e987492b0682b1a05a757f044176f119039a60b4
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() {
22 // NOTE: some options are required for FEN generation, some aren't.
25 variable: "randomness",
28 {label: "Deterministic", value: 0},
29 {label: "Symmetric random", value: 1},
30 {label: "Asymmetric random", value: 2}
35 label: "Capture king",
40 label: "Falling pawn",
45 // Game modifiers (using "elementary variants"). Default: false
48 "balance", //takes precedence over doublemove & progressive
52 "cylinder", //ok with all
56 "progressive", //(natural) priority over doublemove
65 // Pawns specifications
68 directions: {w: -1, b: 1},
69 initShift: {w: 1, b: 1},
73 captureBackward: false,
75 promotions: ['r', 'n', 'b', 'q']
79 // Some variants don't have flags:
88 // En-passant captures allowed?
95 !!this.options
["crazyhouse"] ||
96 (!!this.options
["recycle"] && !this.options
["teleport"])
101 return !!this.options
["dark"];
104 // Some variants use click infos:
106 if (typeof x
!= "number")
107 return null; //click on reserves
109 this.options
["teleport"] && this.subTurnTeleport
== 2 &&
110 this.board
[x
][y
] == ""
113 start: {x: this.captured
.x
, y: this.captured
.y
},
118 c: this.captured
.c
, //this.turn,
131 // 3 --> d (column number to letter)
132 static CoordToColumn(colnum
) {
133 return String
.fromCharCode(97 + colnum
);
136 // d --> 3 (column letter to number)
137 static ColumnToCoord(columnStr
) {
138 return columnStr
.charCodeAt(0) - 97;
141 // 7 (numeric) --> 1 (str) [from black viewpoint].
142 static CoordToRow(rownum
) {
146 // NOTE: wrong row index (1 should be 7 ...etc). But OK for the usage.
147 static RowToCoord(rownumStr
) {
148 // NOTE: 30 is way more than enough (allow up to 29 rows on one character)
149 return parseInt(rownumStr
, 30);
152 // a2 --> {x:2,y:0} (this is in fact a6)
153 static SquareToCoords(sq
) {
155 x: C
.RowToCoord(sq
[1]),
156 // NOTE: column is always one char => max 26 columns
157 y: C
.ColumnToCoord(sq
[0])
161 // {x:0,y:4} --> e0 (should be e8)
162 static CoordsToSquare(coords
) {
163 return C
.CoordToColumn(coords
.y
) + C
.CoordToRow(coords
.x
);
167 if (typeof x
== "number")
168 return `${this.containerId}|sq-${x.toString(30)}-${y.toString(30)}`;
170 return `${this.containerId}|rsq-${x}-${y}`;
173 idToCoords(targetId
) {
175 return null; //outside page, maybe...
176 const idParts
= targetId
.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
178 idParts
.length
< 2 ||
179 idParts
[0] != this.containerId
||
180 !idParts
[1].match(/sq-[0-9a-zA-Z]-[0-9a-zA-Z]/)
184 const squares
= idParts
[1].split('-');
185 if (squares
[0] == "sq")
186 return [ parseInt(squares
[1], 30), parseInt(squares
[2], 30) ];
187 // squares[0] == "rsq" : reserve, 'c' + 'p' (letters)
188 return [squares
[1], squares
[2]];
194 // Turn "wb" into "B" (for FEN)
196 return b
[0] == "w" ? b
[1].toUpperCase() : b
[1];
199 // Turn "p" into "bp" (for board)
201 return f
.charCodeAt(0) <= 90 ? "w" + f
.toLowerCase() : "b" + f
;
204 // Setup the initial random-or-not (asymmetric-or-not) position
205 genRandInitFen(seed
) {
206 Random
.setSeed(seed
);
208 let fen
, flags
= "0707";
209 if (!this.options
.randomness
)
211 fen
= "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0";
215 let pieces
= { w: new Array(8), b: new Array(8) };
217 // Shuffle pieces on first (and last rank if randomness == 2)
218 for (let c
of ["w", "b"]) {
219 if (c
== 'b' && this.options
.randomness
== 1) {
220 pieces
['b'] = pieces
['w'];
225 let positions
= ArrayFun
.range(8);
227 // Get random squares for bishops
228 let randIndex
= 2 * Random
.randInt(4);
229 const bishop1Pos
= positions
[randIndex
];
230 // The second bishop must be on a square of different color
231 let randIndex_tmp
= 2 * Random
.randInt(4) + 1;
232 const bishop2Pos
= positions
[randIndex_tmp
];
233 // Remove chosen squares
234 positions
.splice(Math
.max(randIndex
, randIndex_tmp
), 1);
235 positions
.splice(Math
.min(randIndex
, randIndex_tmp
), 1);
237 // Get random squares for knights
238 randIndex
= Random
.randInt(6);
239 const knight1Pos
= positions
[randIndex
];
240 positions
.splice(randIndex
, 1);
241 randIndex
= Random
.randInt(5);
242 const knight2Pos
= positions
[randIndex
];
243 positions
.splice(randIndex
, 1);
245 // Get random square for queen
246 randIndex
= Random
.randInt(4);
247 const queenPos
= positions
[randIndex
];
248 positions
.splice(randIndex
, 1);
250 // Rooks and king positions are now fixed,
251 // because of the ordering rook-king-rook
252 const rook1Pos
= positions
[0];
253 const kingPos
= positions
[1];
254 const rook2Pos
= positions
[2];
256 // Finally put the shuffled pieces in the board array
257 pieces
[c
][rook1Pos
] = "r";
258 pieces
[c
][knight1Pos
] = "n";
259 pieces
[c
][bishop1Pos
] = "b";
260 pieces
[c
][queenPos
] = "q";
261 pieces
[c
][kingPos
] = "k";
262 pieces
[c
][bishop2Pos
] = "b";
263 pieces
[c
][knight2Pos
] = "n";
264 pieces
[c
][rook2Pos
] = "r";
265 flags
+= rook1Pos
.toString() + rook2Pos
.toString();
268 pieces
["b"].join("") +
269 "/pppppppp/8/8/8/8/PPPPPPPP/" +
270 pieces
["w"].join("").toUpperCase() +
274 // Add turn + flags + enpassant (+ reserve)
277 parts
.push(`"flags":"${flags}"`);
278 if (this.hasEnpassant
)
279 parts
.push('"enpassant":"-"');
281 parts
.push('"reserve":"000000000000"');
282 if (this.options
["crazyhouse"])
283 parts
.push('"ispawn":"-"');
284 if (parts
.length
>= 1)
285 fen
+= " {" + parts
.join(",") + "}";
289 // "Parse" FEN: just return untransformed string data
291 const fenParts
= fen
.split(" ");
293 position: fenParts
[0],
295 movesCount: fenParts
[2]
297 if (fenParts
.length
> 3)
298 res
= Object
.assign(res
, JSON
.parse(fenParts
[3]));
302 // Return current fen (game state)
305 this.getBaseFen() + " " +
306 this.getTurnFen() + " " +
311 parts
.push(`"flags":"${this.getFlagsFen()}"`);
312 if (this.hasEnpassant
)
313 parts
.push(`"enpassant":"${this.getEnpassantFen()}"`);
315 parts
.push(`"reserve":"${this.getReserveFen()}"`);
316 if (this.options
["crazyhouse"])
317 parts
.push(`"ispawn":"${this.getIspawnFen()}"`);
318 if (parts
.length
>= 1)
319 fen
+= " {" + parts
.join(",") + "}";
323 // Position part of the FEN string
325 const format
= (count
) => {
326 // if more than 9 consecutive free spaces, break the integer,
327 // otherwise FEN parsing will fail.
330 // Most boards of size < 18:
332 return "9" + (count
- 9);
334 return "99" + (count
- 18);
337 for (let i
= 0; i
< this.size
.y
; i
++) {
339 for (let j
= 0; j
< this.size
.x
; j
++) {
340 if (this.board
[i
][j
] == "")
343 if (emptyCount
> 0) {
344 // Add empty squares in-between
345 position
+= format(emptyCount
);
348 position
+= this.board2fen(this.board
[i
][j
]);
353 position
+= format(emptyCount
);
354 if (i
< this.size
.y
- 1)
355 position
+= "/"; //separate rows
364 // Flags part of the FEN string
366 return ["w", "b"].map(c
=> {
367 return this.castleFlags
[c
].map(x
=> x
.toString(30)).join("");
371 // Enpassant part of the FEN string
374 return "-"; //no en-passant
375 return C
.CoordsToSquare(this.epSquare
);
380 ["w","b"].map(c
=> Object
.values(this.reserve
[c
]).join("")).join("")
385 const coords
= Object
.keys(this.ispawn
);
386 if (coords
.length
== 0)
388 return coords
.join(",");
391 // Set flags from fen (castle: white a,h then black a,h)
394 w: [0, 1].map(i
=> parseInt(fenflags
.charAt(i
), 30)),
395 b: [2, 3].map(i
=> parseInt(fenflags
.charAt(i
), 30))
402 // Fen string fully describes the game state
404 this.options
= o
.options
;
405 this.playerColor
= o
.color
;
406 this.afterPlay
= o
.afterPlay
;
410 o
.fen
= this.genRandInitFen(o
.seed
);
411 const fenParsed
= this.parseFen(o
.fen
);
412 this.board
= this.getBoard(fenParsed
.position
);
413 this.turn
= fenParsed
.turn
;
414 this.movesCount
= parseInt(fenParsed
.movesCount
, 10);
415 this.setOtherVariables(fenParsed
);
417 // Graphical (can use variables defined above)
418 this.containerId
= o
.element
;
419 this.graphicalInit();
422 // Turn position fen into double array ["wb","wp","bk",...]
