import Move from "/utils/Move.js";
// NOTE: x coords: top to bottom (white perspective); y: left to right
+// NOTE: ChessRules is aliased as window.C, and variants as window.V
export default class ChessRules {
+ static get Aliases() {
+ return {'C': ChessRules};
+ }
+
/////////////////////////
// VARIANT SPECIFICATIONS
// Users can generally select a randomness level from 0 to 2.
static get Options() {
return {
- // NOTE: some options are required for FEN generation, some aren't.
select: [{
label: "Randomness",
variable: "randomness",
defaut: 0,
options: [
- { label: "Deterministic", value: 0 },
- { label: "Symmetric random", value: 1 },
- { label: "Asymmetric random", value: 2 }
+ {label: "Deterministic", value: 0},
+ {label: "Symmetric random", value: 1},
+ {label: "Asymmetric random", value: 2}
]
}],
- check: [{
- label: "Capture king?",
- defaut: false,
- variable: "taking"
- }],
+ input: [
+ {
+ label: "Capture king",
+ variable: "taking",
+ type: "checkbox",
+ defaut: false
+ },
+ {
+ label: "Falling pawn",
+ variable: "pawnfall",
+ type: "checkbox",
+ defaut: false
+ }
+ ],
// Game modifiers (using "elementary variants"). Default: false
styles: [
"atomic",
};
}
- // Pawns specifications
- get pawnSpecs() {
- return {
- directions: { 'w': -1, 'b': 1 },
- initShift: { w: 1, b: 1 },
- twoSquares: true,
- threeSquares: false,
- canCapture: true,
- captureBackward: false,
- bidirectional: false,
- promotions: ['r', 'n', 'b', 'q']
- };
+ get pawnPromotions() {
+ return ['q', 'r', 'n', 'b'];
}
// Some variants don't have flags:
(!!this.options["recycle"] && !this.options["teleport"])
);
}
+ // Some variants do not store reserve state (Align4, Chakart...)
+ get hasReserveFen() {
+ return this.hasReserve;
+ }
get noAnimate() {
return !!this.options["dark"];
}
// Some variants use click infos:
- doClick([x, y]) {
- if (typeof x != "number") return null; //click on reserves
+ doClick(coords) {
+ if (typeof coords.x != "number")
+ return null; //click on reserves
if (
- this.options["teleport"] && this.subTurn == 2 &&
- this.board[x][y] == ""
+ this.options["teleport"] && this.subTurnTeleport == 2 &&
+ this.board[coords.x][coords.y] == ""
) {
- return new Move({
+ let res = new Move({
start: {x: this.captured.x, y: this.captured.y},
appear: [
new PiPo({
- x: x,
- y: y,
+ x: coords.x,
+ y: coords.y,
c: this.captured.c, //this.turn,
p: this.captured.p
})
],
vanish: []
});
+ res.drag = {c: this.captured.c, p: this.captured.p};
+ return res;
}
return null;
}
////////////////////
// COORDINATES UTILS
- // 3 --> d (column number to letter)
- static CoordToColumn(colnum) {
- return String.fromCharCode(97 + colnum);
- }
-
- // d --> 3 (column letter to number)
- static ColumnToCoord(columnStr) {
- return columnStr.charCodeAt(0) - 97;
- }
-
- // 7 (numeric) --> 1 (str) [from black viewpoint].
- static CoordToRow(rownum) {
- return rownum;
- }
-
- // NOTE: wrong row index (1 should be 7 ...etc). But OK for the usage.
- static RowToCoord(rownumStr) {
- // NOTE: 30 is way more than enough (allow up to 29 rows on one character)
- return parseInt(rownumStr, 30);
- }
-
- // a2 --> {x:2,y:0} (this is in fact a6)
+ // 3a --> {x:3, y:10}
static SquareToCoords(sq) {
- return {
- x: ChessRules.RowToCoord(sq[1]),
- // NOTE: column is always one char => max 26 columns
- y: ChessRules.ColumnToCoord(sq[0])
- };
+ return ArrayFun.toObject(["x", "y"],
+ [0, 1].map(i => parseInt(sq[i], 36)));
}
- // {x:0,y:4} --> e0 (should be e8)
- static CoordsToSquare(coords) {
- return (
- ChessRules.CoordToColumn(coords.y) + ChessRules.CoordToRow(coords.x)
- );
+ // {x:11, y:12} --> bc
+ static CoordsToSquare(cd) {
+ return Object.values(cd).map(c => c.toString(36)).join("");
}
- coordsToId([x, y]) {
- if (typeof x == "number")
- return `${this.containerId}|sq-${x.toString(30)}-${y.toString(30)}`;
+ coordsToId(cd) {
+ if (typeof cd.x == "number") {
+ return (
+ `${this.containerId}|sq-${cd.x.toString(36)}-${cd.y.toString(36)}`
+ );
+ }
// Reserve :
- return `${this.containerId}|rsq-${x}-${y}`;
+ return `${this.containerId}|rsq-${cd.x}-${cd.y}`;
}
idToCoords(targetId) {
- if (!targetId) return null; //outside page, maybe...
+ if (!targetId)
+ return null; //outside page, maybe...
const idParts = targetId.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
if (
idParts.length < 2 ||
}
const squares = idParts[1].split('-');
if (squares[0] == "sq")
- return [ parseInt(squares[1], 30), parseInt(squares[2], 30) ];
- // squares[0] == "rsq" : reserve, 'c' + 'p' (letters)
- return [squares[1], squares[2]];
+ return {x: parseInt(squares[1], 36), y: parseInt(squares[2], 36)};
+ // squares[0] == "rsq" : reserve, 'c' + 'p' (letters color & piece)
+ return {x: squares[1], y: squares[2]};
}
/////////////
// Turn "wb" into "B" (for FEN)
board2fen(b) {
- return b[0] == "w" ? b[1].toUpperCase() : b[1];
+ return (b[0] == "w" ? b[1].toUpperCase() : b[1]);
}
// Turn "p" into "bp" (for board)
fen2board(f) {
- return f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f;
+ return (f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f);
}
// Setup the initial random-or-not (asymmetric-or-not) position
genRandInitFen(seed) {
- Random.setSeed(seed);
-
let fen, flags = "0707";
- if (this.options.randomness == 0 || !this.options.randomness)
+ if (!this.options.randomness)
// Deterministic:
fen = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0";
else {
// Randomize
- let pieces = { w: new Array(8), b: new Array(8) };
+ Random.setSeed(seed);
+ let pieces = {w: new Array(8), b: new Array(8)};
flags = "";
// Shuffle pieces on first (and last rank if randomness == 2)
for (let c of ["w", "b"]) {
}
// Add turn + flags + enpassant (+ reserve)
let parts = [];
- if (this.hasFlags) parts.push(`"flags":"${flags}"`);
- if (this.hasEnpassant) parts.push('"enpassant":"-"');
- if (this.hasReserve) parts.push('"reserve":"000000000000"');
- if (this.options["crazyhouse"]) parts.push('"ispawn":"-"');
- if (parts.length >= 1) fen += " {" + parts.join(",") + "}";
+ if (this.hasFlags)
+ parts.push(`"flags":"${flags}"`);
+ if (this.hasEnpassant)
+ parts.push('"enpassant":"-"');
+ if (this.hasReserve)
+ parts.push('"reserve":"000000000000"');
+ if (this.options["crazyhouse"])
+ parts.push('"ispawn":"-"');
+ if (parts.length >= 1)
+ fen += " {" + parts.join(",") + "}";
return fen;
}
turn: fenParts[1],
movesCount: fenParts[2]
};
- if (fenParts.length > 3) res = Object.assign(res, JSON.parse(fenParts[3]));
+ if (fenParts.length > 3)
+ res = Object.assign(res, JSON.parse(fenParts[3]));
return res;
}
// Return current fen (game state)
getFen() {
let fen = (
- this.getBaseFen() + " " +
+ this.getPosition() + " " +
this.getTurnFen() + " " +
this.movesCount
);
let parts = [];
- if (this.hasFlags) parts.push(`"flags":"${this.getFlagsFen()}"`);
+ if (this.hasFlags)
+ parts.push(`"flags":"${this.getFlagsFen()}"`);
if (this.hasEnpassant)
parts.push(`"enpassant":"${this.getEnpassantFen()}"`);
- if (this.hasReserve) parts.push(`"reserve":"${this.getReserveFen()}"`);
+ if (this.hasReserveFen)
+ parts.push(`"reserve":"${this.getReserveFen()}"`);
if (this.options["crazyhouse"])
parts.push(`"ispawn":"${this.getIspawnFen()}"`);
- if (parts.length >= 1) fen += " {" + parts.join(",") + "}";
+ if (parts.length >= 1)
+ fen += " {" + parts.join(",") + "}";
return fen;
}
+ static FenEmptySquares(count) {
+ // if more than 9 consecutive free spaces, break the integer,
+ // otherwise FEN parsing will fail.
+ if (count <= 9)
+ return count;
+ // Most boards of size < 18:
+ if (count <= 18)
+ return "9" + (count - 9);
+ // Except Gomoku:
+ return "99" + (count - 18);
+ }
+
// Position part of the FEN string
- getBaseFen() {
- const format = (count) => {
- // if more than 9 consecutive free spaces, break the integer,
- // otherwise FEN parsing will fail.
