1 import {Random
} from "/utils/alea.js";
2 import {ArrayFun
} from "/utils/array.js";
3 import {FenUtil
} from "/utils/setupPieces.js";
4 import PiPo
from "/utils/PiPo.js";
5 import Move
from "/utils/Move.js";
7 // Helper class for move animation
10 constructor(callOnComplete
) {
13 this.callOnComplete
= callOnComplete
;
16 if (++this.value
== this.target
)
17 this.callOnComplete();
22 // NOTE: x coords: top to bottom (white perspective); y: left to right
23 // NOTE: ChessRules is aliased as window.C, and variants as window.V
24 export default class ChessRules
{
26 static get Aliases() {
27 return {'C': ChessRules
};
30 /////////////////////////
31 // VARIANT SPECIFICATIONS
33 // Some variants have specific options, like the number of pawns in Monster,
34 // or the board size for Pandemonium.
35 // Users can generally select a randomness level from 0 to 2.
36 static get Options() {
40 variable: "randomness",
43 {label: "Deterministic", value: 0},
44 {label: "Symmetric random", value: 1},
45 {label: "Asymmetric random", value: 2}
50 label: "Capture king",
56 label: "Falling pawn",
62 // Game modifiers (using "elementary variants"). Default: false
65 "balance", //takes precedence over doublemove & progressive
69 "cylinder", //ok with all
73 "progressive", //(natural) priority over doublemove
82 get pawnPromotions() {
83 return ['q', 'r', 'n', 'b'];
86 // Some variants don't have flags:
95 // En-passant captures allowed?
100 // Allow to take (moving: not disappearing) own pieces?
101 get hasSelfCaptures() {
103 this.options
["recycle"] ||
104 (this.options
["teleport"] && this.subTurnTeleport
== 1)
110 !!this.options
["crazyhouse"] ||
111 (!!this.options
["recycle"] && !this.options
["teleport"])
114 // Some variants do not store reserve state (Align4, Chakart...)
115 get hasReserveFen() {
116 return this.hasReserve
;
120 return !!this.options
["dark"];
123 // Some variants use only click information
128 // Some variants reveal moves only after both players played
133 // Some variants do not flip board as black
135 return (this.playerColor
== 'b');
138 // Some variants use click infos:
140 if (typeof coords
.x
!= "number")
141 return null; //click on reserves
143 this.options
["teleport"] && this.subTurnTeleport
== 2 &&
144 this.board
[coords
.x
][coords
.y
] == ""
147 start: {x: this.captured
.x
, y: this.captured
.y
},
158 res
.drag
= {c: this.captured
.c
, p: this.captured
.p
};
167 // 3a --> {x:3, y:10}
168 static SquareToCoords(sq
) {
169 return ArrayFun
.toObject(["x", "y"],
170 [0, 1].map(i
=> parseInt(sq
[i
], 36)));
173 // {x:11, y:12} --> bc
174 static CoordsToSquare(cd
) {
175 return Object
.values(cd
).map(c
=> c
.toString(36)).join("");
179 if (typeof cd
.x
== "number") {
181 `${this.containerId}|sq-${cd.x.toString(36)}-${cd.y.toString(36)}`
185 return `${this.containerId}|rsq-${cd.x}-${cd.y}`;
188 idToCoords(targetId
) {
190 return null; //outside page, maybe...
191 const idParts
= targetId
.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
193 idParts
.length
< 2 ||
194 idParts
[0] != this.containerId
||
195 !idParts
[1].match(/sq-[0-9a-zA-Z]-[0-9a-zA-Z]/)
199 const squares
= idParts
[1].split('-');
200 if (squares
[0] == "sq")
201 return {x: parseInt(squares
[1], 36), y: parseInt(squares
[2], 36)};
202 // squares[0] == "rsq" : reserve, 'c' + 'p' (letters color & piece)
203 return {x: squares
[1], y: squares
[2]};
209 // Turn "wb" into "B" (for FEN)
211 return (b
[0] == "w" ? b
[1].toUpperCase() : b
[1]);
214 // Turn "p" into "bp" (for board)
216 return (f
.charCodeAt(0) <= 90 ? "w" + f
.toLowerCase() : "b" + f
);
219 genRandInitFen(seed
) {
220 Random
.setSeed(seed
); //may be unused
221 let baseFen
= this.genRandInitBaseFen();
222 baseFen
.o
= Object
.assign({init: true}, baseFen
.o
);
223 const parts
= this.getPartFen(baseFen
.o
);
225 baseFen
.fen
+ " w 0" +
226 (Object
.keys(parts
).length
> 0 ? (" " + JSON
.stringify(parts
)) : "")
230 // Setup the initial random-or-not (asymmetric-or-not) position
231 genRandInitBaseFen() {
232 const s
= FenUtil
.setupPieces(
233 ['r', 'n', 'b', 'q', 'k', 'b', 'n', 'r'],
235 randomness: this.options
["randomness"],
236 between: [{p1: 'k', p2: 'r'}],
242 fen: s
.b
.join("") + "/pppppppp/8/8/8/8/PPPPPPPP/" +
243 s
.w
.join("").toUpperCase(),
248 // "Parse" FEN: just return untransformed string data
250 const fenParts
= fen
.split(" ");
252 position: fenParts
[0],
254 movesCount: fenParts
[2]
256 if (fenParts
.length
> 3)
257 res
= Object
.assign(res
, JSON
.parse(fenParts
[3]));
261 // Return current fen (game state)
263 const parts
= this.getPartFen({});
266 (Object
.keys(parts
).length
> 0 ? (" " + JSON
.stringify(parts
)) : "")
271 return this.getPosition() + " " + this.turn
+ " " + this.movesCount
;
277 parts
["flags"] = o
.init
? o
.flags : this.getFlagsFen();
278 if (this.hasEnpassant
)
279 parts
["enpassant"] = o
.init
? "-" : this.getEnpassantFen();
280 if (this.hasReserveFen
)
281 parts
["reserve"] = this.getReserveFen(o
);
282 if (this.options
["crazyhouse"])
283 parts
["ispawn"] = this.getIspawnFen(o
);
287 static FenEmptySquares(count
) {
288 // if more than 9 consecutive free spaces, break the integer,
289 // otherwise FEN parsing will fail.
292 // Most boards of size < 18:
294 return "9" + (count
- 9);
296 return "99" + (count
- 18);
299 // Position part of the FEN string
302 for (let i
= 0; i
< this.size
.x
; i
++) {
304 for (let j
= 0; j
< this.size
.y
; j
++) {
305 if (this.board
[i
][j
] == "")
308 if (emptyCount
> 0) {
309 // Add empty squares in-between
310 position
+= C
.FenEmptySquares(emptyCount
);
313 position
+= this.board2fen(this.board
[i
][j
]);
318 position
+= C
.FenEmptySquares(emptyCount
);
319 if (i
< this.size
.x
- 1)
320 position
+= "/"; //separate rows
325 // Flags part of the FEN string
327 return ['w', 'b'].map(c
=> {
328 return this.castleFlags
[c
].map(x
=> x
.toString(36)).join("");
332 // Enpassant part of the FEN string
336 return C
.CoordsToSquare(this.epSquare
);
341 return "000000000000";
343 ['w', 'b'].map(c
=> Object
.values(this.reserve
[c
]).join("")).join("")
349 // NOTE: cannot merge because this.ispawn doesn't exist yet
351 const squares
= Object
.keys(this.ispawn
);
352 if (squares
.length
== 0)
354 return squares
.join(",");
357 // Set flags from fen (castle: white a,h then black a,h)
360 w: [0, 1].map(i
=> parseInt(fenflags
.charAt(i
), 36)),
361 b: [2, 3].map(i
=> parseInt(fenflags
.charAt(i
), 36))
369 this.options
= o
.options
;
370 // Fill missing options (always the case if random challenge)
371 (V
.Options
.select
|| []).concat(V
.Options
.input
|| []).forEach(opt
=> {
372 if (this.options
[opt
.variable
] === undefined)
373 this.options
[opt
.variable
] = opt
.defaut
;
377 this.playerColor
= o
.color
;
378 this.afterPlay
= o
.afterPlay
; //trigger some actions after playing a move
379 this.containerId
= o
.element
;
380 this.isDiagram
= o
.diagram
;
381 this.marks
= o
.marks
;
385 o
.fen
= this.genRandInitFen(o
.seed
);
386 this.re_initFromFen(o
.fen
);
387 this.graphicalInit();
390 re_initFromFen(fen
, oldBoard
) {
391 const fenParsed
= this.parseFen(fen
);
392 this.board
= oldBoard
|| this.getBoard(fenParsed
.position
);
393 this.turn
= fenParsed
.turn
;
394 this.movesCount
= parseInt(fenParsed
.movesCount
, 10);
395 this.setOtherVariables(fenParsed
);
398 // Turn position fen into double array ["wb","wp","bk",...]