424 const rows
= position
.split("/");
425 let board
= ArrayFun
.init(this.size
.x
, this.size
.y
, "");
426 for (let i
= 0; i
< rows
.length
; i
++) {
428 for (let indexInRow
= 0; indexInRow
< rows
[i
].length
; indexInRow
++) {
429 const character
= rows
[i
][indexInRow
];
430 const num
= parseInt(character
, 10);
431 // If num is a number, just shift j:
434 // Else: something at position i,j
436 board
[i
][j
++] = this.fen2board(character
);
442 // Some additional variables from FEN (variant dependant)
443 setOtherVariables(fenParsed
) {
444 // Set flags and enpassant:
446 this.setFlags(fenParsed
.flags
);
447 if (this.hasEnpassant
)
448 this.epSquare
= this.getEpSquare(fenParsed
.enpassant
);
450 this.initReserves(fenParsed
.reserve
);
451 if (this.options
["crazyhouse"])
452 this.initIspawn(fenParsed
.ispawn
);
453 this.subTurn
= 1; //may be unused
454 if (this.options
["teleport"]) {
455 this.subTurnTeleport
= 1;
456 this.captured
= null;
458 if (this.options
["dark"]) {
459 this.enlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
);
460 // Setup enlightened: squares reachable by player side
461 this.updateEnlightened(false);
465 updateEnlightened(withGraphics
) {
466 let newEnlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
, false);
467 const pawnShift
= { w: -1, b: 1 };
468 // Add pieces positions + all squares reachable by moves (includes Zen):
469 // (watch out special pawns case)
470 for (let x
=0; x
<this.size
.x
; x
++) {
471 for (let y
=0; y
<this.size
.y
; y
++) {
472 if (this.board
[x
][y
] != "" && this.getColor(x
, y
) == this.playerColor
)
474 newEnlightened
[x
][y
] = true;
475 if (this.getPiece(x
, y
) == "p") {
476 // Attacking squares wouldn't be highlighted if no captures:
477 this.pieces(this.playerColor
)["p"].attack
.forEach(step
=> {
478 const [i
, j
] = [x
+ step
[0], this.computeY(y
+ step
[1])];
479 if (this.onBoard(i
, j
) && this.board
[i
][j
] == "")
480 newEnlightened
[i
][j
] = true;
483 this.getPotentialMovesFrom([x
, y
]).forEach(m
=> {
484 newEnlightened
[m
.end
.x
][m
.end
.y
] = true;
490 this.enlightEnpassant(newEnlightened
);
492 this.graphUpdateEnlightened(newEnlightened
);
493 this.enlightened
= newEnlightened
;
496 // Include en-passant capturing square if any:
497 enlightEnpassant(newEnlightened
) {
498 const steps
= this.pieces(this.playerColor
)["p"].attack
;
499 for (let step
of steps
) {
500 const x
= this.epSquare
.x
- step
[0],
501 y
= this.computeY(this.epSquare
.y
- step
[1]);
503 this.onBoard(x
, y
) &&
504 this.getColor(x
, y
) == this.playerColor
&&
505 this.getPieceType(x
, y
) == "p"
507 newEnlightened
[x
][this.epSquare
.y
] = true;
513 // Apply diff this.enlightened --> newEnlightened on board
514 graphUpdateEnlightened(newEnlightened
) {
516 document
.getElementById(this.containerId
).querySelector(".chessboard");
517 const r
= chessboard
.getBoundingClientRect();
518 const pieceWidth
= this.getPieceWidth(r
.width
);
519 for (let x
=0; x
<this.size
.x
; x
++) {
520 for (let y
=0; y
<this.size
.y
; y
++) {
521 if (this.enlightened
[x
][y
] && !newEnlightened
[x
][y
]) {
522 let elt
= document
.getElementById(this.coordsToId([x
, y
]));
523 elt
.classList
.add("in-shadow");
524 if (this.g_pieces
[x
][y
]) {
525 this.g_pieces
[x
][y
].remove();
526 this.g_pieces
[x
][y
] = null;
529 else if (!this.enlightened
[x
][y
] && newEnlightened
[x
][y
]) {
530 let elt
= document
.getElementById(this.coordsToId([x
, y
]));
531 elt
.classList
.remove("in-shadow");
532 if (this.board
[x
][y
] != "") {
533 const color
= this.getColor(x
, y
);
534 const piece
= this.getPiece(x
, y
);
535 this.g_pieces
[x
][y
] = document
.createElement("piece");
537 this.pieces()[piece
]["class"],
538 color
== "w" ? "white" : "black"
540 newClasses
.forEach(cl
=> this.g_pieces
[x
][y
].classList
.add(cl
));
541 this.g_pieces
[x
][y
].style
.width
= pieceWidth
+ "px";
542 this.g_pieces
[x
][y
].style
.height
= pieceWidth
+ "px";
543 const [ip
, jp
] = this.getPixelPosition(x
, y
, r
);
544 this.g_pieces
[x
][y
].style
.transform
=
545 `translate(${ip}px,${jp}px)`;
546 chessboard
.appendChild(this.g_pieces
[x
][y
]);
553 // ordering p,r,n,b,q,k (most general + count in base 30 if needed)
554 initReserves(reserveStr
) {
555 const counts
= reserveStr
.split("").map(c
=> parseInt(c
, 30));
556 this.reserve
= { w: {}, b: {} };
557 const pieceName
= Object
.keys(this.pieces());
558 for (let i
of ArrayFun
.range(12)) {
560 this.reserve
['w'][pieceName
[i
]] = counts
[i
];
562 this.reserve
['b'][pieceName
[i
-6]] = counts
[i
];
566 initIspawn(ispawnStr
) {
567 if (ispawnStr
!= "-") {
568 this.ispawn
= ispawnStr
.split(",").map(C
.SquareToCoords
)
569 .reduce((o
, key
) => ({ ...o
, [key
]: true}), {});
575 getNbReservePieces(color
) {
577 Object
.values(this.reserve
[color
]).reduce(
578 (oldV
,newV
) => oldV
+ (newV
> 0 ? 1 : 0), 0)
585 getPieceWidth(rwidth
) {
586 return (rwidth
/ this.size
.y
);
589 getSquareWidth(rwidth
) {
590 return this.getPieceWidth(rwidth
);
593 getReserveSquareSize(rwidth
, nbR
) {
594 const sqSize
= this.getSquareWidth(rwidth
);
595 return Math
.min(sqSize
, rwidth
/ nbR
);
598 getReserveNumId(color
, piece
) {
599 return `${this.containerId}|rnum-${color}${piece}`;
603 // NOTE: not window.onresize = this.re_drawBoardElts because scope (this)
604 window
.onresize
= () => this.re_drawBoardElements();
605 this.re_drawBoardElements();
606 this.initMouseEvents();
608 document
.getElementById(this.containerId
).querySelector(".chessboard");
609 new ResizeObserver(this.rescale
).observe(chessboard
);
612 re_drawBoardElements() {
613 const board
= this.getSvgChessboard();
614 const oppCol
= C
.GetOppCol(this.playerColor
);
616 document
.getElementById(this.containerId
).querySelector(".chessboard");
617 chessboard
.innerHTML
= "";
618 chessboard
.insertAdjacentHTML('beforeend', board
);
619 const aspectRatio
= this.size
.y
/ this.size
.x
;
620 // Compare window ratio width / height to aspectRatio:
621 const windowRatio
= window
.innerWidth
/ window
.innerHeight
;
622 let cbWidth
, cbHeight
;
623 if (windowRatio
<= aspectRatio
) {
624 // Limiting dimension is width:
625 cbWidth
= Math
.min(window
.innerWidth
, 767);
626 cbHeight
= cbWidth
/ aspectRatio
;
629 // Limiting dimension is height:
630 cbHeight
= Math
.min(window
.innerHeight
, 767);
631 cbWidth
= cbHeight
* aspectRatio
;
634 const sqSize
= cbWidth
/ this.size
.y
;
635 // NOTE: allocate space for reserves (up/down) even if they are empty
636 if ((window
.innerHeight
- cbHeight
) / 2 < sqSize
+ 5) {
637 cbHeight
= window
.innerHeight
- 2 * (sqSize
+ 5);
638 cbWidth
= cbHeight
* aspectRatio
;
641 chessboard
.style
.width
= cbWidth
+ "px";
642 chessboard
.style
.height
= cbHeight
+ "px";
643 // Center chessboard:
644 const spaceLeft
= (window
.innerWidth
- cbWidth
) / 2,
645 spaceTop
= (window
.innerHeight
- cbHeight
) / 2;
646 chessboard
.style
.left
= spaceLeft
+ "px";
647 chessboard
.style
.top
= spaceTop
+ "px";
648 // Give sizes instead of recomputing them,
649 // because chessboard might not be drawn yet.