- if (count <= 9) return count;
- // Most boards of size < 18:
- if (count <= 18) return "9" + (count - 9);
- // Except Gomoku:
- return "99" + (count - 18);
- };
+ getPosition() {
let position = "";
for (let i = 0; i < this.size.y; i++) {
let emptyCount = 0;
for (let j = 0; j < this.size.x; j++) {
- if (this.board[i][j] == "") emptyCount++;
+ if (this.board[i][j] == "")
+ emptyCount++;
else {
if (emptyCount > 0) {
// Add empty squares in-between
- position += format(emptyCount);
+ position += C.FenEmptySquares(emptyCount);
emptyCount = 0;
}
position += this.board2fen(this.board[i][j]);
}
if (emptyCount > 0)
// "Flush remainder"
- position += format(emptyCount);
- if (i < this.size.y - 1) position += "/"; //separate rows
+ position += C.FenEmptySquares(emptyCount);
+ if (i < this.size.y - 1)
+ position += "/"; //separate rows
}
return position;
}
// Flags part of the FEN string
getFlagsFen() {
return ["w", "b"].map(c => {
- return this.castleFlags[c].map(x => x.toString(30)).join("");
+ return this.castleFlags[c].map(x => x.toString(36)).join("");
}).join("");
}
// Enpassant part of the FEN string
getEnpassantFen() {
- if (!this.epSquare) return "-"; //no en-passant
- return ChessRules.CoordsToSquare(this.epSquare);
+ if (!this.epSquare)
+ return "-"; //no en-passant
+ return C.CoordsToSquare(this.epSquare);
}
getReserveFen() {
}
getIspawnFen() {
- const coords = Object.keys(this.ispawn);
- if (coords.length == 0) return "-";
- return coords.map(ChessRules.CoordsToSquare).join(",");
+ const squares = Object.keys(this.ispawn);
+ if (squares.length == 0)
+ return "-";
+ return squares.join(",");
}
// Set flags from fen (castle: white a,h then black a,h)
setFlags(fenflags) {
this.castleFlags = {
- w: [0, 1].map(i => parseInt(fenflags.charAt(i), 30)),
- b: [2, 3].map(i => parseInt(fenflags.charAt(i), 30))
+ w: [0, 1].map(i => parseInt(fenflags.charAt(i), 36)),
+ b: [2, 3].map(i => parseInt(fenflags.charAt(i), 36))
};
}
//////////////////
// INITIALIZATION
- // Fen string fully describes the game state
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;
+ });
+ if (o.genFenOnly)
+ // This object will be used only for initial FEN generation
+ return;
this.playerColor = o.color;
- this.afterPlay = o.afterPlay;
+ this.afterPlay = o.afterPlay; //trigger some actions after playing a move
- // FEN-related:
- if (!o.fen) o.fen = this.genRandInitFen(o.seed);
+ // Fen string fully describes the game state
+ if (!o.fen)
+ o.fen = this.genRandInitFen(o.seed);
const fenParsed = this.parseFen(o.fen);
this.board = this.getBoard(fenParsed.position);
this.turn = fenParsed.turn;
const character = rows[i][indexInRow];
const num = parseInt(character, 10);
// If num is a number, just shift j:
- if (!isNaN(num)) j += num;
+ if (!isNaN(num))
+ j += num;
// Else: something at position i,j
- else board[i][j++] = this.fen2board(character);
+ 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.hasFlags)
+ this.setFlags(fenParsed.flags);
if (this.hasEnpassant)
this.epSquare = this.getEpSquare(fenParsed.enpassant);
- if (this.hasReserve) this.initReserves(fenParsed.reserve);
- if (this.options["crazyhouse"]) this.initIspawn(fenParsed.ispawn);
+ if (this.hasReserve)
+ this.initReserves(fenParsed.reserve);
+ if (this.options["crazyhouse"])
+ this.initIspawn(fenParsed.ispawn);
this.subTurn = 1; //may be unused
- if (this.options["teleport"]) this.captured = null;
+ if (this.options["teleport"]) {
+ this.subTurnTeleport = 1;
+ this.captured = null;
+ }
if (this.options["dark"]) {
- this.enlightened = ArrayFun.init(this.size.x, this.size.y);
// Setup enlightened: squares reachable by player side
- this.updateEnlightened(false);
+ this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
+ this.updateEnlightened();
}
}
- updateEnlightened(withGraphics) {
- let newEnlightened = ArrayFun.init(this.size.x, this.size.y, false);
- const pawnShift = { w: -1, b: 1 };
+ 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):
- // (watch out special pawns case)
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)
{
- newEnlightened[x][y] = true;
- const piece = this.getPiece(x, y);
- if (piece == ChessRules.PAWN) {
- // Attacking squares wouldn't be highlighted if no captures:
- this.pieces(this.playerColor)[piece].attack.forEach(step => {
- const [i, j] = [x + step[0], this.computeY(y + step[1])];
- if (this.onBoard(i, j) && this.board[i][j] == "")
- newEnlightened[i][j] = true;
- });
- }
+ this.enlightened[x][y] = true;
this.getPotentialMovesFrom([x, y]).forEach(m => {
- newEnlightened[m.end.x][m.end.y] = true;
+ this.enlightened[m.end.x][m.end.y] = true;
});
}
}
}
- if (this.epSquare) this.enlightEnpassant(newEnlightened);
- if (withGraphics) this.graphUpdateEnlightened(newEnlightened);
- this.enlightened = newEnlightened;
+ if (this.epSquare)
+ this.enlightEnpassant();
}
- // Include en-passant capturing square if any:
- enlightEnpassant(newEnlightened) {
- const steps = this.pieces(this.playerColor)[ChessRules.PAWN].attack;
+ // Include square of the en-passant capturing square:
+ enlightEnpassant() {
+ // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
+ const steps = this.pieces(this.playerColor)["p"].attack[0].steps;
for (let step of steps) {
const x = this.epSquare.x - step[0],
- y = this.computeY(this.epSquare.y - step[1]);
+ y = this.getY(this.epSquare.y - step[1]);
if (
this.onBoard(x, y) &&
this.getColor(x, y) == this.playerColor &&
- this.getPiece(x, y) == ChessRules.PAWN
+ this.getPieceType(x, y) == "p"
) {
- newEnlightened[x][this.epSquare.y] = true;
+ this.enlightened[x][this.epSquare.y] = true;
break;
}
}
}
- // Apply diff this.enlightened --> newEnlightened on board
- graphUpdateEnlightened(newEnlightened) {
- let container = document.getElementById(this.containerId);
- const r = container.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] && !newEnlightened[x][y]) {
- let elt = document.getElementById(this.coordsToId([x, y]));
- elt.style.fillOpacity = "0.5";
- if (this.g_pieces[x][y]) {
- this.g_pieces[x][y].remove();
- this.g_pieces[x][y] = null;
- }
- }
- else if (!this.enlightened[x][y] && newEnlightened[x][y]) {
- let elt = document.getElementById(this.coordsToId([x, y]));
- elt.style.fillOpacity = "1";
- if (this.board[x][y] != "") {
- const piece = this.getPiece(x, y);
- const color = this.getColor(x, y);
- this.g_pieces[x][y] = document.createElement("piece");
- let newClasses = [
- this.pieces()[piece]["class"],
- color == "w" ? "white" : "black"
- ];
- newClasses.forEach(cl => this.g_pieces[x][y].classList.add(cl));
- this.g_pieces[x][y].style.width = pieceWidth + "px";
- this.g_pieces[x][y].style.height = pieceWidth + "px";
- const [ip, jp] = this.getPixelPosition(x, y, r);
- this.g_pieces[x][y].style.transform =
- `translate(${ip}px,${jp}px)`;
- container.appendChild(this.g_pieces[x][y]);
- }
- }
- }
- }
- }
-
- // ordering p,r,n,b,q,k (most general + count in base 30 if needed)
+ // ordering as in pieces() p,r,n,b,q,k (+ count in base 30 if needed)
initReserves(reserveStr) {
const counts = reserveStr.split("").map(c => parseInt(c, 30));
this.reserve = { w: {}, b: {} };
- const pieceName = Object.keys(this.pieces());
- for (let i of ArrayFun.range(12)) {
- if (i < 6) this.reserve['w'][pieceName[i]] = counts[i];
- else this.reserve['b'][pieceName[i-6]] = counts[i];
+ const pieceName = ['p', 'r', 'n', 'b', 'q', 'k'];
+ const L = pieceName.length;
+ for (let i of ArrayFun.range(2 * L)) {
+ if (i < L)
+ this.reserve['w'][pieceName[i]] = counts[i];
+ else
+ this.reserve['b'][pieceName[i-L]] = counts[i];
}
}
initIspawn(ispawnStr) {
- if (ispawnStr != "-") {
- this.ispawn = ispawnStr.split(",").map(ChessRules.SquareToCoords)
- .reduce((o, key) => ({ ...o, [key]: true}), {});
- }
- else this.ispawn = {};
+ if (ispawnStr != "-")
+ this.ispawn = ArrayFun.toObject(ispawnStr.split(","), true);
+ else
+ this.ispawn = {};
}
getNbReservePieces(color) {
);
}
+ getRankInReserve(c, p) {
+ const pieces = Object.keys(this.pieces());
+ 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);
+ }
+
//////////////
// VISUAL PART
return (rwidth / this.size.y);
}
- getSquareWidth(rwidth) {
- return this.getPieceWidth(rwidth);
- }
-
getReserveSquareSize(rwidth, nbR) {
- const sqSize = this.getSquareWidth(rwidth);
+ const sqSize = this.getPieceWidth(rwidth);
return Math.min(sqSize, rwidth / nbR);
}
return `${this.containerId}|rnum-${color}${piece}`;
}
+ static AddClass_es(piece, class_es) {
+ if (!Array.isArray(class_es))
+ class_es = [class_es];
+ class_es.forEach(cl => {
+ piece.classList.add(cl);
+ });
+ }
+
+ static RemoveClass_es(piece, class_es) {
+ if (!Array.isArray(class_es))
+ class_es = [class_es];
+ class_es.forEach(cl => {
+ piece.classList.remove(cl);
+ });
+ }
+
graphicalInit() {
// NOTE: not window.onresize = this.re_drawBoardElts because scope (this)
window.onresize = () => this.re_drawBoardElements();
this.re_drawBoardElements();
this.initMouseEvents();
- const container = document.getElementById(this.containerId);
- new ResizeObserver(this.rescale).observe(container);
+ const chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
}
re_drawBoardElements() {
const board = this.getSvgChessboard();
- const oppCol = ChessRules.GetOppCol(this.playerColor);
- let container = document.getElementById(this.containerId);
- container.innerHTML = "";
- container.insertAdjacentHTML('beforeend', board);
- let cb = container.querySelector("#" + this.containerId + "_SVG");
- const aspectRatio = this.size.y / this.size.x;
+ const oppCol = C.GetOppCol(this.playerColor);
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ chessboard.innerHTML = "";
+ chessboard.insertAdjacentHTML('beforeend', board);
// Compare window ratio width / height to aspectRatio:
const windowRatio = window.innerWidth / window.innerHeight;
let cbWidth, cbHeight;
- if (windowRatio <= aspectRatio) {
+ if (windowRatio <= this.size.ratio) {
// Limiting dimension is width:
cbWidth = Math.min(window.innerWidth, 767);
- cbHeight = cbWidth / aspectRatio;
+ cbHeight = cbWidth / this.size.ratio;
}
else {
// Limiting dimension is height:
cbHeight = Math.min(window.innerHeight, 767);
- cbWidth = cbHeight * aspectRatio;
+ cbWidth = cbHeight * this.size.ratio;
}
- if (this.reserve) {
+ if (this.hasReserve) {
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 ((window.innerHeight - cbHeight) / 2 < sqSize + 5) {
cbHeight = window.innerHeight - 2 * (sqSize + 5);
- cbWidth = cbHeight * aspectRatio;
+ cbWidth = cbHeight * this.size.ratio;
}
}
- container.style.width = cbWidth + "px";
- container.style.height = cbHeight + "px";
+ chessboard.style.width = cbWidth + "px";
+ chessboard.style.height = cbHeight + "px";
// Center chessboard:
const spaceLeft = (window.innerWidth - cbWidth) / 2,
spaceTop = (window.innerHeight - cbHeight) / 2;
- container.style.left = spaceLeft + "px";
- container.style.top = spaceTop + "px";
+ chessboard.style.left = spaceLeft + "px";
+ chessboard.style.top = spaceTop + "px";
// Give sizes instead of recomputing them,
// because chessboard might not be drawn yet.