400 const rows
= position
.split("/");
401 let board
= ArrayFun
.init(this.size
.x
, this.size
.y
, "");
402 for (let i
= 0; i
< rows
.length
; i
++) {
404 for (let indexInRow
= 0; indexInRow
< rows
[i
].length
; indexInRow
++) {
405 const character
= rows
[i
][indexInRow
];
406 const num
= parseInt(character
, 10);
407 // If num is a number, just shift j:
410 // Else: something at position i,j
412 board
[i
][j
++] = this.fen2board(character
);
418 // Some additional variables from FEN (variant dependant)
419 setOtherVariables(fenParsed
, pieceArray
) {
420 // Set flags and enpassant:
422 this.setFlags(fenParsed
.flags
);
423 if (this.hasEnpassant
)
424 this.epSquare
= this.getEpSquare(fenParsed
.enpassant
);
425 if (this.hasReserve
&& !this.isDiagram
)
426 this.initReserves(fenParsed
.reserve
, pieceArray
);
427 if (this.options
["crazyhouse"])
428 this.initIspawn(fenParsed
.ispawn
);
429 if (this.options
["teleport"]) {
430 this.subTurnTeleport
= 1;
431 this.captured
= null;
433 if (this.options
["dark"]) {
434 // Setup enlightened: squares reachable by player side
435 this.enlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
, false);
436 this.updateEnlightened();
438 this.subTurn
= 1; //may be unused
439 if (!this.moveStack
) //avoid resetting (unwanted)
443 // ordering as in pieces() p,r,n,b,q,k
444 initReserves(reserveStr
, pieceArray
) {
446 pieceArray
= ['p', 'r', 'n', 'b', 'q', 'k'];
447 const counts
= reserveStr
.split("").map(c
=> parseInt(c
, 36));
448 const L
= pieceArray
.length
;
450 w: ArrayFun
.toObject(pieceArray
, counts
.slice(0, L
)),
451 b: ArrayFun
.toObject(pieceArray
, counts
.slice(L
, 2 * L
))
455 initIspawn(ispawnStr
) {
456 if (ispawnStr
!= "-")
457 this.ispawn
= ArrayFun
.toObject(ispawnStr
.split(","), true);
465 getPieceWidth(rwidth
) {
466 return (rwidth
/ this.size
.y
);
469 getReserveSquareSize(rwidth
, nbR
) {
470 const sqSize
= this.getPieceWidth(rwidth
);
471 return Math
.min(sqSize
, rwidth
/ nbR
);
474 getReserveNumId(color
, piece
) {
475 return `${this.containerId}|rnum-${color}${piece}`;
478 getNbReservePieces(color
) {
480 Object
.values(this.reserve
[color
]).reduce(
481 (oldV
,newV
) => oldV
+ (newV
> 0 ? 1 : 0), 0)
485 getRankInReserve(c
, p
) {
486 const pieces
= Object
.keys(this.pieces(c
, c
, p
));
487 const lastIndex
= pieces
.findIndex(pp
=> pp
== p
)
488 let toTest
= pieces
.slice(0, lastIndex
);
489 return toTest
.reduce(
490 (oldV
,newV
) => oldV
+ (this.reserve
[c
][newV
] > 0 ? 1 : 0), 0);
493 static AddClass_es(elt
, class_es
) {
494 if (!Array
.isArray(class_es
))
495 class_es
= [class_es
];
496 class_es
.forEach(cl
=> elt
.classList
.add(cl
));
499 static RemoveClass_es(elt
, class_es
) {
500 if (!Array
.isArray(class_es
))
501 class_es
= [class_es
];
502 class_es
.forEach(cl
=> elt
.classList
.remove(cl
));
505 // Generally light square bottom-right
506 getSquareColorClass(x
, y
) {
507 return ((x
+y
) % 2 == 0 ? "light-square": "dark-square");
511 // Works for all rectangular boards:
512 return Math
.sqrt(r
.width
** 2 + r
.height
** 2);
516 return (typeof x
== "string" ? this.r_pieces : this.g_pieces
)[x
][y
];
523 const g_init
= () => {
524 this.re_drawBoardElements();
525 if (!this.isDiagram
&& !this.mouseListeners
&& !this.touchListeners
)
526 this.initMouseEvents();
528 let container
= document
.getElementById(this.containerId
);
529 this.windowResizeObs
= new ResizeObserver(g_init
);
530 this.windowResizeObs
.observe(container
);
533 re_drawBoardElements() {
534 const board
= this.getSvgChessboard();
535 const container
= document
.getElementById(this.containerId
);
536 const rc
= container
.getBoundingClientRect();
537 let chessboard
= container
.querySelector(".chessboard");
538 chessboard
.innerHTML
= "";
539 chessboard
.insertAdjacentHTML('beforeend', board
);
540 // Compare window ratio width / height to aspectRatio:
541 const windowRatio
= rc
.width
/ rc
.height
;
542 let cbWidth
, cbHeight
;
543 const vRatio
= this.size
.ratio
|| 1;
544 if (windowRatio
<= vRatio
) {
545 // Limiting dimension is width:
546 cbWidth
= Math
.min(rc
.width
, 767);
547 cbHeight
= cbWidth
/ vRatio
;
550 // Limiting dimension is height:
551 cbHeight
= Math
.min(rc
.height
, 767);
552 cbWidth
= cbHeight
* vRatio
;
554 if (this.hasReserve
&& !this.isDiagram
) {
555 const sqSize
= cbWidth
/ this.size
.y
;
556 // NOTE: allocate space for reserves (up/down) even if they are empty
557 // Cannot use getReserveSquareSize() here, but sqSize is an upper bound.
558 if ((rc
.height
- cbHeight
) / 2 < sqSize
+ 5) {
559 cbHeight
= rc
.height
- 2 * (sqSize
+ 5);
560 cbWidth
= cbHeight
* vRatio
;
563 chessboard
.style
.width
= cbWidth
+ "px";
564 chessboard
.style
.height
= cbHeight
+ "px";
565 // Center chessboard:
566 const spaceLeft
= (rc
.width
- cbWidth
) / 2,
567 spaceTop
= (rc
.height
- cbHeight
) / 2;
568 chessboard
.style
.left
= spaceLeft
+ "px";
569 chessboard
.style
.top
= spaceTop
+ "px";
570 // Give sizes instead of recomputing them,
571 // because chessboard might not be drawn yet.
572 this.setupVisualPieces({
580 // Get SVG board (background, no pieces)
584 viewBox="0 0 ${10*this.size.y} ${10*this.size.x}"
585 class="chessboard_SVG">`;
586 board
+= this.getBaseSvgChessboard();
591 getBaseSvgChessboard() {
593 const flipped
= this.flippedBoard
;
594 for (let i
=0; i
< this.size
.x
; i
++) {
595 for (let j
=0; j
< this.size
.y
; j
++) {
596 if (!this.onBoard(i
, j
))
598 const ii
= (flipped
? this.size
.x
- 1 - i : i
);
599 const jj
= (flipped
? this.size
.y
- 1 - j : j
);
600 let classes
= this.getSquareColorClass(ii
, jj
);
601 if (this.enlightened
&& !this.enlightened
[ii
][jj
])
602 classes
+= " in-shadow";
603 // NOTE: x / y reversed because coordinates system is reversed.
607 id="${this.coordsToId({x: ii, y: jj})}"
618 setupVisualPieces(r
) {
620 document
.getElementById(this.containerId
).querySelector(".chessboard");
622 r
= chessboard
.getBoundingClientRect();
623 const pieceWidth
= this.getPieceWidth(r
.width
);
624 const addPiece
= (i
, j
, arrName
, classes
) => {
625 this[arrName
][i
][j
] = document
.createElement("piece");
626 C
.AddClass_es(this[arrName
][i
][j
], classes
);
627 this[arrName
][i
][j
].style
.width
= pieceWidth
+ "px";
628 this[arrName
][i
][j
].style
.height
= pieceWidth
+ "px";
629 let [ip
, jp
] = this.getPixelPosition(i
, j
, r
);
630 // Translate coordinates to use chessboard as reference:
631 this[arrName
][i
][j
].style
.transform
=
632 `translate(${ip - r.x}px,${jp - r.y}px)`;
633 chessboard
.appendChild(this[arrName
][i
][j
]);
635 const conditionalReset
= (arrName
) => {
637 // Refreshing: delete old pieces first. This isn't necessary,
638 // but simpler (this method isn't called many times)
639 for (let i
=0; i
<this.size
.x
; i
++) {
640 for (let j
=0; j
<this.size
.y
; j
++) {
641 if (this[arrName
][i
][j
]) {
642 this[arrName
][i
][j
].remove();
643 this[arrName
][i
][j
] = null;
649 this[arrName
] = ArrayFun
.init(this.size
.x
, this.size
.y
, null);
650 if (arrName
== "d_pieces")
651 this.marks
.forEach((m
) => {
652 const formattedSquare
=
653 (this.size
.x
- parseInt(m
.substring(1), 10)).toString(36) +
654 (m
.charCodeAt(0) - 97).toString(36);
655 const mCoords
= V
.SquareToCoords(formattedSquare
);
656 addPiece(mCoords
.x
, mCoords
.y
, arrName
, "mark");
660 conditionalReset("d_pieces");
661 conditionalReset("g_pieces");
662 for (let i
=0; i
< this.size
.x
; i
++) {
663 for (let j
=0; j
< this.size
.y
; j
++) {
664 if (this.board
[i
][j
] != "") {
665 const color
= this.getColor(i
, j
);
666 const piece
= this.getPiece(i
, j
);
667 addPiece(i
, j
, "g_pieces", this.pieces(color
, i
, j
)[piece
]["class"]);
668 this.g_pieces
[i
][j
].classList
.add(V
.GetColorClass(color
));
669 if (this.enlightened
&& !this.enlightened
[i
][j
])
670 this.g_pieces
[i
][j
].classList
.add("hidden");
672 if (this.marks
&& this.d_pieces
[i
][j
]) {
673 let classes
= ["mark"];
674 if (this.board
[i
][j
] != "")
675 classes
.push("transparent");
676 addPiece(i
, j
, "d_pieces", classes
);
680 if (this.hasReserve
&& !this.isDiagram
)
681 this.re_drawReserve(['w', 'b'], r
);
684 // NOTE: assume this.reserve != null
685 re_drawReserve(colors
, r
) {
687 // Remove (old) reserve pieces
688 for (let c
of colors
) {
689 Object
.keys(this.r_pieces
[c
]).forEach(p
=> {
690 this.r_pieces
[c
][p
].remove();
691 delete this.r_pieces
[c
][p
];