658 // Get SVG board (background, no pieces)
660 const [sizeX
, sizeY
] = [this.size
.x
, this.size
.y
];
661 const flipped
= (this.playerColor
== 'b');
666 class="chessboard_SVG">
668 for (let i
=0; i
< sizeX
; i
++) {
669 for (let j
=0; j
< sizeY
; j
++) {
670 const ii
= (flipped
? this.size
.x
- 1 - i : i
);
671 const jj
= (flipped
? this.size
.y
- 1 - j : j
);
672 let classes
= this.getSquareColorClass(ii
, jj
);
673 if (this.enlightened
&& !this.enlightened
[ii
][jj
])
674 classes
+= " in-shadow";
675 // NOTE: x / y reversed because coordinates system is reversed.
678 id="${this.coordsToId([ii, jj])}"
685 board
+= "</g></svg>";
689 // Generally light square bottom-right
690 getSquareColorClass(i
, j
) {
691 return ((i
+j
) % 2 == 0 ? "light-square": "dark-square");
696 // Refreshing: delete old pieces first
697 for (let i
=0; i
<this.size
.x
; i
++) {
698 for (let j
=0; j
<this.size
.y
; j
++) {
699 if (this.g_pieces
[i
][j
]) {
700 this.g_pieces
[i
][j
].remove();
701 this.g_pieces
[i
][j
] = null;
707 this.g_pieces
= ArrayFun
.init(this.size
.x
, this.size
.y
, null);
709 document
.getElementById(this.containerId
).querySelector(".chessboard");
711 r
= chessboard
.getBoundingClientRect();
712 const pieceWidth
= this.getPieceWidth(r
.width
);
713 for (let i
=0; i
< this.size
.x
; i
++) {
714 for (let j
=0; j
< this.size
.y
; j
++) {
716 this.board
[i
][j
] != "" &&
717 (!this.options
["dark"] || this.enlightened
[i
][j
])
719 const color
= this.getColor(i
, j
);
720 const piece
= this.getPiece(i
, j
);
721 this.g_pieces
[i
][j
] = document
.createElement("piece");
722 this.g_pieces
[i
][j
].classList
.add(this.pieces()[piece
]["class"]);
723 this.g_pieces
[i
][j
].classList
.add(color
== "w" ? "white" : "black");
724 this.g_pieces
[i
][j
].style
.width
= pieceWidth
+ "px";
725 this.g_pieces
[i
][j
].style
.height
= pieceWidth
+ "px";
726 const [ip
, jp
] = this.getPixelPosition(i
, j
, r
);
727 this.g_pieces
[i
][j
].style
.transform
= `translate(${ip}px,${jp}px)`;
728 chessboard
.appendChild(this.g_pieces
[i
][j
]);
733 this.re_drawReserve(['w', 'b'], r
);
736 // NOTE: assume !!this.reserve
737 re_drawReserve(colors
, r
) {
739 // Remove (old) reserve pieces
740 for (let c
of colors
) {
741 if (!this.reserve
[c
])
743 Object
.keys(this.reserve
[c
]).forEach(p
=> {
744 if (this.r_pieces
[c
][p
]) {
745 this.r_pieces
[c
][p
].remove();
746 delete this.r_pieces
[c
][p
];
747 const numId
= this.getReserveNumId(c
, p
);
748 document
.getElementById(numId
).remove();
751 let reservesDiv
= document
.getElementById("reserves_" + c
);
753 reservesDiv
.remove();
757 this.r_pieces
= { 'w': {}, 'b': {} };
758 let container
= document
.getElementById(this.containerId
);
760 r
= container
.querySelector(".chessboard").getBoundingClientRect();
761 for (let c
of colors
) {
762 if (!this.reserve
[c
])
764 const nbR
= this.getNbReservePieces(c
);
767 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
769 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
770 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
771 let rcontainer
= document
.createElement("div");
772 rcontainer
.id
= "reserves_" + c
;
773 rcontainer
.classList
.add("reserves");
774 rcontainer
.style
.left
= i0
+ "px";
775 rcontainer
.style
.top
= j0
+ "px";
776 // NOTE: +1 fix display bug on Firefox at least
777 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
778 rcontainer
.style
.height
= sqResSize
+ "px";
779 container
.appendChild(rcontainer
);
780 for (let p
of Object
.keys(this.reserve
[c
])) {
781 if (this.reserve
[c
][p
] == 0)
783 let r_cell
= document
.createElement("div");
784 r_cell
.id
= this.coordsToId([c
, p
]);
785 r_cell
.classList
.add("reserve-cell");
786 r_cell
.style
.width
= sqResSize
+ "px";
787 r_cell
.style
.height
= sqResSize
+ "px";
788 rcontainer
.appendChild(r_cell
);
789 let piece
= document
.createElement("piece");
790 const pieceSpec
= this.pieces(c
)[p
];
791 piece
.classList
.add(pieceSpec
["class"]);
792 piece
.classList
.add(c
== 'w' ? "white" : "black");
793 piece
.style
.width
= "100%";
794 piece
.style
.height
= "100%";
795 this.r_pieces
[c
][p
] = piece
;
796 r_cell
.appendChild(piece
);
797 let number
= document
.createElement("div");
798 number
.textContent
= this.reserve
[c
][p
];
799 number
.classList
.add("reserve-num");
800 number
.id
= this.getReserveNumId(c
, p
);
801 const fontSize
= "1.3em";
802 number
.style
.fontSize
= fontSize
;
803 number
.style
.fontSize
= fontSize
;
804 r_cell
.appendChild(number
);
810 updateReserve(color
, piece
, count
) {
811 if (this.options
["cannibal"] && C
.CannibalKings
[piece
])
812 piece
= "k"; //capturing cannibal king: back to king form
813 const oldCount
= this.reserve
[color
][piece
];
814 this.reserve
[color
][piece
] = count
;
815 // Redrawing is much easier if count==0
816 if ([oldCount
, count
].includes(0))
817 this.re_drawReserve([color
]);
819 const numId
= this.getReserveNumId(color
, piece
);
820 document
.getElementById(numId
).textContent
= count
;
824 // After resize event: no need to destroy/recreate pieces
826 const container
= document
.getElementById(this.containerId
);
828 return; //useful at initial loading
829 let chessboard
= container
.querySelector(".chessboard");
830 const r
= chessboard
.getBoundingClientRect();
831 const newRatio
= r
.width
/ r
.height
;
832 const aspectRatio
= this.size
.y
/ this.size
.x
;
833 let newWidth
= r
.width
,
834 newHeight
= r
.height
;
835 if (newRatio
> aspectRatio
) {
836 newWidth
= r
.height
* aspectRatio
;
837 chessboard
.style
.width
= newWidth
+ "px";
839 else if (newRatio
< aspectRatio
) {
840 newHeight
= r
.width
/ aspectRatio
;
841 chessboard
.style
.height
= newHeight
+ "px";
843 const newX
= (window
.innerWidth
- newWidth
) / 2;
844 chessboard
.style
.left
= newX
+ "px";
845 const newY
= (window
.innerHeight
- newHeight
) / 2;
846 chessboard
.style
.top
= newY
+ "px";
847 const newR
= { x: newX
, y: newY
, width: newWidth
, height: newHeight
};
848 const pieceWidth
= this.getPieceWidth(newWidth
);
849 for (let i
=0; i
< this.size
.x
; i
++) {
850 for (let j
=0; j
< this.size
.y
; j
++) {
851 if (this.board
[i
][j
] != "") {
852 // NOTE: could also use CSS transform "scale"
853 this.g_pieces
[i
][j
].style
.width
= pieceWidth
+ "px";
854 this.g_pieces
[i
][j
].style
.height
= pieceWidth
+ "px";
855 const [ip
, jp
] = this.getPixelPosition(i
, j
, newR
);
856 this.g_pieces
[i
][j
].style
.transform
= `translate(${ip}px,${jp}px)`;
861 this.rescaleReserve(newR
);
865 for (let c
of ['w','b']) {
866 if (!this.reserve
[c
])
868 const nbR
= this.getNbReservePieces(c
);
871 // Resize container first
872 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
873 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
874 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
875 let rcontainer
= document
.getElementById("reserves_" + c
);
876 rcontainer
.style
.left
= i0
+ "px";
877 rcontainer
.style
.top
= j0
+ "px";
878 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
879 rcontainer
.style
.height
= sqResSize
+ "px";
880 // And then reserve cells:
881 const rpieceWidth
= this.getReserveSquareSize(r
.width
, nbR
);
882 Object
.keys(this.reserve
[c
]).forEach(p
=> {
883 if (this.reserve
[c
][p
] == 0)
885 let r_cell
= document
.getElementById(this.coordsToId([c
, p
]));
886 r_cell
.style
.width
= sqResSize
+ "px";
887 r_cell
.style
.height
= sqResSize
+ "px";
892 // Return the absolute pixel coordinates (on board) given current position.