this.setupPieces({
// Get SVG board (background, no pieces)
getSvgChessboard() {
- const [sizeX, sizeY] = [this.size.x, this.size.y];
const flipped = (this.playerColor == 'b');
let board = `
<svg
viewBox="0 0 80 80"
- version="1.1"
- id="${this.containerId}_SVG">
- <g>`;
- for (let i=0; i < sizeX; i++) {
- for (let j=0; j < sizeY; j++) {
+ class="chessboard_SVG">`;
+ for (let i=0; i < this.size.x; i++) {
+ for (let j=0; j < this.size.y; j++) {
const ii = (flipped ? this.size.x - 1 - i : i);
const jj = (flipped ? this.size.y - 1 - j : j);
- let fillOpacity = '1';
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([ii, jj])}"
- width="10"
- height="10"
- x="${10*j}"
- y="${10*i}" />`;
+ board += `
+ <rect
+ class="${classes}"
+ id="${this.coordsToId({x: ii, y: jj})}"
+ width="10"
+ height="10"
+ x="${10*j}"
+ y="${10*i}"
+ />`;
}
}
- board += "</g></svg>";
+ board += "</svg>";
return board;
}
- // Generally light square bottom-right; TODO: user-defined colors at least
- getSquareColorClass(i, j) {
- return ((i+j) % 2 == 0 ? "light-square": "dark-square");
+ // Generally light square bottom-right
+ getSquareColorClass(x, y) {
+ return ((x+y) % 2 == 0 ? "light-square": "dark-square");
}
setupPieces(r) {
}
}
}
- else this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null);
- let container = document.getElementById(this.containerId);
- if (!r) r = container.getBoundingClientRect();
+ else
+ this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null);
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ if (!r)
+ r = chessboard.getBoundingClientRect();
const pieceWidth = this.getPieceWidth(r.width);
for (let i=0; i < this.size.x; i++) {
for (let j=0; j < this.size.y; j++) {
- if (
- this.board[i][j] != "" &&
- (!this.options["dark"] || this.enlightened[i][j])
- ) {
- const piece = this.getPiece(i, j);
+ if (this.board[i][j] != "") {
const color = this.getColor(i, j);
+ const piece = this.getPiece(i, j);
this.g_pieces[i][j] = document.createElement("piece");
- this.g_pieces[i][j].classList.add(this.pieces()[piece]["class"]);
- this.g_pieces[i][j].classList.add(color == "w" ? "white" : "black");
+ C.AddClass_es(this.g_pieces[i][j], this.pieces()[piece]["class"]);
+ this.g_pieces[i][j].classList.add(C.GetColorClass(color));
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, r);
- this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
- container.appendChild(this.g_pieces[i][j]);
+ let [ip, jp] = this.getPixelPosition(i, j, r);
+ // Translate coordinates to use chessboard as reference:
+ this.g_pieces[i][j].style.transform =
+ `translate(${ip - r.x}px,${jp - r.y}px)`;
+ if (this.enlightened && !this.enlightened[i][j])
+ this.g_pieces[i][j].classList.add("hidden");
+ chessboard.appendChild(this.g_pieces[i][j]);
}
}
}
- if (this.reserve) this.re_drawReserve(['w', 'b'], r);
+ if (this.hasReserve)
+ this.re_drawReserve(['w', 'b'], r);
}
- // NOTE: assume !!this.reserve
+ // NOTE: assume this.reserve != null
re_drawReserve(colors, r) {
if (this.r_pieces) {
// Remove (old) reserve pieces
for (let c of colors) {
- if (!this.reserve[c]) continue;
- Object.keys(this.reserve[c]).forEach(p => {
- if (this.r_pieces[c][p]) {
- this.r_pieces[c][p].remove();
- delete this.r_pieces[c][p];
- const numId = this.getReserveNumId(c, p);
- document.getElementById(numId).remove();
- }
+ 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();
});
- let reservesDiv = document.getElementById("reserves_" + c);
- if (reservesDiv) reservesDiv.remove();
}
}
- else this.r_pieces = { 'w': {}, 'b': {} };
- if (!r) {
- const container = document.getElementById(this.containerId);
- r = container.getBoundingClientRect();
- }
- const epsilon = 1e-4; //fix display bug on Firefox at least
+ else
+ this.r_pieces = { w: {}, b: {} };
+ let container = document.getElementById(this.containerId);
+ if (!r)
+ r = container.querySelector(".chessboard").getBoundingClientRect();
for (let c of colors) {
- if (!this.reserve[c]) continue;
+ let reservesDiv = document.getElementById("reserves_" + c);
+ if (reservesDiv)
+ reservesDiv.remove();
+ if (!this.reserve[c])
+ continue;
const nbR = this.getNbReservePieces(c);
- if (nbR == 0) continue;
+ if (nbR == 0)
+ continue;
const sqResSize = this.getReserveSquareSize(r.width, nbR);
let ridx = 0;
const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
rcontainer.classList.add("reserves");
rcontainer.style.left = i0 + "px";
rcontainer.style.top = j0 + "px";
- rcontainer.style.width = (nbR * sqResSize) + "px";
+ // NOTE: +1 fix display bug on Firefox at least
+ rcontainer.style.width = (nbR * sqResSize + 1) + "px";
rcontainer.style.height = sqResSize + "px";
- document.getElementById("boardContainer").appendChild(rcontainer);
+ container.appendChild(rcontainer);
for (let p of Object.keys(this.reserve[c])) {
- if (this.reserve[c][p] == 0) continue;
+ if (this.reserve[c][p] == 0)
+ continue;
let r_cell = document.createElement("div");
- r_cell.id = this.coordsToId([c, p]);
+ r_cell.id = this.coordsToId({x: c, y: p});
r_cell.classList.add("reserve-cell");
- r_cell.style.width = (sqResSize - epsilon) + "px";
- r_cell.style.height = (sqResSize - epsilon) + "px";
+ r_cell.style.width = sqResSize + "px";
+ r_cell.style.height = sqResSize + "px";
rcontainer.appendChild(r_cell);
let piece = document.createElement("piece");
- const pieceSpec = this.pieces(c)[p];
- piece.classList.add(pieceSpec["class"]);
- piece.classList.add(c == 'w' ? "white" : "black");
+ C.AddClass_es(piece, this.pieces()[p]["class"]);
+ piece.classList.add(C.GetColorClass(c));
piece.style.width = "100%";
piece.style.height = "100%";
this.r_pieces[c][p] = piece;
}
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
- if ([oldCount, count].includes(0)) this.re_drawReserve([color]);
+ if ([oldCount, count].includes(0))
+ this.re_drawReserve([color]);
else {
const numId = this.getReserveNumId(color, piece);
document.getElementById(numId).textContent = count;
}
}
- // After resize event: no need to destroy/recreate pieces
- rescale() {
- let container = document.getElementById(this.containerId);
- if (!container) return; //useful at initial loading
- const r = container.getBoundingClientRect();
- const newRatio = r.width / r.height;
- const aspectRatio = this.size.y / this.size.x;
- let newWidth = r.width,
- newHeight = r.height;
- if (newRatio > aspectRatio) {
- newWidth = r.height * aspectRatio;
- container.style.width = newWidth + "px";
- }
- else if (newRatio < aspectRatio) {
- newHeight = r.width / aspectRatio;
- container.style.height = newHeight + "px";
+ // 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");
+ }
+ }
}
+ }
+
+ // Resize board: no need to destroy/recreate pieces
+ rescale(mode) {
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ const r = chessboard.getBoundingClientRect();
+ const multFact = (mode == "up" ? 1.05 : 0.95);
+ let [newWidth, newHeight] = [multFact * r.width, multFact * r.height];
+ // Stay in window:
+ if (newWidth > window.innerWidth) {
+ newWidth = window.innerWidth;
+ newHeight = newWidth / this.size.ratio;
+ }
+ if (newHeight > window.innerHeight) {
+ newHeight = window.innerHeight;
+ newWidth = newHeight * this.size.ratio;
+ }
+ chessboard.style.width = newWidth + "px";
+ chessboard.style.height = newHeight + "px";
const newX = (window.innerWidth - newWidth) / 2;
- container.style.left = newX + "px";
+ chessboard.style.left = newX + "px";
const newY = (window.innerHeight - newHeight) / 2;
- container.style.top = newY + "px";
- const newR = { x: newX, y: newY, width: newWidth, height: newHeight };
+ chessboard.style.top = newY + "px";
+ const newR = {x: newX, y: newY, width: newWidth, height: newHeight};
const pieceWidth = this.getPieceWidth(newWidth);
- for (let i=0; i < this.size.x; i++) {
- for (let j=0; j < this.size.y; j++) {
- if (this.board[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);
- this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
+ // 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.reserve) this.rescaleReserve(newR);
+ if (this.hasReserve)
+ this.rescaleReserve(newR);
}
rescaleReserve(r) {
- const epsilon = 1e-4;
for (let c of ['w','b']) {
- if (!this.reserve[c]) continue;
+ if (!this.reserve[c])
+ continue;
const nbR = this.getNbReservePieces(c);
- if (nbR == 0) continue;
+ if (nbR == 0)
+ continue;
// Resize container first
const sqResSize = this.getReserveSquareSize(r.width, nbR);
const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
let rcontainer = document.getElementById("reserves_" + c);
rcontainer.style.left = i0 + "px";
rcontainer.style.top = j0 + "px";
- rcontainer.style.width = (nbR * sqResSize) + "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([c, p]));
- r_cell.style.width = (sqResSize - epsilon) + "px";
- r_cell.style.height = (sqResSize - epsilon) + "px";
+ 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";
});
}
}
// Our coordinate system differs from CSS one (x <--> y).