692 const numId
= this.getReserveNumId(c
, p
);
693 document
.getElementById(numId
).remove();
698 this.r_pieces
= { w: {}, b: {} };
699 let container
= document
.getElementById(this.containerId
);
701 r
= container
.querySelector(".chessboard").getBoundingClientRect();
702 for (let c
of colors
) {
703 let reservesDiv
= document
.getElementById("reserves_" + c
);
705 reservesDiv
.remove();
706 if (!this.reserve
[c
])
708 const nbR
= this.getNbReservePieces(c
);
711 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
713 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
714 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
715 let rcontainer
= document
.createElement("div");
716 rcontainer
.id
= "reserves_" + c
;
717 rcontainer
.classList
.add("reserves");
718 rcontainer
.style
.left
= i0
+ "px";
719 rcontainer
.style
.top
= j0
+ "px";
720 // NOTE: +1 fix display bug on Firefox at least
721 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
722 rcontainer
.style
.height
= sqResSize
+ "px";
723 container
.appendChild(rcontainer
);
724 for (let p
of Object
.keys(this.reserve
[c
])) {
725 if (this.reserve
[c
][p
] == 0)
727 let r_cell
= document
.createElement("div");
728 r_cell
.id
= this.coordsToId({x: c
, y: p
});
729 r_cell
.classList
.add("reserve-cell");
730 r_cell
.style
.width
= sqResSize
+ "px";
731 r_cell
.style
.height
= sqResSize
+ "px";
732 rcontainer
.appendChild(r_cell
);
733 let piece
= document
.createElement("piece");
734 C
.AddClass_es(piece
, this.pieces(c
, c
, p
)[p
]["class"]);
735 piece
.classList
.add(V
.GetColorClass(c
));
736 piece
.style
.width
= "100%";
737 piece
.style
.height
= "100%";
738 this.r_pieces
[c
][p
] = piece
;
739 r_cell
.appendChild(piece
);
740 let number
= document
.createElement("div");
741 number
.textContent
= this.reserve
[c
][p
];
742 number
.classList
.add("reserve-num");
743 number
.id
= this.getReserveNumId(c
, p
);
744 const fontSize
= "1.3em";
745 number
.style
.fontSize
= fontSize
;
746 number
.style
.fontSize
= fontSize
;
747 r_cell
.appendChild(number
);
753 updateReserve(color
, piece
, count
) {
754 if (this.options
["cannibal"] && C
.CannibalKings
[piece
])
755 piece
= "k"; //capturing cannibal king: back to king form
756 const oldCount
= this.reserve
[color
][piece
];
757 this.reserve
[color
][piece
] = count
;
758 // Redrawing is much easier if count==0 (or undefined)
759 if ([oldCount
, count
].some(item
=> !item
))
760 this.re_drawReserve([color
]);
762 const numId
= this.getReserveNumId(color
, piece
);
763 document
.getElementById(numId
).textContent
= count
;
767 // Resize board: no need to destroy/recreate pieces
769 const container
= document
.getElementById(this.containerId
);
770 let chessboard
= container
.querySelector(".chessboard");
771 const rc
= container
.getBoundingClientRect(),
772 r
= chessboard
.getBoundingClientRect();
773 const multFact
= (mode
== "up" ? 1.05 : 0.95);
774 let [newWidth
, newHeight
] = [multFact
* r
.width
, multFact
* r
.height
];
776 const vRatio
= this.size
.ratio
|| 1;
777 if (newWidth
> rc
.width
) {
779 newHeight
= newWidth
/ vRatio
;
781 if (newHeight
> rc
.height
) {
782 newHeight
= rc
.height
;
783 newWidth
= newHeight
* vRatio
;
785 chessboard
.style
.width
= newWidth
+ "px";
786 chessboard
.style
.height
= newHeight
+ "px";
787 const newX
= (rc
.width
- newWidth
) / 2;
788 chessboard
.style
.left
= newX
+ "px";
789 const newY
= (rc
.height
- newHeight
) / 2;
790 chessboard
.style
.top
= newY
+ "px";
791 const newR
= {x: newX
, y: newY
, width: newWidth
, height: newHeight
};
792 const pieceWidth
= this.getPieceWidth(newWidth
);
793 // NOTE: next "if" for variants which use squares filling
794 // instead of "physical", moving pieces
796 for (let i
=0; i
< this.size
.x
; i
++) {
797 for (let j
=0; j
< this.size
.y
; j
++) {
798 if (this.g_pieces
[i
][j
]) {
799 // NOTE: could also use CSS transform "scale"
800 this.g_pieces
[i
][j
].style
.width
= pieceWidth
+ "px";
801 this.g_pieces
[i
][j
].style
.height
= pieceWidth
+ "px";
802 const [ip
, jp
] = this.getPixelPosition(i
, j
, newR
);
803 // Translate coordinates to use chessboard as reference:
804 this.g_pieces
[i
][j
].style
.transform
=
805 `translate(${ip - newX}px,${jp - newY}px)`;
811 this.rescaleReserve(newR
);
815 for (let c
of ['w','b']) {
816 if (!this.reserve
[c
])
818 const nbR
= this.getNbReservePieces(c
);
821 // Resize container first
822 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
823 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
824 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
825 let rcontainer
= document
.getElementById("reserves_" + c
);
826 rcontainer
.style
.left
= i0
+ "px";
827 rcontainer
.style
.top
= j0
+ "px";
828 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
829 rcontainer
.style
.height
= sqResSize
+ "px";
830 // And then reserve cells:
831 const rpieceWidth
= this.getReserveSquareSize(r
.width
, nbR
);
832 Object
.keys(this.reserve
[c
]).forEach(p
=> {
833 if (this.reserve
[c
][p
] == 0)
835 let r_cell
= document
.getElementById(this.coordsToId({x: c
, y: p
}));
836 r_cell
.style
.width
= sqResSize
+ "px";
837 r_cell
.style
.height
= sqResSize
+ "px";
842 // Return the absolute pixel coordinates given current position.
843 // Our coordinate system differs from CSS one (x <--> y).
844 // We return here the CSS coordinates (more useful).
845 getPixelPosition(i
, j
, r
) {
847 return [0, 0]; //piece vanishes
849 if (typeof i
== "string") {
850 // Reserves: need to know the rank of piece
851 const nbR
= this.getNbReservePieces(i
);
852 const rsqSize
= this.getReserveSquareSize(r
.width
, nbR
);
853 x
= this.getRankInReserve(i
, j
) * rsqSize
;
854 y
= (this.playerColor
== i
? y
= r
.height
+ 5 : - 5 - rsqSize
);
857 const sqSize
= r
.width
/ this.size
.y
;
858 const flipped
= this.flippedBoard
;
859 x
= (flipped
? this.size
.y
- 1 - j : j
) * sqSize
;
860 y
= (flipped
? this.size
.x
- 1 - i : i
) * sqSize
;
862 return [r
.x
+ x
, r
.y
+ y
];
866 let container
= document
.getElementById(this.containerId
);
867 let chessboard
= container
.querySelector(".chessboard");
869 const getOffset
= e
=> {
872 return {x: e
.clientX
, y: e
.clientY
};
873 let touchLocation
= null;
874 if (e
.targetTouches
&& e
.targetTouches
.length
>= 1)
875 // Touch screen, dragstart
876 touchLocation
= e
.targetTouches
[0];
877 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
878 // Touch screen, dragend
879 touchLocation
= e
.changedTouches
[0];
881 return {x: touchLocation
.clientX
, y: touchLocation
.clientY
};
882 return {x: 0, y: 0}; //shouldn't reach here =)
885 const centerOnCursor
= (piece
, e
) => {
886 const centerShift
= this.getPieceWidth(r
.width
) / 2;
887 const offset
= getOffset(e
);
888 piece
.style
.left
= (offset
.x
- centerShift
) + "px";
889 piece
.style
.top
= (offset
.y
- centerShift
) + "px";
894 startPiece
, curPiece
= null,
896 const mousedown
= (e
) => {
897 // Disable zoom on smartphones:
898 if (e
.touches
&& e
.touches
.length
> 1)
900 r
= chessboard
.getBoundingClientRect();
901 pieceWidth
= this.getPieceWidth(r
.width
);
902 const cd
= this.idToCoords(e
.target
.id
);
904 const move = this.doClick(cd
);
906 this.buildMoveStack(move, r
);
907 else if (!this.clickOnly
) {
908 const [x
, y
] = Object
.values(cd
);
909 if (typeof x
!= "number")
910 startPiece
= this.r_pieces
[x
][y
];
912 startPiece
= this.g_pieces
[x
][y
];
913 if (startPiece
&& this.canIplay(x
, y
)) {
916 curPiece
= startPiece
.cloneNode();
917 curPiece
.style
.transform
= "none";
918 curPiece
.style
.zIndex
= 5;
919 curPiece
.style
.width
= pieceWidth
+ "px";
920 curPiece
.style
.height
= pieceWidth
+ "px";
921 centerOnCursor(curPiece
, e
);
922 container
.appendChild(curPiece
);
923 startPiece
.style
.opacity
= "0.4";
924 chessboard
.style
.cursor
= "none";
930 const mousemove
= (e
) => {
933 centerOnCursor(curPiece
, e
);
935 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
936 // Attempt to prevent horizontal swipe...
940 const mouseup
= (e
) => {
943 const [x
, y
] = [start
.x
, start
.y
];
946 chessboard
.style
.cursor
= "pointer";
947 startPiece
.style
.opacity
= "1";
948 const offset
= getOffset(e
);
949 const landingElt
= document
.elementFromPoint(offset
.x
, offset
.y
);
951 (landingElt
? this.idToCoords(landingElt
.id
) : undefined);
953 // NOTE: clearly suboptimal, but much easier, and not a big deal.
