicMove(.......)
}
- getCastleMoves([x, y], finalSquares, castleWith, castleFlags) {
- const c = this.getColor(x, y);
- castleFlags = castleFlags || this.castleFlags[c];
-
- // Castling ?
- const oppCols = this.getOppCols(c);
- let moves = [];
- // King, then rook:
- finalSquares =
- finalSquares || [ [2, 3], [this.size.y - 2, this.size.y - 3] ];
- const castlingKing = this.getPiece(x, y);
- castlingCheck: for (
- let castleSide = 0;
- castleSide < 2;
- castleSide++ //large, then small
- ) {
- if (castleFlags[castleSide] >= this.size.y)
- continue;
- // If this code is reached, rook and king are on initial position
-
- // NOTE: in some variants this is not a rook
- const rookPos = castleFlags[castleSide];
- const castlingPiece = this.getPiece(x, rookPos);
- if (
- this.board[x][rookPos] == "" ||
- this.getColor(x, rookPos) != c ||
- (castleWith && !castleWith.includes(castlingPiece))
- ) {
- // Rook is not here, or changed color (see Benedict)
- continue;
- }
- // Nothing on the path of the king ? (and no checks)
- const finDist = finalSquares[castleSide][0] - y;
- let step = finDist / Math.max(1, Math.abs(finDist));
- let i = y;
- do {
- if (
- // NOTE: next weird test because underCheck() verification
- // will be executed in filterValid() later.
- (
- i != finalSquares[castleSide][0] &&
- this.underCheck([[x, i]], oppCols)
- )
- ||
- (
- this.board[x][i] != "" &&
- // NOTE: next check is enough, because of chessboard constraints
- (this.getColor(x, i) != c || ![rookPos, y].includes(i))
- )
- ) {
- continue castlingCheck;
- }
- i += step;
- } while (i != finalSquares[castleSide][0]);
- // Nothing on the path to the rook?
- step = (castleSide == 0 ? -1 : 1);
- for (i = y + step; i != rookPos; i += step) {
- if (this.board[x][i] != "")
- continue castlingCheck;
- }
-
- // Nothing on final squares, except maybe king and castling rook?
- for (i = 0; i < 2; i++) {
- if (
- finalSquares[castleSide][i] != rookPos &&
- this.board[x][finalSquares[castleSide][i]] != "" &&
- (
- finalSquares[castleSide][i] != y ||
- this.getColor(x, finalSquares[castleSide][i]) != c
- )
- ) {
- continue castlingCheck;
- }
- }
-
- // If this code is reached, castle is potentially valid
- moves.push(
- new Move({
- appear: [
- new PiPo({
- x: x,
- y: finalSquares[castleSide][0],
- p: castlingKing,
- c: c
- }),
- new PiPo({
- x: x,
- y: finalSquares[castleSide][1],
- p: castlingPiece,
- c: c
- })
- ],
- vanish: [
- // King might be initially disguised (Titan...)
- new PiPo({ x: x, y: y, p: castlingKing, c: c }),
- new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c })
- ],
- end:
- Math.abs(y - rookPos) <= 2
- ? {x: x, y: rookPos}
- : {x: x, y: y + 2 * (castleSide == 0 ? -1 : 1)}
- })
- );
- }
-
- return moves;
- }
-
- ////////////////////
- // MOVES VALIDATION
+ // TODO:::::: under sentry attack?!
// Is piece (or square) at given position attacked by "oppCol(s)" ?
underAttack([x, y], oppCols) {
// An empty square is considered as king,
);
}
- // Argument is (very generally) an array of squares (= arrays)
- underCheck(square_s, oppCols) {
- if (this.options["taking"] || this.options["dark"])
- return false;
- return square_s.some(sq => this.underAttack(sq, oppCols));
- }
-
- // Scan board for king(s)
- searchKingPos(color) {
- let res = [];
- for (let i=0; i < this.size.x; i++) {
- for (let j=0; j < this.size.y; j++) {
- if (this.getColor(i, j) == color && this.isKing(i, j))
- res.push([i, j]);
- }
- }
- return res;
- }
-
- // cb: callback returning a boolean (false if king missing)
- trackKingWrap(move, kingPos, cb) {
- if (move.appear.length == 0 && move.vanish.length == 0)
- return true;
- const color =
- (move.vanish.length > 0 ? move.vanish[0].c : move.appear[0].c);
- let newKingPP = null,
- sqIdx = 0,
- res = true; //a priori valid
- const oldKingPP =
- move.vanish.find(v => this.isKing(0, 0, v.p) && v.c == color);
- if (oldKingPP) {
- // Search king in appear array:
- newKingPP =
- move.appear.find(a => this.isKing(0, 0, a.p) && a.c == color);
- if (newKingPP) {
- sqIdx = kingPos.findIndex(kp =>
- kp[0] == oldKingPP.x && kp[1] == oldKingPP.y);
- kingPos[sqIdx] = [newKingPP.x, newKingPP.y];
- }
- else
- res = false; //king vanished
- }
- res &&= cb(kingPos);
- if (oldKingPP && newKingPP)
- kingPos[sqIdx] = [oldKingPP.x, oldKingPP.y];
- return res;
- }
+ // TODO::: sentry subturn ???