// We return here the CSS coordinates (more useful).
getPixelPosition(i, j, r) {
- const sqSize = this.getSquareWidth(r.width);
- if (i < 0 || j < 0) return [0, 0]; //piece vanishes
- const flipped = (this.playerColor == 'b');
- const x = (flipped ? this.size.y - 1 - j : j) * sqSize;
- const y = (flipped ? this.size.x - 1 - i : i) * sqSize;
- return [x, y];
+ 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 / this.size.y;
+ const flipped = (this.playerColor == 'b');
+ x = (flipped ? this.size.y - 1 - j : j) * sqSize;
+ 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) return {x: e.clientX, y: e.clientY}; //Mouse
+ if (e.clientX)
+ // Mouse
+ return {x: e.clientX, y: e.clientY};
let touchLocation = null;
if (e.targetTouches && e.targetTouches.length >= 1)
// Touch screen, dragstart
// Touch screen, dragend
touchLocation = e.changedTouches[0];
if (touchLocation)
- return {x: touchLocation.pageX, y: touchLocation.pageY};
- return [0, 0]; //Big trouble here =)
+ return {x: touchLocation.clientX, y: touchLocation.clientY};
+ return {x: 0, y: 0}; //shouldn't reach here =)
}
const centerOnCursor = (piece, e) => {
- const centerShift = sqSize / 2;
+ 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,
- sqSize;
+ pieceWidth;
const mousedown = (e) => {
- r = container.getBoundingClientRect();
- sqSize = this.getSquareWidth(r.width);
- const square = this.idToCoords(e.target.id);
- if (square) {
- const [i, j] = square;
- const move = this.doClick([i, j]);
- if (move) this.playPlusVisual(move);
+ // 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.playPlusVisual(move);
else {
- if (typeof i != "number") startPiece = this.r_pieces[i][j];
- else if (this.g_pieces[i][j]) startPiece = this.g_pieces[i][j];
- if (startPiece && this.canIplay(i, j)) {
+ 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 = { x: i, y: j };
+ start = cd;
curPiece = startPiece.cloneNode();
curPiece.style.transform = "none";
curPiece.style.zIndex = 5;
- curPiece.style.width = sqSize + "px";
- curPiece.style.height = sqSize + "px";
+ curPiece.style.width = pieceWidth + "px";
+ curPiece.style.height = pieceWidth + "px";
centerOnCursor(curPiece, e);
- document.getElementById("boardContainer").appendChild(curPiece);
+ container.appendChild(curPiece);
startPiece.style.opacity = "0.4";
- container.style.cursor = "none";
+ chessboard.style.cursor = "none";
}
}
}
e.preventDefault();
centerOnCursor(curPiece, e);
}
+ else if (e.changedTouches && e.changedTouches.length >= 1)
+ // Attempt to prevent horizontal swipe...
+ e.preventDefault();
};
const mouseup = (e) => {
- const newR = container.getBoundingClientRect();
- if (newR.width != r.width || newR.height != r.height) {
- this.rescale();
+ if (!start)
return;
- }
- if (!start) return;
const [x, y] = [start.x, start.y];
start = null;
e.preventDefault();
- container.style.cursor = "pointer";
+ chessboard.style.cursor = "pointer";
startPiece.style.opacity = "1";
const offset = getOffset(e);
const landingElt = document.elementFromPoint(offset.x, offset.y);
- const sq = this.idToCoords(landingElt.id);
- if (sq) {
- const [i, j] = sq;
+ 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 == i && m.end.y == j);
+ .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.playPlusVisual(moves[0], r);
+ if (moves.length >= 2)
+ this.showChoices(moves, r);
+ else if (moves.length == 1)
+ this.playPlusVisual(moves[0], r);
}
curPiece.remove();
};
document.addEventListener("mousedown", mousedown);
document.addEventListener("mousemove", mousemove);
document.addEventListener("mouseup", mouseup);
+ document.addEventListener("wheel",
+ (e) => this.rescale(e.deltaY < 0 ? "up" : "down"));
}
if ('ontouchstart' in window) {
- document.addEventListener("touchstart", mousedown);
- document.addEventListener("touchmove", mousemove);
- document.addEventListener("touchend", mouseup);
+ // https://stackoverflow.com/a/42509310/12660887
+ document.addEventListener("touchstart", mousedown, {passive: false});
+ document.addEventListener("touchmove", mousemove, {passive: false});
+ document.addEventListener("touchend", mouseup, {passive: false});
}
+ // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
}
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";
- container.style.opacity = "0.5";
- let boardContainer = document.getElementById("boardContainer");
- boardContainer.appendChild(choices);
- const squareWidth = this.getSquareWidth(r.width);
+ 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) => {
- container.style.opacity = "1";
- boardContainer.removeChild(choices);
+ chessboard.style.opacity = "1";
+ container.removeChild(choices);
this.playPlusVisual(m, r);
}
for (let i=0; i < moves.length; i++) {
choice.style.backgroundColor = "lightyellow";
choice.onclick = () => callback(moves[i]);
const piece = document.createElement("piece");
- const pieceSpec = this.pieces(color)[moves[i].appear[0].p];
- piece.classList.add(pieceSpec["class"]);
- piece.classList.add(color == 'w' ? "white" : "black");
+ const cdisp = moves[i].choice || moves[i].appear[0].p;
+ C.AddClass_es(piece, this.pieces()[cdisp]["class"]);
+ piece.classList.add(C.GetColorClass(color));
piece.style.width = "100%";
piece.style.height = "100%";
choice.appendChild(piece);
// BASIC UTILS
get size() {
- return { "x": 8, "y": 8 };
+ return {
+ x: 8,
+ y: 8,
+ ratio: 1 //for rectangular board = y / x
+ };
}
// Color of thing on square (i,j). 'undefined' if square is empty
getColor(i, j) {
+ if (typeof i == "string")
+ return i; //reserves
return this.board[i][j].charAt(0);
}
- // Piece type on square (i,j). 'undefined' if square is empty
+ static GetColorClass(c) {
+ if (c == 'w')
+ return "white";
+ if (c == 'b')
+ return "black";
+ return "other-color"; //unidentified color
+ }
+
+ // Assume square i,j isn't empty
getPiece(i, j) {
+ if (typeof j == "string")
+ return j; //reserves
return this.board[i][j].charAt(1);
}
+ // Piece type on square (i,j)
+ getPieceType(i, j) {
+ const p = this.getPiece(i, j);
+ return C.CannibalKings[p] || p; //a cannibal king move as...
+ }
+
// Get opponent color
static GetOppCol(color) {
return (color == "w" ? "b" : "w");
}
- // Can thing on square1 take thing on square2
+ // Can thing on square1 capture (no return) thing on square2?
canTake([x1, y1], [x2, y2]) {
- return (
- (
- (this.options["recycle"] || this.options["teleport"]) &&
- this.getPiece(x2, y2) != ChessRules.KING
- ) ||
- (this.getColor(x1, y1) !== this.getColor(x2, y2))
- );
+ return (this.getColor(x1, y1) !== this.getColor(x2, y2));
}
// Is (x,y) on the chessboard?
onBoard(x, y) {
- return x >= 0 && x < this.size.x && y >= 0 && y < this.size.y;
+ return (x >= 0 && x < this.size.x &&
+ y >= 0 && y < this.size.y);
}
- // Used in interface: 'side' arg == player color
+ // Am I allowed to move thing at square x,y ?
canIplay(x, y) {
- return (
- this.playerColor == this.turn &&
- (
- (typeof x == "number" && this.getColor(x, y) == this.turn) ||
- (typeof x == "string" && x == this.turn) //reserve
- )
- );
+ return (this.playerColor == this.turn && this.getColor(x, y) == this.turn);
}
////////////////////////
// PIECES SPECIFICATIONS
- pieces(color) {
+ pieces(color, x, y) {
const pawnShift = (color == "w" ? -1 : 1);
+ // NOTE: jump 2 squares from first rank (pawns can be here sometimes)
+ const initRank = ((color == 'w' && x >= 6) || (color == 'b' && x <= 1));
return {
'p': {
"class": "pawn",
- steps: [[pawnShift, 0]],
- range: 1,
- attack: [[pawnShift, 1], [pawnShift, -1]]
+ moves: [
+ {
+ steps: [[pawnShift, 0]],
+ range: (initRank ? 2 : 1)
+ }
+ ],
+ attack: [
+ {
+ steps: [[pawnShift, 1], [pawnShift, -1]],
+ range: 1
+ }
+ ]
},
// rook
'r': {
"class": "rook",
- steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]
+ moves: [
+ {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
+ ]
},
// knight
'n': {
"class": "knight",
- steps: [
- [1, 2], [1, -2], [-1, 2], [-1, -2],
- [2, 1], [-2, 1], [2, -1], [-2, -1]
- ],
- range: 1
+ moves: [
+ {
+ steps: [
+ [1, 2], [1, -2], [-1, 2], [-1, -2],
+ [2, 1], [-2, 1], [2, -1], [-2, -1]
+ ],
+ range: 1
+ }
+ ]
},
// bishop
'b': {
"class": "bishop",
- steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]
+ moves: [
+ {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
+ ]
},
// queen
'q': {
"class": "queen",
- steps: [
- [0, 1], [0, -1], [1, 0], [-1, 0],
- [1, 1], [1, -1], [-1, 1], [-1, -1]
+ moves: [
+ {
+ steps: [
+ [0, 1], [0, -1], [1, 0], [-1, 0],
+ [1, 1], [1, -1], [-1, 1], [-1, -1]
+ ]
+ }
]
},
// king
'k': {
"class": "king",
- steps: [
- [0, 1], [0, -1], [1, 0], [-1, 0],
- [1, 1], [1, -1], [-1, 1], [-1, -1]
- ],
