{label: "Asymmetric random", value: 2}
]
}],
- check: [
+ input: [
{
label: "Capture king",
- defaut: false,
- variable: "taking"
+ variable: "taking",
+ type: "checkbox",
+ defaut: false
},
{
label: "Falling pawn",
- defaut: false,
- variable: "pawnfall"
+ variable: "pawnfall",
+ type: "checkbox",
+ defaut: false
}
],
// Game modifiers (using "elementary variants"). Default: false
(!!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"];
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({
p: this.captured.p
})
],
- vanish: [],
- drag: {c: this.captured.c, p: this.captured.p}
+ vanish: []
});
+ res.drag = {c: this.captured.c, p: this.captured.p};
+ return res;
}
return null;
}
// Setup the initial random-or-not (asymmetric-or-not) position
genRandInitFen(seed) {
- Random.setSeed(seed);
-
let fen, flags = "0707";
if (!this.options.randomness)
// Deterministic:
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"]) {
parts.push(`"flags":"${this.getFlagsFen()}"`);
if (this.hasEnpassant)
parts.push(`"enpassant":"${this.getEnpassantFen()}"`);
- if (this.hasReserve)
+ if (this.hasReserveFen)
parts.push(`"reserve":"${this.getReserveFen()}"`);
if (this.options["crazyhouse"])
parts.push(`"ispawn":"${this.getIspawnFen()}"`);
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
getPosition() {
- 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);
- };
let position = "";
for (let i = 0; i < this.size.y; i++) {
let emptyCount = 0;
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);
+ position += C.FenEmptySquares(emptyCount);
if (i < this.size.y - 1)
position += "/"; //separate rows
}
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; //trigger some actions after playing a move
return `${this.containerId}|rnum-${color}${piece}`;
}
+ static AddClass_es(piece, class_es) {
+ if (!Array.isArray(class_es))
+ class_es = [class_es];
+ class_es.forEach(cl => {
+ piece.classList.add(cl);
+ });
+ }
+
+ static RemoveClass_es(piece, class_es) {
+ if (!Array.isArray(class_es))
+ class_es = [class_es];
+ class_es.forEach(cl => {
+ piece.classList.remove(cl);
+ });
+ }
+
graphicalInit() {
// NOTE: not window.onresize = this.re_drawBoardElts because scope (this)
window.onresize = () => this.re_drawBoardElements();
this.initMouseEvents();
const chessboard =
document.getElementById(this.containerId).querySelector(".chessboard");
- new ResizeObserver(this.rescale).observe(chessboard);
}
re_drawBoardElements() {
cbHeight = Math.min(window.innerHeight, 767);
cbWidth = cbHeight * this.size.ratio;
}
- if (this.reserve) {
+ if (this.hasReserve) {
const sqSize = cbWidth / this.size.y;
// NOTE: allocate space for reserves (up/down) even if they are empty
// Cannot use getReserveSquareSize() here, but sqSize is an upper bound.
let board = `
<svg
viewBox="0 0 80 80"
- class="chessboard_SVG">
- <g>`;
+ class="chessboard_SVG">`;
for (let i=0; i < this.size.x; i++) {
for (let j=0; j < this.size.y; j++) {
const ii = (flipped ? this.size.x - 1 - i : i);
if (this.enlightened && !this.enlightened[ii][jj])
classes += " in-shadow";
// NOTE: x / y reversed because coordinates system is reversed.
- board += `<rect
- class="${classes}"
- id="${this.coordsToId({x: ii, y: jj})}"
- width="10"
- height="10"
- x="${10*j}"
- y="${10*i}" />`;
+ board += `
+ <rect
+ class="${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;
}
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"]);
+ 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";
}
}
}
- if (this.reserve)
+ 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
if (!r)
r = container.querySelector(".chessboard").getBoundingClientRect();
for (let c of colors) {
+ let reservesDiv = document.getElementById("reserves_" + c);
+ if (reservesDiv)
+ reservesDiv.remove();
if (!this.reserve[c])
continue;
const nbR = this.getNbReservePieces(c);
r_cell.style.height = sqResSize + "px";
rcontainer.appendChild(r_cell);
let piece = document.createElement("piece");
- const pieceSpec = this.pieces()[p];
- piece.classList.add(pieceSpec["class"]);
+ C.AddClass_es(piece, this.pieces()[p]["class"]);
piece.classList.add(C.GetColorClass(c));
piece.style.width = "100%";
piece.style.height = "100%";
}
}
- // After resize event: no need to destroy/recreate pieces
- rescale() {
- const container = document.getElementById(this.containerId);
- if (!container)
- return; //useful at initial loading
- let chessboard = container.querySelector(".chessboard");
+ // Resize board: no need to destroy/recreate pieces
+ rescale(mode) {
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
const r = chessboard.getBoundingClientRect();
- const newRatio = r.width / r.height;
- let newWidth = r.width,
- newHeight = r.height;
- if (newRatio > this.size.ratio) {
- newWidth = r.height * this.size.ratio;
- chessboard.style.width = newWidth + "px";
- }
- else if (newRatio < this.size.ratio) {
- newHeight = r.width / this.size.ratio;
- chessboard.style.height = newHeight + "px";
- }
+ 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;
chessboard.style.left = newX + "px";
const newY = (window.innerHeight - newHeight) / 2;