// 'color' arg because some variants (e.g. Refusal) check opponent moves
filterValid(moves, color) {
color = color || this.turn;
});
}
- /////////////////
- // MOVES PLAYING
-
- // Apply a move on board
- playOnBoard(move) {
- for (let psq of move.vanish)
- this.board[psq.x][psq.y] = "";
- for (let psq of move.appear)
- this.board[psq.x][psq.y] = psq.c + psq.p;
- }
- // Un-apply the played move
- undoOnBoard(move) {
- for (let psq of move.appear)
- this.board[psq.x][psq.y] = "";
- for (let psq of move.vanish)
- this.board[psq.x][psq.y] = psq.c + psq.p;
- }
-
- // NOTE: arg "castleFlags" for Coregal or Twokings
- updateCastleFlags(move, castleFlags, king) {
- castleFlags = castleFlags || this.castleFlags;
- // If flags already off, no need to re-check:
- if (
- Object.values(castleFlags).every(cvals =>
- cvals.every(val => val >= this.size.y))
- ) {
- return;
- }
- // Update castling flags if start or arrive from/at rook/king locations
- move.appear.concat(move.vanish).forEach(psq => {
- if ((king && psq.p == king) || (!king && this.isKing(0, 0, psq.p)))
- castleFlags[psq.c] = [this.size.y, this.size.y];
- // NOTE: not "else if" because king can capture enemy rook...
- let c = "";
- if (psq.x == 0)
- c = "b";
- else if (psq.x == this.size.x - 1)
- c = "w";
- if (c != "") {
- const fidx = castleFlags[c].findIndex(f => f == psq.y);
- if (fidx >= 0)
- castleFlags[c][fidx] = this.size.y;
- }
- });
- }
-
- prePlay(move) {
- if (this.hasCastle)
- this.updateCastleFlags(move);
- if (this.options["crazyhouse"]) {
- if (move.appear.length > 0 && move.vanish.length > 0) {
- // Assumption: something is moving
- const initSquare = C.CoordsToSquare(move.start);
- const destSquare = C.CoordsToSquare(move.end);
- if (
- this.ispawn[initSquare] ||
- (move.vanish[0].p == 'p' && move.appear[0].p != 'p')
- ) {
- this.ispawn[destSquare] = true;
- }
- else if (
- this.ispawn[destSquare] &&
- this.getColor(move.end.x, move.end.y) != move.vanish[0].c
- ) {
- move.vanish[1].p = 'p';
- delete this.ispawn[destSquare];
- }
- }
- move.vanish.forEach(v => {
- const square = C.CoordsToSquare({x: v.x, y: v.y});
- if (this.ispawn[square])
- delete this.ispawn[square];
- });
- }
- const minSize = Math.min(move.appear.length, move.vanish.length);
- if (
- this.hasReserve &&
- // Warning; atomic pawn removal isn't a capture
- (!this.options["atomic"] || !this.rempawn || this.movesCount >= 1)
- ) {
- const color = this.turn;
- for (let i=minSize; i<move.appear.length; i++) {
- // Something appears = dropped on board (some exceptions, Chakart...)
