33411f0ef502638bd526bddf16ae669392844885
1 import { Random
} from "/utils/alea.js";
2 import { ArrayFun
} from "/utils/array.js";
3 import PiPo
from "/utils/PiPo.js";
4 import Move
from "/utils/Move.js";
6 // NOTE: x coords: top to bottom (white perspective); y: left to right
7 // NOTE: ChessRules is aliased as window.C, and variants as window.V
8 export default class ChessRules
{
10 static get Aliases() {
11 return {'C': ChessRules
};
14 /////////////////////////
15 // VARIANT SPECIFICATIONS
17 // Some variants have specific options, like the number of pawns in Monster,
18 // or the board size for Pandemonium.
19 // Users can generally select a randomness level from 0 to 2.
20 static get Options() {
24 variable: "randomness",
27 {label: "Deterministic", value: 0},
28 {label: "Symmetric random", value: 1},
29 {label: "Asymmetric random", value: 2}
34 label: "Capture king",
39 label: "Falling pawn",
44 // Game modifiers (using "elementary variants"). Default: false
47 "balance", //takes precedence over doublemove & progressive
51 "cylinder", //ok with all
55 "progressive", //(natural) priority over doublemove
64 get pawnPromotions() {
65 return ['q', 'r', 'n', 'b'];
68 // Some variants don't have flags:
77 // En-passant captures allowed?
84 !!this.options
["crazyhouse"] ||
85 (!!this.options
["recycle"] && !this.options
["teleport"])
90 return !!this.options
["dark"];
93 // Some variants use click infos:
95 if (typeof coords
.x
!= "number")
96 return null; //click on reserves
98 this.options
["teleport"] && this.subTurnTeleport
== 2 &&
99 this.board
[coords
.x
][coords
.y
] == ""
102 start: {x: this.captured
.x
, y: this.captured
.y
},
107 c: this.captured
.c
, //this.turn,
113 res
.drag
= {c: this.captured
.c
, p: this.captured
.p
};
122 // 3a --> {x:3, y:10}
123 static SquareToCoords(sq
) {
124 return ArrayFun
.toObject(["x", "y"],
125 [0, 1].map(i
=> parseInt(sq
[i
], 36)));
128 // {x:11, y:12} --> bc
129 static CoordsToSquare(cd
) {
130 return Object
.values(cd
).map(c
=> c
.toString(36)).join("");
134 if (typeof cd
.x
== "number") {
136 `${this.containerId}|sq-${cd.x.toString(36)}-${cd.y.toString(36)}`
140 return `${this.containerId}|rsq-${cd.x}-${cd.y}`;
143 idToCoords(targetId
) {
145 return null; //outside page, maybe...
146 const idParts
= targetId
.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
148 idParts
.length
< 2 ||
149 idParts
[0] != this.containerId
||
150 !idParts
[1].match(/sq-[0-9a-zA-Z]-[0-9a-zA-Z]/)
154 const squares
= idParts
[1].split('-');
155 if (squares
[0] == "sq")
156 return {x: parseInt(squares
[1], 36), y: parseInt(squares
[2], 36)};
157 // squares[0] == "rsq" : reserve, 'c' + 'p' (letters color & piece)
158 return {x: squares
[1], y: squares
[2]};
164 // Turn "wb" into "B" (for FEN)
166 return (b
[0] == "w" ? b
[1].toUpperCase() : b
[1]);
169 // Turn "p" into "bp" (for board)
171 return (f
.charCodeAt(0) <= 90 ? "w" + f
.toLowerCase() : "b" + f
);
174 // Setup the initial random-or-not (asymmetric-or-not) position
175 genRandInitFen(seed
) {
176 Random
.setSeed(seed
);
178 let fen
, flags
= "0707";
179 if (!this.options
.randomness
)
181 fen
= "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0";
185 let pieces
= { w: new Array(8), b: new Array(8) };
187 // Shuffle pieces on first (and last rank if randomness == 2)
188 for (let c
of ["w", "b"]) {
189 if (c
== 'b' && this.options
.randomness
== 1) {
190 pieces
['b'] = pieces
['w'];
195 let positions
= ArrayFun
.range(8);
197 // Get random squares for bishops
198 let randIndex
= 2 * Random
.randInt(4);
199 const bishop1Pos
= positions
[randIndex
];
200 // The second bishop must be on a square of different color
201 let randIndex_tmp
= 2 * Random
.randInt(4) + 1;
202 const bishop2Pos
= positions
[randIndex_tmp
];
203 // Remove chosen squares
204 positions
.splice(Math
.max(randIndex
, randIndex_tmp
), 1);
205 positions
.splice(Math
.min(randIndex
, randIndex_tmp
), 1);
207 // Get random squares for knights
208 randIndex
= Random
.randInt(6);
209 const knight1Pos
= positions
[randIndex
];
210 positions
.splice(randIndex
, 1);
211 randIndex
= Random
.randInt(5);
212 const knight2Pos
= positions
[randIndex
];
213 positions
.splice(randIndex
, 1);
215 // Get random square for queen
216 randIndex
= Random
.randInt(4);
217 const queenPos
= positions
[randIndex
];
218 positions
.splice(randIndex
, 1);
220 // Rooks and king positions are now fixed,
221 // because of the ordering rook-king-rook
222 const rook1Pos
= positions
[0];
223 const kingPos
= positions
[1];
224 const rook2Pos
= positions
[2];
226 // Finally put the shuffled pieces in the board array
227 pieces
[c
][rook1Pos
] = "r";
228 pieces
[c
][knight1Pos
] = "n";
229 pieces
[c
][bishop1Pos
] = "b";
230 pieces
[c
][queenPos
] = "q";
231 pieces
[c
][kingPos
] = "k";
232 pieces
[c
][bishop2Pos
] = "b";
233 pieces
[c
][knight2Pos
] = "n";
234 pieces
[c
][rook2Pos
] = "r";
235 flags
+= rook1Pos
.toString() + rook2Pos
.toString();
238 pieces
["b"].join("") +
239 "/pppppppp/8/8/8/8/PPPPPPPP/" +
240 pieces
["w"].join("").toUpperCase() +
244 // Add turn + flags + enpassant (+ reserve)
247 parts
.push(`"flags":"${flags}"`);
248 if (this.hasEnpassant
)
249 parts
.push('"enpassant":"-"');
251 parts
.push('"reserve":"000000000000"');
252 if (this.options
["crazyhouse"])
253 parts
.push('"ispawn":"-"');
254 if (parts
.length
>= 1)
255 fen
+= " {" + parts
.join(",") + "}";
259 // "Parse" FEN: just return untransformed string data
261 const fenParts
= fen
.split(" ");
263 position: fenParts
[0],
265 movesCount: fenParts
[2]
267 if (fenParts
.length
> 3)
268 res
= Object
.assign(res
, JSON
.parse(fenParts
[3]));
272 // Return current fen (game state)
275 this.getPosition() + " " +
276 this.getTurnFen() + " " +
281 parts
.push(`"flags":"${this.getFlagsFen()}"`);
282 if (this.hasEnpassant
)
283 parts
.push(`"enpassant":"${this.getEnpassantFen()}"`);
285 parts
.push(`"reserve":"${this.getReserveFen()}"`);
286 if (this.options
["crazyhouse"])
287 parts
.push(`"ispawn":"${this.getIspawnFen()}"`);
288 if (parts
.length
>= 1)
289 fen
+= " {" + parts
.join(",") + "}";
293 static FenEmptySquares(count
) {
294 // if more than 9 consecutive free spaces, break the integer,
295 // otherwise FEN parsing will fail.
298 // Most boards of size < 18:
300 return "9" + (count
- 9);
302 return "99" + (count
- 18);
305 // Position part of the FEN string
308 for (let i
= 0; i
< this.size
.y
; i
++) {
310 for (let j
= 0; j
< this.size
.x
; j
++) {
311 if (this.board
[i
][j
] == "")
314 if (emptyCount
> 0) {
315 // Add empty squares in-between
316 position
+= C
.FenEmptySquares(emptyCount
);
319 position
+= this.board2fen(this.board
[i
][j
]);
324 position
+= C
.FenEmptySquares(emptyCount
);
325 if (i
< this.size
.y
- 1)
326 position
+= "/"; //separate rows
335 // Flags part of the FEN string
337 return ["w", "b"].map(c
=> {
338 return this.castleFlags
[c
].map(x
=> x
.toString(36)).join("");
342 // Enpassant part of the FEN string
345 return "-"; //no en-passant
346 return C
.CoordsToSquare(this.epSquare
);
351 ["w","b"].map(c
=> Object
.values(this.reserve
[c
]).join("")).join("")
356 const squares
= Object
.keys(this.ispawn
);
357 if (squares
.length
== 0)
359 return squares
.join(",");
362 // Set flags from fen (castle: white a,h then black a,h)
365 w: [0, 1].map(i
=> parseInt(fenflags
.charAt(i
), 36)),
366 b: [2, 3].map(i
=> parseInt(fenflags
.charAt(i
), 36))
374 this.options
= o
.options
;
375 // Fill missing options (always the case if random challenge)
376 (V
.Options
.select
|| []).concat(V
.Options
.input
|| []).forEach(opt
=> {
377 if (this.options
[opt
.variable
] === undefined)
378 this.options
[opt
.variable
] = opt
.defaut
;
380 this.playerColor
= o
.color
;
381 this.afterPlay
= o
.afterPlay
; //trigger some actions after playing a move
383 // Fen string fully describes the game state
385 o
.fen
= this.genRandInitFen(o
.seed
);
386 const fenParsed
= this.parseFen(o
.fen
);
387 this.board
= this.getBoard(fenParsed
.position
);
388 this.turn
= fenParsed
.turn
;
389 this.movesCount
= parseInt(fenParsed
.movesCount
, 10);
390 this.setOtherVariables(fenParsed
);
392 // Graphical (can use variables defined above)
393 this.containerId
= o
.element
;
394 this.graphicalInit();
397 // Turn position fen into double array ["wb","wp","bk",...]