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.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,${jp - newY}px)`;
+ // NOTE: next "if" for variants which use squares filling
+ // instead of "physical", moving pieces
+ if (this.g_pieces) {
+ for (let i=0; i < this.size.x; i++) {
+ for (let j=0; j < this.size.y; j++) {
+ if (this.g_pieces[i][j]) {
+ // NOTE: could also use CSS transform "scale"
+ this.g_pieces[i][j].style.width = pieceWidth + "px";
+ this.g_pieces[i][j].style.height = pieceWidth + "px";
+ const [ip, jp] = this.getPixelPosition(i, j, newR);
+ // Translate coordinates to use chessboard as reference:
+ this.g_pieces[i][j].style.transform =
+ `translate(${ip - newX}px,${jp - newY}px)`;
+ }
}
}
}
- if (this.reserve)
+ if (this.hasReserve)
this.rescaleReserve(newR);
}
};
const mouseup = (e) => {
- const newR = chessboard.getBoundingClientRect();
- if (newR.width != r.width || newR.height != r.height) {
- this.rescale();
- return;
- }
if (!start)
return;
const [x, y] = [start.x, start.y];
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) {
// https://stackoverflow.com/a/42509310/12660887
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";
choice.style.backgroundColor = "lightyellow";
choice.onclick = () => callback(moves[i]);
const piece = document.createElement("piece");
- const pieceSpec = this.pieces()[moves[i].appear[0].p];
- piece.classList.add(pieceSpec["class"]);
+ 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%";
}
static GetColorClass(c) {
- return (c == 'w' ? "white" : "black");
+ if (c == 'w')
+ return "white";
+ if (c == 'b')
+ return "black";
+ return "other-color"; //unidentified color
}
// Assume square i,j isn't empty
////////////////////
// MOVES GENERATION
- // Return negative y to say "h to a" or "a to h"
- getY_withSign(y) {
+ // For Cylinder: get Y coordinate
+ getY(y) {
if (!this.options["cylinder"])
return y;
let res = y % this.size.y;
if (res < 0)
- // Off-board, "teleportation" marked with negative sign:
- return - (res + this.size.y);
+ res += this.size.y;
return res;
}
- // For Cylinder: get Y coordinate
- getY(y) {
- return Math.abs(this.getY_withSign(y));
- }
-
// Stop at the first capture found
atLeastOneCapture(color) {
color = color || this.turn;
getDropMovesFrom([c, p]) {
// NOTE: by design, this.reserve[c][p] >= 1 on user click
- // (but not necessarily otherwise)
+ // (but not necessarily otherwise: atLeastOneMove() etc)
if (this.reserve[c][p] == 0)
return [];
let moves = [];
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, x, y)[piece];
let moves = [];
- let explored = {}; //for Cylinder mode
+ // 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]]]);
+ }
+ moves.push(newMove);
+ };
const findAddMoves = (type, stepArray) => {
for (let s of stepArray) {
outerLoop: for (let step of s.steps) {
- let segments = [];
- let segStart = [x, y],
- segEnd = [];
+ segments = [];
+ segStart = [x, y];
let [i, j] = [x, y];
let stepCounter = 0;
while (
this.onBoard(i, j) &&
- (this.board[i][j] == "" || (i == x && j == y))
+ (this.canStepOver(i, j) || (i == x && j == y))
) {
if (
type != "attack" &&
(i != x || j != y)
) {
explored[i + "." + j] = true;
- moves.push(
-
-
-
-
-/////////////
-
-
-
- this.getBasicMove([x, y], [i, j]));
+ addMove([x, y], [i, j]);
}
if (s.range <= stepCounter++)
continue outerLoop;
const oldIJ = [i, j];
i += step[0];
- j = this.getY_withSign(j + step[1]);
- if (j < 0) {
+ j = this.getY(j + step[1]);
+ if (Math.abs(j - oldIJ[1]) > 1) {
// Boundary between segments (cylinder mode)
- j = -j;
- segEnd = oldIJ;
- segments.push(JSON.parse(JSON.stringify([segStart, segEnd])));
- segStart = [];
+ segments.push([[segStart[0], segStart[1]], oldIJ]);
+ segStart = [i, j];
}
- else if (segStart.length == 0)
- segStart = oldIJ;
}
if (!this.onBoard(i, j))
continue;
)
) {
explored[i + "." + j] = true;
- moves.push(this.getBasicMove([x, y], [i, j]));
+ addMove([x, y], [i, j]);
}
}
}
playVisual(move, r) {
move.vanish.forEach(v => {
- // TODO: next "if" shouldn't be required
- if (this.g_pieces[v.x][v.y])
- this.g_pieces[v.x][v.y].remove();
+ this.g_pieces[v.x][v.y].remove();
this.g_pieces[v.x][v.y] = null;
});
let chessboard =
const pieceWidth = this.getPieceWidth(r.width);
move.appear.forEach(a => {
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);
return;
}
let initPiece = this.getDomPiece(move.start.x, move.start.y);
- if (!initPiece) { //TODO this shouldn't be required
- callback();
- return;
- }
// NOTE: cloning generally not required, but light enough, and simpler
let movingPiece = initPiece.cloneNode();
initPiece.style.opacity = "0";
const pieces = this.pieces();
if (move.drag) {
const startCode = this.getPiece(move.start.x, move.start.y);
- movingPiece.classList.remove(pieces[startCode]["class"]);
- movingPiece.classList.add(pieces[move.drag.p]["class"]);
+ 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));
// TODO: unclear why we need this new delay below:
setTimeout(() => {
movingPiece.style.transitionDuration = duration + "s";
- // movingPiece is child of container: no need to adjust cordinates
+ // 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);