+import { Random } from "/utils/alea.js";
+import { ArrayFun } from "/utils/array.js";
+import PiPo from "/utils/PiPo.js";
+import Move from "/utils/Move.js";
+
+// NOTE: x coords: top to bottom (white perspective); y: left to right
+export default class ChessRules {
+
+ /////////////////////////
+ // VARIANT SPECIFICATIONS
+
+ // Some variants have specific options, like the number of pawns in Monster,
+ // or the board size for Pandemonium.
+ // Users can generally select a randomness level from 0 to 2.
+ static get Options() {
+ return {
+ // NOTE: some options are required for FEN generation, some aren't.
+ select: [{
+ label: "Randomness",
+ variable: "randomness",
+ defaut: 0,
+ options: [
+ { label: "Deterministic", value: 0 },
+ { label: "Symmetric random", value: 1 },
+ { label: "Asymmetric random", value: 2 }
+ ]
+ }],
+ check: [{
+ label: "Capture king?",
+ defaut: false,
+ variable: "taking"
+ }],
+ // Game modifiers (using "elementary variants"). Default: false
+ styles: [
+ "atomic",
+ "balance", //takes precedence over doublemove & progressive
+ "cannibal",
+ "capture",
+ "crazyhouse",
+ "cylinder", //ok with all
+ "dark",
+ "doublemove",
+ "madrasi",
+ "progressive", //(natural) priority over doublemove
+ "recycle",
+ "rifle",
+ "teleport",
+ "zen"
+ ]
+ };
+ }
+
+ // Pawns specifications
+ get pawnSpecs() {
+ return {
+ directions: { 'w': -1, 'b': 1 },
+ initShift: { w: 1, b: 1 },
+ twoSquares: true,
+ threeSquares: false,
+ canCapture: true,
+ captureBackward: false,
+ bidirectional: false,
+ promotions: ['r', 'n', 'b', 'q']
+ };
+ }
+
+ // Some variants don't have flags:
+ get hasFlags() {
+ return true;
+ }
+ // Or castle
+ get hasCastle() {
+ return this.hasFlags;
+ }
+
+ // En-passant captures allowed?
+ get hasEnpassant() {
+ return true;
+ }
+
+ get hasReserve() {
+ return (
+ !!this.options["crazyhouse"] ||
+ (!!this.options["recycle"] && !this.options["teleport"])
+ );
+ }
+
+ get noAnimate() {
+ return !!this.options["dark"];
+ }
+
+ // Some variants use click infos:
+ doClick([x, y]) {
+ if (typeof x != "number") return null; //click on reserves
+ if (
+ this.options["teleport"] && this.subTurn == 2 &&
+ this.board[x][y] == ""
+ ) {
+ return new Move({
+ start: {x: this.captured.x, y: this.captured.y},
+ appear: [
+ new PiPo({
+ x: x,
+ y: y,
+ c: this.captured.c, //this.turn,
+ p: this.captured.p
+ })
+ ],
+ vanish: []
+ });
+ }
+ return null;
+ }
+
+ ////////////////////
+ // COORDINATES UTILS
+
+ // 3 --> d (column number to letter)
+ static CoordToColumn(colnum) {
+ return String.fromCharCode(97 + colnum);
+ }
+
+ // d --> 3 (column letter to number)
+ static ColumnToCoord(columnStr) {
+ return columnStr.charCodeAt(0) - 97;
+ }
+
+ // 7 (numeric) --> 1 (str) [from black viewpoint].
+ static CoordToRow(rownum) {
+ return rownum;
+ }
+
+ // NOTE: wrong row index (1 should be 7 ...etc). But OK for the usage.
+ static RowToCoord(rownumStr) {
+ // NOTE: 30 is way more than enough (allow up to 29 rows on one character)
+ return parseInt(rownumStr, 30);
+ }
+
+ // a2 --> {x:2,y:0} (this is in fact a6)
+ static SquareToCoords(sq) {
+ return {
+ x: ChessRules.RowToCoord(sq[1]),
+ // NOTE: column is always one char => max 26 columns
+ y: ChessRules.ColumnToCoord(sq[0])
+ };
+ }
+
+ // {x:0,y:4} --> e0 (should be e8)
+ static CoordsToSquare(coords) {
+ return (
+ ChessRules.CoordToColumn(coords.y) + ChessRules.CoordToRow(coords.x)
+ );
+ }
+
+ coordsToId([x, y]) {
+ if (typeof x == "number")
+ return `${this.containerId}|sq-${x.toString(30)}-${y.toString(30)}`;
+ // Reserve :
+ return `${this.containerId}|rsq-${x}-${y}`;
+ }
+
+ idToCoords(targetId) {
+ if (!targetId) return null; //outside page, maybe...
+ const idParts = targetId.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
+ if (
+ idParts.length < 2 ||
+ idParts[0] != this.containerId ||
+ !idParts[1].match(/sq-[0-9a-zA-Z]-[0-9a-zA-Z]/)
+ ) {
+ return null;
+ }
+ const squares = idParts[1].split('-');
+ if (squares[0] == "sq")
+ return [ parseInt(squares[1], 30), parseInt(squares[2], 30) ];
+ // squares[0] == "rsq" : reserve, 'c' + 'p' (letters)
+ return [squares[1], squares[2]];
+ }
+
+ /////////////
+ // FEN UTILS
+
+ // Turn "wb" into "B" (for FEN)
+ board2fen(b) {
+ return b[0] == "w" ? b[1].toUpperCase() : b[1];
+ }
+
+ // Turn "p" into "bp" (for board)
+ fen2board(f) {
+ return f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f;
+ }
+
+ // Setup the initial random-or-not (asymmetric-or-not) position
+ genRandInitFen(seed) {
+ Random.setSeed(seed);
+
+ let fen, flags = "0707";
+ if (this.options.randomness == 0 || !this.options.randomness)
+ // Deterministic:
+ fen = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0";
+
+ else {
+ // Randomize
+ let pieces = { w: new Array(8), b: new Array(8) };
+ flags = "";
+ // Shuffle pieces on first (and last rank if randomness == 2)
+ for (let c of ["w", "b"]) {
+ if (c == 'b' && this.options.randomness == 1) {
+ pieces['b'] = pieces['w'];
+ flags += flags;
+ break;
+ }
+
+ let positions = ArrayFun.range(8);
+
+ // Get random squares for bishops
+ let randIndex = 2 * Random.randInt(4);
+ const bishop1Pos = positions[randIndex];
+ // The second bishop must be on a square of different color
+ let randIndex_tmp = 2 * Random.randInt(4) + 1;
+ const bishop2Pos = positions[randIndex_tmp];
+ // Remove chosen squares
+ positions.splice(Math.max(randIndex, randIndex_tmp), 1);
+ positions.splice(Math.min(randIndex, randIndex_tmp), 1);
+
+ // Get random squares for knights
+ randIndex = Random.randInt(6);
+ const knight1Pos = positions[randIndex];
+ positions.splice(randIndex, 1);
+ randIndex = Random.randInt(5);
+ const knight2Pos = positions[randIndex];
+ positions.splice(randIndex, 1);
+
+ // Get random square for queen
+ randIndex = Random.randInt(4);
+ const queenPos = positions[randIndex];
+ positions.splice(randIndex, 1);
+
+ // Rooks and king positions are now fixed,
+ // because of the ordering rook-king-rook
+ const rook1Pos = positions[0];
+ const kingPos = positions[1];
+ const rook2Pos = positions[2];
+
+ // Finally put the shuffled pieces in the board array
+ pieces[c][rook1Pos] = "r";
+ pieces[c][knight1Pos] = "n";
+ pieces[c][bishop1Pos] = "b";
+ pieces[c][queenPos] = "q";
+ pieces[c][kingPos] = "k";
+ pieces[c][bishop2Pos] = "b";
+ pieces[c][knight2Pos] = "n";
+ pieces[c][rook2Pos] = "r";
+ flags += rook1Pos.toString() + rook2Pos.toString();
+ }
+ fen = (
+ pieces["b"].join("") +
+ "/pppppppp/8/8/8/8/PPPPPPPP/" +
+ pieces["w"].join("").toUpperCase() +
+ " w 0"
+ );
+ }
+ // Add turn + flags + enpassant (+ reserve)
+ let parts = [];
+ if (this.hasFlags) parts.push(`"flags":"${flags}"`);
+ if (this.hasEnpassant) parts.push('"enpassant":"-"');
+ if (this.hasReserve) parts.push('"reserve":"000000000000"');
+ if (this.options["crazyhouse"]) parts.push('"ispawn":"-"');
+ if (parts.length >= 1) fen += " {" + parts.join(",") + "}";
+ return fen;
+ }
+
+ // "Parse" FEN: just return untransformed string data
+ parseFen(fen) {
+ const fenParts = fen.split(" ");
+ let res = {
+ position: fenParts[0],
+ turn: fenParts[1],
+ movesCount: fenParts[2]
+ };
+ if (fenParts.length > 3) res = Object.assign(res, JSON.parse(fenParts[3]));
+ return res;
+ }
+
+ // Return current fen (game state)
+ getFen() {
+ let fen = (
+ this.getBaseFen() + " " +
+ this.getTurnFen() + " " +
+ this.movesCount
+ );
+ let parts = [];
+ if (this.hasFlags) parts.push(`"flags":"${this.getFlagsFen()}"`);
+ if (this.hasEnpassant)
+ parts.push(`"enpassant":"${this.getEnpassantFen()}"`);
+ if (this.hasReserve) parts.push(`"reserve":"${this.getReserveFen()}"`);
+ if (this.options["crazyhouse"])
+ parts.push(`"ispawn":"${this.getIspawnFen()}"`);
+ if (parts.length >= 1) fen += " {" + parts.join(",") + "}";
+ return fen;
+ }
+
+ // Position part of the FEN string
+ getBaseFen() {
+ const format = (count) => {
+ // if more than 9 consecutive free spaces, break the integer,
+ // otherwise FEN parsing will fail.