399 const rows
= position
.split("/");
400 let board
= ArrayFun
.init(this.size
.x
, this.size
.y
, "");
401 for (let i
= 0; i
< rows
.length
; i
++) {
403 for (let indexInRow
= 0; indexInRow
< rows
[i
].length
; indexInRow
++) {
404 const character
= rows
[i
][indexInRow
];
405 const num
= parseInt(character
, 10);
406 // If num is a number, just shift j:
409 // Else: something at position i,j
411 board
[i
][j
++] = this.fen2board(character
);
417 // Some additional variables from FEN (variant dependant)
418 setOtherVariables(fenParsed
) {
419 // Set flags and enpassant:
421 this.setFlags(fenParsed
.flags
);
422 if (this.hasEnpassant
)
423 this.epSquare
= this.getEpSquare(fenParsed
.enpassant
);
425 this.initReserves(fenParsed
.reserve
);
426 if (this.options
["crazyhouse"])
427 this.initIspawn(fenParsed
.ispawn
);
428 this.subTurn
= 1; //may be unused
429 if (this.options
["teleport"]) {
430 this.subTurnTeleport
= 1;
431 this.captured
= null;
433 if (this.options
["dark"]) {
434 // Setup enlightened: squares reachable by player side
435 this.enlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
, false);
436 this.updateEnlightened();
440 updateEnlightened() {
441 this.oldEnlightened
= this.enlightened
;
442 this.enlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
, false);
443 // Add pieces positions + all squares reachable by moves (includes Zen):
444 for (let x
=0; x
<this.size
.x
; x
++) {
445 for (let y
=0; y
<this.size
.y
; y
++) {
446 if (this.board
[x
][y
] != "" && this.getColor(x
, y
) == this.playerColor
)
448 this.enlightened
[x
][y
] = true;
449 this.getPotentialMovesFrom([x
, y
]).forEach(m
=> {
450 this.enlightened
[m
.end
.x
][m
.end
.y
] = true;
456 this.enlightEnpassant();
459 // Include square of the en-passant capturing square:
461 // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
462 const steps
= this.pieces(this.playerColor
)["p"].attack
[0].steps
;
463 for (let step
of steps
) {
464 const x
= this.epSquare
.x
- step
[0],
465 y
= this.getY(this.epSquare
.y
- step
[1]);
467 this.onBoard(x
, y
) &&
468 this.getColor(x
, y
) == this.playerColor
&&
469 this.getPieceType(x
, y
) == "p"
471 this.enlightened
[x
][this.epSquare
.y
] = true;
477 // ordering as in pieces() p,r,n,b,q,k (+ count in base 30 if needed)
478 initReserves(reserveStr
) {
479 const counts
= reserveStr
.split("").map(c
=> parseInt(c
, 30));
480 this.reserve
= { w: {}, b: {} };
481 const pieceName
= ['p', 'r', 'n', 'b', 'q', 'k'];
482 const L
= pieceName
.length
;
483 for (let i
of ArrayFun
.range(2 * L
)) {
485 this.reserve
['w'][pieceName
[i
]] = counts
[i
];
487 this.reserve
['b'][pieceName
[i
-L
]] = counts
[i
];
491 initIspawn(ispawnStr
) {
492 if (ispawnStr
!= "-")
493 this.ispawn
= ArrayFun
.toObject(ispawnStr
.split(","), true);
498 getNbReservePieces(color
) {
500 Object
.values(this.reserve
[color
]).reduce(
501 (oldV
,newV
) => oldV
+ (newV
> 0 ? 1 : 0), 0)
505 getRankInReserve(c
, p
) {
506 const pieces
= Object
.keys(this.pieces());
507 const lastIndex
= pieces
.findIndex(pp
=> pp
== p
)
508 let toTest
= pieces
.slice(0, lastIndex
);
509 return toTest
.reduce(
510 (oldV
,newV
) => oldV
+ (this.reserve
[c
][newV
] > 0 ? 1 : 0), 0);
516 getPieceWidth(rwidth
) {
517 return (rwidth
/ this.size
.y
);
520 getReserveSquareSize(rwidth
, nbR
) {
521 const sqSize
= this.getPieceWidth(rwidth
);
522 return Math
.min(sqSize
, rwidth
/ nbR
);
525 getReserveNumId(color
, piece
) {
526 return `${this.containerId}|rnum-${color}${piece}`;
530 // NOTE: not window.onresize = this.re_drawBoardElts because scope (this)
531 window
.onresize
= () => this.re_drawBoardElements();
532 this.re_drawBoardElements();
533 this.initMouseEvents();
535 document
.getElementById(this.containerId
).querySelector(".chessboard");
536 // TODO: calling with "this" seems required by Hex. Understand why...
537 new ResizeObserver(() => this.rescale(this)).observe(chessboard
);
540 re_drawBoardElements() {
541 const board
= this.getSvgChessboard();
542 const oppCol
= C
.GetOppCol(this.playerColor
);
544 document
.getElementById(this.containerId
).querySelector(".chessboard");
545 chessboard
.innerHTML
= "";
546 chessboard
.insertAdjacentHTML('beforeend', board
);
547 // Compare window ratio width / height to aspectRatio:
548 const windowRatio
= window
.innerWidth
/ window
.innerHeight
;
549 let cbWidth
, cbHeight
;
550 if (windowRatio
<= this.size
.ratio
) {
551 // Limiting dimension is width:
552 cbWidth
= Math
.min(window
.innerWidth
, 767);
553 cbHeight
= cbWidth
/ this.size
.ratio
;
556 // Limiting dimension is height:
557 cbHeight
= Math
.min(window
.innerHeight
, 767);
558 cbWidth
= cbHeight
* this.size
.ratio
;
560 if (this.hasReserve
) {
561 const sqSize
= cbWidth
/ this.size
.y
;
562 // NOTE: allocate space for reserves (up/down) even if they are empty
563 // Cannot use getReserveSquareSize() here, but sqSize is an upper bound.
564 if ((window
.innerHeight
- cbHeight
) / 2 < sqSize
+ 5) {
565 cbHeight
= window
.innerHeight
- 2 * (sqSize
+ 5);
566 cbWidth
= cbHeight
* this.size
.ratio
;
569 chessboard
.style
.width
= cbWidth
+ "px";
570 chessboard
.style
.height
= cbHeight
+ "px";
571 // Center chessboard:
572 const spaceLeft
= (window
.innerWidth
- cbWidth
) / 2,
573 spaceTop
= (window
.innerHeight
- cbHeight
) / 2;
574 chessboard
.style
.left
= spaceLeft
+ "px";
575 chessboard
.style
.top
= spaceTop
+ "px";
576 // Give sizes instead of recomputing them,
577 // because chessboard might not be drawn yet.
586 // Get SVG board (background, no pieces)
588 const flipped
= (this.playerColor
== 'b');
592 class="chessboard_SVG">`;
593 for (let i
=0; i
< this.size
.x
; i
++) {
594 for (let j
=0; j
< this.size
.y
; j
++) {
595 const ii
= (flipped
? this.size
.x
- 1 - i : i
);
596 const jj
= (flipped
? this.size
.y
- 1 - j : j
);
597 let classes
= this.getSquareColorClass(ii
, jj
);
598 if (this.enlightened
&& !this.enlightened
[ii
][jj
])
599 classes
+= " in-shadow";
600 // NOTE: x / y reversed because coordinates system is reversed.