- if (move.appear[i].c == color) {
- const piece = move.appear[i].p;
- this.updateReserve(color, piece, this.reserve[color][piece] - 1);
- }
- }
- for (let i=minSize; i<move.vanish.length; i++) {
- // Something vanish: add to reserve except if recycle & opponent
- if (
- this.options["crazyhouse"] ||
- (this.options["recycle"] && move.vanish[i].c == color)
- ) {
- const piece = move.vanish[i].p;
- this.updateReserve(color, piece, this.reserve[color][piece] + 1);
- }
- }
- }
- }
-
- play(move) {
- this.prePlay(move);
- if (this.hasEnpassant)
- this.epSquare = this.getEpSquare(move);
- this.playOnBoard(move);
- this.postPlay(move);
- }
-
- postPlay(move) {
- if (this.options["dark"])
- this.updateEnlightened();
- if (this.options["teleport"]) {
- if (
- this.subTurnTeleport == 1 &&
- move.vanish.length == 2 &&
- move.appear.length == 1 &&
- move.vanish[1].c == this.turn
- ) {
- const v = move.vanish[1];
- this.captured = {x: v.x, y: v.y, c: v.c, p: v.p};
- this.subTurnTeleport = 2;
- return;
- }
- this.subTurnTeleport = 1;
- this.captured = null;
- }
- this.tryChangeTurn(move);
- }
-
- tryChangeTurn(move) {
- if (this.isLastMove(move)) {
- this.turn = C.GetOppTurn(this.turn);
- this.movesCount++;
- this.subTurn = 1;
- }
- else if (!move.next)
- this.subTurn++;
- }
-
- isLastMove(move) {
- if (move.next)
- return false;
- const color = this.turn;
- const oppKingPos = this.searchKingPos(C.GetOppTurn(color));
- if (oppKingPos.length == 0 || this.underCheck(oppKingPos, [color]))
- return true;
- return (
- (
- !this.options["balance"] ||
- ![1, 2].includes(this.movesCount) ||
- this.subTurn == 2
- )
- &&
- (
- !this.options["doublemove"] ||
- this.movesCount == 0 ||
- this.subTurn == 2
- )
- &&
- (
- !this.options["progressive"] ||
- this.subTurn == this.movesCount + 1
- )
- );
- }
-
- // "Stop at the first move found"
- atLeastOneMove(color) {
- for (let i = 0; i < this.size.x; i++) {
- for (let j = 0; j < this.size.y; j++) {
- if (this.board[i][j] != "" && this.getColor(i, j) == color) {
- // NOTE: in fact searching for all potential moves from i,j.
- // I don't believe this is an issue, for now at least.
- const moves = this.getPotentialMovesFrom([i, j], color);
- if (moves.some(m => this.filterValid([m]).length >= 1))
- return true;
- }
- }
- }
- if (this.hasReserve && this.reserve[color]) {
- for (let p of Object.keys(this.reserve[color])) {
- const moves = this.getDropMovesFrom([color, p]);
- if (moves.some(m => this.filterValid([m]).length >= 1))
- return true;
- }
- }
- return false;
- }
-
- // What is the score ? (Interesting if game is over)
- getCurrentScore(move_s) {
- const move = move_s[move_s.length - 1];
- // Shortcut in case the score was computed before:
- if (move.result)
- return move.result;
- const oppTurn = C.GetOppTurn(this.turn);
- const kingPos = {
- w: this.searchKingPos('w'),
- b: this.searchKingPos('b')
- };
- if (kingPos[this.turn].length == 0 && kingPos[oppTurn].length == 0)
- return "1/2";
- if (kingPos[this.turn].length == 0)
- return (this.turn == "w" ? "0-1" : "1-0");
- if (kingPos[oppTurn].length == 0)
- return (this.turn == "w" ? "1-0" : "0-1");
- if (this.atLeastOneMove(this.turn))
- return "*";
- // No valid move: stalemate or checkmate?