+ if (count <= 9) return count;
+ // Most boards of size < 18:
+ if (count <= 18) return "9" + (count - 9);
+ // Except Gomoku:
+ return "99" + (count - 18);
+ };
+ let position = "";
+ for (let i = 0; i < this.size.y; i++) {
+ let emptyCount = 0;
+ for (let j = 0; j < this.size.x; j++) {
+ if (this.board[i][j] == "") emptyCount++;
+ else {
+ if (emptyCount > 0) {
+ // Add empty squares in-between
+ position += format(emptyCount);
+ emptyCount = 0;
+ }
+ position += this.board2fen(this.board[i][j]);
+ }
+ }
+ if (emptyCount > 0)
+ // "Flush remainder"
+ position += format(emptyCount);
+ if (i < this.size.y - 1) position += "/"; //separate rows
+ }
+ return position;
+ }
+
+ getTurnFen() {
+ return this.turn;
+ }
+
+ // Flags part of the FEN string
+ getFlagsFen() {
+ return ["w", "b"].map(c => {
+ return this.castleFlags[c].map(x => x.toString(30)).join("");
+ }).join("");
+ }
+
+ // Enpassant part of the FEN string
+ getEnpassantFen() {
+ if (!this.epSquare) return "-"; //no en-passant
+ return ChessRules.CoordsToSquare(this.epSquare);
+ }
+
+ getReserveFen() {
+ return (
+ ["w","b"].map(c => Object.values(this.reserve[c]).join("")).join("")
+ );
+ }
+
+ getIspawnFen() {
+ const coords = Object.keys(this.ispawn);
+ if (coords.length == 0) return "-";
+ return coords.map(ChessRules.CoordsToSquare).join(",");
+ }
+
+ // Set flags from fen (castle: white a,h then black a,h)
+ setFlags(fenflags) {
+ this.castleFlags = {
+ w: [0, 1].map(i => parseInt(fenflags.charAt(i), 30)),
+ b: [2, 3].map(i => parseInt(fenflags.charAt(i), 30))
+ };
+ }
+
+ //////////////////
+ // INITIALIZATION
+
+ // Fen string fully describes the game state
+ constructor(o) {
+ this.options = o.options;
+ this.playerColor = o.color;
+ this.afterPlay = o.afterPlay;
+
+ // FEN-related:
+ if (!o.fen) o.fen = this.genRandInitFen(o.seed);
+ const fenParsed = this.parseFen(o.fen);
+ this.board = this.getBoard(fenParsed.position);
+ this.turn = fenParsed.turn;
+ this.movesCount = parseInt(fenParsed.movesCount, 10);
+ this.setOtherVariables(fenParsed);
+
+ // Graphical (can use variables defined above)
+ this.containerId = o.element;
+ this.graphicalInit();
+ }
+
+ // Turn position fen into double array ["wb","wp","bk",...]
+ getBoard(position) {
+ const rows = position.split("/");
+ let board = ArrayFun.init(this.size.x, this.size.y, "");
+ for (let i = 0; i < rows.length; i++) {
+ let j = 0;
+ for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) {
+ const character = rows[i][indexInRow];
+ const num = parseInt(character, 10);
+ // If num is a number, just shift j:
+ if (!isNaN(num)) j += num;
+ // Else: something at position i,j
+ else board[i][j++] = this.fen2board(character);
+ }
+ }
+ return board;
+ }
+
+ // Some additional variables from FEN (variant dependant)
+ setOtherVariables(fenParsed) {
+ // Set flags and enpassant:
+ if (this.hasFlags) this.setFlags(fenParsed.flags);
+ if (this.hasEnpassant)
+ this.epSquare = this.getEpSquare(fenParsed.enpassant);
+ if (this.hasReserve) this.initReserves(fenParsed.reserve);
+ if (this.options["crazyhouse"]) this.initIspawn(fenParsed.ispawn);
+ this.subTurn = 1; //may be unused
+ if (this.options["teleport"]) this.captured = null;
+ if (this.options["dark"]) {
+ this.enlightened = ArrayFun.init(this.size.x, this.size.y);
+ // Setup enlightened: squares reachable by player side
+ this.updateEnlightened(false);
+ }
+ }
+
+ updateEnlightened(withGraphics) {
+ let newEnlightened = ArrayFun.init(this.size.x, this.size.y, false);
+ const pawnShift = { w: -1, b: 1 };
+ // Add pieces positions + all squares reachable by moves (includes Zen):
+ // (watch out special pawns case)
+ for (let x=0; x<this.size.x; x++) {
+ for (let y=0; y<this.size.y; y++) {
+ if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor)
+ {
+ newEnlightened[x][y] = true;
+ const piece = this.getPiece(x, y);
+ if (piece == ChessRules.PAWN) {
+ // Attacking squares wouldn't be highlighted if no captures:
+ this.pieces(this.playerColor)[piece].attack.forEach(step => {
+ const [i, j] = [x + step[0], this.computeY(y + step[1])];
+ if (this.onBoard(i, j) && this.board[i][j] == "")
+ newEnlightened[i][j] = true;
+ });
+ }
+ this.getPotentialMovesFrom([x, y]).forEach(m => {
+ newEnlightened[m.end.x][m.end.y] = true;
+ });
+ }
+ }
+ }
+ if (this.epSquare) this.enlightEnpassant(newEnlightened);
+ if (withGraphics) this.graphUpdateEnlightened(newEnlightened);
+ this.enlightened = newEnlightened;
+ }
+
+ // Include en-passant capturing square if any:
+ enlightEnpassant(newEnlightened) {
+ const steps = this.pieces(this.playerColor)[ChessRules.PAWN].attack;
+ for (let step of steps) {
+ const x = this.epSquare.x - step[0],
+ y = this.computeY(this.epSquare.y - step[1]);
+ if (
+ this.onBoard(x, y) &&
+ this.getColor(x, y) == this.playerColor &&
+ this.getPiece(x, y) == ChessRules.PAWN
+ ) {
+ newEnlightened[x][this.epSquare.y] = true;
+ break;
+ }
+ }
+ }
+
+ // Apply diff this.enlightened --> newEnlightened on board
+ graphUpdateEnlightened(newEnlightened) {