604 id="${this.coordsToId({x: ii, y: jj})}"
616 // Generally light square bottom-right
617 getSquareColorClass(x
, y
) {
618 return ((x
+y
) % 2 == 0 ? "light-square": "dark-square");
623 // Refreshing: delete old pieces first
624 for (let i
=0; i
<this.size
.x
; i
++) {
625 for (let j
=0; j
<this.size
.y
; j
++) {
626 if (this.g_pieces
[i
][j
]) {
627 this.g_pieces
[i
][j
].remove();
628 this.g_pieces
[i
][j
] = null;
634 this.g_pieces
= ArrayFun
.init(this.size
.x
, this.size
.y
, null);
636 document
.getElementById(this.containerId
).querySelector(".chessboard");
638 r
= chessboard
.getBoundingClientRect();
639 const pieceWidth
= this.getPieceWidth(r
.width
);
640 for (let i
=0; i
< this.size
.x
; i
++) {
641 for (let j
=0; j
< this.size
.y
; j
++) {
642 if (this.board
[i
][j
] != "") {
643 const color
= this.getColor(i
, j
);
644 const piece
= this.getPiece(i
, j
);
645 this.g_pieces
[i
][j
] = document
.createElement("piece");
646 this.g_pieces
[i
][j
].classList
.add(this.pieces()[piece
]["class"]);
647 this.g_pieces
[i
][j
].classList
.add(C
.GetColorClass(color
));
648 this.g_pieces
[i
][j
].style
.width
= pieceWidth
+ "px";
649 this.g_pieces
[i
][j
].style
.height
= pieceWidth
+ "px";
650 let [ip
, jp
] = this.getPixelPosition(i
, j
, r
);
651 // Translate coordinates to use chessboard as reference:
652 this.g_pieces
[i
][j
].style
.transform
=
653 `translate(${ip - r.x}px,${jp - r.y}px)`;
654 if (this.enlightened
&& !this.enlightened
[i
][j
])
655 this.g_pieces
[i
][j
].classList
.add("hidden");
656 chessboard
.appendChild(this.g_pieces
[i
][j
]);
661 this.re_drawReserve(['w', 'b'], r
);
664 // NOTE: assume !!this.reserve
665 re_drawReserve(colors
, r
) {
667 // Remove (old) reserve pieces
668 for (let c
of colors
) {
669 if (!this.reserve
[c
])
671 Object
.keys(this.reserve
[c
]).forEach(p
=> {
672 if (this.r_pieces
[c
][p
]) {
673 this.r_pieces
[c
][p
].remove();
674 delete this.r_pieces
[c
][p
];
675 const numId
= this.getReserveNumId(c
, p
);
676 document
.getElementById(numId
).remove();
679 let reservesDiv
= document
.getElementById("reserves_" + c
);
681 reservesDiv
.remove();
685 this.r_pieces
= { w: {}, b: {} };
686 let container
= document
.getElementById(this.containerId
);
688 r
= container
.querySelector(".chessboard").getBoundingClientRect();
689 for (let c
of colors
) {
690 if (!this.reserve
[c
])
692 const nbR
= this.getNbReservePieces(c
);
695 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
697 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
698 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
699 let rcontainer
= document
.createElement("div");
700 rcontainer
.id
= "reserves_" + c
;
701 rcontainer
.classList
.add("reserves");
702 rcontainer
.style
.left
= i0
+ "px";
703 rcontainer
.style
.top
= j0
+ "px";
704 // NOTE: +1 fix display bug on Firefox at least
705 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
706 rcontainer
.style
.height
= sqResSize
+ "px";
707 container
.appendChild(rcontainer
);
708 for (let p
of Object
.keys(this.reserve
[c
])) {
709 if (this.reserve
[c
][p
] == 0)
711 let r_cell
= document
.createElement("div");
712 r_cell
.id
= this.coordsToId({x: c
, y: p
});
713 r_cell
.classList
.add("reserve-cell");
714 r_cell
.style
.width
= sqResSize
+ "px";
715 r_cell
.style
.height
= sqResSize
+ "px";
716 rcontainer
.appendChild(r_cell
);
717 let piece
= document
.createElement("piece");
718 const pieceSpec
= this.pieces()[p
];
719 piece
.classList
.add(pieceSpec
["class"]);
720 piece
.classList
.add(C
.GetColorClass(c
));
721 piece
.style
.width
= "100%";
722 piece
.style
.height
= "100%";
723 this.r_pieces
[c
][p
] = piece
;
724 r_cell
.appendChild(piece
);
725 let number
= document
.createElement("div");
726 number
.textContent
= this.reserve
[c
][p
];
727 number
.classList
.add("reserve-num");
728 number
.id
= this.getReserveNumId(c
, p
);
729 const fontSize
= "1.3em";
730 number
.style
.fontSize
= fontSize
;
731 number
.style
.fontSize
= fontSize
;
732 r_cell
.appendChild(number
);
738 updateReserve(color
, piece
, count
) {
739 if (this.options
["cannibal"] && C
.CannibalKings
[piece
])
740 piece
= "k"; //capturing cannibal king: back to king form
741 const oldCount
= this.reserve
[color
][piece
];
742 this.reserve
[color
][piece
] = count
;
743 // Redrawing is much easier if count==0
744 if ([oldCount
, count
].includes(0))
745 this.re_drawReserve([color
]);
747 const numId
= this.getReserveNumId(color
, piece
);
748 document
.getElementById(numId
).textContent
= count
;
752 // Apply diff this.enlightened --> oldEnlightened on board
753 graphUpdateEnlightened() {
755 document
.getElementById(this.containerId
).querySelector(".chessboard");
756 const r
= chessboard
.getBoundingClientRect();
757 const pieceWidth
= this.getPieceWidth(r
.width
);
758 for (let x
=0; x
<this.size
.x
; x
++) {
759 for (let y
=0; y
<this.size
.y
; y
++) {
760 if (!this.enlightened
[x
][y
] && this.oldEnlightened
[x
][y
]) {
761 let elt
= document
.getElementById(this.coordsToId({x: x
, y: y
}));
762 elt
.classList
.add("in-shadow");
763 if (this.g_pieces
[x
][y
])
764 this.g_pieces
[x
][y
].classList
.add("hidden");
766 else if (this.enlightened
[x
][y
] && !this.oldEnlightened
[x
][y
]) {
767 let elt
= document
.getElementById(this.coordsToId({x: x
, y: y
}));
768 elt
.classList
.remove("in-shadow");
769 if (this.g_pieces
[x
][y
])
770 this.g_pieces
[x
][y
].classList
.remove("hidden");
776 // After resize event: no need to destroy/recreate pieces
778 const container
= document
.getElementById(self
.containerId
);
780 return; //useful at initial loading
781 let chessboard
= container
.querySelector(".chessboard");
782 let r
= chessboard
.getBoundingClientRect();
783 let [newWidth
, newHeight
] = [r
.width
, r
.height
];
785 if (newWidth
> window
.innerWidth
)
786 newWidth
= window
.innerWidth
;
787 if (newHeight
> window
.innerHeight
)
788 newHeight
= window
.innerHeight
;
789 const newRatio
= newWidth
/ newHeight
;
790 if (newRatio
> self
.size
.ratio
)
791 newWidth
= newHeight
* self
.size
.ratio
;
792 else if (newRatio
< self
.size
.ratio
)
793 newHeight
= newWidth
/ self
.size
.ratio
;
794 chessboard
.style
.width
= newWidth
+ "px";
795 chessboard
.style
.height
= newHeight
+ "px";
796 const newX
= (window
.innerWidth
- newWidth
) / 2;
797 chessboard
.style
.left
= newX
+ "px";
798 const newY
= (window
.innerHeight
- newHeight
) / 2;
799 chessboard
.style
.top
= newY
+ "px";
800 const newR
= {x: newX
, y: newY
, width: newWidth
, height: newHeight
};
801 const pieceWidth
= self
.getPieceWidth(newWidth
);
802 // NOTE: next "if" for variants which use squares filling
803 // instead of "physical", moving pieces
805 for (let i
=0; i
< self
.size
.x
; i
++) {
806 for (let j
=0; j
< self
.size
.y
; j
++) {
807 if (self
.g_pieces
[i
][j
]) {
808 // NOTE: could also use CSS transform "scale"
809 self
.g_pieces
[i
][j
].style
.width
= pieceWidth
+ "px";
810 self
.g_pieces
[i
][j
].style
.height
= pieceWidth
+ "px";
811 const [ip
, jp
] = self
.getPixelPosition(i
, j
, newR
);
812 // Translate coordinates to use chessboard as reference:
813 self
.g_pieces
[i
][j
].style
.transform
=
814 `translate(${ip - newX}px,${jp - newY}px)`;
820 self
.rescaleReserve(newR
);
824 for (let c
of ['w','b']) {
825 if (!this.reserve
[c
])
827 const nbR
= this.getNbReservePieces(c
);
830 // Resize container first
831 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
832 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
833 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
834 let rcontainer
= document
.getElementById("reserves_" + c
);
835 rcontainer
.style
.left
= i0
+ "px";
836 rcontainer
.style
.top
= j0
+ "px";
837 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
838 rcontainer
.style
.height
= sqResSize
+ "px";
839 // And then reserve cells:
840 const rpieceWidth
= this.getReserveSquareSize(r
.width
, nbR
);
841 Object
.keys(this.reserve
[c
]).forEach(p
=> {
842 if (this.reserve
[c
][p
] == 0)
844 let r_cell
= document
.getElementById(this.coordsToId({x: c
, y: p
}));
845 r_cell
.style
.width
= sqResSize
+ "px";
846 r_cell
.style
.height
= sqResSize
+ "px";
851 // Return the absolute pixel coordinates given current position.