954 const potentialMoves
= this.getPotentialMovesFrom([x
, y
])
955 .filter(m
=> m
.end
.x
== cd
.x
&& m
.end
.y
== cd
.y
);
956 const moves
= this.filterValid(potentialMoves
);
957 if (moves
.length
>= 2)
958 this.showChoices(moves
, r
);
959 else if (moves
.length
== 1)
960 this.buildMoveStack(moves
[0], r
);
965 const resize
= (e
) => this.rescale(e
.deltaY
< 0 ? "up" : "down");
967 if ('onmousedown' in window
) {
968 this.mouseListeners
= [
969 {type: "mousedown", listener: mousedown
},
970 {type: "mousemove", listener: mousemove
},
971 {type: "mouseup", listener: mouseup
},
972 {type: "wheel", listener: resize
}
974 this.mouseListeners
.forEach(ml
=> {
975 document
.addEventListener(ml
.type
, ml
.listener
);
978 if ('ontouchstart' in window
) {
979 this.touchListeners
= [
980 {type: "touchstart", listener: mousedown
},
981 {type: "touchmove", listener: mousemove
},
982 {type: "touchend", listener: mouseup
}
984 this.touchListeners
.forEach(tl
=> {
985 // https://stackoverflow.com/a/42509310/12660887
986 document
.addEventListener(tl
.type
, tl
.listener
, {passive: false});
989 // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
992 // NOTE: not called if isDiagram
994 let container
= document
.getElementById(this.containerId
);
995 this.windowResizeObs
.unobserve(container
);
996 if ('onmousedown' in window
) {
997 this.mouseListeners
.forEach(ml
=> {
998 document
.removeEventListener(ml
.type
, ml
.listener
);
1001 if ('ontouchstart' in window
) {
1002 this.touchListeners
.forEach(tl
=> {
1003 // https://stackoverflow.com/a/42509310/12660887
1004 document
.removeEventListener(tl
.type
, tl
.listener
);
1009 showChoices(moves
, r
) {
1010 let container
= document
.getElementById(this.containerId
);
1011 let chessboard
= container
.querySelector(".chessboard");
1012 let choices
= document
.createElement("div");
1013 choices
.id
= "choices";
1015 r
= chessboard
.getBoundingClientRect();
1016 choices
.style
.width
= r
.width
+ "px";
1017 choices
.style
.height
= r
.height
+ "px";
1018 choices
.style
.left
= r
.x
+ "px";
1019 choices
.style
.top
= r
.y
+ "px";
1020 chessboard
.style
.opacity
= "0.5";
1021 container
.appendChild(choices
);
1022 const squareWidth
= r
.width
/ this.size
.y
;
1023 const firstUpLeft
= (r
.width
- (moves
.length
* squareWidth
)) / 2;
1024 const firstUpTop
= (r
.height
- squareWidth
) / 2;
1025 const color
= moves
[0].appear
[0].c
;
1026 const callback
= (m
) => {
1027 chessboard
.style
.opacity
= "1";
1028 container
.removeChild(choices
);
1029 this.buildMoveStack(m
, r
);
1031 for (let i
=0; i
< moves
.length
; i
++) {
1032 let choice
= document
.createElement("div");
1033 choice
.classList
.add("choice");
1034 choice
.style
.width
= squareWidth
+ "px";
1035 choice
.style
.height
= squareWidth
+ "px";
1036 choice
.style
.left
= (firstUpLeft
+ i
* squareWidth
) + "px";
1037 choice
.style
.top
= firstUpTop
+ "px";
1038 choice
.style
.backgroundColor
= "lightyellow";
1039 choice
.onclick
= () => callback(moves
[i
]);
1040 const piece
= document
.createElement("piece");
1041 const cdisp
= moves
[i
].choice
|| moves
[i
].appear
[0].p
;
1042 C
.AddClass_es(piece
,
1043 this.pieces(color
, moves
[i
].end
.x
, moves
[i
].end
.y
)[cdisp
]["class"]);
1044 piece
.classList
.add(V
.GetColorClass(color
));
1045 piece
.style
.width
= "100%";
1046 piece
.style
.height
= "100%";
1047 choice
.appendChild(piece
);
1048 choices
.appendChild(choice
);
1052 displayMessage(elt
, msg
, classe_s
, timeout
) {
1054 // Fixed element, e.g. for Dice Chess
1055 elt
.innerHTML
= msg
;
1057 // Temporary div (Chakart, Apocalypse...)
1058 let divMsg
= document
.createElement("div");
1059 C
.AddClass_es(divMsg
, classe_s
);
1060 divMsg
.innerHTML
= msg
;
1061 let container
= document
.getElementById(this.containerId
);
1062 container
.appendChild(divMsg
);
1063 setTimeout(() => container
.removeChild(divMsg
), timeout
);
1070 updateEnlightened() {
1071 this.oldEnlightened
= this.enlightened
;
1072 this.enlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
, false);
1073 // Add pieces positions + all squares reachable by moves (includes Zen):
1074 for (let x
=0; x
<this.size
.x
; x
++) {
1075 for (let y
=0; y
<this.size
.y
; y
++) {
1076 if (this.board
[x
][y
] != "" && this.getColor(x
, y
) == this.playerColor
)
1078 this.enlightened
[x
][y
] = true;
1079 this.getPotentialMovesFrom([x
, y
]).forEach(m
=> {
1080 this.enlightened
[m
.end
.x
][m
.end
.y
] = true;
1086 this.enlightEnpassant();
1089 // Include square of the en-passant capturing square:
1090 enlightEnpassant() {
1091 // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
1092 // TODO: (0, 0) is wrong, would need to place an attacker here...
1093 const steps
= this.pieces(this.playerColor
, 0, 0)["p"].attack
[0].steps
;
1094 for (let step
of steps
) {
1095 const x
= this.epSquare
.x
- step
[0], //NOTE: epSquare.x not on edge
1096 y
= this.getY(this.epSquare
.y
- step
[1]);
1098 this.onBoard(x
, y
) &&
1099 this.getColor(x
, y
) == this.playerColor
&&
1100 this.getPieceType(x
, y
) == "p"
1102 this.enlightened
[x
][this.epSquare
.y
] = true;
1108 // Apply diff this.enlightened --> oldEnlightened on board
1109 graphUpdateEnlightened() {
1111 document
.getElementById(this.containerId
).querySelector(".chessboard");
1112 const r
= chessboard
.getBoundingClientRect();
1113 const pieceWidth
= this.getPieceWidth(r
.width
);
1114 for (let x
=0; x
<this.size
.x
; x
++) {
1115 for (let y
=0; y
<this.size
.y
; y
++) {
1116 if (!this.enlightened
[x
][y
] && this.oldEnlightened
[x
][y
]) {
1117 let elt
= document
.getElementById(this.coordsToId({x: x
, y: y
}));
1118 elt
.classList
.add("in-shadow");
1119 if (this.g_pieces
[x
][y
])
1120 this.g_pieces
[x
][y
].classList
.add("hidden");
1122 else if (this.enlightened
[x
][y
] && !this.oldEnlightened
[x
][y
]) {
1123 let elt
= document
.getElementById(this.coordsToId({x: x
, y: y
}));
1124 elt
.classList
.remove("in-shadow");
1125 if (this.g_pieces
[x
][y
])
1126 this.g_pieces
[x
][y
].classList
.remove("hidden");
1139 ratio: 1 //for rectangular board = y / x (optional, 1 = default)
1143 // Color of thing on square (i,j). '' if square is empty
1145 if (typeof i
== "string")
1146 return i
; //reserves
1147 return this.board
[i
][j
].charAt(0);
1150 static GetColorClass(c
) {
1155 return "other-color"; //unidentified color
1158 // Piece on i,j. '' if square is empty
1160 if (typeof j
== "string")
1161 return j
; //reserves
1162 return this.board
[i
][j
].charAt(1);
1165 // Piece type on square (i,j)
1166 getPieceType(x
, y
, p
) {
1168 p
= this.getPiece(x
, y
);
1169 return this.pieces(this.getColor(x
, y
), x
, y
)[p
].moveas
|| p
;
1174 p
= this.getPiece(x
, y
);
1175 if (!this.options
["cannibal"])
1177 return !!C
.CannibalKings
[p
];
1180 static GetOppTurn(color
) {
1181 return (color
== 'w' ? 'b' : 'w');
1184 // Get opponent color(s): may differ from turn (e.g. Checkered)
1186 return (color
== "w" ? "b" : "w");
1189 // Is (x,y) on the chessboard?
1191 return (x
>= 0 && x
< this.size
.x
&&
1192 y
>= 0 && y
< this.size
.y
);
1195 // Am I allowed to move thing at square x,y ?
1197 return (this.playerColor
== this.turn
&& this.getColor(x
, y
) == this.turn
);
1200 ////////////////////////
1201 // PIECES SPECIFICATIONS
1203 getPawnShift(color
) {
1204 return (color
== "w" ? -1 : 1);
1206 isPawnInitRank(x
, color
) {
1207 return (color
== 'w' && x
>= 6) || (color
== 'b' && x
<= 1);
1210 pieces(color
, x
, y
) {
1211 const pawnShift
= this.getPawnShift(color
|| 'w');
1217 steps: [[pawnShift
, 0]],
1218 range: (this.isPawnInitRank(x
, color
) ? 2 : 1)
1223 steps: [[pawnShift
, 1], [pawnShift
, -1]],
1231 {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
1239 [1, 2], [1, -2], [-1, 2], [-1, -2],
1240 [2, 1], [-2, 1], [2, -1], [-2, -1]
1249 {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
1257 [0, 1], [0, -1], [1, 0], [-1, 0],
1258 [1, 1], [1, -1], [-1, 1], [-1, -1]
1268 [0, 1], [0, -1], [1, 0], [-1, 0],
1269 [1, 1], [1, -1], [-1, 1], [-1, -1]
1276 '!': {"class": "king-pawn", moveas: "p"},
1277 '#': {"class": "king-rook", moveas: "r"},
1278 '$': {"class": "king-knight", moveas: "n"},
1279 '%': {"class": "king-bishop", moveas: "b"},
1280 '*': {"class": "king-queen", moveas: "q"}
1284 // NOTE: using special symbols to not interfere with variants' pieces codes
1285 static get CannibalKings() {
1296 static get CannibalKingCode() {
1307 //////////////////////////
1308 // MOVES GENERATION UTILS
1310 // For Cylinder: get Y coordinate
1312 if (!this.options
["cylinder"])
1314 let res
= y
% this.size
.y
;
1321 return x
; //generally, no
1324 increment([x
, y
], step
) {
1326 this.getX(x
+ step
[0]),
1327 this.getY(y
+ step
[1])
1331 getSegments(curSeg
, segStart
, segEnd
) {
1332 if (curSeg
.length
== 0)
1334 let segments
= JSON
.parse(JSON
.stringify(curSeg
)); //not altering
1335 segments
.push([[segStart
[0], segStart
[1]], [segEnd
[0], segEnd
[1]]]);
1339 getStepSpec(color
, x
, y
, piece
) {
1340 let pieceType
= piece
;
1341 let allSpecs
= this.pieces(color
, x
, y
);
1343 pieceType
= this.getPieceType(x
, y
);
1344 else if (allSpecs
[piece
].moveas
)
1345 pieceType
= allSpecs
[piece
].moveas
;
1346 let res
= allSpecs
[pieceType
];
1356 // Can thing on square1 capture thing on square2?