+ let container = document.getElementById(this.containerId);
+ const r = container.getBoundingClientRect();
+ const pieceWidth = this.getPieceWidth(r.width);
+ for (let x=0; x<this.size.x; x++) {
+ for (let y=0; y<this.size.y; y++) {
+ if (this.enlightened[x][y] && !newEnlightened[x][y]) {
+ let elt = document.getElementById(this.coordsToId([x, y]));
+ elt.style.fillOpacity = "0.5";
+ if (this.g_pieces[x][y]) {
+ this.g_pieces[x][y].remove();
+ this.g_pieces[x][y] = null;
+ }
+ }
+ else if (!this.enlightened[x][y] && newEnlightened[x][y]) {
+ let elt = document.getElementById(this.coordsToId([x, y]));
+ elt.style.fillOpacity = "1";
+ if (this.board[x][y] != "") {
+ const piece = this.getPiece(x, y);
+ const color = this.getColor(x, y);
+ this.g_pieces[x][y] = document.createElement("piece");
+ let newClasses = [
+ this.pieces()[piece]["class"],
+ color == "w" ? "white" : "black"
+ ];
+ newClasses.forEach(cl => this.g_pieces[x][y].classList.add(cl));
+ this.g_pieces[x][y].style.width = pieceWidth + "px";
+ this.g_pieces[x][y].style.height = pieceWidth + "px";
+ const [ip, jp] = this.getPixelPosition(x, y, r);
+ this.g_pieces[x][y].style.transform =
+ `translate(${ip}px,${jp}px)`;
+ container.appendChild(this.g_pieces[x][y]);
+ }
+ }
+ }
+ }
+ }
+
+ // ordering p,r,n,b,q,k (most general + count in base 30 if needed)
+ initReserves(reserveStr) {
+ const counts = reserveStr.split("").map(c => parseInt(c, 30));
+ this.reserve = { w: {}, b: {} };
+ const pieceName = Object.keys(this.pieces());
+ for (let i of ArrayFun.range(12)) {
+ if (i < 6) this.reserve['w'][pieceName[i]] = counts[i];
+ else this.reserve['b'][pieceName[i-6]] = counts[i];
+ }
+ }
+
+ initIspawn(ispawnStr) {
+ if (ispawnStr != "-") {
+ this.ispawn = ispawnStr.split(",").map(ChessRules.SquareToCoords)
+ .reduce((o, key) => ({ ...o, [key]: true}), {});
+ }
+ else this.ispawn = {};
+ }
+
+ getNbReservePieces(color) {
+ return (
+ Object.values(this.reserve[color]).reduce(
+ (oldV,newV) => oldV + (newV > 0 ? 1 : 0), 0)
+ );
+ }
+
+ //////////////
+ // VISUAL PART
+
+ getPieceWidth(rwidth) {
+ return (rwidth / this.size.y);
+ }
+
+ getSquareWidth(rwidth) {
+ return this.getPieceWidth(rwidth);
+ }
+
+ getReserveSquareSize(rwidth, nbR) {
+ const sqSize = this.getSquareWidth(rwidth);
+ return Math.min(sqSize, rwidth / nbR);
+ }
+
+ getReserveNumId(color, piece) {
+ return `${this.containerId}|rnum-${color}${piece}`;
+ }
+
+ graphicalInit() {
+ // NOTE: not window.onresize = this.re_drawBoardElts because scope (this)
+ window.onresize = () => this.re_drawBoardElements();
+ this.re_drawBoardElements();
+ this.initMouseEvents();
+ const container = document.getElementById(this.containerId);
+ new ResizeObserver(this.rescale).observe(container);
+ }
+
+ re_drawBoardElements() {
+ const board = this.getSvgChessboard();
+ const oppCol = ChessRules.GetOppCol(this.playerColor);
+ let container = document.getElementById(this.containerId);
+ container.innerHTML = "";
+ container.insertAdjacentHTML('beforeend', board);
+ let cb = container.querySelector("#" + this.containerId + "_SVG");
+ const aspectRatio = this.size.y / this.size.x;
+ // Compare window ratio width / height to aspectRatio:
+ const windowRatio = window.innerWidth / window.innerHeight;
+ let cbWidth, cbHeight;
+ if (windowRatio <= aspectRatio) {
+ // Limiting dimension is width:
+ cbWidth = Math.min(window.innerWidth, 767);
+ cbHeight = cbWidth / aspectRatio;
+ }
+ else {
+ // Limiting dimension is height:
+ cbHeight = Math.min(window.innerHeight, 767);
+ cbWidth = cbHeight * aspectRatio;
+ }
+ if (this.reserve) {
+ const sqSize = cbWidth / this.size.y;
+ // NOTE: allocate space for reserves (up/down) even if they are empty
+ if ((window.innerHeight - cbHeight) / 2 < sqSize + 5) {
+ cbHeight = window.innerHeight - 2 * (sqSize + 5);
+ cbWidth = cbHeight * aspectRatio;
+ }
+ }
+ container.style.width = cbWidth + "px";
+ container.style.height = cbHeight + "px";
+ // Center chessboard:
+ const spaceLeft = (window.innerWidth - cbWidth) / 2,
+ spaceTop = (window.innerHeight - cbHeight) / 2;
+ container.style.left = spaceLeft + "px";
+ container.style.top = spaceTop + "px";
+ // Give sizes instead of recomputing them,
+ // because chessboard might not be drawn yet.
+ this.setupPieces({
+ width: cbWidth,
+ height: cbHeight,
+ x: spaceLeft,
+ y: spaceTop
+ });
+ }
+
+ // Get SVG board (background, no pieces)
+ getSvgChessboard() {
+ const [sizeX, sizeY] = [this.size.x, this.size.y];
+ const flipped = (this.playerColor == 'b');
+ let board = `
+ <svg
+ viewBox="0 0 80 80"
+ version="1.1"
+ id="${this.containerId}_SVG">
+ <g>`;
+ for (let i=0; i < sizeX; i++) {
+ for (let j=0; j < sizeY; j++) {
+ const ii = (flipped ? this.size.x - 1 - i : i);
+ const jj = (flipped ? this.size.y - 1 - j : j);
+ let fillOpacity = '1';
+ if (this.options["dark"] && !this.enlightened[ii][jj])
+ fillOpacity = '0.5';
+ // NOTE: x / y reversed because coordinates system is reversed.
+ // TODO: CSS "wood" style, rect --> style --> background-image ?