852 // Our coordinate system differs from CSS one (x <--> y).
853 // We return here the CSS coordinates (more useful).
854 getPixelPosition(i
, j
, r
) {
856 return [0, 0]; //piece vanishes
858 if (typeof i
== "string") {
859 // Reserves: need to know the rank of piece
860 const nbR
= this.getNbReservePieces(i
);
861 const rsqSize
= this.getReserveSquareSize(r
.width
, nbR
);
862 x
= this.getRankInReserve(i
, j
) * rsqSize
;
863 y
= (this.playerColor
== i
? y
= r
.height
+ 5 : - 5 - rsqSize
);
866 const sqSize
= r
.width
/ this.size
.y
;
867 const flipped
= (this.playerColor
== 'b');
868 x
= (flipped
? this.size
.y
- 1 - j : j
) * sqSize
;
869 y
= (flipped
? this.size
.x
- 1 - i : i
) * sqSize
;
871 return [r
.x
+ x
, r
.y
+ y
];
875 let container
= document
.getElementById(this.containerId
);
876 let chessboard
= container
.querySelector(".chessboard");
878 const getOffset
= e
=> {
881 return {x: e
.clientX
, y: e
.clientY
};
882 let touchLocation
= null;
883 if (e
.targetTouches
&& e
.targetTouches
.length
>= 1)
884 // Touch screen, dragstart
885 touchLocation
= e
.targetTouches
[0];
886 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
887 // Touch screen, dragend
888 touchLocation
= e
.changedTouches
[0];
890 return {x: touchLocation
.clientX
, y: touchLocation
.clientY
};
891 return {x: 0, y: 0}; //shouldn't reach here =)
894 const centerOnCursor
= (piece
, e
) => {
895 const centerShift
= this.getPieceWidth(r
.width
) / 2;
896 const offset
= getOffset(e
);
897 piece
.style
.left
= (offset
.x
- centerShift
) + "px";
898 piece
.style
.top
= (offset
.y
- centerShift
) + "px";
903 startPiece
, curPiece
= null,
905 const mousedown
= (e
) => {
906 // Disable zoom on smartphones:
907 if (e
.touches
&& e
.touches
.length
> 1)
909 r
= chessboard
.getBoundingClientRect();
910 pieceWidth
= this.getPieceWidth(r
.width
);
911 const cd
= this.idToCoords(e
.target
.id
);
913 const move = this.doClick(cd
);
915 this.playPlusVisual(move);
917 const [x
, y
] = Object
.values(cd
);
918 if (typeof x
!= "number")
919 startPiece
= this.r_pieces
[x
][y
];
921 startPiece
= this.g_pieces
[x
][y
];
922 if (startPiece
&& this.canIplay(x
, y
)) {
925 curPiece
= startPiece
.cloneNode();
926 curPiece
.style
.transform
= "none";
927 curPiece
.style
.zIndex
= 5;
928 curPiece
.style
.width
= pieceWidth
+ "px";
929 curPiece
.style
.height
= pieceWidth
+ "px";
930 centerOnCursor(curPiece
, e
);
931 container
.appendChild(curPiece
);
932 startPiece
.style
.opacity
= "0.4";
933 chessboard
.style
.cursor
= "none";
939 const mousemove
= (e
) => {
942 centerOnCursor(curPiece
, e
);
944 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
945 // Attempt to prevent horizontal swipe...
949 const mouseup
= (e
) => {
950 const newR
= chessboard
.getBoundingClientRect();
951 if (newR
.width
!= r
.width
|| newR
.height
!= r
.height
) {
957 const [x
, y
] = [start
.x
, start
.y
];
960 chessboard
.style
.cursor
= "pointer";
961 startPiece
.style
.opacity
= "1";
962 const offset
= getOffset(e
);
963 const landingElt
= document
.elementFromPoint(offset
.x
, offset
.y
);
965 (landingElt
? this.idToCoords(landingElt
.id
) : undefined);
967 // NOTE: clearly suboptimal, but much easier, and not a big deal.
968 const potentialMoves
= this.getPotentialMovesFrom([x
, y
])
969 .filter(m
=> m
.end
.x
== cd
.x
&& m
.end
.y
== cd
.y
);
970 const moves
= this.filterValid(potentialMoves
);
971 if (moves
.length
>= 2)
972 this.showChoices(moves
, r
);
973 else if (moves
.length
== 1)
974 this.playPlusVisual(moves
[0], r
);
979 if ('onmousedown' in window
) {
980 document
.addEventListener("mousedown", mousedown
);
981 document
.addEventListener("mousemove", mousemove
);
982 document
.addEventListener("mouseup", mouseup
);
984 if ('ontouchstart' in window
) {
985 // https://stackoverflow.com/a/42509310/12660887
986 document
.addEventListener("touchstart", mousedown
, {passive: false});
987 document
.addEventListener("touchmove", mousemove
, {passive: false});
988 document
.addEventListener("touchend", mouseup
, {passive: false});
990 // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
993 showChoices(moves
, r
) {
994 let container
= document
.getElementById(this.containerId
);
995 let chessboard
= container
.querySelector(".chessboard");
996 let choices
= document
.createElement("div");
997 choices
.id
= "choices";
998 choices
.style
.width
= r
.width
+ "px";
999 choices
.style
.height
= r
.height
+ "px";
1000 choices
.style
.left
= r
.x
+ "px";
1001 choices
.style
.top
= r
.y
+ "px";
1002 chessboard
.style
.opacity
= "0.5";
1003 container
.appendChild(choices
);
1004 const squareWidth
= r
.width
/ this.size
.y
;
1005 const firstUpLeft
= (r
.width
- (moves
.length
* squareWidth
)) / 2;
1006 const firstUpTop
= (r
.height
- squareWidth
) / 2;
1007 const color
= moves
[0].appear
[0].c
;
1008 const callback
= (m
) => {
1009 chessboard
.style
.opacity
= "1";
1010 container
.removeChild(choices
);
1011 this.playPlusVisual(m
, r
);
1013 for (let i
=0; i
< moves
.length
; i
++) {
1014 let choice
= document
.createElement("div");
1015 choice
.classList
.add("choice");
1016 choice
.style
.width
= squareWidth
+ "px";
1017 choice
.style
.height
= squareWidth
+ "px";
1018 choice
.style
.left
= (firstUpLeft
+ i
* squareWidth
) + "px";
1019 choice
.style
.top
= firstUpTop
+ "px";
1020 choice
.style
.backgroundColor
= "lightyellow";
1021 choice
.onclick
= () => callback(moves
[i
]);
1022 const piece
= document
.createElement("piece");
1023 const pieceSpec
= this.pieces()[moves
[i
].appear
[0].p
];
1024 piece
.classList
.add(pieceSpec
["class"]);
1025 piece
.classList
.add(C
.GetColorClass(color
));
1026 piece
.style
.width
= "100%";
1027 piece
.style
.height
= "100%";
1028 choice
.appendChild(piece
);
1029 choices
.appendChild(choice
);
1040 ratio: 1 //for rectangular board = y / x
1044 // Color of thing on square (i,j). 'undefined' if square is empty
1046 if (typeof i
== "string")
1047 return i
; //reserves
1048 return this.board
[i
][j
].charAt(0);
1051 static GetColorClass(c
) {
1052 return (c
== 'w' ? "white" : "black");
1055 // Assume square i,j isn't empty
1057 if (typeof j
== "string")
1058 return j
; //reserves
1059 return this.board
[i
][j
].charAt(1);
1062 // Piece type on square (i,j)
1063 getPieceType(i
, j
) {
1064 const p
= this.getPiece(i
, j
);
1065 return C
.CannibalKings
[p
] || p
; //a cannibal king move as...
1068 // Get opponent color
1069 static GetOppCol(color
) {
1070 return (color
== "w" ? "b" : "w");
1073 // Can thing on square1 capture (no return) thing on square2?
1074 canTake([x1
, y1
], [x2
, y2
]) {
1075 return (this.getColor(x1
, y1
) !== this.getColor(x2
, y2
));
1078 // Is (x,y) on the chessboard?
1080 return (x
>= 0 && x
< this.size
.x
&&
1081 y
>= 0 && y
< this.size
.y
);
1084 // Am I allowed to move thing at square x,y ?