1357 canTake([x1
, y1
], [x2
, y2
]) {
1358 return this.getColor(x1
, y1
) !== this.getColor(x2
, y2
);
1361 // Teleport & Recycle. Assumption: color(x1,y1) == color(x2,y2)
1362 canSelfTake([x1
, y1
], [x2
, y2
]) {
1363 return !this.isKing(x2
, y2
);
1366 canStepOver(i
, j
, p
) {
1367 // In some variants, objects on boards don't stop movement (Chakart)
1368 return this.board
[i
][j
] == "";
1371 canDrop([c
, p
], [i
, j
]) {
1373 this.board
[i
][j
] == "" &&
1374 (!this.enlightened
|| this.enlightened
[i
][j
]) &&
1377 (c
== 'w' && i
< this.size
.x
- 1) ||
1384 // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
1385 isImmobilized([x
, y
]) {
1386 if (!this.options
["madrasi"])
1388 const color
= this.getColor(x
, y
);
1389 const oppCols
= this.getOppCols(color
);
1390 const piece
= this.getPieceType(x
, y
);
1391 const stepSpec
= this.getStepSpec(color
, x
, y
, piece
);
1392 const attacks
= stepSpec
.both
.concat(stepSpec
.attack
);
1393 for (let a
of attacks
) {
1394 outerLoop: for (let step
of a
.steps
) {
1395 let [i
, j
] = this.increment([x
, y
], step
);
1396 let stepCounter
= 0;
1397 while (this.onBoard(i
, j
) && this.board
[i
][j
] == "") {
1398 if (a
.range
<= stepCounter
++)
1400 [i
, j
] = this.increment([i
, j
], step
);
1403 this.onBoard(i
, j
) &&
1404 oppCols
.includes(this.getColor(i
, j
)) &&
1405 this.getPieceType(i
, j
) == piece
1414 // Stop at the first capture found
1415 atLeastOneCapture(color
) {
1416 const allowed
= (sq1
, sq2
) => {
1418 // NOTE: canTake is reversed for Zen.
1419 // Generally ok because of the symmetry. TODO?
1420 this.canTake(sq1
, sq2
) &&
1422 [this.getBasicMove(sq1
, sq2
)]).length
>= 1
1425 for (let i
=0; i
<this.size
.x
; i
++) {
1426 for (let j
=0; j
<this.size
.y
; j
++) {
1427 if (this.getColor(i
, j
) == color
) {
1430 !this.options
["zen"] &&
1431 this.findDestSquares(
1443 this.options
["zen"] &&
1444 this.findCapturesOn(
1460 compatibleStep([x1
, y1
], [x2
, y2
], step
, range
) {
1461 const epsilon
= 1e-7; //arbitrary small value
1463 if (this.options
["cylinder"])
1464 Array
.prototype.push
.apply(shifts
, [-this.size
.y
, this.size
.y
]);
1465 for (let sh
of shifts
) {
1466 const rx
= (x2
- x1
) / step
[0],
1467 ry
= (y2
+ sh
- y1
) / step
[1];
1469 // Zero step but non-zero interval => impossible
1470 (!Number
.isFinite(rx
) && !Number
.isNaN(rx
)) ||
1471 (!Number
.isFinite(ry
) && !Number
.isNaN(ry
)) ||
1472 // Negative number of step (impossible)
1473 (rx
< 0 || ry
< 0) ||
1474 // Not the same number of steps in both directions:
1475 (!Number
.isNaN(rx
) && !Number
.isNaN(ry
) && Math
.abs(rx
- ry
) > epsilon
)
1479 let distance
= (Number
.isNaN(rx
) ? ry : rx
);
1480 if (Math
.abs(distance
- Math
.round(distance
)) > epsilon
)
1482 distance
= Math
.round(distance
); //in case of (numerical...)
1483 if (!range
|| range
>= distance
)
1489 ////////////////////
1492 getDropMovesFrom([c
, p
]) {
1493 // NOTE: by design, this.reserve[c][p] >= 1 on user click
1494 // (but not necessarily otherwise: atLeastOneMove() etc)
1495 if (this.reserve
[c
][p
] == 0)
1498 for (let i
=0; i
<this.size
.x
; i
++) {
1499 for (let j
=0; j
<this.size
.y
; j
++) {
1500 if (this.onBoard(i
, j
) && this.canDrop([c
, p
], [i
, j
])) {
1502 start: {x: c
, y: p
},
1504 appear: [new PiPo({x: i
, y: j
, c: c
, p: p
})],
1507 if (this.board
[i
][j
] != "") {
1508 mv
.vanish
.push(new PiPo({
1511 c: this.getColor(i
, j
),
1512 p: this.getPiece(i
, j
)
1522 // All possible moves from selected square
1523 // TODO: generalize usage if arg "color" (e.g. Checkered)
1524 getPotentialMovesFrom([x
, y
], color
) {
1525 if (this.subTurnTeleport
== 2)
1527 if (typeof x
== "string")
1528 return this.getDropMovesFrom([x
, y
]);
1529 if (this.isImmobilized([x
, y
]))
1531 const piece
= this.getPieceType(x
, y
);
1532 let moves
= this.getPotentialMovesOf(piece
, [x
, y
]);
1533 if (piece
== "p" && this.hasEnpassant
&& this.epSquare
)
1534 Array
.prototype.push
.apply(moves
, this.getEnpassantCaptures([x
, y
]));
1535 if (this.isKing(0, 0, piece
) && this.hasCastle
)
1536 Array
.prototype.push
.apply(moves
, this.getCastleMoves([x
, y
]));
1537 return this.postProcessPotentialMoves(moves
);
1540 postProcessPotentialMoves(moves
) {
1541 if (moves
.length
== 0)
1543 const color
= this.getColor(moves
[0].start
.x
, moves
[0].start
.y
);
1544 const oppCols
= this.getOppCols(color
);
1546 if (this.options
["capture"] && this.atLeastOneCapture(color
))
1547 moves
= this.capturePostProcess(moves
, oppCols
);
1549 if (this.options
["atomic"])
1550 moves
= this.atomicPostProcess(moves
, color
, oppCols
);
1554 this.getPieceType(moves
[0].start
.x
, moves
[0].start
.y
) == "p"
1556 moves
= this.pawnPostProcess(moves
, color
, oppCols
);
1559 if (this.options
["cannibal"] && this.options
["rifle"])
1560 // In this case a rifle-capture from last rank may promote a pawn
1561 moves
= this.riflePromotePostProcess(moves
, color
);
1566 capturePostProcess(moves
, oppCols
) {
1567 // Filter out non-capturing moves (not using m.vanish because of
1568 // self captures of Recycle and Teleport).
1569 return moves
.filter(m
=> {
1571 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1572 oppCols
.includes(this.getColor(m
.end
.x
, m
.end
.y
))
1577 atomicPostProcess(moves
, color
, oppCols
) {
1578 moves
.forEach(m
=> {
1580 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1581 oppCols
.includes(this.getColor(m
.end
.x
, m
.end
.y
))
1594 let mNext
= new Move({
1600 for (let step
of steps
) {
1601 let [x
, y
] = this.increment([m
.end
.x
, m
.end
.y
], step
);
1603 this.onBoard(x
, y
) &&
1604 this.board
[x
][y
] != "" &&
1605 (x
!= m
.start
.x
|| y
!= m
.start
.y
) &&
1606 this.getPieceType(x
, y
) != "p"
1610 p: this.getPiece(x
, y
),
1611 c: this.getColor(x
, y
),
1618 if (!this.options
["rifle"]) {
1619 // The moving piece also vanish
1620 mNext
.vanish
.unshift(
1625 p: this.getPiece(m
.start
.x
, m
.start
.y
)
1635 pawnPostProcess(moves
, color
, oppCols
) {
1637 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1638 const initPiece
= this.getPiece(moves
[0].start
.x
, moves
[0].start
.y
);
1639 moves
.forEach(m
=> {
1640 const [x1
, y1
] = [m
.start
.x
, m
.start
.y
];
1641 const [x2
, y2
] = [m
.end
.x
, m
.end
.y
];
1642 const promotionOk
= (
1644 (!this.options
["rifle"] || this.board
[x2
][y2
] == "")
1647 return; //nothing to do
1648 if (this.options
["pawnfall"]) {
1654 this.options
["cannibal"] &&
1655 this.board
[x2
][y2
] != "" &&
1656 oppCols
.includes(this.getColor(x2
, y2
))
1658 finalPieces
= [this.getPieceType(x2
, y2
)];
1661 finalPieces
= this.pawnPromotions
;
1662 m
.appear
[0].p
= finalPieces
[0];
1663 if (initPiece
== "!") //cannibal king-pawn
1664 m
.appear
[0].p
= C
.CannibalKingCode
[finalPieces
[0]];
1665 for (let i
=1; i
<finalPieces
.length
; i
++) {
1666 let newMove
= JSON
.parse(JSON
.stringify(m
));
1667 const piece
= finalPieces
[i
];
1668 m
.appear
[0].p
= (initPiece
!= "!" ? piece : C
.CannibalKingCode
[piece
]);
1669 moreMoves
.push(newMove
);
1672 return moves
.concat(moreMoves
);
1675 riflePromotePostProcess(moves
, color
) {
1676 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1678 moves
.forEach(m
=> {
1680 m
.start
.x
== lastRank
&&
1681 m
.appear
.length
>= 1 &&
1682 m
.appear
[0].p
== "p" &&
1683 m
.appear
[0].x
== m
.start
.x
&&
1684 m
.appear
[0].y
== m
.start
.y
1686 m
.appear
[0].p
= this.pawnPromotions
[0];
1687 for (let i
=1; i
<this.pawnPromotions
.length
; i
++) {
1688 let newMv
= JSON
.parse(JSON
.stringify(m
));
1689 newMv
.appear
[0].p
= this.pawnPromotions
[i
];
1690 newMoves
.push(newMv
);
1694 return moves
.concat(newMoves
);
1697 // Generic method to find possible moves of "sliding or jumping" pieces
1698 getPotentialMovesOf(piece
, [x
, y
]) {
1699 const color
= this.getColor(x
, y
);
1700 const stepSpec
= this.getStepSpec(color
, x
, y
, piece
);
1702 if (stepSpec
.attack
) {
1703 squares
= this.findDestSquares(
1709 ([i1
, j1
], [i2
, j2
]) => {
1711 (!this.options
["zen"] || this.isKing(i2
, j2
)) &&
1712 this.canTake([i1
, j1
], [i2
, j2
])
1717 const noSpecials
= this.findDestSquares(
1720 moveOnly: !!stepSpec
.attack
|| this.options
["zen"],