893 // Our coordinate system differs from CSS one (x <--> y).
894 // We return here the CSS coordinates (more useful).
895 getPixelPosition(i
, j
, r
) {
896 const sqSize
= this.getSquareWidth(r
.width
);
898 return [0, 0]; //piece vanishes
899 const flipped
= (this.playerColor
== 'b');
900 const x
= (flipped
? this.size
.y
- 1 - j : j
) * sqSize
;
901 const y
= (flipped
? this.size
.x
- 1 - i : i
) * sqSize
;
907 document
.getElementById(this.containerId
).querySelector(".chessboard");
909 const getOffset
= e
=> {
912 return {x: e
.clientX
, y: e
.clientY
};
913 let touchLocation
= null;
914 if (e
.targetTouches
&& e
.targetTouches
.length
>= 1)
915 // Touch screen, dragstart
916 touchLocation
= e
.targetTouches
[0];
917 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
918 // Touch screen, dragend
919 touchLocation
= e
.changedTouches
[0];
921 return {x: touchLocation
.clientX
, y: touchLocation
.clientY
};
922 return [0, 0]; //shouldn't reach here =)
925 const centerOnCursor
= (piece
, e
) => {
926 const centerShift
= sqSize
/ 2;
927 const offset
= getOffset(e
);
928 piece
.style
.left
= (offset
.x
- r
.x
- centerShift
) + "px";
929 piece
.style
.top
= (offset
.y
- r
.y
- centerShift
) + "px";
934 startPiece
, curPiece
= null,
936 const mousedown
= (e
) => {
937 // Disable zoom on smartphones:
938 if (e
.touches
&& e
.touches
.length
> 1)
940 r
= chessboard
.getBoundingClientRect();
941 sqSize
= this.getSquareWidth(r
.width
);
942 const square
= this.idToCoords(e
.target
.id
);
944 const [i
, j
] = square
;
945 const move = this.doClick([i
, j
]);
947 this.playPlusVisual(move);
949 if (typeof i
!= "number")
950 startPiece
= this.r_pieces
[i
][j
];
951 else if (this.g_pieces
[i
][j
])
952 startPiece
= this.g_pieces
[i
][j
];
953 if (startPiece
&& this.canIplay(i
, j
)) {
955 start
= { x: i
, y: j
};
956 curPiece
= startPiece
.cloneNode();
957 curPiece
.style
.transform
= "none";
958 curPiece
.style
.zIndex
= 5;
959 curPiece
.style
.width
= sqSize
+ "px";
960 curPiece
.style
.height
= sqSize
+ "px";
961 centerOnCursor(curPiece
, e
);
962 chessboard
.appendChild(curPiece
);
963 startPiece
.style
.opacity
= "0.4";
964 chessboard
.style
.cursor
= "none";
970 const mousemove
= (e
) => {
973 centerOnCursor(curPiece
, e
);
975 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
976 // Attempt to prevent horizontal swipe...
980 const mouseup
= (e
) => {
981 const newR
= chessboard
.getBoundingClientRect();
982 if (newR
.width
!= r
.width
|| newR
.height
!= r
.height
) {
988 const [x
, y
] = [start
.x
, start
.y
];
991 chessboard
.style
.cursor
= "pointer";
992 startPiece
.style
.opacity
= "1";
993 const offset
= getOffset(e
);
994 const landingElt
= document
.elementFromPoint(offset
.x
, offset
.y
);
995 const sq
= landingElt
? this.idToCoords(landingElt
.id
) : undefined;
998 // NOTE: clearly suboptimal, but much easier, and not a big deal.
999 const potentialMoves
= this.getPotentialMovesFrom([x
, y
])
1000 .filter(m
=> m
.end
.x
== i
&& m
.end
.y
== j
);
1001 const moves
= this.filterValid(potentialMoves
);
1002 if (moves
.length
>= 2)
1003 this.showChoices(moves
, r
);
1004 else if (moves
.length
== 1)
1005 this.playPlusVisual(moves
[0], r
);
1010 if ('onmousedown' in window
) {
1011 document
.addEventListener("mousedown", mousedown
);
1012 document
.addEventListener("mousemove", mousemove
);
1013 document
.addEventListener("mouseup", mouseup
);
1015 if ('ontouchstart' in window
) {
1016 // https://stackoverflow.com/a/42509310/12660887
1017 document
.addEventListener("touchstart", mousedown
, {passive: false});
1018 document
.addEventListener("touchmove", mousemove
, {passive: false});
1019 document
.addEventListener("touchend", mouseup
, {passive: false});
1021 // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
1024 showChoices(moves
, r
) {
1025 let container
= document
.getElementById(this.containerId
);
1026 let chessboard
= container
.querySelector(".chessboard");
1027 let choices
= document
.createElement("div");
1028 choices
.id
= "choices";
1029 choices
.style
.width
= r
.width
+ "px";
1030 choices
.style
.height
= r
.height
+ "px";
1031 choices
.style
.left
= r
.x
+ "px";
1032 choices
.style
.top
= r
.y
+ "px";
1033 chessboard
.style
.opacity
= "0.5";
1034 container
.appendChild(choices
);
1035 const squareWidth
= this.getSquareWidth(r
.width
);
1036 const firstUpLeft
= (r
.width
- (moves
.length
* squareWidth
)) / 2;
1037 const firstUpTop
= (r
.height
- squareWidth
) / 2;
1038 const color
= moves
[0].appear
[0].c
;
1039 const callback
= (m
) => {
1040 chessboard
.style
.opacity
= "1";
1041 container
.removeChild(choices
);
1042 this.playPlusVisual(m
, r
);
1044 for (let i
=0; i
< moves
.length
; i
++) {
1045 let choice
= document
.createElement("div");
1046 choice
.classList
.add("choice");
1047 choice
.style
.width
= squareWidth
+ "px";
1048 choice
.style
.height
= squareWidth
+ "px";
1049 choice
.style
.left
= (firstUpLeft
+ i
* squareWidth
) + "px";
1050 choice
.style
.top
= firstUpTop
+ "px";
1051 choice
.style
.backgroundColor
= "lightyellow";
1052 choice
.onclick
= () => callback(moves
[i
]);
1053 const piece
= document
.createElement("piece");
1054 const pieceSpec
= this.pieces(color
)[moves
[i
].appear
[0].p
];
1055 piece
.classList
.add(pieceSpec
["class"]);
1056 piece
.classList
.add(color
== 'w' ? "white" : "black");
1057 piece
.style
.width
= "100%";
1058 piece
.style
.height
= "100%";
1059 choice
.appendChild(piece
);
1060 choices
.appendChild(choice
);
1068 return { "x": 8, "y": 8 };
1071 // Color of thing on square (i,j). 'undefined' if square is empty
1073 return this.board
[i
][j
].charAt(0);
1076 // Assume square i,j isn't empty
1078 return this.board
[i
][j
].charAt(1);
1081 // Piece type on square (i,j)
1082 getPieceType(i
, j
) {
1083 const p
= this.board
[i
][j
].charAt(1);
1084 return C
.CannibalKings
[p
] || p
; //a cannibal king move as...
1087 // Get opponent color
1088 static GetOppCol(color
) {
1089 return (color
== "w" ? "b" : "w");
1092 // Can thing on square1 take thing on square2
1093 canTake([x1
, y1
], [x2
, y2
]) {
1095 (this.getColor(x1
, y1
) !== this.getColor(x2
, y2
)) ||
1097 (this.options
["recycle"] || this.options
["teleport"]) &&
1098 this.getPieceType(x2
, y2
) != "k"
1103 // Is (x,y) on the chessboard?