1086 return (this.playerColor
== this.turn
&& this.getColor(x
, y
) == this.turn
);
1089 ////////////////////////
1090 // PIECES SPECIFICATIONS
1092 pieces(color
, x
, y
) {
1093 const pawnShift
= (color
== "w" ? -1 : 1);
1094 // NOTE: jump 2 squares from first rank (pawns can be here sometimes)
1095 const initRank
= ((color
== 'w' && x
>= 6) || (color
== 'b' && x
<= 1));
1101 steps: [[pawnShift
, 0]],
1102 range: (initRank
? 2 : 1)
1107 steps: [[pawnShift
, 1], [pawnShift
, -1]],
1116 {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
1125 [1, 2], [1, -2], [-1, 2], [-1, -2],
1126 [2, 1], [-2, 1], [2, -1], [-2, -1]
1136 {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
1145 [0, 1], [0, -1], [1, 0], [-1, 0],
1146 [1, 1], [1, -1], [-1, 1], [-1, -1]
1157 [0, 1], [0, -1], [1, 0], [-1, 0],
1158 [1, 1], [1, -1], [-1, 1], [-1, -1]
1165 '!': {"class": "king-pawn", moveas: "p"},
1166 '#': {"class": "king-rook", moveas: "r"},
1167 '$': {"class": "king-knight", moveas: "n"},
1168 '%': {"class": "king-bishop", moveas: "b"},
1169 '*': {"class": "king-queen", moveas: "q"}
1173 ////////////////////
1176 // For Cylinder: get Y coordinate
1178 if (!this.options
["cylinder"])
1180 let res
= y
% this.size
.y
;
1186 // Stop at the first capture found
1187 atLeastOneCapture(color
) {
1188 color
= color
|| this.turn
;
1189 const oppCol
= C
.GetOppCol(color
);
1190 for (let i
= 0; i
< this.size
.x
; i
++) {
1191 for (let j
= 0; j
< this.size
.y
; j
++) {
1192 if (this.board
[i
][j
] != "" && this.getColor(i
, j
) == color
) {
1193 const allSpecs
= this.pieces(color
, i
, j
)
1194 let specs
= allSpecs
[this.getPieceType(i
, j
)];
1195 const attacks
= specs
.attack
|| specs
.moves
;
1196 for (let a
of attacks
) {
1197 outerLoop: for (let step
of a
.steps
) {
1198 let [ii
, jj
] = [i
+ step
[0], this.getY(j
+ step
[1])];
1199 let stepCounter
= 1;
1200 while (this.onBoard(ii
, jj
) && this.board
[ii
][jj
] == "") {
1201 if (a
.range
<= stepCounter
++)
1204 jj
= this.getY(jj
+ step
[1]);
1207 this.onBoard(ii
, jj
) &&
1208 this.getColor(ii
, jj
) == oppCol
&&
1210 [this.getBasicMove([i
, j
], [ii
, jj
])]
1223 getDropMovesFrom([c
, p
]) {
1224 // NOTE: by design, this.reserve[c][p] >= 1 on user click
1225 // (but not necessarily otherwise: atLeastOneMove() etc)
1226 if (this.reserve
[c
][p
] == 0)
1229 for (let i
=0; i
<this.size
.x
; i
++) {
1230 for (let j
=0; j
<this.size
.y
; j
++) {
1232 this.board
[i
][j
] == "" &&
1233 (!this.enlightened
|| this.enlightened
[i
][j
]) &&
1236 (c
== 'w' && i
< this.size
.x
- 1) ||
1242 start: {x: c
, y: p
},
1244 appear: [new PiPo({x: i
, y: j
, c: c
, p: p
})],
1254 // All possible moves from selected square
1255 getPotentialMovesFrom(sq
, color
) {
1256 if (this.subTurnTeleport
== 2)
1258 if (typeof sq
[0] == "string")
1259 return this.getDropMovesFrom(sq
);
1260 if (this.isImmobilized(sq
))
1262 const piece
= this.getPieceType(sq
[0], sq
[1]);
1263 let moves
= this.getPotentialMovesOf(piece
, sq
);
1266 this.hasEnpassant
&&
1269 Array
.prototype.push
.apply(moves
, this.getEnpassantCaptures(sq
));
1274 this.castleFlags
[color
|| this.turn
].some(v
=> v
< this.size
.y
)
1276 Array
.prototype.push
.apply(moves
, this.getCastleMoves(sq
));
1278 return this.postProcessPotentialMoves(moves
);
1281 postProcessPotentialMoves(moves
) {
1282 if (moves
.length
== 0)
1284 const color
= this.getColor(moves
[0].start
.x
, moves
[0].start
.y
);
1285 const oppCol
= C
.GetOppCol(color
);
1287 if (this.options
["capture"] && this.atLeastOneCapture())
1288 moves
= this.capturePostProcess(moves
, oppCol
);
1290 if (this.options
["atomic"])
1291 this.atomicPostProcess(moves
, oppCol
);
1295 this.getPieceType(moves
[0].start
.x
, moves
[0].start
.y
) == "p"
1297 this.pawnPostProcess(moves
, color
, oppCol
);
1301 this.options
["cannibal"] &&
1302 this.options
["rifle"]
1304 // In this case a rifle-capture from last rank may promote a pawn
1305 this.riflePromotePostProcess(moves
, color
);
1311 capturePostProcess(moves
, oppCol
) {
1312 // Filter out non-capturing moves (not using m.vanish because of
1313 // self captures of Recycle and Teleport).
1314 return moves
.filter(m
=> {
1316 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1317 this.getColor(m
.end
.x
, m
.end
.y
) == oppCol
1322 atomicPostProcess(moves
, oppCol
) {
1323 moves
.forEach(m
=> {
1325 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1326 this.getColor(m
.end
.x
, m
.end
.y
) == oppCol
1339 for (let step
of steps
) {
1340 let x
= m
.end
.x
+ step
[0];
1341 let y
= this.getY(m
.end
.y
+ step
[1]);
1343 this.onBoard(x
, y
) &&
1344 this.board
[x
][y
] != "" &&
1345 this.getPieceType(x
, y
) != "p"
1349 p: this.getPiece(x
, y
),
1350 c: this.getColor(x
, y
),
1357 if (!this.options
["rifle"])
1358 m
.appear
.pop(); //nothing appears
1363 pawnPostProcess(moves
, color
, oppCol
) {
1365 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1366 const initPiece
= this.getPiece(moves
[0].start
.x
, moves
[0].start
.y
);
1367 moves
.forEach(m
=> {
1368 const [x1
, y1
] = [m
.start
.x
, m
.start
.y
];
1369 const [x2
, y2
] = [m
.end
.x
, m
.end
.y
];
1370 const promotionOk
= (
1372 (!this.options
["rifle"] || this.board
[x2
][y2
] == "")
1375 return; //nothing to do
1376 if (this.options
["pawnfall"]) {
1380 let finalPieces
= ["p"];
1382 this.options
["cannibal"] &&
1383 this.board
[x2
][y2
] != "" &&
1384 this.getColor(x2
, y2
) == oppCol
1386 finalPieces
= [this.getPieceType(x2
, y2
)];
1389 finalPieces
= this.pawnPromotions
;
1390 m
.appear
[0].p
= finalPieces
[0];
1391 if (initPiece
== "!") //cannibal king-pawn
1392 m
.appear
[0].p
= C
.CannibalKingCode
[finalPieces
[0]];
1393 for (let i
=1; i
<finalPieces
.length
; i
++) {
1394 const piece
= finalPieces
[i
];
1397 p: (initPiece
!= "!" ? piece : C
.CannibalKingCode
[piece
])
1399 let newMove
= this.getBasicMove([x1
, y1
], [x2
, y2
], tr
);
1400 moreMoves
.push(newMove
);
1403 Array
.prototype.push
.apply(moves
, moreMoves
);
1406 riflePromotePostProcess(moves
, color
) {
1407 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1409 moves
.forEach(m
=> {
1411 m
.start
.x
== lastRank
&&
1412 m
.appear
.length
>= 1 &&
1413 m
.appear
[0].p
== "p" &&
1414 m
.appear
[0].x
== m
.start
.x
&&
1415 m
.appear
[0].y
== m
.start
.y
1417 m
.appear
[0].p
= this.pawnPromotions
[0];
1418 for (let i
=1; i
<this.pawnPromotions
.length
; i
++) {
1419 let newMv
= JSON
.parse(JSON
.stringify(m
));
1420 newMv
.appear
[0].p
= this.pawnSpecs
.promotions
[i
];
1421 newMoves
.push(newMv
);
1425 Array
.prototype.push
.apply(moves
, newMoves
);