1724 Array
.prototype.push
.apply(squares
, noSpecials
);
1725 if (this.options
["zen"]) {
1726 let zenCaptures
= this.findCapturesOn(
1728 {}, //byCol: default is ok
1729 ([i1
, j1
], [i2
, j2
]) =>
1730 !this.isKing(i1
, j1
) && this.canTake([i2
, j2
], [i1
, j1
])
1732 // Technical step: segments (if any) are reversed
1733 zenCaptures
.forEach(z
=> {
1735 z
.segments
= z
.segments
.reverse().map(s
=> s
.reverse())
1737 Array
.prototype.push
.apply(squares
, zenCaptures
);
1739 if (this.hasSelfCaptures
) {
1740 const selfCaptures
= this.findDestSquares(
1746 ([i1
, j1
], [i2
, j2
]) => {
1748 this.getColor(i2
, j2
) == color
&&
1749 this.canSelfTake([i1
, j1
], [i2
, j2
])
1753 Array
.prototype.push
.apply(squares
, selfCaptures
);
1755 return squares
.map(s
=> {
1756 let mv
= this.getBasicMove([x
, y
], s
.sq
);
1758 mv
.segments
= s
.segments
;
1763 findDestSquares([x
, y
], o
, allowed
) {
1765 allowed
= (sq1
, sq2
) => this.canTake(sq1
, sq2
);
1766 const apparentPiece
= this.getPiece(x
, y
); //how it looks
1768 // Next 3 for Cylinder mode or circular (useless otherwise)
1772 const addSquare
= ([i
, j
]) => {
1773 let elt
= {sq: [i
, j
]};
1774 if (segments
.length
>= 1)
1775 elt
.segments
= this.getSegments(segments
, segStart
, [i
, j
]);
1778 const exploreSteps
= (stepArray
, mode
) => {
1779 for (let s
of stepArray
) {
1780 outerLoop: for (let step
of s
.steps
) {
1783 let [i
, j
] = [x
, y
];
1784 let stepCounter
= 0;
1786 this.onBoard(i
, j
) &&
1787 ((i
== x
&& j
== y
) || this.canStepOver(i
, j
, apparentPiece
))
1789 if (!explored
[i
+ "." + j
] && (i
!= x
|| j
!= y
)) {
1790 explored
[i
+ "." + j
] = true;
1793 (o
.captureTarget
[0] == i
&& o
.captureTarget
[1] == j
)
1795 if (o
.one
&& mode
!= "attack")
1797 if (mode
!= "attack")
1798 addSquare(!o
.captureTarget
? [i
, j
] : [x
, y
]);
1799 if (o
.captureTarget
)
1803 if (s
.range
<= stepCounter
++)
1805 const oldIJ
= [i
, j
];
1806 [i
, j
] = this.increment([i
, j
], step
);
1808 Math
.abs(i
- oldIJ
[0]) != Math
.abs(step
[0]) ||
1809 Math
.abs(j
- oldIJ
[1]) != Math
.abs(step
[1])
1811 // Boundary between segments (cylinder or circular mode)
1812 segments
.push([[segStart
[0], segStart
[1]], oldIJ
]);
1816 if (!this.onBoard(i
, j
))
1818 const pieceIJ
= this.getPieceType(i
, j
);
1819 if (!explored
[i
+ "." + j
]) {
1820 explored
[i
+ "." + j
] = true;
1821 if (allowed([x
, y
], [i
, j
])) {
1822 if (o
.one
&& mode
!= "moves")
1824 if (mode
!= "moves")
1825 addSquare(!o
.captureTarget
? [i
, j
] : [x
, y
]);
1828 o
.captureTarget
[0] == i
&& o
.captureTarget
[1] == j
1836 return undefined; //default, but let's explicit it
1838 if (o
.captureTarget
)
1839 return exploreSteps(o
.captureSteps
, "attack");
1842 o
.stepSpec
|| this.getStepSpec(this.getColor(x
, y
), x
, y
);
1845 outOne
= exploreSteps(stepSpec
.both
.concat(stepSpec
.moves
), "moves");
1846 if (!outOne
&& !o
.moveOnly
)
1847 outOne
= exploreSteps(stepSpec
.both
.concat(stepSpec
.attack
), "attack");
1848 return (o
.one
? outOne : res
);
1852 // Search for enemy (or not) pieces attacking [x, y]
1853 findCapturesOn([x
, y
], o
, allowed
) {
1855 o
.byCol
= this.getOppCols(this.getColor(x
, y
) || this.turn
);
1857 for (let i
=0; i
<this.size
.x
; i
++) {
1858 for (let j
=0; j
<this.size
.y
; j
++) {
1859 const colIJ
= this.getColor(i
, j
);
1861 this.board
[i
][j
] != "" &&
1862 o
.byCol
.includes(colIJ
) &&
1863 !this.isImmobilized([i
, j
])
1865 const apparentPiece
= this.getPiece(i
, j
);
1866 // Quick check: does this potential attacker target x,y ?
1867 if (this.canStepOver(x
, y
, apparentPiece
))
1869 const stepSpec
= this.getStepSpec(colIJ
, i
, j
);
1870 const attacks
= stepSpec
.attack
.concat(stepSpec
.both
);
1871 for (let a
of attacks
) {
1872 for (let s
of a
.steps
) {
1873 // Quick check: if step isn't compatible, don't even try
1874 if (!this.compatibleStep([i
, j
], [x
, y
], s
, a
.range
))
1876 // Finally verify that nothing stand in-between
1877 const out
= this.findDestSquares(
1880 captureTarget: [x
, y
],
1881 captureSteps: [{steps: [s
], range: a
.range
}],
1895 return (o
.one
? false : res
);
1898 // Build a regular move from its initial and destination squares.
1899 // tr: transformation
1900 getBasicMove([sx
, sy
], [ex
, ey
], tr
) {
1901 const initColor
= this.getColor(sx
, sy
);
1902 const initPiece
= this.getPiece(sx
, sy
);
1903 const destColor
= (this.board
[ex
][ey
] != "" ? this.getColor(ex
, ey
) : "");
1907 start: {x: sx
, y: sy
},
1911 !this.options
["rifle"] ||
1912 this.board
[ex
][ey
] == "" ||
1913 destColor
== initColor
//Recycle, Teleport
1919 c: !!tr
? tr
.c : initColor
,
1920 p: !!tr
? tr
.p : initPiece
1932 if (this.board
[ex
][ey
] != "") {
1937 c: this.getColor(ex
, ey
),
1938 p: this.getPiece(ex
, ey
)
1941 if (this.options
["cannibal"] && destColor
!= initColor
) {
1942 const lastIdx
= mv
.vanish
.length
- 1; //think "Rifle+Cannibal"
1943 let trPiece
= mv
.vanish
[lastIdx
].p
;
1944 if (this.isKing(sx
, sy
))
1945 trPiece
= C
.CannibalKingCode
[trPiece
];
1946 if (mv
.appear
.length
>= 1)
1947 mv
.appear
[0].p
= trPiece
;
1948 else if (this.options
["rifle"]) {
1971 // En-passant square, if any
1972 getEpSquare(moveOrSquare
) {
1973 if (typeof moveOrSquare
=== "string") {
1974 const square
= moveOrSquare
;
1977 return C
.SquareToCoords(square
);
1979 // Argument is a move:
1980 const move = moveOrSquare
;
1981 const s
= move.start
,
1985 Math
.abs(s
.x
- e
.x
) == 2 &&
1986 // Next conditions for variants like Atomic or Rifle, Recycle...
1988 move.appear
.length
> 0 &&
1989 this.getPieceType(0, 0, move.appear
[0].p
) == 'p'
1993 move.vanish
.length
> 0 &&
1994 this.getPieceType(0, 0, move.vanish
[0].p
) == 'p'
2002 return undefined; //default
2005 // Special case of en-passant captures: treated separately
2006 getEnpassantCaptures([x
, y
]) {
2007 const color
= this.getColor(x
, y
);
2008 const shiftX
= (color
== 'w' ? -1 : 1);
2009 const oppCols
= this.getOppCols(color
);
2012 this.epSquare
.x
== x
+ shiftX
&& //NOTE: epSquare.x not on edge
2013 Math
.abs(this.getY(this.epSquare
.y
- y
)) == 1 &&
2014 // Doublemove (and Progressive?) guards:
2015 this.board
[this.epSquare
.x
][this.epSquare
.y
] == "" &&
2016 oppCols
.includes(this.getColor(x
, this.epSquare
.y
))
2018 const [epx
, epy
] = [this.epSquare
.x
, this.epSquare
.y
];
2019 this.board
[epx
][epy
] = this.board
[x
][this.epSquare
.y
];
2020 let enpassantMove
= this.getBasicMove([x
, y
], [epx
, epy
]);
2021 this.board
[epx
][epy
] = "";
2022 const lastIdx
= enpassantMove
.vanish
.length
- 1; //think Rifle
2023 enpassantMove
.vanish
[lastIdx
].x
= x
;
2024 return [enpassantMove
];
2029 getCastleMoves([x
, y
], finalSquares
, castleWith
, castleFlags
) {
2030 const c
= this.getColor(x
, y
);
2031 castleFlags
= castleFlags
|| this.castleFlags
[c
];
2034 const oppCols
= this.getOppCols(c
);
2038 finalSquares
|| [ [2, 3], [this.size
.y
- 2, this.size
.y
- 3] ];
2039 const castlingKing
= this.getPiece(x
, y
);
2040 castlingCheck: for (
2043 castleSide
++ //large, then small
2045 if (castleFlags
[castleSide
] >= this.size
.y
)
2047 // If this code is reached, rook and king are on initial position
2049 // NOTE: in some variants this is not a rook
2050 const rookPos
= castleFlags
[castleSide
];
2051 const castlingPiece
= this.getPiece(x
, rookPos
);
2053 this.board
[x
][rookPos
] == "" ||
2054 this.getColor(x
, rookPos
) != c
||
2055 (castleWith
&& !castleWith
.includes(castlingPiece
))
2057 // Rook is not here, or changed color (see Benedict)
2060 // Nothing on the path of the king ? (and no checks)
2061 const finDist
= finalSquares
[castleSide
][0] - y
;
2062 let step
= finDist
/ Math
.max(1, Math
.abs(finDist
));
2066 // NOTE: next weird test because underCheck() verification
2067 // will be executed in filterValid() later.
2069 i
!= finalSquares
[castleSide
][0] &&
2070 this.underCheck([[x
, i
]], oppCols
)
2074 this.board
[x
][i
] != "" &&
2075 // NOTE: next check is enough, because of chessboard constraints
2076 (this.getColor(x
, i
) != c
|| ![rookPos
, y
].includes(i
))
2079 continue castlingCheck
;
2082 } while (i
!= finalSquares
[castleSide
][0]);
2083 // Nothing on the path to the rook?