+ board += `<rect style="fill-opacity:${fillOpacity};
+ fill:#${this.getSquareColor(ii, jj)}"
+ id="${this.coordsToId([ii, jj])}"
+ width="10"
+ height="10"
+ x="${10*j}"
+ y="${10*i}" />`;
+ }
+ }
+ board += "</g></svg>";
+ return board;
+ }
+
+ // Generally light square bottom-right; TODO: user-defined colors at least
+ getSquareColor(i, j) {
+ return ((i+j) % 2 == 0 ? "f0d9b5": "b58863");
+ }
+
+ setupPieces(r) {
+ if (this.g_pieces) {
+ // Refreshing: delete old pieces first
+ for (let i=0; i<this.size.x; i++) {
+ for (let j=0; j<this.size.y; j++) {
+ if (this.g_pieces[i][j]) {
+ this.g_pieces[i][j].remove();
+ this.g_pieces[i][j] = null;
+ }
+ }
+ }
+ }
+ else this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null);
+ let container = document.getElementById(this.containerId);
+ const pieceWidth = this.getPieceWidth(r.width);
+ for (let i=0; i < this.size.x; i++) {
+ for (let j=0; j < this.size.y; j++) {
+ if (
+ this.board[i][j] != "" &&
+ (!this.options["dark"] || this.enlightened[i][j])
+ ) {
+ const piece = this.getPiece(i, j);
+ const color = this.getColor(i, j);
+ this.g_pieces[i][j] = document.createElement("piece");
+ this.g_pieces[i][j].classList.add(this.pieces()[piece]["class"]);
+ this.g_pieces[i][j].classList.add(color == "w" ? "white" : "black");
+ this.g_pieces[i][j].style.width = pieceWidth + "px";
+ this.g_pieces[i][j].style.height = pieceWidth + "px";
+ const [ip, jp] = this.getPixelPosition(i, j, r);
+ this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
+ container.appendChild(this.g_pieces[i][j]);
+ }
+ }
+ }
+ if (this.reserve) this.re_drawReserve(['w', 'b'], r);
+ }
+
+ // NOTE: assume !!this.reserve
+ re_drawReserve(colors, r) {
+ if (this.r_pieces) {
+ // Remove (old) reserve pieces
+ for (let c of colors) {
+ if (!this.reserve[c]) continue;
+ Object.keys(this.reserve[c]).forEach(p => {
+ if (this.r_pieces[c][p]) {
+ this.r_pieces[c][p].remove();
+ delete this.r_pieces[c][p];
+ const numId = this.getReserveNumId(c, p);
+ document.getElementById(numId).remove();
+ }
+ });
+ let reservesDiv = document.getElementById("reserves_" + c);
+ if (reservesDiv) reservesDiv.remove();
+ }
+ }
+ else this.r_pieces = { 'w': {}, 'b': {} };
+ if (!r) {
+ const container = document.getElementById(this.containerId);
+ r = container.getBoundingClientRect();
+ }
+ const epsilon = 1e-4; //fix display bug on Firefox at least
+ for (let c of colors) {
+ if (!this.reserve[c]) continue;
+ const nbR = this.getNbReservePieces(c);
+ if (nbR == 0) continue;
+ const sqResSize = this.getReserveSquareSize(r.width, nbR);
+ let ridx = 0;
+ const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
+ const [i0, j0] = [r.x, r.y + vShift];
+ let rcontainer = document.createElement("div");
+ rcontainer.id = "reserves_" + c;
+ rcontainer.classList.add("reserves");
+ rcontainer.style.left = i0 + "px";
+ rcontainer.style.top = j0 + "px";
+ rcontainer.style.width = (nbR * sqResSize) + "px";
+ rcontainer.style.height = sqResSize + "px";
+ document.getElementById("boardContainer").appendChild(rcontainer);
+ for (let p of Object.keys(this.reserve[c])) {
+ if (this.reserve[c][p] == 0) continue;
+ let r_cell = document.createElement("div");
+ r_cell.id = this.coordsToId([c, p]);
+ r_cell.classList.add("reserve-cell");
+ r_cell.style.width = (sqResSize - epsilon) + "px";
+ r_cell.style.height = (sqResSize - epsilon) + "px";
+ rcontainer.appendChild(r_cell);
+ let piece = document.createElement("piece");
+ const pieceSpec = this.pieces(c)[p];
+ piece.classList.add(pieceSpec["class"]);
+ piece.classList.add(c == 'w' ? "white" : "black");
+ piece.style.width = "100%";
+ piece.style.height = "100%";
+ this.r_pieces[c][p] = piece;
+ r_cell.appendChild(piece);
+ let number = document.createElement("div");
+ number.textContent = this.reserve[c][p];
+ number.classList.add("reserve-num");
+ number.id = this.getReserveNumId(c, p);
+ const fontSize = "1.3em";
+ number.style.fontSize = fontSize;
+ number.style.fontSize = fontSize;
+ r_cell.appendChild(number);
+ ridx++;
+ }
+ }
+ }
+
+ updateReserve(color, piece, count) {
+ const oldCount = this.reserve[color][piece];
+ this.reserve[color][piece] = count;
+ // Redrawing is much easier if count==0
+ if ([oldCount, count].includes(0)) this.re_drawReserve([color]);
+ else {
+ const numId = this.getReserveNumId(color, piece);
+ document.getElementById(numId).textContent = count;
+ }
+ }
+
+ // After resize event: no need to destroy/recreate pieces
+ rescale() {
+ let container = document.getElementById(this.containerId);
+ if (!container) return; //useful at initial loading
+ const r = container.getBoundingClientRect();
+ const newRatio = r.width / r.height;
+ const aspectRatio = this.size.y / this.size.x;
+ let newWidth = r.width,
+ newHeight = r.height;
+ if (newRatio > aspectRatio) {
+ newWidth = r.height * aspectRatio;
+ container.style.width = newWidth + "px";
+ }
+ else if (newRatio < aspectRatio) {
+ newHeight = r.width / aspectRatio;
+ container.style.height = newHeight + "px";
+ }
+ const newX = (window.innerWidth - newWidth) / 2;
+ container.style.left = newX + "px";
+ const newY = (window.innerHeight - newHeight) / 2;
+ container.style.top = newY + "px";
+ const newR = { x: newX, y: newY, width: newWidth, height: newHeight };
+ const pieceWidth = this.getPieceWidth(newWidth);
+ for (let i=0; i < this.size.x; i++) {
+ for (let j=0; j < this.size.y; j++) {
+ if (this.board[i][j] != "") {
+ // NOTE: could also use CSS transform "scale"
+ this.g_pieces[i][j].style.width = pieceWidth + "px";
+ this.g_pieces[i][j].style.height = pieceWidth + "px";
+ const [ip, jp] = this.getPixelPosition(i, j, newR);
+ this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
+ }
+ }
+ }
+ if (this.reserve) this.rescaleReserve(newR);
+ }
+
+ rescaleReserve(r) {
+ const epsilon = 1e-4;
+ for (let c of ['w','b']) {
+ if (!this.reserve[c]) continue;
+ const nbR = this.getNbReservePieces(c);
+ if (nbR == 0) continue;
+ // Resize container first
+ const sqResSize = this.getReserveSquareSize(r.width, nbR);
+ const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
+ const [i0, j0] = [r.x, r.y + vShift];
+ let rcontainer = document.getElementById("reserves_" + c);
+ rcontainer.style.left = i0 + "px";
+ rcontainer.style.top = j0 + "px";
+ rcontainer.style.width = (nbR * sqResSize) + "px";
+ rcontainer.style.height = sqResSize + "px";
+ // And then reserve cells:
+ const rpieceWidth = this.getReserveSquareSize(r.width, nbR);
+ Object.keys(this.reserve[c]).forEach(p => {
+ if (this.reserve[c][p] == 0) return;
+ let r_cell = document.getElementById(this.coordsToId([c, p]));
+ r_cell.style.width = (sqResSize - epsilon) + "px";
+ r_cell.style.height = (sqResSize - epsilon) + "px";
+ });
+ }
+ }
+
+ // Return the absolute pixel coordinates given current position.
+ // Our coordinate system differs from CSS one (x <--> y).
+ // We return here the CSS coordinates (more useful).