1428 // NOTE: using special symbols to not interfere with variants' pieces codes
1429 static get CannibalKings() {
1440 static get CannibalKingCode() {
1452 return !!C
.CannibalKings
[symbol
];
1456 // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
1457 isImmobilized([x
, y
]) {
1458 if (!this.options
["madrasi"])
1460 const color
= this.getColor(x
, y
);
1461 const oppCol
= C
.GetOppCol(color
);
1462 const piece
= this.getPieceType(x
, y
); //ok not cannibal king
1463 const stepSpec
= this.pieces(color
, x
, y
)[piece
];
1464 const attacks
= stepSpec
.attack
|| stepSpec
.moves
;
1465 for (let a
of attacks
) {
1466 outerLoop: for (let step
of a
.steps
) {
1467 let [i
, j
] = [x
+ step
[0], y
+ step
[1]];
1468 let stepCounter
= 1;
1469 while (this.onBoard(i
, j
) && this.board
[i
][j
] == "") {
1470 if (a
.range
<= stepCounter
++)
1473 j
= this.getY(j
+ step
[1]);
1476 this.onBoard(i
, j
) &&
1477 this.getColor(i
, j
) == oppCol
&&
1478 this.getPieceType(i
, j
) == piece
1487 // Generic method to find possible moves of "sliding or jumping" pieces
1488 getPotentialMovesOf(piece
, [x
, y
]) {
1489 const color
= this.getColor(x
, y
);
1490 const stepSpec
= this.pieces(color
, x
, y
)[piece
];
1492 // Next 3 for Cylinder mode:
1497 const addMove
= (start
, end
) => {
1498 let newMove
= this.getBasicMove(start
, end
);
1499 if (segments
.length
> 0) {
1500 newMove
.segments
= JSON
.parse(JSON
.stringify(segments
));
1501 newMove
.segments
.push([[segStart
[0], segStart
[1]], [end
[0], end
[1]]]);
1503 moves
.push(newMove
);
1506 const findAddMoves
= (type
, stepArray
) => {
1507 for (let s
of stepArray
) {
1508 outerLoop: for (let step
of s
.steps
) {
1511 let [i
, j
] = [x
, y
];
1512 let stepCounter
= 0;
1514 this.onBoard(i
, j
) &&
1515 (this.board
[i
][j
] == "" || (i
== x
&& j
== y
))
1519 !explored
[i
+ "." + j
] &&
1522 explored
[i
+ "." + j
] = true;
1523 addMove([x
, y
], [i
, j
]);
1525 if (s
.range
<= stepCounter
++)
1527 const oldIJ
= [i
, j
];
1529 j
= this.getY(j
+ step
[1]);
1530 if (Math
.abs(j
- oldIJ
[1]) > 1) {
1531 // Boundary between segments (cylinder mode)
1532 segments
.push([[segStart
[0], segStart
[1]], oldIJ
]);
1536 if (!this.onBoard(i
, j
))
1538 const pieceIJ
= this.getPieceType(i
, j
);
1540 type
!= "moveonly" &&
1541 !explored
[i
+ "." + j
] &&
1543 !this.options
["zen"] ||
1547 this.canTake([x
, y
], [i
, j
]) ||
1549 (this.options
["recycle"] || this.options
["teleport"]) &&
1554 explored
[i
+ "." + j
] = true;
1555 addMove([x
, y
], [i
, j
]);
1561 const specialAttack
= !!stepSpec
.attack
;
1563 findAddMoves("attack", stepSpec
.attack
);
1564 findAddMoves(specialAttack
? "moveonly" : "all", stepSpec
.moves
);
1565 if (this.options
["zen"]) {
1566 Array
.prototype.push
.apply(moves
,
1567 this.findCapturesOn([x
, y
], {zen: true}));
1572 // Search for enemy (or not) pieces attacking [x, y]
1573 findCapturesOn([x
, y
], args
) {
1576 args
.oppCol
= C
.GetOppCol(this.getColor(x
, y
) || this.turn
);
1577 for (let i
=0; i
<this.size
.x
; i
++) {
1578 for (let j
=0; j
<this.size
.y
; j
++) {
1580 this.board
[i
][j
] != "" &&
1581 this.getColor(i
, j
) == args
.oppCol
&&
1582 !this.isImmobilized([i
, j
])
1584 if (args
.zen
&& this.isKing(this.getPiece(i
, j
)))
1585 continue; //king not captured in this way
1587 this.pieces(args
.oppCol
, i
, j
)[this.getPieceType(i
, j
)];
1588 const attacks
= stepSpec
.attack
|| stepSpec
.moves
;
1589 for (let a
of attacks
) {
1590 for (let s
of a
.steps
) {
1591 // Quick check: if step isn't compatible, don't even try
1592 if (!C
.CompatibleStep([i
, j
], [x
, y
], s
, a
.range
))
1594 // Finally verify that nothing stand in-between
1595 let [ii
, jj
] = [i
+ s
[0], this.getY(j
+ s
[1])];
1596 let stepCounter
= 1;
1598 this.onBoard(ii
, jj
) &&
1599 this.board
[ii
][jj
] == "" &&
1600 (ii
!= x
|| jj
!= y
) //condition to attack empty squares too
1603 jj
= this.getY(jj
+ s
[1]);
1605 if (ii
== x
&& jj
== y
) {
1608 moves
.push(this.getBasicMove([x
, y
], [i
, j
]));
1610 moves
.push(this.getBasicMove([i
, j
], [x
, y
]));
1612 return moves
; //test for underCheck
1622 static CompatibleStep([x1
, y1
], [x2
, y2
], step
, range
) {
1623 const rx
= (x2
- x1
) / step
[0],
1624 ry
= (y2
- y1
) / step
[1];
1626 (!Number
.isFinite(rx
) && !Number
.isNaN(rx
)) ||
1627 (!Number
.isFinite(ry
) && !Number
.isNaN(ry
))
1631 let distance
= (Number
.isNaN(rx
) ? ry : rx
);
1632 // TODO: 1e-7 here is totally arbitrary
1633 if (Math
.abs(distance
- Math
.round(distance
)) > 1e-7)
1635 distance
= Math
.round(distance
); //in case of (numerical...)
1636 if (range
< distance
)
1641 // Build a regular move from its initial and destination squares.
1642 // tr: transformation
1643 getBasicMove([sx
, sy
], [ex
, ey
], tr
) {
1644 const initColor
= this.getColor(sx
, sy
);
1645 const initPiece
= this.getPiece(sx
, sy
);
1646 const destColor
= (this.board
[ex
][ey
] != "" ? this.getColor(ex
, ey
) : "");
1650 start: {x: sx
, y: sy
},
1654 !this.options
["rifle"] ||
1655 this.board
[ex
][ey
] == "" ||
1656 destColor
== initColor
//Recycle, Teleport
1662 c: !!tr
? tr
.c : initColor
,
1663 p: !!tr
? tr
.p : initPiece
1675 if (this.board
[ex
][ey
] != "") {
1680 c: this.getColor(ex
, ey
),
1681 p: this.getPiece(ex
, ey
)
1684 if (this.options
["cannibal"] && destColor
!= initColor
) {
1685 const lastIdx
= mv
.vanish
.length
- 1;
1686 let trPiece
= mv
.vanish
[lastIdx
].p
;
1687 if (this.isKing(this.getPiece(sx
, sy
)))
1688 trPiece
= C
.CannibalKingCode
[trPiece
];
1689 if (mv
.appear
.length
>= 1)
1690 mv
.appear
[0].p
= trPiece
;
1691 else if (this.options
["rifle"]) {
1714 // En-passant square, if any
1715 getEpSquare(moveOrSquare
) {
1716 if (typeof moveOrSquare
=== "string") {
1717 const square
= moveOrSquare
;
1720 return C
.SquareToCoords(square
);
1722 // Argument is a move:
1723 const move = moveOrSquare
;
1724 const s
= move.start
,
1728 Math
.abs(s
.x
- e
.x
) == 2 &&
1729 // Next conditions for variants like Atomic or Rifle, Recycle...
1730 (move.appear
.length
> 0 && move.appear
[0].p
== "p") &&
1731 (move.vanish
.length
> 0 && move.vanish
[0].p
== "p")
1738 return undefined; //default
1741 // Special case of en-passant captures: treated separately
1742 getEnpassantCaptures([x
, y
]) {
1743 const color
= this.getColor(x
, y
);
1744 const shiftX
= (color
== 'w' ? -1 : 1);
1745 const oppCol
= C
.GetOppCol(color
);
1746 let enpassantMove
= null;
1749 this.epSquare
.x
== x
+ shiftX
&&
1750 Math
.abs(this.getY(this.epSquare
.y
- y
)) == 1 &&
1751 this.getColor(x
, this.epSquare
.y
) == oppCol
//Doublemove guard...