2084 step
= (castleSide
== 0 ? -1 : 1);
2085 for (i
= y
+ step
; i
!= rookPos
; i
+= step
) {
2086 if (this.board
[x
][i
] != "")
2087 continue castlingCheck
;
2090 // Nothing on final squares, except maybe king and castling rook?
2091 for (i
= 0; i
< 2; i
++) {
2093 finalSquares
[castleSide
][i
] != rookPos
&&
2094 this.board
[x
][finalSquares
[castleSide
][i
]] != "" &&
2096 finalSquares
[castleSide
][i
] != y
||
2097 this.getColor(x
, finalSquares
[castleSide
][i
]) != c
2100 continue castlingCheck
;
2104 // If this code is reached, castle is potentially valid
2110 y: finalSquares
[castleSide
][0],
2116 y: finalSquares
[castleSide
][1],
2122 // King might be initially disguised (Titan...)
2123 new PiPo({ x: x
, y: y
, p: castlingKing
, c: c
}),
2124 new PiPo({ x: x
, y: rookPos
, p: castlingPiece
, c: c
})
2127 Math
.abs(y
- rookPos
) <= 2
2128 ? {x: x
, y: rookPos
}
2129 : {x: x
, y: y
+ 2 * (castleSide
== 0 ? -1 : 1)}
2137 ////////////////////
2140 // Is piece (or square) at given position attacked by "oppCol(s)" ?
2141 underAttack([x
, y
], oppCols
) {
2142 // An empty square is considered as king,
2143 // since it's used only in getCastleMoves (TODO?)
2144 const king
= this.board
[x
][y
] == "" || this.isKing(x
, y
);
2147 (!this.options
["zen"] || king
) &&
2148 this.findCapturesOn(
2158 (!!this.options
["zen"] && !king
) &&
2159 this.findDestSquares(
2165 ([i1
, j1
], [i2
, j2
]) => oppCols
.includes(this.getColor(i2
, j2
))
2171 // Argument is (very generally) an array of squares (= arrays)
2172 underCheck(square_s
, oppCols
) {
2173 if (this.options
["taking"] || this.options
["dark"])
2175 return square_s
.some(sq
=> this.underAttack(sq
, oppCols
));
2178 // Scan board for king(s)
2179 searchKingPos(color
) {
2181 for (let i
=0; i
< this.size
.x
; i
++) {
2182 for (let j
=0; j
< this.size
.y
; j
++) {
2183 if (this.getColor(i
, j
) == color
&& this.isKing(i
, j
))
2190 // cb: callback returning a boolean (false if king missing)
2191 trackKingWrap(move, kingPos
, cb
) {
2192 if (move.appear
.length
== 0 && move.vanish
.length
== 0)
2195 (move.vanish
.length
> 0 ? move.vanish
[0].c : move.appear
[0].c
);
2196 let newKingPP
= null,
2198 res
= true; //a priori valid
2200 move.vanish
.find(v
=> this.isKing(0, 0, v
.p
) && v
.c
== color
);
2202 // Search king in appear array:
2204 move.appear
.find(a
=> this.isKing(0, 0, a
.p
) && a
.c
== color
);
2206 sqIdx
= kingPos
.findIndex(kp
=>
2207 kp
[0] == oldKingPP
.x
&& kp
[1] == oldKingPP
.y
);
2208 kingPos
[sqIdx
] = [newKingPP
.x
, newKingPP
.y
];
2211 res
= false; //king vanished
2213 res
&&= cb(kingPos
);
2214 if (oldKingPP
&& newKingPP
)
2215 kingPos
[sqIdx
] = [oldKingPP
.x
, oldKingPP
.y
];
2219 // 'color' arg because some variants (e.g. Refusal) check opponent moves
2220 filterValid(moves
, color
) {
2223 const oppCols
= this.getOppCols(color
);
2224 let kingPos
= this.searchKingPos(color
);
2225 return moves
.filter(m
=> {
2226 this.playOnBoard(m
);
2227 const res
= this.trackKingWrap(m
, kingPos
, (kp
) => {
2228 return !this.underCheck(kp
, oppCols
);
2230 this.undoOnBoard(m
);
2238 // Apply a move on board
2240 for (let psq
of move.vanish
)
2241 this.board
[psq
.x
][psq
.y
] = "";
2242 for (let psq
of move.appear
)
2243 this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
2245 // Un-apply the played move
2247 for (let psq
of move.appear
)
2248 this.board
[psq
.x
][psq
.y
] = "";
2249 for (let psq
of move.vanish
)
2250 this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
2253 // NOTE: arg "castleFlags" for Coregal or Twokings
2254 updateCastleFlags(move, castleFlags
, king
) {
2255 castleFlags
= castleFlags
|| this.castleFlags
;
2256 // If flags already off, no need to re-check:
2258 Object
.values(castleFlags
).every(cvals
=>
2259 cvals
.every(val
=> val
>= this.size
.y
))
2263 // Update castling flags if start or arrive from/at rook/king locations
2264 move.appear
.concat(move.vanish
).forEach(psq
=> {
2265 if ((king
&& psq
.p
== king
) || (!king
&& this.isKing(0, 0, psq
.p
)))
2266 castleFlags
[psq
.c
] = [this.size
.y
, this.size
.y
];
2267 // NOTE: not "else if" because king can capture enemy rook...
2271 else if (psq
.x
== this.size
.x
- 1)
2274 const fidx
= castleFlags
[c
].findIndex(f
=> f
== psq
.y
);
2276 castleFlags
[c
][fidx
] = this.size
.y
;
2283 this.updateCastleFlags(move);
2284 if (this.options
["crazyhouse"]) {
2285 move.vanish
.forEach(v
=> {
2286 const square
= C
.CoordsToSquare({x: v
.x
, y: v
.y
});
2287 if (this.ispawn
[square
])
2288 delete this.ispawn
[square
];
2290 if (move.appear
.length
> 0 && move.vanish
.length
> 0) {
2291 // Assumption: something is moving
2292 const initSquare
= C
.CoordsToSquare(move.start
);
2293 const destSquare
= C
.CoordsToSquare(move.end
);
2295 this.ispawn
[initSquare
] ||
2296 (move.vanish
[0].p
== 'p' && move.appear
[0].p
!= 'p')
2298 this.ispawn
[destSquare
] = true;
2301 this.ispawn
[destSquare
] &&
2302 this.getColor(move.end
.x
, move.end
.y
) != move.vanish
[0].c
2304 move.vanish
[1].p
= 'p';
2305 delete this.ispawn
[destSquare
];
2309 const minSize
= Math
.min(move.appear
.length
, move.vanish
.length
);
2312 // Warning; atomic pawn removal isn't a capture
2313 (!this.options
["atomic"] || !this.rempawn
|| this.movesCount
>= 1)
2315 const color
= this.turn
;
2316 for (let i
=minSize
; i
<move.appear
.length
; i
++) {
2317 // Something appears = dropped on board (some exceptions, Chakart...)
2318 if (move.appear
[i
].c
== color
) {
2319 const piece
= move.appear
[i
].p
;
2320 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] - 1);
2323 for (let i
=minSize
; i
<move.vanish
.length
; i
++) {
2324 // Something vanish: add to reserve except if recycle & opponent
2326 this.options
["crazyhouse"] ||
2327 (this.options
["recycle"] && move.vanish
[i
].c
== color
)
2329 const piece
= move.vanish
[i
].p
;
2330 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] + 1);
2338 if (this.hasEnpassant
)
2339 this.epSquare
= this.getEpSquare(move);
2340 this.playOnBoard(move);
2341 this.postPlay(move);
2345 if (this.options
["dark"])
2346 this.updateEnlightened();
2347 if (this.options
["teleport"]) {
2349 this.subTurnTeleport
== 1 &&
2350 move.vanish
.length
== 2 &&
2351 move.appear
.length
== 1 &&
2352 move.vanish
[1].c
== this.turn
2354 const v
= move.vanish
[1];
2355 this.captured
= {x: v
.x
, y: v
.y
, c: v
.c
, p: v
.p
};
2356 this.subTurnTeleport
= 2;
2359 this.subTurnTeleport
= 1;
2360 this.captured
= null;
2362 this.tryChangeTurn(move);
2365 tryChangeTurn(move) {
2366 if (this.isLastMove(move)) {
2367 this.turn
= C
.GetOppTurn(this.turn
);
2371 else if (!move.next
)
2378 const color
= this.turn
;
2379 const oppKingPos
= this.searchKingPos(C
.GetOppTurn(color
));
2380 if (oppKingPos
.length
== 0 || this.underCheck(oppKingPos
, [color
]))
2384 !this.options
["balance"] ||
2385 ![1, 2].includes(this.movesCount
) ||
2390 !this.options
["doublemove"] ||
2391 this.movesCount
== 0 ||
2396 !this.options
["progressive"] ||
2397 this.subTurn
== this.movesCount
+ 1
2402 // "Stop at the first move found"
2403 atLeastOneMove(color
) {
2404 for (let i
= 0; i
< this.size
.x
; i
++) {
2405 for (let j
= 0; j
< this.size
.y
; j
++) {
2406 if (this.board
[i
][j
] != "" && this.getColor(i
, j
) == color
) {
2407 // NOTE: in fact searching for all potential moves from i,j.
2408 // I don't believe this is an issue, for now at least.
2409 const moves
= this.getPotentialMovesFrom([i
, j
], color
);
2410 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1))
2415 if (this.hasReserve
&& this.reserve
[color
]) {
2416 for (let p
of Object
.keys(this.reserve
[color
])) {
2417 const moves
= this.getDropMovesFrom([color
, p
]);
2418 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1))
2425 // What is the score ? (Interesting if game is over)
2426 getCurrentScore(move_s
) {
2427 const move = move_s
[move_s
.length
- 1];
2428 // Shortcut in case the score was computed before:
2431 const oppTurn
= C
.GetOppTurn(this.turn
);
2433 w: this.searchKingPos('w'),
2434 b: this.searchKingPos('b')
2436 if (kingPos
[this.turn
].length
== 0 && kingPos
[oppTurn
].length
== 0)
2438 if (kingPos
[this.turn
].length
== 0)
2439 return (this.turn
== "w" ? "0-1" : "1-0");
2440 if (kingPos
[oppTurn
].length
== 0)
2441 return (this.turn
== "w" ? "1-0" : "0-1");
2442 if (this.atLeastOneMove(this.turn
))
2444 // No valid move: stalemate or checkmate?