+ getPixelPosition(i, j, r) {
+ const sqSize = this.getSquareWidth(r.width);
+ if (i < 0 || j < 0) return [0, 0]; //piece vanishes
+ const flipped = (this.playerColor == 'b');
+ const x = (flipped ? this.size.y - 1 - j : j) * sqSize;
+ const y = (flipped ? this.size.x - 1 - i : i) * sqSize;
+ return [x, y];
+ }
+
+ initMouseEvents() {
+ let container = document.getElementById(this.containerId);
+
+ const getOffset = e => {
+ if (e.clientX) return {x: e.clientX, y: e.clientY}; //Mouse
+ let touchLocation = null;
+ if (e.targetTouches && e.targetTouches.length >= 1)
+ // Touch screen, dragstart
+ touchLocation = e.targetTouches[0];
+ else if (e.changedTouches && e.changedTouches.length >= 1)
+ // Touch screen, dragend
+ touchLocation = e.changedTouches[0];
+ if (touchLocation)
+ return {x: touchLocation.pageX, y: touchLocation.pageY};
+ return [0, 0]; //Big trouble here =)
+ }
+
+ const centerOnCursor = (piece, e) => {
+ const centerShift = sqSize / 2;
+ const offset = getOffset(e);
+ piece.style.left = (offset.x - centerShift) + "px";
+ piece.style.top = (offset.y - centerShift) + "px";
+ }
+
+ let start = null,
+ r = null,
+ startPiece, curPiece = null,
+ sqSize;
+ const mousedown = (e) => {
+ r = container.getBoundingClientRect();
+ sqSize = this.getSquareWidth(r.width);
+ const square = this.idToCoords(e.target.id);
+ if (square) {
+ const [i, j] = square;
+ const move = this.doClick([i, j]);
+ if (move) this.playPlusVisual(move);
+ else {
+ if (typeof i != "number") startPiece = this.r_pieces[i][j];
+ else if (this.g_pieces[i][j]) startPiece = this.g_pieces[i][j];
+ if (startPiece && this.canIplay(i, j)) {
+ e.preventDefault();
+ start = { x: i, y: j };
+ curPiece = startPiece.cloneNode();
+ curPiece.style.transform = "none";
+ curPiece.style.zIndex = 5;
+ curPiece.style.width = sqSize + "px";
+ curPiece.style.height = sqSize + "px";
+ centerOnCursor(curPiece, e);
+ document.getElementById("boardContainer").appendChild(curPiece);
+ startPiece.style.opacity = "0.4";
+ container.style.cursor = "none";
+ }
+ }
+ }
+ };
+
+ const mousemove = (e) => {
+ if (start) {
+ e.preventDefault();
+ centerOnCursor(curPiece, e);
+ }
+ };
+
+ const mouseup = (e) => {
+ const newR = container.getBoundingClientRect();
+ if (newR.width != r.width || newR.height != r.height) {
+ this.rescale();
+ return;
+ }
+ if (!start) return;
+ const [x, y] = [start.x, start.y];
+ start = null;
+ e.preventDefault();
+ container.style.cursor = "pointer";
+ startPiece.style.opacity = "1";
+ const offset = getOffset(e);
+ const landingElt = document.elementFromPoint(offset.x, offset.y);
+ const sq = this.idToCoords(landingElt.id);
+ if (sq) {
+ const [i, j] = sq;
+ // NOTE: clearly suboptimal, but much easier, and not a big deal.
+ const potentialMoves = this.getPotentialMovesFrom([x, y])
+ .filter(m => m.end.x == i && m.end.y == j);
+ const moves = this.filterValid(potentialMoves);
+ if (moves.length >= 2) this.showChoices(moves, r);
+ else if (moves.length == 1) this.playPlusVisual(moves[0], r);
+ }
+ curPiece.remove();
+ };
+
+ if ('onmousedown' in window) {
+ document.addEventListener("mousedown", mousedown);
+ document.addEventListener("mousemove", mousemove);
+ document.addEventListener("mouseup", mouseup);
+ }
+ if ('ontouchstart' in window) {
+ document.addEventListener("touchstart", mousedown);
+ document.addEventListener("touchmove", mousemove);
+ document.addEventListener("touchend", mouseup);
+ }
+ }
+
+ showChoices(moves, r) {
+ let container = document.getElementById(this.containerId);
+ let choices = document.createElement("div");
+ choices.id = "choices";
+ choices.style.width = r.width + "px";
+ choices.style.height = r.height + "px";
+ choices.style.left = r.x + "px";
+ choices.style.top = r.y + "px";
+ container.style.opacity = "0.5";
+ let boardContainer = document.getElementById("boardContainer");
+ boardContainer.appendChild(choices);
+ const squareWidth = this.getSquareWidth(r.width);
+ const firstUpLeft = (r.width - (moves.length * squareWidth)) / 2;
+ const firstUpTop = (r.height - squareWidth) / 2;
+ const color = moves[0].appear[0].c;
+ const callback = (m) => {
+ container.style.opacity = "1";
+ boardContainer.removeChild(choices);
+ this.playPlusVisual(m, r);
+ }
+ for (let i=0; i < moves.length; i++) {
+ let choice = document.createElement("div");
+ choice.classList.add("choice");
+ choice.style.width = squareWidth + "px";
+ choice.style.height = squareWidth + "px";
+ choice.style.left = (firstUpLeft + i * squareWidth) + "px";
+ choice.style.top = firstUpTop + "px";
+ choice.style.backgroundColor = "lightyellow";
+ choice.onclick = () => callback(moves[i]);
+ const piece = document.createElement("piece");
+ const pieceSpec = this.pieces(color)[moves[i].appear[0].p];
+ piece.classList.add(pieceSpec["class"]);
+ piece.classList.add(color == 'w' ? "white" : "black");
+ piece.style.width = "100%";
+ piece.style.height = "100%";
+ choice.appendChild(piece);
+ choices.appendChild(choice);
+ }
+ }
+
+ //////////////
+ // BASIC UTILS
+
+ get size() {
+ return { "x": 8, "y": 8 };
+ }
+
+ // Color of thing on square (i,j). 'undefined' if square is empty
+ getColor(i, j) {
+ return this.board[i][j].charAt(0);
+ }
+
+ // Piece type on square (i,j). 'undefined' if square is empty
+ getPiece(i, j) {
+ return this.board[i][j].charAt(1);
+ }
+
+ // Get opponent color
+ static GetOppCol(color) {
+ return (color == "w" ? "b" : "w");
+ }
+
+ // Can thing on square1 take thing on square2
+ canTake([x1, y1], [x2, y2]) {
+ return (
+ (
+ (this.options["recycle"] || this.options["teleport"]) &&
+ this.getPiece(x2, y2) != ChessRules.KING
+ ) ||
+ (this.getColor(x1, y1) !== this.getColor(x2, y2))
+ );
+ }
+
+ // Is (x,y) on the chessboard?