1753 const [epx
, epy
] = [this.epSquare
.x
, this.epSquare
.y
];
1754 this.board
[epx
][epy
] = oppCol
+ "p";
1755 enpassantMove
= this.getBasicMove([x
, y
], [epx
, epy
]);
1756 this.board
[epx
][epy
] = "";
1757 const lastIdx
= enpassantMove
.vanish
.length
- 1; //think Rifle
1758 enpassantMove
.vanish
[lastIdx
].x
= x
;
1760 return !!enpassantMove
? [enpassantMove
] : [];
1763 // "castleInCheck" arg to let some variants castle under check
1764 getCastleMoves([x
, y
], finalSquares
, castleInCheck
, castleWith
) {
1765 const c
= this.getColor(x
, y
);
1768 const oppCol
= C
.GetOppCol(c
);
1772 finalSquares
|| [ [2, 3], [this.size
.y
- 2, this.size
.y
- 3] ];
1773 const castlingKing
= this.getPiece(x
, y
);
1774 castlingCheck: for (
1777 castleSide
++ //large, then small
1779 if (this.castleFlags
[c
][castleSide
] >= this.size
.y
)
1781 // If this code is reached, rook and king are on initial position
1783 // NOTE: in some variants this is not a rook
1784 const rookPos
= this.castleFlags
[c
][castleSide
];
1785 const castlingPiece
= this.getPiece(x
, rookPos
);
1787 this.board
[x
][rookPos
] == "" ||
1788 this.getColor(x
, rookPos
) != c
||
1789 (!!castleWith
&& !castleWith
.includes(castlingPiece
))
1791 // Rook is not here, or changed color (see Benedict)
1794 // Nothing on the path of the king ? (and no checks)
1795 const finDist
= finalSquares
[castleSide
][0] - y
;
1796 let step
= finDist
/ Math
.max(1, Math
.abs(finDist
));
1800 (!castleInCheck
&& this.underCheck([x
, i
], oppCol
)) ||
1802 this.board
[x
][i
] != "" &&
1803 // NOTE: next check is enough, because of chessboard constraints
1804 (this.getColor(x
, i
) != c
|| ![rookPos
, y
].includes(i
))
1807 continue castlingCheck
;
1810 } while (i
!= finalSquares
[castleSide
][0]);
1811 // Nothing on the path to the rook?
1812 step
= (castleSide
== 0 ? -1 : 1);
1813 for (i
= y
+ step
; i
!= rookPos
; i
+= step
) {
1814 if (this.board
[x
][i
] != "")
1815 continue castlingCheck
;
1818 // Nothing on final squares, except maybe king and castling rook?
1819 for (i
= 0; i
< 2; i
++) {
1821 finalSquares
[castleSide
][i
] != rookPos
&&
1822 this.board
[x
][finalSquares
[castleSide
][i
]] != "" &&
1824 finalSquares
[castleSide
][i
] != y
||
1825 this.getColor(x
, finalSquares
[castleSide
][i
]) != c
1828 continue castlingCheck
;
1832 // If this code is reached, castle is valid
1838 y: finalSquares
[castleSide
][0],
1844 y: finalSquares
[castleSide
][1],
1850 // King might be initially disguised (Titan...)
1851 new PiPo({ x: x
, y: y
, p: castlingKing
, c: c
}),
1852 new PiPo({ x: x
, y: rookPos
, p: castlingPiece
, c: c
})
1855 Math
.abs(y
- rookPos
) <= 2
1856 ? {x: x
, y: rookPos
}
1857 : {x: x
, y: y
+ 2 * (castleSide
== 0 ? -1 : 1)}
1865 ////////////////////
1868 // Is (king at) given position under check by "oppCol" ?
1869 underCheck([x
, y
], oppCol
) {
1870 if (this.options
["taking"] || this.options
["dark"])
1873 this.findCapturesOn([x
, y
], {oppCol: oppCol
, one: true}).length
>= 1
1877 // Stop at first king found (TODO: multi-kings)
1878 searchKingPos(color
) {
1879 for (let i
=0; i
< this.size
.x
; i
++) {
1880 for (let j
=0; j
< this.size
.y
; j
++) {
1881 if (this.getColor(i
, j
) == color
&& this.isKing(this.getPiece(i
, j
)))
1885 return [-1, -1]; //king not found
1888 filterValid(moves
) {
1889 if (moves
.length
== 0)
1891 const color
= this.turn
;
1892 const oppCol
= C
.GetOppCol(color
);
1893 if (this.options
["balance"] && [1, 3].includes(this.movesCount
)) {
1894 // Forbid moves either giving check or exploding opponent's king:
1895 const oppKingPos
= this.searchKingPos(oppCol
);
1896 moves
= moves
.filter(m
=> {
1898 m
.vanish
.some(v
=> v
.c
== oppCol
&& v
.p
== "k") &&
1899 m
.appear
.every(a
=> a
.c
!= oppCol
|| a
.p
!= "k")
1902 this.playOnBoard(m
);
1903 const res
= !this.underCheck(oppKingPos
, color
);
1904 this.undoOnBoard(m
);
1908 if (this.options
["taking"] || this.options
["dark"])
1910 const kingPos
= this.searchKingPos(color
);
1911 let filtered
= {}; //avoid re-checking similar moves (promotions...)
1912 return moves
.filter(m
=> {
1913 const key
= m
.start
.x
+ m
.start
.y
+ '.' + m
.end
.x
+ m
.end
.y
;
1914 if (!filtered
[key
]) {
1915 this.playOnBoard(m
);
1916 let square
= kingPos
,
1917 res
= true; //a priori valid
1918 if (m
.vanish
.some(v
=> {
1919 return C
.CannibalKings
[v
.p
] && v
.c
== color
;
1921 // Search king in appear array:
1923 m
.appear
.findIndex(a
=> {
1924 return C
.CannibalKings
[a
.p
] && a
.c
== color
;
1926 if (newKingIdx
>= 0)
1927 square
= [m
.appear
[newKingIdx
].x
, m
.appear
[newKingIdx
].y
];
1931 res
&&= !this.underCheck(square
, oppCol
);
1932 this.undoOnBoard(m
);
1933 filtered
[key
] = res
;
1936 return filtered
[key
];
1943 // Aggregate flags into one object
1945 return this.castleFlags
;
1948 // Reverse operation
1949 disaggregateFlags(flags
) {
1950 this.castleFlags
= flags
;
1953 // Apply a move on board
1955 for (let psq
of move.vanish
)
1956 this.board
[psq
.x
][psq
.y
] = "";
1957 for (let psq
of move.appear
)
1958 this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
1960 // Un-apply the played move
1962 for (let psq
of move.appear
)
1963 this.board
[psq
.x
][psq
.y
] = "";
1964 for (let psq
of move.vanish
)
1965 this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
1968 updateCastleFlags(move) {
1969 // Update castling flags if start or arrive from/at rook/king locations
1970 move.appear
.concat(move.vanish
).forEach(psq
=> {
1972 this.board
[psq
.x
][psq
.y
] != "" &&
1973 this.getPieceType(psq
.x
, psq
.y
) == "k"
1975 this.castleFlags
[psq
.c
] = [this.size
.y
, this.size
.y
];
1977 // NOTE: not "else if" because king can capture enemy rook...
1981 else if (psq
.x
== this.size
.x
- 1)
1984 const fidx
= this.castleFlags
[c
].findIndex(f
=> f
== psq
.y
);
1986 this.castleFlags
[c
][fidx
] = this.size
.y
;
1994 // If flags already off, no need to re-check:
1995 Object
.keys(this.castleFlags
).some(c
=> {
1996 return this.castleFlags
[c
].some(val
=> val
< this.size
.y
)})
1998 this.updateCastleFlags(move);
2000 if (this.options
["crazyhouse"]) {
2001 move.vanish
.forEach(v
=> {
2002 const square
= C
.CoordsToSquare({x: v
.x
, y: v
.y
});
2003 if (this.ispawn
[square
])
2004 delete this.ispawn
[square
];
2006 if (move.appear
.length
> 0 && move.vanish
.length
> 0) {
2007 // Assumption: something is moving
2008 const initSquare
= C
.CoordsToSquare(move.start
);
2009 const destSquare
= C
.CoordsToSquare(move.end
);
2011 this.ispawn
[initSquare
] ||
2012 (move.vanish
[0].p
== "p" && move.appear
[0].p
!= "p")
2014 this.ispawn
[destSquare
] = true;
2017 this.ispawn
[destSquare
] &&
2018 this.getColor(move.end
.x
, move.end
.y
) != move.vanish
[0].c
2020 move.vanish
[1].p
= "p";
2021 delete this.ispawn
[destSquare
];
2025 const minSize
= Math
.min(move.appear
.length
, move.vanish
.length
);
2028 // Warning; atomic pawn removal isn't a capture
2029 (!this.options
["atomic"] || !this.rempawn
|| this.movesCount
>= 1)
2031 const color
= this.turn
;
2032 for (let i
=minSize
; i
<move.appear
.length
; i
++) {
2033 // Something appears = dropped on board (some exceptions, Chakart...)