- range: 1
- }
+ moves: [
+ {
+ steps: [
+ [0, 1], [0, -1], [1, 0], [-1, 0],
+ [1, 1], [1, -1], [-1, 1], [-1, -1]
+ ],
+ range: 1
+ }
+ ]
+ },
+ // 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"}
};
}
- // Some pieces codes (for a clearer code)
- static get PAWN() {
- return "p";
- }
- static get QUEEN() {
- return "q";
- }
- static get KING() {
- return "k";
- }
-
////////////////////
// MOVES GENERATION
// For Cylinder: get Y coordinate
- computeY(y) {
- if (!this.options["cylinder"]) return y;
+ getY(y) {
+ if (!this.options["cylinder"])
+ return y;
let res = y % this.size.y;
- if (res < 0) res += this.size.y;
+ if (res < 0)
+ res += this.size.y;
return res;
}
// Stop at the first capture found
atLeastOneCapture(color) {
color = color || this.turn;
- const oppCol = ChessRules.GetOppCol(color);
+ const oppCol = C.GetOppCol(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) {
- const specs = this.pieces(color)[this.getPiece(i, j)];
- const steps = specs.attack || specs.steps;
- outerLoop: for (let step of steps) {
- let [ii, jj] = [i + step[0], this.computeY(j + step[1])];
- let stepCounter = 1;
- while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
- if (specs.range <= stepCounter++) continue outerLoop;
- ii += step[0];
- jj = this.computeY(jj + step[1]);
- }
- if (
- this.onBoard(ii, jj) &&
- this.getColor(ii, jj) == oppCol &&
- this.filterValid(
- [this.getBasicMove([i, j], [ii, jj])]
- ).length >= 1
- ) {
- return true;
+ const allSpecs = this.pieces(color, i, j)
+ let specs = allSpecs[this.getPieceType(i, j)];
+ const attacks = specs.attack || specs.moves;
+ for (let a of attacks) {
+ outerLoop: for (let step of a.steps) {
+ let [ii, jj] = [i + step[0], this.getY(j + step[1])];
+ let stepCounter = 1;
+ while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
+ if (a.range <= stepCounter++)
+ continue outerLoop;
+ ii += step[0];
+ jj = this.getY(jj + step[1]);
+ }
+ if (
+ this.onBoard(ii, jj) &&
+ this.getColor(ii, jj) == oppCol &&
+ this.filterValid(
+ [this.getBasicMove([i, j], [ii, jj])]
+ ).length >= 1
+ ) {
+ return true;
+ }
}
}
}
getDropMovesFrom([c, p]) {
// NOTE: by design, this.reserve[c][p] >= 1 on user click
- // (but not necessarily otherwise)
- if (!this.reserve[c][p] || this.reserve[c][p] == 0) return [];
+ // (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++) {
- // TODO: rather simplify this "if" and add post-condition: more general
if (
this.board[i][j] == "" &&
- (!this.options["dark"] || this.enlightened[i][j]) &&
+ (!this.enlightened || this.enlightened[i][j]) &&
(
- p != ChessRules.PAWN ||
+ p != "p" ||
(c == 'w' && i < this.size.x - 1) ||
(c == 'b' && i > 0)
)
// All possible moves from selected square
getPotentialMovesFrom(sq, color) {
- if (typeof sq[0] == "string") return this.getDropMovesFrom(sq);
- if (this.options["madrasi"] && this.isImmobilized(sq)) return [];
- const piece = this.getPiece(sq[0], sq[1]);
- let moves;
- if (piece == ChessRules.PAWN) moves = this.getPotentialPawnMoves(sq);
- else moves = this.getPotentialMovesOf(piece, sq);
+ if (this.subTurnTeleport == 2)
+ return [];
+ if (typeof sq[0] == "string")
+ return this.getDropMovesFrom(sq);
+ if (this.isImmobilized(sq))
+ return [];
+ const piece = this.getPieceType(sq[0], sq[1]);
+ let moves = this.getPotentialMovesOf(piece, sq);
if (
- piece == ChessRules.KING &&
+ piece == "p" &&
+ this.hasEnpassant &&
+ this.epSquare
+ ) {
+ Array.prototype.push.apply(moves, this.getEnpassantCaptures(sq));
+ }
+ if (
+ piece == "k" &&
this.hasCastle &&
this.castleFlags[color || this.turn].some(v => v < this.size.y)
) {
}
postProcessPotentialMoves(moves) {
- if (moves.length == 0) return [];
+ if (moves.length == 0)
+ return [];
const color = this.getColor(moves[0].start.x, moves[0].start.y);
- const oppCol = ChessRules.GetOppCol(color);
+ const oppCol = C.GetOppCol(color);
- if (this.options["capture"] && this.atLeastOneCapture()) {
- // Filter out non-capturing moves (not using m.vanish because of
- // self captures of Recycle and Teleport).
- moves = moves.filter(m => {
- return (
- this.board[m.end.x][m.end.y] != "" &&
- this.getColor(m.end.x, m.end.y) == oppCol
- );
- });
+ if (this.options["capture"] && this.atLeastOneCapture())
+ moves = this.capturePostProcess(moves, oppCol);
+
+ if (this.options["atomic"])
+ this.atomicPostProcess(moves, oppCol);
+
+ if (
+ moves.length > 0 &&
+ this.getPieceType(moves[0].start.x, moves[0].start.y) == "p"
+ ) {
+ this.pawnPostProcess(moves, color, oppCol);
}
- if (this.options["atomic"]) {
- moves.forEach(m => {
- if (
- this.board[m.end.x][m.end.y] != "" &&
- this.getColor(m.end.x, m.end.y) == oppCol
- ) {
- // Explosion!
- let steps = [
- [-1, -1],
- [-1, 0],
- [-1, 1],
- [0, -1],
- [0, 1],
- [1, -1],
- [1, 0],
- [1, 1]
- ];
- for (let step of steps) {
- let x = m.end.x + step[0];
- let y = this.computeY(m.end.y + step[1]);
- if (
- this.onBoard(x, y) &&
- this.board[x][y] != "" &&
- this.getPiece(x, y) != ChessRules.PAWN
- ) {
- m.vanish.push(
- new PiPo({
- p: this.getPiece(x, y),
- c: this.getColor(x, y),
- x: x,
- y: y
- })
- );
- }
- }
- if (!this.options["rifle"]) m.appear.pop(); //nothin appears
- }
- });
+ if (
+ this.options["cannibal"] &&
+ this.options["rifle"]
+ ) {
+ // In this case a rifle-capture from last rank may promote a pawn
+ this.riflePromotePostProcess(moves, color);
}
+
return moves;
}
+ capturePostProcess(moves, oppCol) {
+ // 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] != "" &&
+ this.getColor(m.end.x, m.end.y) == oppCol
+ );
+ });
+ }
+
+ atomicPostProcess(moves, oppCol) {
+ moves.forEach(m => {
+ if (
+ this.board[m.end.x][m.end.y] != "" &&
+ this.getColor(m.end.x, m.end.y) == oppCol
+ ) {
+ // Explosion!
+ let steps = [
+ [-1, -1],
+ [-1, 0],
+ [-1, 1],
+ [0, -1],
+ [0, 1],
+ [1, -1],
+ [1, 0],
+ [1, 1]
+ ];
+ for (let step of steps) {
+ let x = m.end.x + step[0];
+ let y = this.getY(m.end.y + step[1]);
+ if (
+ this.onBoard(x, y) &&
+ this.board[x][y] != "" &&
+ this.getPieceType(x, y) != "p"
+ ) {
+ m.vanish.push(
+ new PiPo({
+ p: this.getPiece(x, y),
+ c: this.getColor(x, y),
+ x: x,
+ y: y
+ })
+ );
+ }
+ }
+ if (!this.options["rifle"])
+ m.appear.pop(); //nothing appears
+ }
+ });
+ }
+
+ pawnPostProcess(moves, color, oppCol) {
+ 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 = ["p"];
+ if (
+ this.options["cannibal"] &&
+ this.board[x2][y2] != "" &&
+ this.getColor(x2, y2) == oppCol
+ ) {
+ 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++) {
+ const piece = finalPieces[i];
+ const tr = {
+ c: color,
+ p: (initPiece != "!" ? piece : C.CannibalKingCode[piece])
+ };
+ let newMove = this.getBasicMove([x1, y1], [x2, y2], tr);
+ moreMoves.push(newMove);
+ }
+ });
+ Array.prototype.push.apply(moves, 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.pawnSpecs.promotions[i];
+ newMoves.push(newMv);
+ }
+ }
+ });
+ Array.prototype.push.apply(moves, newMoves);
+ }
+
+ // 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"
+ };
+ }
+
+ isKing(symbol) {
+ return !!C.CannibalKings[symbol];
+ }
+
// For Madrasi:
// (redefined in Baroque etc, where Madrasi condition doesn't make sense)
isImmobilized([x, y]) {
+ if (!this.options["madrasi"])
+ return false;
const color = this.getColor(x, y);
- const oppCol = ChessRules.GetOppCol(color);
- const piece = this.getPiece(x, y);
- const stepSpec = this.pieces(color)[piece];
- let [steps, range] = [stepSpec.attack || stepSpec.steps, stepSpec.range];
- outerLoop: for (let step of steps) {
- let [i, j] = [x + step[0], y + step[1]];
- let stepCounter = 1;
- while (this.onBoard(i, j) && this.board[i][j] == "") {
- if (range <= stepCounter++) continue outerLoop;
- i += step[0];
- j = this.computeY(j + step[1]);
- }
- if (
- this.onBoard(i, j) &&
- this.getColor(i, j) == oppCol &&
- this.getPiece(i, j) == piece
- ) {
- return true;
+ const oppCol = C.GetOppCol(color);
+ const piece = this.getPieceType(x, y); //ok not cannibal king
+ const stepSpec = this.pieces(color, x, y)[piece];
+ const attacks = stepSpec.attack || stepSpec.moves;
+ for (let a of attacks) {
+ outerLoop: for (let step of a.steps) {
+ let [i, j] = [x + step[0], y + step[1]];
+ let stepCounter = 1;
+ while (this.onBoard(i, j) && this.board[i][j] == "") {
+ if (a.range <= stepCounter++)
+ continue outerLoop;
+ i += step[0];
+ j = this.getY(j + step[1]);
+ }
+ if (
+ this.onBoard(i, j) &&
+ this.getColor(i, j) == oppCol &&
+ this.getPieceType(i, j) == piece
+ ) {
+ return true;
+ }
}
}
return false;
}
+ canStepOver(i, j) {
+ // In some variants, objects on boards don't stop movement (Chakart)
+ return this.board[i][j] == "";