+ onBoard(x, y) {
+ return x >= 0 && x < this.size.x && y >= 0 && y < this.size.y;
+ }
+
+ // Used in interface: 'side' arg == player color
+ canIplay(x, y) {
+ return (
+ this.playerColor == this.turn &&
+ (
+ (typeof x == "number" && this.getColor(x, y) == this.turn) ||
+ (typeof x == "string" && x == this.turn) //reserve
+ )
+ );
+ }
+
+ ////////////////////////
+ // PIECES SPECIFICATIONS
+
+ pieces(color) {
+ const pawnShift = (color == "w" ? -1 : 1);
+ return {
+ 'p': {
+ "class": "pawn",
+ steps: [[pawnShift, 0]],
+ range: 1,
+ attack: [[pawnShift, 1], [pawnShift, -1]]
+ },
+ // rook
+ 'r': {
+ "class": "rook",
+ steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]
+ },
+ // knight
+ 'n': {
+ "class": "knight",
+ steps: [
+ [1, 2], [1, -2], [-1, 2], [-1, -2],
+ [2, 1], [-2, 1], [2, -1], [-2, -1]
+ ],
+ range: 1
+ },
+ // bishop
+ 'b': {
+ "class": "bishop",
+ steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]
+ },
+ // queen
+ 'q': {
+ "class": "queen",
+ steps: [
+ [0, 1], [0, -1], [1, 0], [-1, 0],
+ [1, 1], [1, -1], [-1, 1], [-1, -1]
+ ]
+ },
+ // king
+ 'k': {
+ "class": "king",
+ steps: [
+ [0, 1], [0, -1], [1, 0], [-1, 0],
+ [1, 1], [1, -1], [-1, 1], [-1, -1]
+ ],
+ range: 1
+ }
+ };
+ }
+
+ // Some pieces codes (for a clearer code)
+ static get PAWN() {
+ return "p";
+ }
+ static get QUEEN() {
+ return "q";
+ }
+ static get KING() {
+ return "k";
+ }
+
+ ////////////////////
+ // MOVES GENERATION
+
+ // For Cylinder: get Y coordinate
+ computeY(y) {
+ if (!this.options["cylinder"]) return y;
+ let res = y % this.size.y;
+ if (res < 0) res += this.size.y;
+ return res;
+ }
+
+ // Stop at the first capture found
+ atLeastOneCapture(color) {
+ color = color || this.turn;
+ const oppCol = ChessRules.GetOppCol(color);
+ for (let i = 0; i < this.size.x; i++) {
+ for (let j = 0; j < this.size.y; j++) {
+ if (this.board[i][j] != "" && this.getColor(i, j) == color) {
+ const specs = this.pieces(color)[this.getPiece(i, j)];
+ const steps = specs.attack || specs.steps;
+ outerLoop: for (let step of steps) {
+ let [ii, jj] = [i + step[0], this.computeY(j + step[1])];
+ let stepCounter = 1;
+ while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
+ if (specs.range <= stepCounter++) continue outerLoop;
+ ii += step[0];
+ jj = this.computeY(jj + step[1]);
+ }
+ if (
+ this.onBoard(ii, jj) &&
+ this.getColor(ii, jj) == oppCol &&
+ this.filterValid(
+ [this.getBasicMove([i, j], [ii, jj])]
+ ).length >= 1
+ ) {
+ return true;
+ }
+ }
+ }
+ }
+ }
+ return false;
+ }
+
+ getDropMovesFrom([c, p]) {
+ // NOTE: by design, this.reserve[c][p] >= 1 on user click
+ // (but not necessarily otherwise)
+ if (!this.reserve[c][p] || this.reserve[c][p] == 0) return [];
+ let moves = [];
+ for (let i=0; i<this.size.x; i++) {
+ for (let j=0; j<this.size.y; j++) {
+ // TODO: rather simplify this "if" and add post-condition: more general
+ if (
+ this.board[i][j] == "" &&
+ (!this.options["dark"] || this.enlightened[i][j]) &&
+ (
+ p != ChessRules.PAWN ||
+ (c == 'w' && i < this.size.x - 1) ||
+ (c == 'b' && i > 0)
+ )
+ ) {
+ moves.push(
+ new Move({
+ start: {x: c, y: p},
+ end: {x: i, y: j},
+ appear: [new PiPo({x: i, y: j, c: c, p: p})],
+ vanish: []
+ })
+ );
+ }
+ }
+ }
+ return moves;
+ }
+
+ // All possible moves from selected square
+ getPotentialMovesFrom(sq) {
+ if (typeof sq[0] == "string") return this.getDropMovesFrom(sq);
+ if (this.options["madrasi"] && this.isImmobilized(sq)) return [];
+ const piece = this.getPiece(sq[0], sq[1]);
+ let moves;
+ if (piece == ChessRules.PAWN) moves = this.getPotentialPawnMoves(sq);
+ else moves = this.getPotentialMovesOf(piece, sq);
+ if (
+ piece == ChessRules.KING &&
+ this.hasCastle &&
+ this.castleFlags[color || this.turn].some(v => v < this.size.y)
+ ) {
+ Array.prototype.push.apply(moves, this.getCastleMoves(sq));
+ }
+ return this.postProcessPotentialMoves(moves);
+ }
+
+ postProcessPotentialMoves(moves) {
+ if (moves.length == 0) return [];
+ const color = this.getColor(moves[0].start.x, moves[0].start.y);
+ const oppCol = ChessRules.GetOppCol(color);
+
+ if (this.options["capture"] && this.atLeastOneCapture()) {
+ // Filter out non-capturing moves (not using m.vanish because of
+ // self captures of Recycle and Teleport).
+ moves = moves.filter(m => {
+ return (
+ this.board[m.end.x][m.end.y] != "" &&
+ this.getColor(m.end.x, m.end.y) == oppCol
+ );
+ });
+ }
+
+ if (this.options["atomic"]) {
+ moves.forEach(m => {
+ if (
+ this.board[m.end.x][m.end.y] != "" &&
+ this.getColor(m.end.x, m.end.y) == oppCol
+ ) {
+ // Explosion!
+ let steps = [
+ [-1, -1],
+ [-1, 0],
+ [-1, 1],
+ [0, -1],
+ [0, 1],
+ [1, -1],
+ [1, 0],
+ [1, 1]
+ ];
+ for (let step of steps) {
+ let x = m.end.x + step[0];
+ let y = this.computeY(m.end.y + step[1]);
+ if (
+ this.onBoard(x, y) &&
+ this.board[x][y] != "" &&
+ this.getPiece(x, y) != ChessRules.PAWN
+ ) {
+ m.vanish.push(
+ new PiPo({
+ p: this.getPiece(x, y),
+ c: this.getColor(x, y),
+ x: x,
+ y: y
+ })
+ );
+ }
+ }
+ if (!this.options["rifle"]) m.appear.pop(); //nothin appears
+ }
+ });
+ }
+ return moves;
+ }
+
+ // For Madrasi:
+ // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
+ isImmobilized([x, y]) {
+ const color = this.getColor(x, y);
+ const oppCol = ChessRules.GetOppCol(color);
+ const piece = this.getPiece(x, y);
+ const stepSpec = this.pieces(color)[piece];
+ let [steps, range] = [stepSpec.attack || stepSpec.steps, stepSpec.range];
+ outerLoop: for (let step of steps) {
+ let [i, j] = [x + step[0], y + step[1]];
+ let stepCounter = 1;
+ while (this.onBoard(i, j) && this.board[i][j] == "") {
+ if (range <= stepCounter++) continue outerLoop;
+ i += step[0];
+ j = this.computeY(j + step[1]);
+ }
+ if (
+ this.onBoard(i, j) &&
+ this.getColor(i, j) == oppCol &&
+ this.getPiece(i, j) == piece
+ ) {
+ return true;
+ }
+ }
+ return false;
+ }
+
+ // Generic method to find possible moves of "sliding or jumping" pieces
+ getPotentialMovesOf(piece, [x, y]) {
+ const color = this.getColor(x, y);
+ const stepSpec = this.pieces(color)[piece];
+ let [steps, range] = [stepSpec.steps, stepSpec.range];
+ let moves = [];
+ let explored = {}; //for Cylinder mode
+ outerLoop: for (let step of steps) {
+ let [i, j] = [x + step[0], this.computeY(y + step[1])];
+ let stepCounter = 1;
+ while (
+ this.onBoard(i, j) &&
+ this.board[i][j] == "" &&
+ !explored[i + "." + j]
+ ) {
+ explored[i + "." + j] = true;
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ if (range <= stepCounter++) continue outerLoop;
+ i += step[0];
+ j = this.computeY(j + step[1]);
+ }
+ if (
+ this.onBoard(i, j) &&
+ (
+ !this.options["zen"] ||
+ this.getPiece(i, j) == ChessRules.KING ||
+ this.getColor(i, j) == color //OK for Recycle and Teleport
+ ) &&
+ this.canTake([x, y], [i, j]) &&
+ !explored[i + "." + j]
+ ) {
+ explored[i + "." + j] = true;
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ }
+ }
+ if (this.options["zen"])
+ Array.prototype.push.apply(moves, this.getZenCaptures(x, y));
+ return moves;
+ }
+
+ getZenCaptures(x, y) {
+ let moves = [];
+ // Find reverse captures (opponent takes)
+ const color = this.getColor(x, y);
+ const oppCol = ChessRules.GetOppCol(color);
+ const pieces = this.pieces(oppCol);
+ Object.keys(pieces).forEach(p => {
+ if (p == ChessRules.KING) return; //king isn't captured this way
+ const steps = pieces[p].attack || pieces[p].steps;
+ const range = pieces[p].range;
+ steps.forEach(s => {
+ // From x,y: revert step
+ let [i, j] = [x - s[0], this.computeY(y - s[1])];
+ let stepCounter = 1;
+ while (this.onBoard(i, j) && this.board[i][j] == "") {
+ if (range <= stepCounter++) return;
+ i -= s[0];
+ j = this.computeY(j - s[1]);
+ }
+ if (
+ this.onBoard(i, j) &&
+ this.getPiece(i, j) == p &&
+ this.getColor(i, j) == oppCol && //condition for Recycle & Teleport
+ this.canTake([i, j], [x, y])
+ ) {
+ if (this.getPiece(x, y) != ChessRules.PAWN)
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ else this.addPawnMoves([x, y], [i, j], moves);
+ }
+ });
+ });
+ return moves;
+ }
+
+ // Build a regular move from its initial and destination squares.