1105 return x
>= 0 && x
< this.size
.x
&& y
>= 0 && y
< this.size
.y
;
1108 // Used in interface: 'side' arg == player color
1111 this.playerColor
== this.turn
&&
1113 (typeof x
== "number" && this.getColor(x
, y
) == this.turn
) ||
1114 (typeof x
== "string" && x
== this.turn
) //reserve
1119 ////////////////////////
1120 // PIECES SPECIFICATIONS
1123 const pawnShift
= (color
== "w" ? -1 : 1);
1127 steps: [[pawnShift
, 0]],
1129 attack: [[pawnShift
, 1], [pawnShift
, -1]]
1134 steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]
1140 [1, 2], [1, -2], [-1, 2], [-1, -2],
1141 [2, 1], [-2, 1], [2, -1], [-2, -1]
1148 steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]
1154 [0, 1], [0, -1], [1, 0], [-1, 0],
1155 [1, 1], [1, -1], [-1, 1], [-1, -1]
1162 [0, 1], [0, -1], [1, 0], [-1, 0],
1163 [1, 1], [1, -1], [-1, 1], [-1, -1]
1168 's': { "class": "king-pawn" },
1169 'u': { "class": "king-rook" },
1170 'o': { "class": "king-knight" },
1171 'c': { "class": "king-bishop" },
1172 't': { "class": "king-queen" }
1176 ////////////////////
1179 // For Cylinder: get Y coordinate
1181 if (!this.options
["cylinder"])
1183 let res
= y
% this.size
.y
;
1189 // Stop at the first capture found
1190 atLeastOneCapture(color
) {
1191 color
= color
|| this.turn
;
1192 const oppCol
= C
.GetOppCol(color
);
1193 for (let i
= 0; i
< this.size
.x
; i
++) {
1194 for (let j
= 0; j
< this.size
.y
; j
++) {
1195 if (this.board
[i
][j
] != "" && this.getColor(i
, j
) == color
) {
1196 const specs
= this.pieces(color
)[this.getPieceType(i
, j
)];
1197 const steps
= specs
.attack
|| specs
.steps
;
1198 outerLoop: for (let step
of steps
) {
1199 let [ii
, jj
] = [i
+ step
[0], this.computeY(j
+ step
[1])];
1200 let stepCounter
= 1;
1201 while (this.onBoard(ii
, jj
) && this.board
[ii
][jj
] == "") {
1202 if (specs
.range
<= stepCounter
++)
1205 jj
= this.computeY(jj
+ step
[1]);
1208 this.onBoard(ii
, jj
) &&
1209 this.getColor(ii
, jj
) == oppCol
&&
1211 [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)
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
++) {
1231 // TODO: rather simplify this "if" and add post-condition: more general
1233 this.board
[i
][j
] == "" &&
1234 (!this.options
["dark"] || this.enlightened
[i
][j
]) &&
1237 (c
== 'w' && i
< this.size
.x
- 1) ||
1243 start: {x: c
, y: p
},
1245 appear: [new PiPo({x: i
, y: j
, c: c
, p: p
})],
1255 // All possible moves from selected square
1256 getPotentialMovesFrom(sq
, color
) {
1257 if (typeof sq
[0] == "string")
1258 return this.getDropMovesFrom(sq
);
1259 if (this.options
["madrasi"] && this.isImmobilized(sq
))
1261 const piece
= this.getPieceType(sq
[0], sq
[1]);
1264 moves
= this.getPotentialPawnMoves(sq
);
1266 moves
= this.getPotentialMovesOf(piece
, sq
);
1270 this.castleFlags
[color
|| this.turn
].some(v
=> v
< this.size
.y
)
1272 Array
.prototype.push
.apply(moves
, this.getCastleMoves(sq
));
1274 return this.postProcessPotentialMoves(moves
);
1277 postProcessPotentialMoves(moves
) {
1278 if (moves
.length
== 0)
1280 const color
= this.getColor(moves
[0].start
.x
, moves
[0].start
.y
);
1281 const oppCol
= C
.GetOppCol(color
);
1283 if (this.options
["capture"] && this.atLeastOneCapture()) {
1284 // Filter out non-capturing moves (not using m.vanish because of
1285 // self captures of Recycle and Teleport).
1286 moves
= moves
.filter(m
=> {
1288 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1289 this.getColor(m
.end
.x
, m
.end
.y
) == oppCol
1294 if (this.options
["atomic"]) {
1295 moves
.forEach(m
=> {
1297 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1298 this.getColor(m
.end
.x
, m
.end
.y
) == oppCol
1311 for (let step
of steps
) {
1312 let x
= m
.end
.x
+ step
[0];
1313 let y
= this.computeY(m
.end
.y
+ step
[1]);
1315 this.onBoard(x
, y
) &&
1316 this.board
[x
][y
] != "" &&
1317 this.getPieceType(x
, y
) != "p"
1321 p: this.getPiece(x
, y
),
1322 c: this.getColor(x
, y
),
1329 if (!this.options
["rifle"])
1330 m
.appear
.pop(); //nothin appears
1336 this.options
["cannibal"] &&
1337 this.options
["rifle"] &&
1338 this.pawnSpecs
.promotions
1340 // In this case a rifle-capture from last rank may promote a pawn
1341 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1343 moves
.forEach(m
=> {
1345 m
.start
.x
== lastRank
&&
1346 m
.appear
.length
>= 1 &&
1347 m
.appear
[0].p
== "p" &&
1348 m
.appear
[0].x
== m
.start
.x
&&
1349 m
.appear
[0].y
== m
.start
.y
1351 const promotionPiece0
= this.pawnSpecs
.promotions
[0];
1352 m
.appear
[0].p
= this.pawnSpecs
.promotions
[0];
1353 for (let i
=1; i
<this.pawnSpecs
.promotions
.length
; i
++) {
1354 let newMv
= JSON
.parse(JSON
.stringify(m
));
1355 newMv
.appear
[0].p
= this.pawnSpecs
.promotions
[i
];
1356 newMoves
.push(newMv
);
1360 Array
.prototype.push
.apply(moves
, newMoves
);
1366 static get CannibalKings() {
1376 static get CannibalKingCode() {
1390 (this.options
["cannibal"] && C
.CannibalKings
[symbol
])
1395 // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
1396 isImmobilized([x
, y
]) {
1397 const color
= this.getColor(x
, y
);
1398 const oppCol
= C
.GetOppCol(color
);
1399 const piece
= this.getPieceType(x
, y
);
1400 const stepSpec
= this.pieces(color
)[piece
];
1401 let [steps
, range
] = [stepSpec
.attack
|| stepSpec
.steps
, stepSpec
.range
];
1402 outerLoop: for (let step
of steps
) {
1403 let [i
, j
] = [x
+ step
[0], y
+ step
[1]];
1404 let stepCounter
= 1;
1405 while (this.onBoard(i
, j
) && this.board
[i
][j
] == "") {
1406 if (range
<= stepCounter
++)
1409 j
= this.computeY(j
+ step
[1]);
1412 this.onBoard(i
, j
) &&
1413 this.getColor(i
, j
) == oppCol
&&
1414 this.getPieceType(i
, j
) == piece
1422 // Generic method to find possible moves of "sliding or jumping" pieces
1423 getPotentialMovesOf(piece
, [x
, y
]) {
1424 const color
= this.getColor(x
, y
);
1425 const stepSpec
= this.pieces(color
)[piece
];
1426 let [steps
, range
] = [stepSpec
.steps
, stepSpec
.range
];
1428 let explored
= {}; //for Cylinder mode
1429 outerLoop: for (let step
of steps
) {
1430 let [i
, j
] = [x
+ step
[0], this.computeY(y
+ step
[1])];
1431 let stepCounter
= 1;
1433 this.onBoard(i
, j
) &&
1434 this.board
[i
][j
] == "" &&
1435 !explored
[i
+ "." + j
]
1437 explored
[i
+ "." + j
] = true;
1438 moves
.push(this.getBasicMove([x
, y
], [i
, j
]));
1439 if (range
<= stepCounter
++)
1442 j
= this.computeY(j
+ step
[1]);
1445 this.onBoard(i
, j
) &&
1447 !this.options
["zen"] ||
1448 this.getPieceType(i
, j
) == "k" ||
1449 this.getColor(i
, j
) == color
//OK for Recycle and Teleport
1451 this.canTake([x
, y
], [i
, j
]) &&
1452 !explored
[i
+ "." + j
]
1454 explored
[i
+ "." + j
] = true;
1455 moves
.push(this.getBasicMove([x
, y
], [i
, j
]));
1458 if (this.options
["zen"])
1459 Array
.prototype.push
.apply(moves
, this.getZenCaptures(x
, y
));
1463 getZenCaptures(x
, y
) {
1465 // Find reverse captures (opponent takes)
1466 const color
= this.getColor(x
, y
);
1467 const pieceType
= this.getPieceType(x
, y
);
1468 const oppCol
= C
.GetOppCol(color
);
1469 const pieces
= this.pieces(oppCol
);
1470 Object
.keys(pieces
).forEach(p
=> {
1473 (this.options
["cannibal"] && C
.CannibalKings
[p
])
1475 return; //king isn't captured this way
1477 const steps
= pieces
[p
].attack
|| pieces
[p
].steps
;
1479 return; //cannibal king for example (TODO...)
1480 const range
= pieces
[p
].range
;
1481 steps
.forEach(s
=> {
1482 // From x,y: revert step
1483 let [i
, j
] = [x
- s
[0], this.computeY(y
- s
[1])];
1484 let stepCounter
= 1;
1485 while (this.onBoard(i
, j
) && this.board
[i
][j
] == "") {
1486 if (range
<= stepCounter
++)
1489 j
= this.computeY(j
- s
[1]);
1492 this.onBoard(i
, j
) &&
1493 this.getPieceType(i
, j
) == p
&&
1494 this.getColor(i
, j
) == oppCol
&& //condition for Recycle & Teleport
1495 this.canTake([i
, j
], [x
, y
])
1497 if (pieceType
!= "p")
1498 moves
.push(this.getBasicMove([x
, y
], [i
, j
]));
1500 this.addPawnMoves([x
, y
], [i
, j
], moves
);
1507 // Build a regular move from its initial and destination squares.