+ }
+
// Generic method to find possible moves of "sliding or jumping" pieces
getPotentialMovesOf(piece, [x, y]) {
const color = this.getColor(x, y);
- const stepSpec = this.pieces(color)[piece];
- let [steps, range] = [stepSpec.steps, stepSpec.range];
+ const stepSpec = this.pieces(color, x, y)[piece];
let moves = [];
- let explored = {}; //for Cylinder mode
- outerLoop: for (let step of steps) {
- let [i, j] = [x + step[0], this.computeY(y + step[1])];
- let stepCounter = 1;
- while (
- this.onBoard(i, j) &&
- this.board[i][j] == "" &&
- !explored[i + "." + j]
- ) {
- explored[i + "." + j] = true;
- moves.push(this.getBasicMove([x, y], [i, j]));
- if (range <= stepCounter++) continue outerLoop;
- i += step[0];
- j = this.computeY(j + step[1]);
+ // Next 3 for Cylinder mode:
+ let explored = {};
+ let segments = [];
+ let segStart = [];
+
+ const addMove = (start, end) => {
+ let newMove = this.getBasicMove(start, end);
+ if (segments.length > 0) {
+ newMove.segments = JSON.parse(JSON.stringify(segments));
+ newMove.segments.push([[segStart[0], segStart[1]], [end[0], end[1]]]);
}
- if (
- this.onBoard(i, j) &&
- (
- !this.options["zen"] ||
- this.getPiece(i, j) == ChessRules.KING ||
- this.getColor(i, j) == color //OK for Recycle and Teleport
- ) &&
- this.canTake([x, y], [i, j]) &&
- !explored[i + "." + j]
- ) {
- explored[i + "." + j] = true;
- moves.push(this.getBasicMove([x, y], [i, j]));
+ moves.push(newMove);
+ };
+
+ const findAddMoves = (type, stepArray) => {
+ 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) &&
+ (this.canStepOver(i, j) || (i == x && j == y))
+ ) {
+ if (
+ type != "attack" &&
+ !explored[i + "." + j] &&
+ (i != x || j != y)
+ ) {
+ explored[i + "." + j] = true;
+ addMove([x, y], [i, j]);
+ }
+ if (s.range <= stepCounter++)
+ continue outerLoop;
+ const oldIJ = [i, j];
+ i += step[0];
+ j = this.getY(j + step[1]);
+ if (Math.abs(j - oldIJ[1]) > 1) {
+ // Boundary between segments (cylinder mode)
+ segments.push([[segStart[0], segStart[1]], oldIJ]);
+ segStart = [i, j];
+ }
+ }
+ if (!this.onBoard(i, j))
+ continue;
+ const pieceIJ = this.getPieceType(i, j);
+ if (
+ type != "moveonly" &&
+ !explored[i + "." + j] &&
+ (
+ !this.options["zen"] ||
+ pieceIJ == "k"
+ ) &&
+ (
+ this.canTake([x, y], [i, j]) ||
+ (
+ (this.options["recycle"] || this.options["teleport"]) &&
+ pieceIJ != "k"
+ )
+ )
+ ) {
+ explored[i + "." + j] = true;
+ addMove([x, y], [i, j]);
+ }
+ }
}
+ };
+
+ const specialAttack = !!stepSpec.attack;
+ if (specialAttack)
+ findAddMoves("attack", stepSpec.attack);
+ findAddMoves(specialAttack ? "moveonly" : "all", stepSpec.moves);
+ if (this.options["zen"]) {
+ Array.prototype.push.apply(moves,
+ this.findCapturesOn([x, y], {zen: true}));
}
- if (this.options["zen"])
- Array.prototype.push.apply(moves, this.getZenCaptures(x, y));
return moves;
}
- getZenCaptures(x, y) {
+ // Search for enemy (or not) pieces attacking [x, y]
+ findCapturesOn([x, y], args) {
let moves = [];
- // Find reverse captures (opponent takes)
- const color = this.getColor(x, y);
- const oppCol = ChessRules.GetOppCol(color);
- const pieces = this.pieces(oppCol);
- Object.keys(pieces).forEach(p => {
- if (p == ChessRules.KING) return; //king isn't captured this way
- const steps = pieces[p].attack || pieces[p].steps;
- const range = pieces[p].range;
- steps.forEach(s => {
- // From x,y: revert step
- let [i, j] = [x - s[0], this.computeY(y - s[1])];
- let stepCounter = 1;
- while (this.onBoard(i, j) && this.board[i][j] == "") {
- if (range <= stepCounter++) return;
- i -= s[0];
- j = this.computeY(j - s[1]);
- }
+ if (!args.oppCol)
+ args.oppCol = C.GetOppCol(this.getColor(x, y) || this.turn);
+ for (let i=0; i<this.size.x; i++) {
+ for (let j=0; j<this.size.y; j++) {
if (
- this.onBoard(i, j) &&
- this.getPiece(i, j) == p &&
- this.getColor(i, j) == oppCol && //condition for Recycle & Teleport
- this.canTake([i, j], [x, y])
+ this.board[i][j] != "" &&
+ this.getColor(i, j) == args.oppCol &&
+ !this.isImmobilized([i, j])
) {
- if (this.getPiece(x, y) != ChessRules.PAWN)
- moves.push(this.getBasicMove([x, y], [i, j]));
- else this.addPawnMoves([x, y], [i, j], moves);
+ if (args.zen && this.isKing(this.getPiece(i, j)))
+ continue; //king not captured in this way
+ const stepSpec =
+ this.pieces(args.oppCol, i, j)[this.getPieceType(i, j)];
+ const attacks = stepSpec.attack || stepSpec.moves;
+ for (let a of attacks) {
+ for (let s of a.steps) {
+ // Quick check: if step isn't compatible, don't even try
+ if (!C.CompatibleStep([i, j], [x, y], s, a.range))
+ continue;
+ // Finally verify that nothing stand in-between
+ let [ii, jj] = [i + s[0], this.getY(j + s[1])];
+ let stepCounter = 1;
+ while (
+ this.onBoard(ii, jj) &&
+ this.board[ii][jj] == "" &&
+ (ii != x || jj != y) //condition to attack empty squares too
+ ) {
+ ii += s[0];
+ jj = this.getY(jj + s[1]);
+ }
+ if (ii == x && jj == y) {
+ if (args.zen)
+ // Reverse capture:
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ else
+ moves.push(this.getBasicMove([i, j], [x, y]));
+ if (args.one)
+ return moves; //test for underCheck
+ }
+ }
+ }
}
- });
- });
+ }
+ }
return moves;
}
+ static CompatibleStep([x1, y1], [x2, y2], step, range) {
+ const rx = (x2 - x1) / step[0],
+ ry = (y2 - y1) / step[1];
+ if (
+ (!Number.isFinite(rx) && !Number.isNaN(rx)) ||
+ (!Number.isFinite(ry) && !Number.isNaN(ry))
+ ) {
+ return false;
+ }
+ let distance = (Number.isNaN(rx) ? ry : rx);
+ // TODO: 1e-7 here is totally arbitrary
+ if (Math.abs(distance - Math.round(distance)) > 1e-7)
+ return false;
+ distance = Math.round(distance); //in case of (numerical...)
+ if (range < distance)
+ return false;
+ return true;
+ }
+
// 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.board[sx][sy].charAt(1);
+ 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}
+ start: {x: sx, y: sy},
+ end: {x: ex, y: ey}
});
if (
!this.options["rifle"] ||
x: ex,
y: ey,
c: this.getColor(ex, ey),
- p: this.board[ex][ey].charAt(1)
+ p: this.getPiece(ex, ey)
})
);
- if (this.options["rifle"])
- // Rifle captures are tricky in combination with Atomic etc,
- // so it's useful to mark the move :
- mv.capture = true;
if (this.options["cannibal"] && destColor != initColor) {
const lastIdx = mv.vanish.length - 1;
- if (mv.appear.length >= 1) mv.appear[0].p = mv.vanish[lastIdx].p;
+ let trPiece = mv.vanish[lastIdx].p;
+ if (this.isKing(this.getPiece(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: mv.vanish[lastIdx].p
+ p: trPiece
})
);
mv.vanish.unshift(
getEpSquare(moveOrSquare) {
if (typeof moveOrSquare === "string") {
const square = moveOrSquare;
- if (square == "-") return undefined;
- return ChessRules.SquareToCoords(square);
+ if (square == "-")
+ return undefined;
+ return C.SquareToCoords(square);
}
// Argument is a move:
const move = moveOrSquare;
s.y == e.y &&
Math.abs(s.x - e.x) == 2 &&
// Next conditions for variants like Atomic or Rifle, Recycle...
- (move.appear.length > 0 && move.appear[0].p == ChessRules.PAWN) &&
- (move.vanish.length > 0 && move.vanish[0].p == ChessRules.PAWN)
+ (move.appear.length > 0 && move.appear[0].p == "p") &&
+ (move.vanish.length > 0 && move.vanish[0].p == "p")
) {
return {
x: (s.x + e.x) / 2,
}
// Special case of en-passant captures: treated separately
- getEnpassantCaptures([x, y], shiftX) {
+ getEnpassantCaptures([x, y]) {
const color = this.getColor(x, y);
- const oppCol = ChessRules.GetOppCol(color);
+ const shiftX = (color == 'w' ? -1 : 1);
+ const oppCol = C.GetOppCol(color);
let enpassantMove = null;
if (
!!this.epSquare &&
this.epSquare.x == x + shiftX &&
- Math.abs(this.computeY(this.epSquare.y - y)) == 1 &&
+ Math.abs(this.getY(this.epSquare.y - y)) == 1 &&
this.getColor(x, this.epSquare.y) == oppCol //Doublemove guard...
) {
const [epx, epy] = [this.epSquare.x, this.epSquare.y];
return !!enpassantMove ? [enpassantMove] : [];
}
- // Consider all potential promotions:
- addPawnMoves([x1, y1], [x2, y2], moves, promotions) {
- let finalPieces = [ChessRules.PAWN];
- const color = this.getColor(x1, y1);
- const lastRank = (color == "w" ? 0 : this.size.x - 1);
- if (x2 == lastRank && (!this.options["rifle"] || this.board[x2][y2] == ""))
- {
- // promotions arg: special override for Hiddenqueen variant
- if (promotions) finalPieces = promotions;
- else if (this.pawnSpecs.promotions)
- finalPieces = this.pawnSpecs.promotions;
- }
- for (let piece of finalPieces) {
- const tr = (piece != ChessRules.PAWN ? { c: color, p: piece } : null);
- moves.push(this.getBasicMove([x1, y1], [x2, y2], tr));
- }
- }
-
- // What are the pawn moves from square x,y ?