2445 if (!this.underCheck(kingPos
[this.turn
], this.getOppCols(this.turn
)))
2448 return (this.turn
== "w" ? "0-1" : "1-0");
2451 playVisual(move, r
) {
2452 move.vanish
.forEach(v
=> {
2453 if (this.g_pieces
[v
.x
][v
.y
]) //can be null (e.g. Apocalypse)
2454 this.g_pieces
[v
.x
][v
.y
].remove();
2455 this.g_pieces
[v
.x
][v
.y
] = null;
2458 document
.getElementById(this.containerId
).querySelector(".chessboard");
2460 r
= chessboard
.getBoundingClientRect();
2461 const pieceWidth
= this.getPieceWidth(r
.width
);
2462 move.appear
.forEach(a
=> {
2463 this.g_pieces
[a
.x
][a
.y
] = document
.createElement("piece");
2464 C
.AddClass_es(this.g_pieces
[a
.x
][a
.y
],
2465 this.pieces(a
.c
, a
.x
, a
.y
)[a
.p
]["class"]);
2466 this.g_pieces
[a
.x
][a
.y
].classList
.add(V
.GetColorClass(a
.c
));
2467 this.g_pieces
[a
.x
][a
.y
].style
.width
= pieceWidth
+ "px";
2468 this.g_pieces
[a
.x
][a
.y
].style
.height
= pieceWidth
+ "px";
2469 const [ip
, jp
] = this.getPixelPosition(a
.x
, a
.y
, r
);
2470 // Translate coordinates to use chessboard as reference:
2471 this.g_pieces
[a
.x
][a
.y
].style
.transform
=
2472 `translate(${ip - r.x}px,${jp - r.y}px)`;
2473 if (this.enlightened
&& !this.enlightened
[a
.x
][a
.y
])
2474 this.g_pieces
[a
.x
][a
.y
].classList
.add("hidden");
2475 chessboard
.appendChild(this.g_pieces
[a
.x
][a
.y
]);
2477 if (this.options
["dark"])
2478 this.graphUpdateEnlightened();
2481 // TODO: send stack receive stack, or allow incremental? (good/bad points)
2482 buildMoveStack(move, r
) {
2483 this.moveStack
.push(move);
2484 this.computeNextMove(move);
2485 const then
= () => {
2486 const newTurn
= this.turn
;
2487 if (this.moveStack
.length
== 1 && !this.hideMoves
)
2488 this.playVisual(move, r
);
2492 board: JSON
.parse(JSON
.stringify(this.board
)) //easier
2494 this.buildMoveStack(move.next
, r
);
2497 if (this.moveStack
.length
== 1) {
2498 // Usual case (one normal move)
2499 this.afterPlay(this.moveStack
, newTurn
, {send: true, res: true});
2500 this.moveStack
= [];
2503 this.afterPlay(this.moveStack
, newTurn
, {send: true, res: false});
2504 this.re_initFromFen(this.gameState
.fen
, this.gameState
.board
);
2505 this.playReceivedMove(this.moveStack
.slice(1), () => {
2506 this.afterPlay(this.moveStack
, newTurn
, {send: false, res: true});
2507 this.moveStack
= [];
2512 // If hiding moves, then they are revealed in play() with callback
2513 this.play(move, this.hideMoves
? then : null);
2514 if (!this.hideMoves
)
2518 // Implemented in variants using (automatic) moveStack
2519 computeNextMove(move) {}
2521 animateMoving(start
, end
, drag
, segments
, cb
) {
2522 let initPiece
= this.getDomPiece(start
.x
, start
.y
);
2523 if (!initPiece
) { //TODO: shouldn't occur!
2527 // NOTE: cloning often not required, but light enough, and simpler
2528 let movingPiece
= initPiece
.cloneNode();
2529 initPiece
.style
.opacity
= "0";
2531 document
.getElementById(this.containerId
)
2532 const r
= container
.querySelector(".chessboard").getBoundingClientRect();
2533 if (typeof start
.x
== "string") {
2534 // Need to bound width/height (was 100% for reserve pieces)
2535 const pieceWidth
= this.getPieceWidth(r
.width
);
2536 movingPiece
.style
.width
= pieceWidth
+ "px";
2537 movingPiece
.style
.height
= pieceWidth
+ "px";
2539 const maxDist
= this.getMaxDistance(r
);
2540 const apparentColor
= this.getColor(start
.x
, start
.y
);
2541 const pieces
= this.pieces(apparentColor
, start
.x
, start
.y
);
2543 const startCode
= this.getPiece(start
.x
, start
.y
);
2544 C
.RemoveClass_es(movingPiece
, pieces
[startCode
]["class"]);
2545 C
.AddClass_es(movingPiece
, pieces
[drag
.p
]["class"]);
2546 if (apparentColor
!= drag
.c
) {
2547 movingPiece
.classList
.remove(V
.GetColorClass(apparentColor
));
2548 movingPiece
.classList
.add(V
.GetColorClass(drag
.c
));
2551 container
.appendChild(movingPiece
);
2552 const animateSegment
= (index
, cb
) => {
2553 // NOTE: move.drag could be generalized per-segment (usage?)
2554 const [i1
, j1
] = segments
[index
][0];
2555 const [i2
, j2
] = segments
[index
][1];
2556 const dep
= this.getPixelPosition(i1
, j1
, r
);
2557 const arr
= this.getPixelPosition(i2
, j2
, r
);
2558 movingPiece
.style
.transitionDuration
= "0s";
2559 movingPiece
.style
.transform
= `translate(${dep[0]}px, ${dep[1]}px)`;
2561 Math
.sqrt((arr
[0] - dep
[0]) ** 2 + (arr
[1] - dep
[1]) ** 2);
2562 const duration
= 0.2 + (distance
/ maxDist
) * 0.3;
2563 // TODO: unclear why we need this new delay below:
2565 movingPiece
.style
.transitionDuration
= duration
+ "s";
2566 // movingPiece is child of container: no need to adjust coordinates
2567 movingPiece
.style
.transform
= `translate(${arr[0]}px, ${arr[1]}px)`;
2568 setTimeout(cb
, duration
* 1000);
2572 const animateSegmentCallback
= () => {
2573 if (index
< segments
.length
)
2574 animateSegment(index
++, animateSegmentCallback
);
2576 movingPiece
.remove();
2577 initPiece
.style
.opacity
= "1";
2581 animateSegmentCallback();
2584 // Input array of objects with at least fields x,y (e.g. PiPo)
2585 animateFading(arr
, cb
) {
2586 const animLength
= 350; //TODO: 350ms? More? Less?
2588 let fadingPiece
= this.getDomPiece(v
.x
, v
.y
);
2589 fadingPiece
.style
.transitionDuration
= (animLength
/ 1000) + "s";
2590 fadingPiece
.style
.opacity
= "0";
2592 setTimeout(cb
, animLength
);
2595 animate(move, callback
) {
2596 if (this.noAnimate
|| move.noAnimate
) {
2600 let segments
= move.segments
;
2602 segments
= [ [[move.start
.x
, move.start
.y
], [move.end
.x
, move.end
.y
]] ];
2603 let targetObj
= new TargetObj(callback
);
2604 if (move.start
.x
!= move.end
.x
|| move.start
.y
!= move.end
.y
) {
2606 this.animateMoving(move.start
, move.end
, move.drag
, segments
,
2607 () => targetObj
.increment());
2609 if (move.vanish
.length
> move.appear
.length
) {
2610 const arr
= move.vanish
.slice(move.appear
.length
)
2611 // Ignore disappearing pieces hidden by some appearing ones:
2612 .filter(v
=> move.appear
.every(a
=> a
.x
!= v
.x
|| a
.y
!= v
.y
));
2613 if (arr
.length
> 0) {
2615 this.animateFading(arr
, () => targetObj
.increment());
2619 this.tryAnimateCastle(move, () => targetObj
.increment());
2621 this.customAnimate(move, segments
, () => targetObj
.increment());
2622 if (targetObj
.target
== 0)
2626 tryAnimateCastle(move, cb
) {
2629 move.vanish
.length
== 2 &&
2630 move.appear
.length
== 2 &&
2631 this.isKing(0, 0, move.vanish
[0].p
) &&
2632 this.isKing(0, 0, move.appear
[0].p
)
2634 const start
= {x: move.vanish
[1].x
, y: move.vanish
[1].y
},
2635 end
= {x: move.appear
[1].x
, y: move.appear
[1].y
};
2636 const segments
= [ [[start
.x
, start
.y
], [end
.x
, end
.y
]] ];
2637 this.animateMoving(start
, end
, null, segments
, cb
);
2643 // Potential other animations (e.g. for Suction variant)
2644 customAnimate(move, segments
, cb
) {
2645 return 0; //nb of targets
2648 launchAnimation(moves
, container
, callback
) {
2649 if (this.hideMoves
) {
2650 for (let i
=0; i
<moves
.length
; i
++)
2651 // If hiding moves, they are revealed into play():
2652 this.play(moves
[i
], i
== moves
.length
- 1 ? callback : () => {});
2655 const r
= container
.querySelector(".chessboard").getBoundingClientRect();
2656 const animateRec
= i
=> {
2657 this.animate(moves
[i
], () => {
2658 this.play(moves
[i
]);
2659 this.playVisual(moves
[i
], r
);
2660 if (i
< moves
.length
- 1)
2661 setTimeout(() => animateRec(i
+1), 300);
2669 playReceivedMove(moves
, callback
) {
2670 // Delay if user wasn't focused:
2671 const checkDisplayThenAnimate
= (delay
) => {
2672 if (container
.style
.display
== "none") {
2673 alert("New move! Let's go back to game...");
2674 document
.getElementById("gameInfos").style
.display
= "none";
2675 container
.style
.display
= "block";
2677 () => this.launchAnimation(moves
, container
, callback
),
2683 () => this.launchAnimation(moves
, container
, callback
),
2688 let container
= document
.getElementById(this.containerId
);
2689 if (document
.hidden
) {
2690 document
.onvisibilitychange
= () => {
2691 // TODO here: page reload ?! (some issues if tab changed...)
2692 document
.onvisibilitychange
= undefined;
2693 checkDisplayThenAnimate(700);
2697 checkDisplayThenAnimate();