1508 // tr: transformation
1509 getBasicMove([sx
, sy
], [ex
, ey
], tr
) {
1510 const initColor
= this.getColor(sx
, sy
);
1511 const initPiece
= this.getPiece(sx
, sy
);
1512 const destColor
= (this.board
[ex
][ey
] != "" ? this.getColor(ex
, ey
) : "");
1516 start: {x:sx
, y:sy
},
1520 !this.options
["rifle"] ||
1521 this.board
[ex
][ey
] == "" ||
1522 destColor
== initColor
//Recycle, Teleport
1528 c: !!tr
? tr
.c : initColor
,
1529 p: !!tr
? tr
.p : initPiece
1541 if (this.board
[ex
][ey
] != "") {
1546 c: this.getColor(ex
, ey
),
1547 p: this.getPiece(ex
, ey
)
1550 if (this.options
["rifle"])
1551 // Rifle captures are tricky in combination with Atomic etc,
1552 // so it's useful to mark the move :
1554 if (this.options
["cannibal"] && destColor
!= initColor
) {
1555 const lastIdx
= mv
.vanish
.length
- 1;
1556 let trPiece
= mv
.vanish
[lastIdx
].p
;
1557 if (this.isKing(this.getPiece(sx
, sy
)))
1558 trPiece
= C
.CannibalKingCode
[trPiece
];
1559 if (mv
.appear
.length
>= 1)
1560 mv
.appear
[0].p
= trPiece
;
1561 else if (this.options
["rifle"]) {
1584 // En-passant square, if any
1585 getEpSquare(moveOrSquare
) {
1586 if (typeof moveOrSquare
=== "string") {
1587 const square
= moveOrSquare
;
1590 return C
.SquareToCoords(square
);
1592 // Argument is a move:
1593 const move = moveOrSquare
;
1594 const s
= move.start
,
1598 Math
.abs(s
.x
- e
.x
) == 2 &&
1599 // Next conditions for variants like Atomic or Rifle, Recycle...
1600 (move.appear
.length
> 0 && move.appear
[0].p
== "p") &&
1601 (move.vanish
.length
> 0 && move.vanish
[0].p
== "p")
1608 return undefined; //default
1611 // Special case of en-passant captures: treated separately
1612 getEnpassantCaptures([x
, y
], shiftX
) {
1613 const color
= this.getColor(x
, y
);
1614 const oppCol
= C
.GetOppCol(color
);
1615 let enpassantMove
= null;
1618 this.epSquare
.x
== x
+ shiftX
&&
1619 Math
.abs(this.computeY(this.epSquare
.y
- y
)) == 1 &&
1620 this.getColor(x
, this.epSquare
.y
) == oppCol
//Doublemove guard...
1622 const [epx
, epy
] = [this.epSquare
.x
, this.epSquare
.y
];
1623 this.board
[epx
][epy
] = oppCol
+ "p";
1624 enpassantMove
= this.getBasicMove([x
, y
], [epx
, epy
]);
1625 this.board
[epx
][epy
] = "";
1626 const lastIdx
= enpassantMove
.vanish
.length
- 1; //think Rifle
1627 enpassantMove
.vanish
[lastIdx
].x
= x
;
1629 return !!enpassantMove
? [enpassantMove
] : [];
1632 // Consider all potential promotions.
1633 // NOTE: "promotions" arg = special override for Hiddenqueen variant
1634 addPawnMoves([x1
, y1
], [x2
, y2
], moves
, promotions
) {
1635 let finalPieces
= ["p"];
1636 const color
= this.getColor(x1
, y1
);
1637 const oppCol
= C
.GetOppCol(color
);
1638 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1640 x2
== lastRank
&& (!this.options
["rifle"] || this.board
[x2
][y2
] == "");
1641 if (promotionOk
&& !this.options
["pawnfall"]) {
1643 this.options
["cannibal"] &&
1644 this.board
[x2
][y2
] != "" &&
1645 this.getColor(x2
, y2
) == oppCol
1647 finalPieces
= [this.getPieceType(x2
, y2
)];
1649 else if (promotions
)
1650 finalPieces
= promotions
;
1651 else if (this.pawnSpecs
.promotions
)
1652 finalPieces
= this.pawnSpecs
.promotions
;
1654 for (let piece
of finalPieces
) {
1655 const tr
= !this.options
["pawnfall"] && piece
!= "p"
1656 ? { c: color
, p: piece
}
1658 let newMove
= this.getBasicMove([x1
, y1
], [x2
, y2
], tr
);
1659 if (promotionOk
&& this.options
["pawnfall"]) {
1660 newMove
.appear
.shift();
1661 newMove
.pawnfall
= true; //required in prePlay()
1663 moves
.push(newMove
);
1667 // What are the pawn moves from square x,y ?
1668 getPotentialPawnMoves([x
, y
], promotions
) {
1669 const color
= this.getColor(x
, y
); //this.turn doesn't work for Dark mode
1670 const [sizeX
, sizeY
] = [this.size
.x
, this.size
.y
];
1671 const pawnShiftX
= this.pawnSpecs
.directions
[color
];
1672 const firstRank
= (color
== "w" ? sizeX
- 1 : 0);
1673 const forward
= (color
== 'w' ? -1 : 1);
1675 // Pawn movements in shiftX direction:
1676 const getPawnMoves
= (shiftX
) => {
1678 // NOTE: next condition is generally true (no pawn on last rank)
1679 if (x
+ shiftX
>= 0 && x
+ shiftX
< sizeX
) {
1680 if (this.board
[x
+ shiftX
][y
] == "") {
1681 // One square forward (or backward)
1682 this.addPawnMoves([x
, y
], [x
+ shiftX
, y
], moves
, promotions
);
1683 // Next condition because pawns on 1st rank can generally jump
1685 this.pawnSpecs
.twoSquares
&&
1689 x
>= this.size
.x
- 1 - this.pawnSpecs
.initShift
['w']
1692 (color
== 'b' && x
<= this.pawnSpecs
.initShift
['b'])
1696 shiftX
== forward
&&
1697 this.board
[x
+ 2 * shiftX
][y
] == ""
1700 moves
.push(this.getBasicMove([x
, y
], [x
+ 2 * shiftX
, y
]));
1702 this.pawnSpecs
.threeSquares
&&
1703 this.board
[x
+ 3 * shiftX
, y
] == ""
1705 // Three squares jump
1706 moves
.push(this.getBasicMove([x
, y
], [x
+ 3 * shiftX
, y
]));
1712 if (this.pawnSpecs
.canCapture
) {
1713 for (let shiftY
of [-1, 1]) {
1714 const yCoord
= this.computeY(y
+ shiftY
);
1715 if (yCoord
>= 0 && yCoord
< sizeY
) {
1717 this.board
[x
+ shiftX
][yCoord
] != "" &&
1718 this.canTake([x
, y
], [x
+ shiftX
, yCoord
]) &&
1720 !this.options
["zen"] ||
1721 this.getPieceType(x
+ shiftX
, yCoord
) == "k"
1725 [x
, y
], [x
+ shiftX
, yCoord
],
1730 this.pawnSpecs
.captureBackward
&& shiftX
== forward
&&
1731 x
- shiftX
>= 0 && x
- shiftX
< this.size
.x
&&
1732 this.board
[x
- shiftX
][yCoord
] != "" &&
1733 this.canTake([x
, y
], [x
- shiftX
, yCoord
]) &&
1735 !this.options
["zen"] ||
1736 this.getPieceType(x
+ shiftX
, yCoord
) == "k"
1740 [x
, y
], [x
- shiftX
, yCoord
],
1751 let pMoves
= getPawnMoves(pawnShiftX
);
1752 if (this.pawnSpecs
.bidirectional
)
1753 pMoves
= pMoves
.concat(getPawnMoves(-pawnShiftX
));
1755 if (this.hasEnpassant
) {
1756 // NOTE: backward en-passant captures are not considered
1757 // because no rules define them (for now).
1758 Array
.prototype.push
.apply(
1760 this.getEnpassantCaptures([x
, y
], pawnShiftX
)
1764 if (this.options
["zen"])
1765 Array
.prototype.push
.apply(pMoves
, this.getZenCaptures(x
, y
));
1770 // "castleInCheck" arg to let some variants castle under check
1771 getCastleMoves([x
, y
], finalSquares
, castleInCheck
, castleWith
) {
1772 const c
= this.getColor(x
, y
);
1775 const oppCol
= C
.GetOppCol(c
);
1779 finalSquares
|| [ [2, 3], [this.size
.y
- 2, this.size
.y
- 3] ];
1780 const castlingKing
= this.getPiece(x
, y
);
1781 castlingCheck: for (
1784 castleSide
++ //large, then small
1786 if (this.castleFlags
[c
][castleSide
] >= this.size
.y
)
1788 // If this code is reached, rook and king are on initial position
1790 // NOTE: in some variants this is not a rook
1791 const rookPos
= this.castleFlags
[c
][castleSide
];
1792 const castlingPiece
= this.getPiece(x
, rookPos
);
1794 this.board
[x
][rookPos
] == "" ||
1795 this.getColor(x
, rookPos
) != c
||
1796 (!!castleWith
&& !castleWith
.includes(castlingPiece
))
1798 // Rook is not here, or changed color (see Benedict)
1801 // Nothing on the path of the king ? (and no checks)
1802 const finDist
= finalSquares
[castleSide
][0] - y
;
1803 let step
= finDist
/ Math
.max(1, Math
.abs(finDist
));
1807 (!castleInCheck
&& this.underCheck([x
, i
], oppCol
)) ||
1809 this.board
[x
][i
] != "" &&
1810 // NOTE: next check is enough, because of chessboard constraints
1811 (this.getColor(x
, i
) != c
|| ![rookPos
, y
].includes(i
))
1814 continue castlingCheck
;
1817 } while (i
!= finalSquares
[castleSide
][0]);
1818 // Nothing on the path to the rook?