- if (!this.underCheck(kingPos[this.turn], this.getOppCols(this.turn)))
- return "1/2";
- // OK, checkmate
- return (this.turn == "w" ? "0-1" : "1-0");
- }
-
- playVisual(move, r) {
- move.vanish.forEach(v => {
- if (this.g_pieces[v.x][v.y]) //can be null (e.g. Apocalypse)
- this.g_pieces[v.x][v.y].remove();
- this.g_pieces[v.x][v.y] = null;
- });
- let chessboard =
- document.getElementById(this.containerId).querySelector(".chessboard");
- if (!r)
- r = chessboard.getBoundingClientRect();
- const pieceWidth = this.getPieceWidth(r.width);
- move.appear.forEach(a => {
- this.g_pieces[a.x][a.y] = document.createElement("piece");
- C.AddClass_es(this.g_pieces[a.x][a.y],
- this.pieces(a.c, a.x, a.y)[a.p]["class"]);
- this.g_pieces[a.x][a.y].classList.add(V.GetColorClass(a.c));
- this.g_pieces[a.x][a.y].style.width = pieceWidth + "px";
- this.g_pieces[a.x][a.y].style.height = pieceWidth + "px";
- const [ip, jp] = this.getPixelPosition(a.x, a.y, r);
- // Translate coordinates to use chessboard as reference:
- this.g_pieces[a.x][a.y].style.transform =
- `translate(${ip - r.x}px,${jp - r.y}px)`;
- if (this.enlightened && !this.enlightened[a.x][a.y])
- this.g_pieces[a.x][a.y].classList.add("hidden");
- chessboard.appendChild(this.g_pieces[a.x][a.y]);
- });
- if (this.options["dark"])
- this.graphUpdateEnlightened();
- }
-
- // TODO: send stack receive stack, or allow incremental? (good/bad points)
- buildMoveStack(move, r) {
- this.moveStack.push(move);
- this.computeNextMove(move);
- const then = () => {
- const newTurn = this.turn;
- if (this.moveStack.length == 1 && !this.hideMoves)
- this.playVisual(move, r);
- if (move.next) {
- this.gameState = {
- fen: this.getFen(),
- board: JSON.parse(JSON.stringify(this.board)) //easier
- };
- this.buildMoveStack(move.next, r);
- }
- else {
- if (this.moveStack.length == 1) {
- // Usual case (one normal move)
- this.afterPlay(this.moveStack, newTurn, {send: true, res: true});
- this.moveStack = [];
- }
- else {
- this.afterPlay(this.moveStack, newTurn, {send: true, res: false});
- this.re_initFromFen(this.gameState.fen, this.gameState.board);
- this.playReceivedMove(this.moveStack.slice(1), () => {
- this.afterPlay(this.moveStack, newTurn, {send: false, res: true});
- this.moveStack = [];
- });
- }
- }
- };
- // If hiding moves, then they are revealed in play() with callback
- this.play(move, this.hideMoves ? then : null);
- if (!this.hideMoves)
- then();
- }
-
- // Implemented in variants using (automatic) moveStack
- computeNextMove(move) {}
-
- animateMoving(start, end, drag, segments, cb) {
- let initPiece = this.getDomPiece(start.x, start.y);
- if (!initPiece) { //TODO: shouldn't occur!
- cb();
- return;
- }
- // NOTE: cloning often not required, but light enough, and simpler
- let movingPiece = initPiece.cloneNode();
- initPiece.style.opacity = "0";
- let container =
- document.getElementById(this.containerId)
- const r = container.querySelector(".chessboard").getBoundingClientRect();
- if (typeof start.x == "string") {
- // Need to bound width/height (was 100% for reserve pieces)
- const pieceWidth = this.getPieceWidth(r.width);
- movingPiece.style.width = pieceWidth + "px";
- movingPiece.style.height = pieceWidth + "px";
- }
- const maxDist = this.getMaxDistance(r);
- const apparentColor = this.getColor(start.x, start.y);
- const pieces = this.pieces(apparentColor, start.x, start.y);
- if (drag) {
- const startCode = this.getPiece(start.x, start.y);
- C.RemoveClass_es(movingPiece, pieces[startCode]["class"]);
- C.AddClass_es(movingPiece, pieces[drag.p]["class"]);
- if (apparentColor != drag.c) {
- movingPiece.classList.remove(V.GetColorClass(apparentColor));
- movingPiece.classList.add(V.GetColorClass(drag.c));
- }
- }
- container.appendChild(movingPiece);
- const animateSegment = (index, cb) => {
- // NOTE: move.drag could be generalized per-segment (usage?)