- getPotentialPawnMoves([x, y], promotions) {
- const color = this.getColor(x, y); //this.turn doesn't work for Dark mode
- const [sizeX, sizeY] = [this.size.x, this.size.y];
- const pawnShiftX = this.pawnSpecs.directions[color];
- const firstRank = (color == "w" ? sizeX - 1 : 0);
- const forward = (color == 'w' ? -1 : 1);
-
- // Pawn movements in shiftX direction:
- const getPawnMoves = (shiftX) => {
- let moves = [];
- // NOTE: next condition is generally true (no pawn on last rank)
- if (x + shiftX >= 0 && x + shiftX < sizeX) {
- if (this.board[x + shiftX][y] == "") {
- // One square forward (or backward)
- this.addPawnMoves([x, y], [x + shiftX, y], moves, promotions);
- // Next condition because pawns on 1st rank can generally jump
- if (
- this.pawnSpecs.twoSquares &&
- (
- (
- color == 'w' &&
- x >= this.size.x - 1 - this.pawnSpecs.initShift['w']
- )
- ||
- (color == 'b' && x <= this.pawnSpecs.initShift['b'])
- )
- ) {
- if (
- shiftX == forward &&
- this.board[x + 2 * shiftX][y] == ""
- ) {
- // Two squares jump
- moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
- if (
- this.pawnSpecs.threeSquares &&
- this.board[x + 3 * shiftX, y] == ""
- ) {
- // Three squares jump
- moves.push(this.getBasicMove([x, y], [x + 3 * shiftX, y]));
- }
- }
- }
- }
- // Captures
- if (this.pawnSpecs.canCapture) {
- for (let shiftY of [-1, 1]) {
- const yCoord = this.computeY(y + shiftY);
- if (yCoord >= 0 && yCoord < sizeY) {
- if (
- this.board[x + shiftX][yCoord] != "" &&
- this.canTake([x, y], [x + shiftX, yCoord]) &&
- (
- !this.options["zen"] ||
- this.getPiece(x + shiftX, yCoord) == ChessRules.KING
- )
- ) {
- this.addPawnMoves(
- [x, y], [x + shiftX, yCoord],
- moves, promotions
- );
- }
- if (
- this.pawnSpecs.captureBackward && shiftX == forward &&
- x - shiftX >= 0 && x - shiftX < this.size.x &&
- this.board[x - shiftX][yCoord] != "" &&
- this.canTake([x, y], [x - shiftX, yCoord]) &&
- (
- !this.options["zen"] ||
- this.getPiece(x + shiftX, yCoord) == ChessRules.KING
- )
- ) {
- this.addPawnMoves(
- [x, y], [x - shiftX, yCoord],
- moves, promotions
- );
- }
- }
- }
- }
- }
- return moves;
- }
-
- let pMoves = getPawnMoves(pawnShiftX);
- if (this.pawnSpecs.bidirectional)
- pMoves = pMoves.concat(getPawnMoves(-pawnShiftX));
-
- if (this.hasEnpassant) {
- // NOTE: backward en-passant captures are not considered
- // because no rules define them (for now).
- Array.prototype.push.apply(
- pMoves,
- this.getEnpassantCaptures([x, y], pawnShiftX)
- );
- }
-
- if (this.options["zen"])
- Array.prototype.push.apply(pMoves, this.getZenCaptures(x, y));
-
- return pMoves;
- }
-
// "castleInCheck" arg to let some variants castle under check
getCastleMoves([x, y], finalSquares, castleInCheck, castleWith) {
const c = this.getColor(x, y);
// Castling ?
- const oppCol = ChessRules.GetOppCol(c);
+ const oppCol = C.GetOppCol(c);
let moves = [];
// King, then rook:
finalSquares =
finalSquares || [ [2, 3], [this.size.y - 2, this.size.y - 3] ];
- const castlingKing = this.board[x][y].charAt(1);
+ const castlingKing = this.getPiece(x, y);
castlingCheck: for (
let castleSide = 0;
castleSide < 2;
castleSide++ //large, then small
) {
- if (this.castleFlags[c][castleSide] >= this.size.y) continue;
+ if (this.castleFlags[c][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 = this.castleFlags[c][castleSide];
- const castlingPiece = this.board[x][rookPos].charAt(1);
+ const castlingPiece = this.getPiece(x, rookPos);
if (
this.board[x][rookPos] == "" ||
this.getColor(x, rookPos) != c ||
// 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;
+ if (this.board[x][i] != "")
+ continue castlingCheck;
}
// Nothing on final squares, except maybe king and castling rook?
],
end:
Math.abs(y - rookPos) <= 2
- ? { x: x, y: rookPos }
- : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
+ ? {x: x, y: rookPos}
+ : {x: x, y: y + 2 * (castleSide == 0 ? -1 : 1)}
})
);
}
////////////////////
// MOVES VALIDATION
- // Is (king at) given position under check by "color" ?
- underCheck([x, y], color) {
- if (this.taking || this.options["dark"]) return false;
- color = color || ChessRules.GetOppCol(this.getColor(x, y));
- const pieces = this.pieces(color);
- return Object.keys(pieces).some(p => {
- return this.isAttackedBy([x, y], p, color, pieces[p]);
- });
- }
-
- isAttackedBy([x, y], piece, color, stepSpec) {
- const steps = stepSpec.attack || stepSpec.steps;
- const range = stepSpec.range;
- let explored = {}; //for Cylinder mode
- outerLoop: for (let step of steps) {
- let rx = x - step[0],
- ry = this.computeY(y - step[1]);
- let stepCounter = 1;
- while (
- this.onBoard(rx, ry) &&
- this.board[rx][ry] == "" &&
- !explored[rx + "." + ry]
- ) {
- explored[rx + "." + ry] = true;
- if (range <= stepCounter++) continue outerLoop;
- rx -= step[0];
- ry = this.computeY(ry - step[1]);
- }
- if (
- this.onBoard(rx, ry) &&
- this.board[rx][ry] != "" &&
- this.getPiece(rx, ry) == piece &&
- this.getColor(rx, ry) == color &&
- (!this.options["madrasi"] || !this.isImmobilized([rx, ry]))
- ) {
- return true;
- }
- }
- return false;
+ // Is (king at) given position under check by "oppCol" ?
+ underCheck([x, y], oppCol) {
+ if (this.options["taking"] || this.options["dark"])
+ return false;
+ return (
+ this.findCapturesOn([x, y], {oppCol: oppCol, one: true}).length >= 1
+ );
}
// Stop at first king found (TODO: multi-kings)
searchKingPos(color) {
for (let i=0; i < this.size.x; i++) {
for (let j=0; j < this.size.y; j++) {
- if (this.board[i][j] == color + 'k') return [i, j];
+ if (this.getColor(i, j) == color && this.isKing(this.getPiece(i, j)))
+ return [i, j];
}
}
return [-1, -1]; //king not found
}
filterValid(moves) {
- if (moves.length == 0) return [];
+ if (moves.length == 0)
+ return [];
const color = this.turn;
- const oppCol = ChessRules.GetOppCol(color);
+ const oppCol = C.GetOppCol(color);
if (this.options["balance"] && [1, 3].includes(this.movesCount)) {
// Forbid moves either giving check or exploding opponent's king:
const oppKingPos = this.searchKingPos(oppCol);
moves = moves.filter(m => {
if (
- m.vanish.some(v => v.c == oppCol && v.p == ChessRules.KING) &&
- m.appear.every(a => a.c != oppCol || a.p != ChessRUles.KING)
+ m.vanish.some(v => v.c == oppCol && v.p == "k") &&
+ m.appear.every(a => a.c != oppCol || a.p != "k")
)
return false;
this.playOnBoard(m);
return res;
});
}
- if (this.taking || this.options["dark"]) return moves;
+ if (this.options["taking"] || this.options["dark"])
+ return moves;
const kingPos = this.searchKingPos(color);
let filtered = {}; //avoid re-checking similar moves (promotions...)
return moves.filter(m => {
this.playOnBoard(m);
let square = kingPos,
res = true; //a priori valid
- if (m.vanish.some(v => v.p == ChessRules.KING && v.c == color)) {
+ if (m.vanish.some(v => {
+ return C.CannibalKings[v.p] && v.c == color;
+ })) {
// Search king in appear array:
const newKingIdx =
- m.appear.findIndex(a => a.p == ChessRules.KING && a.c == color);
+ m.appear.findIndex(a => {
+ return C.CannibalKings[a.p] && a.c == color;
+ });
if (newKingIdx >= 0)
square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y];
- else res = false;
+ else
+ res = false;
}
res &&= !this.underCheck(square, oppCol);
this.undoOnBoard(m);
// 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;
+ 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;
+ 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;
}
updateCastleFlags(move) {
move.appear.concat(move.vanish).forEach(psq => {
if (
this.board[psq.x][psq.y] != "" &&
- this.getPiece(psq.x, psq.y) == ChessRules.KING
+ this.getPieceType(psq.x, psq.y) == "k"
) {
this.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 != '') {
+ let c = "";
+ if (psq.x == 0)
+ c = "b";
+ else if (psq.x == this.size.x - 1)
+ c = "w";
+ if (c != "") {
const fidx = this.castleFlags[c].findIndex(f => f == psq.y);
- if (fidx >= 0) this.castleFlags[c][fidx] = this.size.y;
+ if (fidx >= 0)
+ this.castleFlags[c][fidx] = this.size.y;
}
});
}
prePlay(move) {
if (
- typeof move.start.x == "number" &&
- (!this.options["teleport"] || this.subTurn == 1)
+ this.hasCastle &&
+ // If flags already off, no need to re-check:
+ Object.keys(this.castleFlags).some(c => {
+ return this.castleFlags[c].some(val => val < this.size.y)})
) {
- // OK, not a drop move
- if (
- this.hasCastle &&
- // If flags already off, no need to re-check:
- Object.keys(this.castleFlags).some(c => {
- return this.castleFlags[c].some(val => val < this.size.y)})
- ) {
- this.updateCastleFlags(move);
- }
- const initSquare = ChessRules.CoordsToSquare(move.start);
- if (
- this.options["crazyhouse"] &&
- (!this.options["rifle"] || !move.capture)
- ) {
- if (this.ispawn[initSquare]) {
- delete this.ispawn[initSquare];
- this.ispawn[ChessRules.CoordsToSquare(move.end)] = true;
+ this.updateCastleFlags(move);
+ }
+ if (this.options["crazyhouse"]) {
+ move.vanish.forEach(v => {
+ const square = C.CoordsToSquare({x: v.x, y: v.y});
+ if (this.ispawn[square])
+ delete this.ispawn[square];
+ });
+ 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 (
- move.vanish[0].p == ChessRules.PAWN &&
- move.appear[0].p != ChessRules.PAWN
+ this.ispawn[destSquare] &&
+ this.getColor(move.end.x, move.end.y) != move.vanish[0].c
) {
- this.ispawn[ChessRules.CoordsToSquare(move.end)] = true;
+ move.vanish[1].p = "p";
+ delete this.ispawn[destSquare];
}
}
}
const minSize = Math.min(move.appear.length, move.vanish.length);
- if (this.hasReserve) {
+ 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...)