1819 step
= (castleSide
== 0 ? -1 : 1);
1820 for (i
= y
+ step
; i
!= rookPos
; i
+= step
) {
1821 if (this.board
[x
][i
] != "")
1822 continue castlingCheck
;
1825 // Nothing on final squares, except maybe king and castling rook?
1826 for (i
= 0; i
< 2; i
++) {
1828 finalSquares
[castleSide
][i
] != rookPos
&&
1829 this.board
[x
][finalSquares
[castleSide
][i
]] != "" &&
1831 finalSquares
[castleSide
][i
] != y
||
1832 this.getColor(x
, finalSquares
[castleSide
][i
]) != c
1835 continue castlingCheck
;
1839 // If this code is reached, castle is valid
1845 y: finalSquares
[castleSide
][0],
1851 y: finalSquares
[castleSide
][1],
1857 // King might be initially disguised (Titan...)
1858 new PiPo({ x: x
, y: y
, p: castlingKing
, c: c
}),
1859 new PiPo({ x: x
, y: rookPos
, p: castlingPiece
, c: c
})
1862 Math
.abs(y
- rookPos
) <= 2
1863 ? { x: x
, y: rookPos
}
1864 : { x: x
, y: y
+ 2 * (castleSide
== 0 ? -1 : 1) }
1872 ////////////////////
1875 // Is (king at) given position under check by "color" ?
1876 underCheck([x
, y
], color
) {
1877 if (this.options
["taking"] || this.options
["dark"])
1879 color
= color
|| C
.GetOppCol(this.getColor(x
, y
));
1880 const pieces
= this.pieces(color
);
1881 return Object
.keys(pieces
).some(p
=> {
1882 return this.isAttackedBy([x
, y
], p
, color
, pieces
[p
]);
1886 isAttackedBy([x
, y
], piece
, color
, stepSpec
) {
1887 const steps
= stepSpec
.attack
|| stepSpec
.steps
;
1889 return false; //cannibal king, for example
1890 const range
= stepSpec
.range
;
1891 let explored
= {}; //for Cylinder mode
1892 outerLoop: for (let step
of steps
) {
1893 let rx
= x
- step
[0],
1894 ry
= this.computeY(y
- step
[1]);
1895 let stepCounter
= 1;
1897 this.onBoard(rx
, ry
) &&
1898 this.board
[rx
][ry
] == "" &&
1899 !explored
[rx
+ "." + ry
]
1901 explored
[rx
+ "." + ry
] = true;
1902 if (range
<= stepCounter
++)
1905 ry
= this.computeY(ry
- step
[1]);
1908 this.onBoard(rx
, ry
) &&
1909 this.board
[rx
][ry
] != "" &&
1910 this.getPieceType(rx
, ry
) == piece
&&
1911 this.getColor(rx
, ry
) == color
&&
1912 (!this.options
["madrasi"] || !this.isImmobilized([rx
, ry
]))
1920 // Stop at first king found (TODO: multi-kings)
1921 searchKingPos(color
) {
1922 for (let i
=0; i
< this.size
.x
; i
++) {
1923 for (let j
=0; j
< this.size
.y
; j
++) {
1924 if (this.getColor(i
, j
) == color
&& this.isKing(this.getPiece(i
, j
)))
1928 return [-1, -1]; //king not found
1931 filterValid(moves
) {
1932 if (moves
.length
== 0)
1934 const color
= this.turn
;
1935 const oppCol
= C
.GetOppCol(color
);
1936 if (this.options
["balance"] && [1, 3].includes(this.movesCount
)) {
1937 // Forbid moves either giving check or exploding opponent's king:
1938 const oppKingPos
= this.searchKingPos(oppCol
);
1939 moves
= moves
.filter(m
=> {
1941 m
.vanish
.some(v
=> v
.c
== oppCol
&& v
.p
== "k") &&
1942 m
.appear
.every(a
=> a
.c
!= oppCol
|| a
.p
!= "k")
1945 this.playOnBoard(m
);
1946 const res
= !this.underCheck(oppKingPos
, color
);
1947 this.undoOnBoard(m
);
1951 if (this.options
["taking"] || this.options
["dark"])
1953 const kingPos
= this.searchKingPos(color
);
1954 let filtered
= {}; //avoid re-checking similar moves (promotions...)
1955 return moves
.filter(m
=> {
1956 const key
= m
.start
.x
+ m
.start
.y
+ '.' + m
.end
.x
+ m
.end
.y
;
1957 if (!filtered
[key
]) {
1958 this.playOnBoard(m
);
1959 let square
= kingPos
,
1960 res
= true; //a priori valid
1961 if (m
.vanish
.some(v
=> {
1962 return (v
.p
== "k" || C
.CannibalKings
[v
.p
]) && v
.c
== color
;
1964 // Search king in appear array:
1966 m
.appear
.findIndex(a
=> {
1967 return (a
.p
== "k" || C
.CannibalKings
[a
.p
]) && a
.c
== color
;
1969 if (newKingIdx
>= 0)
1970 square
= [m
.appear
[newKingIdx
].x
, m
.appear
[newKingIdx
].y
];
1974 res
&&= !this.underCheck(square
, oppCol
);
1975 this.undoOnBoard(m
);
1976 filtered
[key
] = res
;
1979 return filtered
[key
];
1986 // Aggregate flags into one object
1988 return this.castleFlags
;
1991 // Reverse operation
1992 disaggregateFlags(flags
) {
1993 this.castleFlags
= flags
;
1996 // Apply a move on board
1998 for (let psq
of move.vanish
) this.board
[psq
.x
][psq
.y
] = "";
1999 for (let psq
of move.appear
) this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
2001 // Un-apply the played move
2003 for (let psq
of move.appear
) this.board
[psq
.x
][psq
.y
] = "";
2004 for (let psq
of move.vanish
) this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
2007 updateCastleFlags(move) {
2008 // Update castling flags if start or arrive from/at rook/king locations
2009 move.appear
.concat(move.vanish
).forEach(psq
=> {
2011 this.board
[psq
.x
][psq
.y
] != "" &&
2012 this.getPieceType(psq
.x
, psq
.y
) == "k"
2014 this.castleFlags
[psq
.c
] = [this.size
.y
, this.size
.y
];
2016 // NOTE: not "else if" because king can capture enemy rook...
2020 else if (psq
.x
== this.size
.x
- 1)
2023 const fidx
= this.castleFlags
[c
].findIndex(f
=> f
== psq
.y
);
2025 this.castleFlags
[c
][fidx
] = this.size
.y
;
2032 typeof move.start
.x
== "number" &&
2033 (!this.options
["teleport"] || this.subTurnTeleport
== 1)
2035 // OK, not a drop move
2038 // If flags already off, no need to re-check:
2039 Object
.keys(this.castleFlags
).some(c
=> {
2040 return this.castleFlags
[c
].some(val
=> val
< this.size
.y
)})
2042 this.updateCastleFlags(move);
2044 const initSquare
= C
.CoordsToSquare(move.start
);
2046 this.options
["crazyhouse"] &&
2047 (!this.options
["rifle"] || !move.capture
)
2049 const destSquare
= C
.CoordsToSquare(move.end
);
2050 if (this.ispawn
[initSquare
]) {
2051 delete this.ispawn
[initSquare
];
2052 this.ispawn
[destSquare
] = true;
2055 move.vanish
[0].p
== "p" &&
2056 move.appear
[0].p
!= "p"
2058 this.ispawn
[destSquare
] = true;
2061 this.ispawn
[destSquare
] &&
2062 this.getColor(move.end
.x
, move.end
.y
) != move.vanish
[0].c
2064 move.vanish
[1].p
= "p";
2065 delete this.ispawn
[destSquare
];
2069 const minSize
= Math
.min(move.appear
.length
, move.vanish
.length
);
2070 if (this.hasReserve
&& !move.pawnfall
) {
2071 const color
= this.turn
;
2072 for (let i
=minSize
; i
<move.appear
.length
; i
++) {
2073 // Something appears = dropped on board (some exceptions, Chakart...)