- const [i1, j1] = segments[index][0];
- const [i2, j2] = segments[index][1];
- const dep = this.getPixelPosition(i1, j1, r);
- const arr = this.getPixelPosition(i2, j2, r);
- movingPiece.style.transitionDuration = "0s";
- movingPiece.style.transform = `translate(${dep[0]}px, ${dep[1]}px)`;
- const distance =
- Math.sqrt((arr[0] - dep[0]) ** 2 + (arr[1] - dep[1]) ** 2);
- const duration = 0.2 + (distance / maxDist) * 0.3;
- // TODO: unclear why we need this new delay below:
- setTimeout(() => {
- movingPiece.style.transitionDuration = duration + "s";
- // movingPiece is child of container: no need to adjust coordinates
- movingPiece.style.transform = `translate(${arr[0]}px, ${arr[1]}px)`;
- setTimeout(cb, duration * 1000);
- }, 50);
- };
- let index = 0;
- const animateSegmentCallback = () => {
- if (index < segments.length)
- animateSegment(index++, animateSegmentCallback);
- else {
- movingPiece.remove();
- initPiece.style.opacity = "1";
- cb();
- }
- };
- animateSegmentCallback();
- }
-
- // Input array of objects with at least fields x,y (e.g. PiPo)
- animateFading(arr, cb) {
- const animLength = 350; //TODO: 350ms? More? Less?
- arr.forEach(v => {
- let fadingPiece = this.getDomPiece(v.x, v.y);
- fadingPiece.style.transitionDuration = (animLength / 1000) + "s";
- fadingPiece.style.opacity = "0";
- });
- setTimeout(cb, animLength);
- }
-
- animate(move, callback) {
- if (this.noAnimate || move.noAnimate) {
- callback();
- return;
- }
- let segments = move.segments;
- if (!segments)
- segments = [ [[move.start.x, move.start.y], [move.end.x, move.end.y]] ];
- let targetObj = new TargetObj(callback);
- if (move.start.x != move.end.x || move.start.y != move.end.y) {
- targetObj.target++;
- this.animateMoving(move.start, move.end, move.drag, segments,
- () => targetObj.increment());
- }
- if (move.vanish.length > move.appear.length) {
- const arr = move.vanish.slice(move.appear.length)
- // Ignore disappearing pieces hidden by some appearing ones:
- .filter(v => move.appear.every(a => a.x != v.x || a.y != v.y));
- if (arr.length > 0) {
- targetObj.target++;
- this.animateFading(arr, () => targetObj.increment());
- }
- }
- targetObj.target +=
- this.tryAnimateCastle(move, () => targetObj.increment());
- targetObj.target +=
- this.customAnimate(move, segments, () => targetObj.increment());
- if (targetObj.target == 0)
- callback();
- }
-
- tryAnimateCastle(move, cb) {
- if (
- this.hasCastle &&
- move.vanish.length == 2 &&
- move.appear.length == 2 &&
- this.isKing(0, 0, move.vanish[0].p) &&
- this.isKing(0, 0, move.appear[0].p)
- ) {
- const start = {x: move.vanish[1].x, y: move.vanish[1].y},
- end = {x: move.appear[1].x, y: move.appear[1].y};
- const segments = [ [[start.x, start.y], [end.x, end.y]] ];
- this.animateMoving(start, end, null, segments, cb);
- return 1;
- }
- return 0;
- }
-
- // Potential other animations (e.g. for Suction variant)
- customAnimate(move, segments, cb) {
- return 0; //nb of targets
- }
-
- launchAnimation(moves, container, callback) {
- if (this.hideMoves) {
- for (let i=0; i<moves.length; i++)
- // If hiding moves, they are revealed into play():
- this.play(moves[i], i == moves.length - 1 ? callback : () => {});
- return;
- }
- const r = container.querySelector(".chessboard").getBoundingClientRect();
- const animateRec = i => {
- this.animate(moves[i], () => {
- this.play(moves[i]);
- this.playVisual(moves[i], r);
- if (i < moves.length - 1)
- setTimeout(() => animateRec(i+1), 300);
- else
- callback();
- });
- };
- animateRec(0);
- }
-
- playReceivedMove(moves, callback) {
- // Delay if user wasn't focused:
- const checkDisplayThenAnimate = (delay) => {
- if (container.style.display == "none") {
- alert("New move! Let's go back to game...");
- document.getElementById("gameInfos").style.display = "none";
- container.style.display = "block";
- setTimeout(
- () => this.launchAnimation(moves, container, callback),
- 700
- );
- }
- else {
- setTimeout(
- () => this.launchAnimation(moves, container, callback),
- delay || 0
- );
- }
- };
- let container = document.getElementById(this.containerId);
- if (document.hidden) {
- document.onvisibilitychange = () => {
- // TODO here: page reload ?! (some issues if tab changed...)
- document.onvisibilitychange = undefined;
- checkDisplayThenAnimate(700);
- };
- }
- else
- checkDisplayThenAnimate();
- }
-
};
-