+ // tr: transformation
+ getBasicMove([sx, sy], [ex, ey], tr) {
+ const initColor = this.getColor(sx, sy);
+ const initPiece = this.board[sx][sy].charAt(1);
+ const destColor = (this.board[ex][ey] != "" ? this.getColor(ex, ey) : "");
+ let mv = new Move({
+ appear: [],
+ vanish: [],
+ start: {x:sx, y:sy},
+ end: {x:ex, y:ey}
+ });
+ if (
+ !this.options["rifle"] ||
+ this.board[ex][ey] == "" ||
+ destColor == initColor //Recycle, Teleport
+ ) {
+ mv.appear = [
+ new PiPo({
+ x: ex,
+ y: ey,
+ c: !!tr ? tr.c : initColor,
+ p: !!tr ? tr.p : initPiece
+ })
+ ];
+ mv.vanish = [
+ new PiPo({
+ x: sx,
+ y: sy,
+ c: initColor,
+ p: initPiece
+ })
+ ];
+ }
+ if (this.board[ex][ey] != "") {
+ mv.vanish.push(
+ new PiPo({
+ x: ex,
+ y: ey,
+ c: this.getColor(ex, ey),
+ p: this.board[ex][ey].charAt(1)
+ })
+ );
+ if (this.options["rifle"])
+ // Rifle captures are tricky in combination with Atomic etc,
+ // so it's useful to mark the move :
+ mv.capture = true;
+ if (this.options["cannibal"] && destColor != initColor) {
+ const lastIdx = mv.vanish.length - 1;
+ if (mv.appear.length >= 1) mv.appear[0].p = mv.vanish[lastIdx].p;
+ else if (this.options["rifle"]) {
+ mv.appear.unshift(
+ new PiPo({
+ x: sx,
+ y: sy,
+ c: initColor,
+ p: mv.vanish[lastIdx].p
+ })
+ );
+ mv.vanish.unshift(
+ new PiPo({
+ x: sx,
+ y: sy,
+ c: initColor,
+ p: initPiece
+ })
+ );
+ }
+ }
+ }
+ return mv;
+ }
+
+ // En-passant square, if any
+ getEpSquare(moveOrSquare) {
+ if (typeof moveOrSquare === "string") {
+ const square = moveOrSquare;
+ if (square == "-") return undefined;
+ return ChessRules.SquareToCoords(square);
+ }
+ // Argument is a move:
+ const move = moveOrSquare;
+ const s = move.start,
+ e = move.end;
+ if (
+ s.y == e.y &&
+ Math.abs(s.x - e.x) == 2 &&
+ // Next conditions for variants like Atomic or Rifle, Recycle...
+ (move.appear.length > 0 && move.appear[0].p == ChessRules.PAWN) &&
+ (move.vanish.length > 0 && move.vanish[0].p == ChessRules.PAWN)
+ ) {
+ return {
+ x: (s.x + e.x) / 2,
+ y: s.y
+ };
+ }
+ return undefined; //default
+ }
+
+ // Special case of en-passant captures: treated separately
+ getEnpassantCaptures([x, y], shiftX) {
+ const color = this.getColor(x, y);
+ const oppCol = ChessRules.GetOppCol(color);
+ let enpassantMove = null;
+ if (
+ !!this.epSquare &&
+ this.epSquare.x == x + shiftX &&
+ Math.abs(this.computeY(this.epSquare.y - y)) == 1 &&
+ this.getColor(x, this.epSquare.y) == oppCol //Doublemove guard...
+ ) {
+ const [epx, epy] = [this.epSquare.x, this.epSquare.y];
+ this.board[epx][epy] = oppCol + "p";
+ enpassantMove = this.getBasicMove([x, y], [epx, epy]);
+ this.board[epx][epy] = "";
+ const lastIdx = enpassantMove.vanish.length - 1; //think Rifle
+ enpassantMove.vanish[lastIdx].x = x;
+ }
+ return !!enpassantMove ? [enpassantMove] : [];
+ }
+
+ // Consider all potential promotions:
+ addPawnMoves([x1, y1], [x2, y2], moves, promotions) {
+ let finalPieces = [ChessRules.PAWN];
+ const color = this.getColor(x1, y1);
+ const lastRank = (color == "w" ? 0 : this.size.x - 1);
+ if (x2 == lastRank && (!this.options["rifle"] || this.board[x2][y2] == ""))
+ {
+ // promotions arg: special override for Hiddenqueen variant
+ if (promotions) finalPieces = promotions;
+ else if (this.pawnSpecs.promotions)
+ finalPieces = this.pawnSpecs.promotions;
+ }
+ for (let piece of finalPieces) {
+ const tr = (piece != ChessRules.PAWN ? { c: color, p: piece } : null);
+ moves.push(this.getBasicMove([x1, y1], [x2, y2], tr));
+ }
+ }
+
+ // What are the pawn moves from square x,y ?