2034 if (move.appear
[i
].c
== color
) {
2035 const piece
= move.appear
[i
].p
;
2036 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] - 1);
2039 for (let i
=minSize
; i
<move.vanish
.length
; i
++) {
2040 // Something vanish: add to reserve except if recycle & opponent
2042 this.options
["crazyhouse"] ||
2043 (this.options
["recycle"] && move.vanish
[i
].c
== color
)
2045 const piece
= move.vanish
[i
].p
;
2046 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] + 1);
2054 if (this.hasEnpassant
)
2055 this.epSquare
= this.getEpSquare(move);
2056 this.playOnBoard(move);
2057 this.postPlay(move);
2061 const color
= this.turn
;
2062 const oppCol
= C
.GetOppCol(color
);
2063 if (this.options
["dark"])
2064 this.updateEnlightened();
2065 if (this.options
["teleport"]) {
2067 this.subTurnTeleport
== 1 &&
2068 move.vanish
.length
> move.appear
.length
&&
2069 move.vanish
[move.vanish
.length
- 1].c
== color
2071 const v
= move.vanish
[move.vanish
.length
- 1];
2072 this.captured
= {x: v
.x
, y: v
.y
, c: v
.c
, p: v
.p
};
2073 this.subTurnTeleport
= 2;
2076 this.subTurnTeleport
= 1;
2077 this.captured
= null;
2079 if (this.options
["balance"]) {
2080 if (![1, 3].includes(this.movesCount
))
2086 this.options
["doublemove"] &&
2087 this.movesCount
>= 1 &&
2090 (this.options
["progressive"] && this.subTurn
<= this.movesCount
)
2092 const oppKingPos
= this.searchKingPos(oppCol
);
2094 oppKingPos
[0] >= 0 &&
2096 this.options
["taking"] ||
2097 !this.underCheck(oppKingPos
, color
)
2110 // "Stop at the first move found"
2111 atLeastOneMove(color
) {
2112 color
= color
|| this.turn
;
2113 for (let i
= 0; i
< this.size
.x
; i
++) {
2114 for (let j
= 0; j
< this.size
.y
; j
++) {
2115 if (this.board
[i
][j
] != "" && this.getColor(i
, j
) == color
) {
2116 // NOTE: in fact searching for all potential moves from i,j.
2117 // I don't believe this is an issue, for now at least.
2118 const moves
= this.getPotentialMovesFrom([i
, j
]);
2119 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1))
2124 if (this.hasReserve
&& this.reserve
[color
]) {
2125 for (let p
of Object
.keys(this.reserve
[color
])) {
2126 const moves
= this.getDropMovesFrom([color
, p
]);
2127 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1))
2134 // What is the score ? (Interesting if game is over)
2135 getCurrentScore(move) {
2136 const color
= this.turn
;
2137 const oppCol
= C
.GetOppCol(color
);
2138 const kingPos
= [this.searchKingPos(color
), this.searchKingPos(oppCol
)];
2139 if (kingPos
[0][0] < 0 && kingPos
[1][0] < 0)
2141 if (kingPos
[0][0] < 0)
2142 return (color
== "w" ? "0-1" : "1-0");
2143 if (kingPos
[1][0] < 0)
2144 return (color
== "w" ? "1-0" : "0-1");
2145 if (this.atLeastOneMove())
2147 // No valid move: stalemate or checkmate?
2148 if (!this.underCheck(kingPos
[0], color
))
2151 return (color
== "w" ? "0-1" : "1-0");
2154 playVisual(move, r
) {
2155 move.vanish
.forEach(v
=> {
2156 // TODO: next "if" shouldn't be required
2157 if (this.g_pieces
[v
.x
][v
.y
])
2158 this.g_pieces
[v
.x
][v
.y
].remove();
2159 this.g_pieces
[v
.x
][v
.y
] = null;
2162 document
.getElementById(this.containerId
).querySelector(".chessboard");
2164 r
= chessboard
.getBoundingClientRect();
2165 const pieceWidth
= this.getPieceWidth(r
.width
);
2166 move.appear
.forEach(a
=> {
2167 this.g_pieces
[a
.x
][a
.y
] = document
.createElement("piece");
2168 this.g_pieces
[a
.x
][a
.y
].classList
.add(this.pieces()[a
.p
]["class"]);
2169 this.g_pieces
[a
.x
][a
.y
].classList
.add(a
.c
== "w" ? "white" : "black");
2170 this.g_pieces
[a
.x
][a
.y
].style
.width
= pieceWidth
+ "px";
2171 this.g_pieces
[a
.x
][a
.y
].style
.height
= pieceWidth
+ "px";
2172 const [ip
, jp
] = this.getPixelPosition(a
.x
, a
.y
, r
);
2173 // Translate coordinates to use chessboard as reference:
2174 this.g_pieces
[a
.x
][a
.y
].style
.transform
=
2175 `translate(${ip - r.x}px,${jp - r.y}px)`;
2176 if (this.enlightened
&& !this.enlightened
[a
.x
][a
.y
])
2177 this.g_pieces
[a
.x
][a
.y
].classList
.add("hidden");
2178 chessboard
.appendChild(this.g_pieces
[a
.x
][a
.y
]);
2180 if (this.options
["dark"])
2181 this.graphUpdateEnlightened();
2184 playPlusVisual(move, r
) {
2186 this.playVisual(move, r
);
2187 this.afterPlay(move); //user method
2190 getMaxDistance(rwidth
) {
2191 // Works for all rectangular boards:
2192 return Math
.sqrt(rwidth
** 2 + (rwidth
/ this.size
.ratio
) ** 2);
2196 return (typeof x
== "string" ? this.r_pieces : this.g_pieces
)[x
][y
];
2199 animate(move, callback
) {
2200 if (this.noAnimate
|| move.noAnimate
) {
2204 let initPiece
= this.getDomPiece(move.start
.x
, move.start
.y
);
2205 if (!initPiece
) { //TODO this shouldn't be required
2209 // NOTE: cloning generally not required, but light enough, and simpler
2210 let movingPiece
= initPiece
.cloneNode();
2211 initPiece
.style
.opacity
= "0";
2213 document
.getElementById(this.containerId
)
2214 const r
= container
.querySelector(".chessboard").getBoundingClientRect();
2215 if (typeof move.start
.x
== "string") {
2216 // Need to bound width/height (was 100% for reserve pieces)
2217 const pieceWidth
= this.getPieceWidth(r
.width
);
2218 movingPiece
.style
.width
= pieceWidth
+ "px";
2219 movingPiece
.style
.height
= pieceWidth
+ "px";
2221 const maxDist
= this.getMaxDistance(r
.width
);
2222 const pieces
= this.pieces();
2224 const startCode
= this.getPiece(move.start
.x
, move.start
.y
);
2225 movingPiece
.classList
.remove(pieces
[startCode
]["class"]);
2226 movingPiece
.classList
.add(pieces
[move.drag
.p
]["class"]);
2227 const apparentColor
= this.getColor(move.start
.x
, move.start
.y
);
2228 if (apparentColor
!= move.drag
.c
) {
2229 movingPiece
.classList
.remove(C
.GetColorClass(apparentColor
));
2230 movingPiece
.classList
.add(C
.GetColorClass(move.drag
.c
));
2233 container
.appendChild(movingPiece
);
2234 const animateSegment
= (index
, cb
) => {
2235 // NOTE: move.drag could be generalized per-segment (usage?)
2236 const [i1
, j1
] = move.segments
[index
][0];
2237 const [i2
, j2
] = move.segments
[index
][1];
2238 const dep
= this.getPixelPosition(i1
, j1
, r
);
2239 const arr
= this.getPixelPosition(i2
, j2
, r
);
2240 movingPiece
.style
.transitionDuration
= "0s";
2241 movingPiece
.style
.transform
= `translate(${dep[0]}px, ${dep[1]}px)`;
2243 Math
.sqrt((arr
[0] - dep
[0]) ** 2 + (arr
[1] - dep
[1]) ** 2);
2244 const duration
= 0.2 + (distance
/ maxDist
) * 0.3;
2245 // TODO: unclear why we need this new delay below:
2247 movingPiece
.style
.transitionDuration
= duration
+ "s";
2248 // movingPiece is child of container: no need to adjust coordinates
2249 movingPiece
.style
.transform
= `translate(${arr[0]}px, ${arr[1]}px)`;
2250 setTimeout(cb
, duration
* 1000);
2253 if (!move.segments
) {
2255 [[move.start
.x
, move.start
.y
], [move.end
.x
, move.end
.y
]]
2259 const animateSegmentCallback
= () => {
2260 if (index
< move.segments
.length
)
2261 animateSegment(index
++, animateSegmentCallback
);
2263 movingPiece
.remove();
2264 initPiece
.style
.opacity
= "1";
2268 animateSegmentCallback();
2271 playReceivedMove(moves
, callback
) {
2272 const launchAnimation
= () => {
2273 const r
= container
.querySelector(".chessboard").getBoundingClientRect();
2274 const animateRec
= i
=> {
2275 this.animate(moves
[i
], () => {
2276 this.play(moves
[i
]);
2277 this.playVisual(moves
[i
], r
);
2278 if (i
< moves
.length
- 1)
2279 setTimeout(() => animateRec(i
+1), 300);
2286 // Delay if user wasn't focused:
2287 const checkDisplayThenAnimate
= (delay
) => {
2288 if (container
.style
.display
== "none") {
2289 alert("New move! Let's go back to game...");
2290 document
.getElementById("gameInfos").style
.display
= "none";
2291 container
.style
.display
= "block";
2292 setTimeout(launchAnimation
, 700);
2295 setTimeout(launchAnimation
, delay
|| 0);
2297 let container
= document
.getElementById(this.containerId
);
2298 if (document
.hidden
) {
2299 document
.onvisibilitychange
= () => {
2300 document
.onvisibilitychange
= undefined;
2301 checkDisplayThenAnimate(700);
2305 checkDisplayThenAnimate();