- const piece = move.appear[i].p;
- this.updateReserve(color, piece, this.reserve[color][piece] - 1);
+ 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
- const piece = move.vanish[i].p;
- if (this.options["crazyhouse"] || move.vanish[i].c == color)
+ 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);
+ if (this.hasEnpassant)
+ this.epSquare = this.getEpSquare(move);
this.playOnBoard(move);
this.postPlay(move);
}
postPlay(move) {
const color = this.turn;
- const oppCol = ChessRules.GetOppCol(color);
- if (this.options["dark"]) this.updateEnlightened(true);
+ const oppCol = C.GetOppCol(color);
+ if (this.options["dark"])
+ this.updateEnlightened();
if (this.options["teleport"]) {
if (
- this.subTurn == 1 &&
+ this.subTurnTeleport == 1 &&
move.vanish.length > move.appear.length &&
move.vanish[move.vanish.length - 1].c == color
) {
const v = move.vanish[move.vanish.length - 1];
this.captured = {x: v.x, y: v.y, c: v.c, p: v.p};
- this.subTurn = 2;
+ this.subTurnTeleport = 2;
return;
}
+ this.subTurnTeleport = 1;
this.captured = null;
}
if (this.options["balance"]) {
- if (![1, 3].includes(this.movesCount)) this.turn = oppCol;
+ if (![1, 3].includes(this.movesCount))
+ this.turn = oppCol;
}
else {
if (
(this.options["progressive"] && this.subTurn <= this.movesCount)
) {
const oppKingPos = this.searchKingPos(oppCol);
- if (oppKingPos[0] >= 0 && !this.underCheck(oppKingPos, color)) {
+ if (
+ oppKingPos[0] >= 0 &&
+ (
+ this.options["taking"] ||
+ !this.underCheck(oppKingPos, color)
+ )
+ ) {
this.subTurn++;
return;
}
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) {
- // TODO?: do not search all possible moves here
+ // 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]);
- if (moves.some(m => this.filterValid([m]).length >= 1)) return true;
+ 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;
+ if (moves.some(m => this.filterValid([m]).length >= 1))
+ return true;
}
}
return false;
// What is the score ? (Interesting if game is over)
getCurrentScore(move) {
const color = this.turn;
- const oppCol = ChessRules.GetOppCol(color);
+ const oppCol = C.GetOppCol(color);
const kingPos = [this.searchKingPos(color), this.searchKingPos(oppCol)];
- if (kingPos[0][0] < 0 && kingPos[1][0] < 0) return "1/2";
- if (kingPos[0][0] < 0) return (color == "w" ? "0-1" : "1-0");
- if (kingPos[1][0] < 0) return (color == "w" ? "1-0" : "0-1");
- if (this.atLeastOneMove()) return "*";
+ if (kingPos[0][0] < 0 && kingPos[1][0] < 0)
+ return "1/2";
+ if (kingPos[0][0] < 0)
+ return (color == "w" ? "0-1" : "1-0");
+ if (kingPos[1][0] < 0)
+ return (color == "w" ? "1-0" : "0-1");
+ if (this.atLeastOneMove())
+ return "*";
// No valid move: stalemate or checkmate?
- if (!this.underCheck(kingPos, color)) return "1/2";
+ if (!this.underCheck(kingPos[0], color))
+ return "1/2";
// OK, checkmate
return (color == "w" ? "0-1" : "1-0");
}
- // NOTE: quite suboptimal for eg. Benedict (TODO?)
playVisual(move, r) {
move.vanish.forEach(v => {
- if (!this.enlightened || this.enlightened[v.x][v.y]) {
- this.g_pieces[v.x][v.y].remove();
- this.g_pieces[v.x][v.y] = null;
- }
+ this.g_pieces[v.x][v.y].remove();
+ this.g_pieces[v.x][v.y] = null;
});
- let container = document.getElementById(this.containerId);
- if (!r) r = container.getBoundingClientRect();
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ if (!r)
+ r = chessboard.getBoundingClientRect();
const pieceWidth = this.getPieceWidth(r.width);
move.appear.forEach(a => {
- if (this.enlightened && !this.enlightened[a.x][a.y]) return;
this.g_pieces[a.x][a.y] = document.createElement("piece");
- this.g_pieces[a.x][a.y].classList.add(this.pieces()[a.p]["class"]);
- this.g_pieces[a.x][a.y].classList.add(a.c == "w" ? "white" : "black");
+ C.AddClass_es(this.g_pieces[a.x][a.y], this.pieces()[a.p]["class"]);
+ this.g_pieces[a.x][a.y].classList.add(C.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);
- this.g_pieces[a.x][a.y].style.transform = `translate(${ip}px,${jp}px)`;
- container.appendChild(this.g_pieces[a.x][a.y]);
+ // Translate coordinates to use chessboard as reference:
+ this.g_pieces[a.x][a.y].style.transform =
+ `translate(${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();
}
playPlusVisual(move, r) {
- this.playVisual(move, r);
this.play(move);
+ this.playVisual(move, r);
this.afterPlay(move); //user method
}
- // Assumes reserve on top (usage case otherwise? TODO?)
- getReserveShift(c, p, r) {
- let nbR = 0,
- ridx = 0;
- for (let pi of Object.keys(this.reserve[c])) {
- if (this.reserve[c][pi] == 0) continue;
- if (pi == p) ridx = nbR;
- nbR++;
- }
- const rsqSize = this.getReserveSquareSize(r.width, nbR);
- return [ridx * rsqSize, rsqSize]; //slightly inaccurate... TODO?
+ getMaxDistance(rwidth) {
+ // Works for all rectangular boards:
+ return Math.sqrt(rwidth ** 2 + (rwidth / this.size.ratio) ** 2);
+ }
+
+ getDomPiece(x, y) {
+ return (typeof x == "string" ? this.r_pieces : this.g_pieces)[x][y];
}
animate(move, callback) {
- if (this.noAnimate) {
+ if (this.noAnimate || move.noAnimate) {
callback();
return;
}
- const [i1, j1] = [move.start.x, move.start.y];
- const dropMove = (typeof i1 == "string");
- const startArray = (dropMove ? this.r_pieces : this.g_pieces);
- let startPiece = startArray[i1][j1];
- let container = document.getElementById(this.containerId);
- const clonePiece = (
- !dropMove &&
- this.options["rifle"] ||
- (this.options["teleport"] && this.subTurn == 2)
- );
- if (clonePiece) {
- startPiece = startPiece.cloneNode();
- if (this.options["rifle"]) startArray[i1][j1].style.opacity = "0";
- if (this.options["teleport"] && this.subTurn == 2) {
- const pieces = this.pieces();
- const startCode = (dropMove ? j1 : this.getPiece(i1, j1));
- startPiece.classList.remove(pieces[startCode]["class"]);
- startPiece.classList.add(pieces[this.captured.p]["class"]);
- // Color: OK
+ let initPiece = this.getDomPiece(move.start.x, move.start.y);
+ // NOTE: cloning generally 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 move.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.width);
+ const pieces = this.pieces();
+ if (move.drag) {
+ const startCode = this.getPiece(move.start.x, move.start.y);
+ C.RemoveClass_es(movingPiece, pieces[startCode]["class"]);
+ C.AddClass_es(movingPiece, pieces[move.drag.p]["class"]);
+ const apparentColor = this.getColor(move.start.x, move.start.y);
+ if (apparentColor != move.drag.c) {
+ movingPiece.classList.remove(C.GetColorClass(apparentColor));
+ movingPiece.classList.add(C.GetColorClass(move.drag.c));
}
- container.appendChild(startPiece);
- }
- const [i2, j2] = [move.end.x, move.end.y];
- let startCoords;
- if (dropMove) {
- startCoords = [
- i1 == this.playerColor ? this.size.x : 0,
- this.size.y / 2 //not trying to be accurate here... (TODO?)
+ }
+ container.appendChild(movingPiece);
+ const animateSegment = (index, cb) => {
+ // NOTE: move.drag could be generalized per-segment (usage?)
+ const [i1, j1] = move.segments[index][0];
+ const [i2, j2] = move.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, ${arr[1]}px)`;
+ setTimeout(cb, duration * 1000);
+ }, 50);
+ };
+ if (!move.segments) {
+ move.segments = [
+ [[move.start.x, move.start.y], [move.end.x, move.end.y]]
];
}
- else startCoords = [i1, j1];
- const r = container.getBoundingClientRect();
- const arrival = this.getPixelPosition(i2, j2, r); //TODO: arrival on drop?
- let rs = [0, 0];
- if (dropMove) rs = this.getReserveShift(i1, j1, r);
- const distance =
- Math.sqrt((startCoords[0] - i2) ** 2 + (startCoords[1] - j2) ** 2);
- const maxDist = Math.sqrt((this.size.x - 1)** 2 + (this.size.y - 1) ** 2);
- const multFact = (distance - 1) / (maxDist - 1); //1 == minDist
- const duration = 0.2 + multFact * 0.3;
- startPiece.style.transform =
- `translate(${arrival[0] + rs[0]}px, ${arrival[1] + rs[1]}px)`;
- startPiece.style.transitionDuration = duration + "s";
- setTimeout(
- () => {
- if (clonePiece) {
- if (this.options["rifle"]) startArray[i1][j1].style.opacity = "1";
- startPiece.remove();
- }
+ let index = 0;
+ const animateSegmentCallback = () => {
+ if (index < move.segments.length)
+ animateSegment(index++, animateSegmentCallback);
+ else {
+ movingPiece.remove();
+ initPiece.style.opacity = "1";
callback();
- },
- duration * 1000
- );
+ }
+ };
+ animateSegmentCallback();
}
playReceivedMove(moves, callback) {
const launchAnimation = () => {
- const r =
- document.getElementById(this.containerId).getBoundingClientRect();
+ const r = container.querySelector(".chessboard").getBoundingClientRect();
const animateRec = i => {
this.animate(moves[i], () => {
- this.playVisual(moves[i], r);
this.play(moves[i]);
- if (i < moves.length - 1) setTimeout(() => animateRec(i+1), 300);
- else callback();
+ this.playVisual(moves[i], r);
+ if (i < moves.length - 1)
+ setTimeout(() => animateRec(i+1), 300);
+ else
+ callback();
});
};
animateRec(0);
};
- const checkDisplayThenAnimate = () => {
- if (boardContainer.style.display == "none") {
+ // 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";
- boardContainer.style.display = "block";
+ container.style.display = "block";
setTimeout(launchAnimation, 700);
}
- else launchAnimation(); //focused user!
+ else
+ setTimeout(launchAnimation, delay || 0);
};
- let boardContainer = document.getElementById("boardContainer");
- if (!document.hasFocus()) {
- window.onfocus = () => {
- window.onfocus = undefined;
- checkDisplayThenAnimate();
+ let container = document.getElementById(this.containerId);
+ if (document.hidden) {
+ document.onvisibilitychange = () => {
+ document.onvisibilitychange = undefined;
+ checkDisplayThenAnimate(700);
};
}
- else checkDisplayThenAnimate();
+ else
+ checkDisplayThenAnimate();
}
};