2074 const piece
= move.appear
[i
].p
;
2075 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] - 1);
2077 for (let i
=minSize
; i
<move.vanish
.length
; i
++) {
2078 // Something vanish: add to reserve except if recycle & opponent
2079 const piece
= move.vanish
[i
].p
;
2080 if (this.options
["crazyhouse"] || move.vanish
[i
].c
== color
)
2081 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] + 1);
2088 if (this.hasEnpassant
)
2089 this.epSquare
= this.getEpSquare(move);
2090 this.playOnBoard(move);
2091 this.postPlay(move);
2095 const color
= this.turn
;
2096 const oppCol
= C
.GetOppCol(color
);
2097 if (this.options
["dark"])
2098 this.updateEnlightened(true);
2099 if (this.options
["teleport"]) {
2101 this.subTurnTeleport
== 1 &&
2102 move.vanish
.length
> move.appear
.length
&&
2103 move.vanish
[move.vanish
.length
- 1].c
== color
2105 const v
= move.vanish
[move.vanish
.length
- 1];
2106 this.captured
= {x: v
.x
, y: v
.y
, c: v
.c
, p: v
.p
};
2107 this.subTurnTeleport
= 2;
2110 this.subTurnTeleport
= 1;
2111 this.captured
= null;
2113 if (this.options
["balance"]) {
2114 if (![1, 3].includes(this.movesCount
))
2120 this.options
["doublemove"] &&
2121 this.movesCount
>= 1 &&
2124 (this.options
["progressive"] && this.subTurn
<= this.movesCount
)
2126 const oppKingPos
= this.searchKingPos(oppCol
);
2128 oppKingPos
[0] >= 0 &&
2130 this.options
["taking"] ||
2131 !this.underCheck(oppKingPos
, color
)
2144 // "Stop at the first move found"
2145 atLeastOneMove(color
) {
2146 color
= color
|| this.turn
;
2147 for (let i
= 0; i
< this.size
.x
; i
++) {
2148 for (let j
= 0; j
< this.size
.y
; j
++) {
2149 if (this.board
[i
][j
] != "" && this.getColor(i
, j
) == color
) {
2150 // NOTE: in fact searching for all potential moves from i,j.
2151 // I don't believe this is an issue, for now at least.
2152 const moves
= this.getPotentialMovesFrom([i
, j
]);
2153 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1))
2158 if (this.hasReserve
&& this.reserve
[color
]) {
2159 for (let p
of Object
.keys(this.reserve
[color
])) {
2160 const moves
= this.getDropMovesFrom([color
, p
]);
2161 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1))
2168 // What is the score ? (Interesting if game is over)
2169 getCurrentScore(move) {
2170 const color
= this.turn
;
2171 const oppCol
= C
.GetOppCol(color
);
2172 const kingPos
= [this.searchKingPos(color
), this.searchKingPos(oppCol
)];
2173 if (kingPos
[0][0] < 0 && kingPos
[1][0] < 0)
2175 if (kingPos
[0][0] < 0)
2176 return (color
== "w" ? "0-1" : "1-0");
2177 if (kingPos
[1][0] < 0)
2178 return (color
== "w" ? "1-0" : "0-1");
2179 if (this.atLeastOneMove())
2181 // No valid move: stalemate or checkmate?
2182 if (!this.underCheck(kingPos
, color
))
2185 return (color
== "w" ? "0-1" : "1-0");
2188 // NOTE: quite suboptimal for eg. Benedict (not a big deal I think)
2189 playVisual(move, r
) {
2190 move.vanish
.forEach(v
=> {
2191 if (!this.enlightened
|| this.enlightened
[v
.x
][v
.y
]) {
2192 // TODO: next "if" shouldn't be required
2193 if (this.g_pieces
[v
.x
][v
.y
])
2194 this.g_pieces
[v
.x
][v
.y
].remove();
2195 this.g_pieces
[v
.x
][v
.y
] = null;
2199 document
.getElementById(this.containerId
).querySelector(".chessboard");
2201 r
= chessboard
.getBoundingClientRect();
2202 const pieceWidth
= this.getPieceWidth(r
.width
);
2203 move.appear
.forEach(a
=> {
2204 if (this.enlightened
&& !this.enlightened
[a
.x
][a
.y
])
2206 this.g_pieces
[a
.x
][a
.y
] = document
.createElement("piece");
2207 this.g_pieces
[a
.x
][a
.y
].classList
.add(this.pieces()[a
.p
]["class"]);
2208 this.g_pieces
[a
.x
][a
.y
].classList
.add(a
.c
== "w" ? "white" : "black");
2209 this.g_pieces
[a
.x
][a
.y
].style
.width
= pieceWidth
+ "px";
2210 this.g_pieces
[a
.x
][a
.y
].style
.height
= pieceWidth
+ "px";
2211 const [ip
, jp
] = this.getPixelPosition(a
.x
, a
.y
, r
);
2212 this.g_pieces
[a
.x
][a
.y
].style
.transform
= `translate(${ip}px,${jp}px)`;
2213 chessboard
.appendChild(this.g_pieces
[a
.x
][a
.y
]);
2217 playPlusVisual(move, r
) {
2218 this.playVisual(move, r
);
2220 this.afterPlay(move); //user method
2223 // Assumes reserve on top (usage case otherwise? TODO?)
2224 getReserveShift(c
, p
, r
) {
2227 for (let pi
of Object
.keys(this.reserve
[c
])) {
2228 if (this.reserve
[c
][pi
] == 0)
2234 const rsqSize
= this.getReserveSquareSize(r
.width
, nbR
);
2235 return [-ridx
* rsqSize
, rsqSize
]; //slightly inaccurate... TODO?
2238 animate(move, callback
) {
2239 if (this.noAnimate
) {
2243 const [i1
, j1
] = [move.start
.x
, move.start
.y
];
2244 const dropMove
= (typeof i1
== "string");
2245 const startArray
= (dropMove
? this.r_pieces : this.g_pieces
);
2246 let startPiece
= startArray
[i1
][j1
];
2247 // TODO: next "if" shouldn't be required
2253 document
.getElementById(this.containerId
).querySelector(".chessboard");
2254 const clonePiece
= (
2256 this.options
["rifle"] ||
2257 (this.options
["teleport"] && this.subTurnTeleport
== 2)
2260 startPiece
= startPiece
.cloneNode();
2261 if (this.options
["rifle"])
2262 startArray
[i1
][j1
].style
.opacity
= "0";
2263 if (this.options
["teleport"] && this.subTurnTeleport
== 2) {
2264 const pieces
= this.pieces();
2265 const startCode
= (dropMove
? j1 : this.getPiece(i1
, j1
));
2266 startPiece
.classList
.remove(pieces
[startCode
]["class"]);
2267 startPiece
.classList
.add(pieces
[this.captured
.p
]["class"]);
2270 chessboard
.appendChild(startPiece
);
2272 const [i2
, j2
] = [move.end
.x
, move.end
.y
];
2276 i1
== this.playerColor
? this.size
.x : 0,
2277 this.size
.y
/ 2 //not trying to be accurate here... (TODO?)
2281 startCoords
= [i1
, j1
];
2282 const r
= chessboard
.getBoundingClientRect();
2283 const arrival
= this.getPixelPosition(i2
, j2
, r
); //TODO: arrival on drop?
2286 rs
= this.getReserveShift(i1
, j1
, r
);
2288 Math
.sqrt((startCoords
[0] - i2
) ** 2 + (startCoords
[1] - j2
) ** 2);
2289 const maxDist
= Math
.sqrt((this.size
.x
- 1)** 2 + (this.size
.y
- 1) ** 2);
2290 const multFact
= (distance
- 1) / (maxDist
- 1); //1 == minDist
2291 const duration
= 0.2 + multFact
* 0.3;
2292 const initTransform
= startPiece
.style
.transform
;
2293 startPiece
.style
.transform
=
2294 `translate(${arrival[0] + rs[0]}px, ${arrival[1] + rs[1]}px)`;
2295 startPiece
.style
.transitionDuration
= duration
+ "s";
2299 if (this.options
["rifle"])
2300 startArray
[i1
][j1
].style
.opacity
= "1";
2301 startPiece
.remove();
2304 startPiece
.style
.transform
= initTransform
;
2305 startPiece
.style
.transitionDuration
= "0s";
2313 playReceivedMove(moves
, callback
) {
2314 const launchAnimation
= () => {
2315 const r
= container
.querySelector(".chessboard").getBoundingClientRect();
2316 const animateRec
= i
=> {
2317 this.animate(moves
[i
], () => {
2318 this.playVisual(moves
[i
], r
);
2319 this.play(moves
[i
]);
2320 if (i
< moves
.length
- 1)
2321 setTimeout(() => animateRec(i
+1), 300);
2328 // Delay if user wasn't focused:
2329 const checkDisplayThenAnimate
= (delay
) => {
2330 if (container
.style
.display
== "none") {
2331 alert("New move! Let's go back to game...");
2332 document
.getElementById("gameInfos").style
.display
= "none";
2333 container
.style
.display
= "block";
2334 setTimeout(launchAnimation
, 700);
2337 setTimeout(launchAnimation
, delay
|| 0);
2339 let container
= document
.getElementById(this.containerId
);
2340 if (document
.hidden
) {
2341 document
.onvisibilitychange
= () => {
2342 document
.onvisibilitychange
= undefined;
2343 checkDisplayThenAnimate(700);
2347 checkDisplayThenAnimate();