+ getPotentialPawnMoves([x, y], promotions) {
+ const color = this.getColor(x, y); //this.turn doesn't work for Dark mode
+ const [sizeX, sizeY] = [this.size.x, this.size.y];
+ const pawnShiftX = this.pawnSpecs.directions[color];
+ const firstRank = (color == "w" ? sizeX - 1 : 0);
+ const forward = (color == 'w' ? -1 : 1);
+
+ // Pawn movements in shiftX direction:
+ const getPawnMoves = (shiftX) => {
+ let moves = [];
+ // NOTE: next condition is generally true (no pawn on last rank)
+ if (x + shiftX >= 0 && x + shiftX < sizeX) {
+ if (this.board[x + shiftX][y] == "") {
+ // One square forward (or backward)
+ this.addPawnMoves([x, y], [x + shiftX, y], moves, promotions);
+ // Next condition because pawns on 1st rank can generally jump
+ if (
+ this.pawnSpecs.twoSquares &&
+ (
+ (
+ color == 'w' &&
+ x >= this.size.x - 1 - this.pawnSpecs.initShift['w']
+ )
+ ||
+ (color == 'b' && x <= this.pawnSpecs.initShift['b'])
+ )
+ ) {
+ if (
+ shiftX == forward &&
+ this.board[x + 2 * shiftX][y] == ""
+ ) {
+ // Two squares jump
+ moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
+ if (
+ this.pawnSpecs.threeSquares &&
+ this.board[x + 3 * shiftX, y] == ""
+ ) {
+ // Three squares jump
+ moves.push(this.getBasicMove([x, y], [x + 3 * shiftX, y]));
+ }
+ }
+ }
+ }
+ // Captures
+ if (this.pawnSpecs.canCapture) {
+ for (let shiftY of [-1, 1]) {
+ const yCoord = this.computeY(y + shiftY);
+ if (yCoord >= 0 && yCoord < sizeY) {
+ if (
+ this.board[x + shiftX][yCoord] != "" &&
+ this.canTake([x, y], [x + shiftX, yCoord]) &&
+ (
+ !this.options["zen"] ||
+ this.getPiece(x + shiftX, yCoord) == ChessRules.KING
+ )
+ ) {
+ this.addPawnMoves(
+ [x, y], [x + shiftX, yCoord],
+ moves, promotions
+ );
+ }
+ if (
+ this.pawnSpecs.captureBackward && shiftX == forward &&
+ x - shiftX >= 0 && x - shiftX < this.size.x &&
+ this.board[x - shiftX][yCoord] != "" &&
+ this.canTake([x, y], [x - shiftX, yCoord]) &&
+ (
+ !this.options["zen"] ||
+ this.getPiece(x + shiftX, yCoord) == ChessRules.KING
+ )
+ ) {
+ this.addPawnMoves(
+ [x, y], [x - shiftX, yCoord],
+ moves, promotions
+ );
+ }
+ }
+ }
+ }
+ }
+ return moves;
+ }
+
+ let pMoves = getPawnMoves(pawnShiftX);
+ if (this.pawnSpecs.bidirectional)
+ pMoves = pMoves.concat(getPawnMoves(-pawnShiftX));
+
+ if (this.hasEnpassant) {
+ // NOTE: backward en-passant captures are not considered
+ // because no rules define them (for now).
+ Array.prototype.push.apply(
+ pMoves,
+ this.getEnpassantCaptures([x, y], pawnShiftX)
+ );
+ }
+
+ if (this.options["zen"])
+ Array.prototype.push.apply(pMoves, this.getZenCaptures(x, y));
+
+ return pMoves;
+ }
+
+ // "castleInCheck" arg to let some variants castle under check
+ getCastleMoves([x, y], finalSquares, castleInCheck, castleWith) {
+ const c = this.getColor(x, y);
+
+ // Castling ?
+ const oppCol = ChessRules.GetOppCol(c);
+ let moves = [];
+ // King, then rook:
+ finalSquares =
+ finalSquares || [ [2, 3], [this.size.y - 2, this.size.y - 3] ];
+ const castlingKing = this.board[x][y].charAt(1);
+ castlingCheck: for (
+ let castleSide = 0;
+ castleSide < 2;
+ castleSide++ //large, then small
+ ) {
+ if (this.castleFlags[c][castleSide] >= this.size.y) continue;
+ // If this code is reached, rook and king are on initial position
+
+ // NOTE: in some variants this is not a rook
+ const rookPos = this.castleFlags[c][castleSide];
+ const castlingPiece = this.board[x][rookPos].charAt(1);
+ if (
+ this.board[x][rookPos] == "" ||
+ this.getColor(x, rookPos) != c ||
+ (!!castleWith && !castleWith.includes(castlingPiece))
+ ) {
+ // Rook is not here, or changed color (see Benedict)
+ continue;
+ }
+ // Nothing on the path of the king ? (and no checks)
+ const finDist = finalSquares[castleSide][0] - y;
+ let step = finDist / Math.max(1, Math.abs(finDist));
+ let i = y;
+ do {
+ if (
+ (!castleInCheck && this.underCheck([x, i], oppCol)) ||
+ (
+ this.board[x][i] != "" &&
+ // NOTE: next check is enough, because of chessboard constraints
+ (this.getColor(x, i) != c || ![rookPos, y].includes(i))
+ )
+ ) {
+ continue castlingCheck;
+ }
+ i += step;
+ } while (i != finalSquares[castleSide][0]);
+ // Nothing on the path to the rook?
+ step = (castleSide == 0 ? -1 : 1);
+ for (i = y + step; i != rookPos; i += step) {
+ if (this.board[x][i] != "") continue castlingCheck;
+ }
+
+ // Nothing on final squares, except maybe king and castling rook?
+ for (i = 0; i < 2; i++) {
+ if (
+ finalSquares[castleSide][i] != rookPos &&
+ this.board[x][finalSquares[castleSide][i]] != "" &&
+ (
+ finalSquares[castleSide][i] != y ||
+ this.getColor(x, finalSquares[castleSide][i]) != c
+ )
+ ) {
+ continue castlingCheck;
+ }
+ }
+
+ // If this code is reached, castle is valid
+ moves.push(
+ new Move({
+ appear: [
+ new PiPo({
+ x: x,
+ y: finalSquares[castleSide][0],
+ p: castlingKing,
+ c: c
+ }),
+ new PiPo({
+ x: x,
+ y: finalSquares[castleSide][1],
+ p: castlingPiece,
+ c: c
+ })
+ ],
+ vanish: [
+ // King might be initially disguised (Titan...)
+ new PiPo({ x: x, y: y, p: castlingKing, c: c }),
+ new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c })
+ ],
+ end:
+ Math.abs(y - rookPos) <= 2
+ ? { x: x, y: rookPos }
+ : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
+ })
+ );
+ }
+
+ return moves;
+ }
+
+ ////////////////////
+ // MOVES VALIDATION
+
+ // Is (king at) given position under check by "color" ?
+ underCheck([x, y], color) {
+ if (this.taking || this.options["dark"]) return false;
+ color = color || ChessRules.GetOppCol(this.getColor(x, y));
+ const pieces = this.pieces(color);
+ return Object.keys(pieces).some(p => {
+ return this.isAttackedBy([x, y], p, color, pieces[p]);
+ });
+ }
+
+ isAttackedBy([x, y], piece, color, stepSpec) {
+ const steps = stepSpec.attack || stepSpec.steps;
+ const range = stepSpec.range;
+ let explored = {}; //for Cylinder mode
+ outerLoop: for (let step of steps) {
+ let rx = x - step[0],
+ ry = this.computeY(y - step[1]);
+ let stepCounter = 1;
+ while (
+ this.onBoard(rx, ry) &&
+ this.board[rx][ry] == "" &&
+ !explored[rx + "." + ry]
+ ) {
+ explored[rx + "." + ry] = true;
+ if (range <= stepCounter++) continue outerLoop;
+ rx -= step[0];
+ ry = this.computeY(ry - step[1]);
+ }
+ if (
+ this.onBoard(rx, ry) &&
+ this.board[rx][ry] != "" &&
+ this.getPiece(rx, ry) == piece &&
+ this.getColor(rx, ry) == color &&
+ (!this.options["madrasi"] || !this.isImmobilized([rx, ry]))
+ ) {
+ return true;
+ }
+ }
+ return false;
+ }
+
+ // Stop at first king found (TODO: multi-kings)
+ searchKingPos(color) {
+ for (let i=0; i < this.size.x; i++) {
+ for (let j=0; j < this.size.y; j++) {
+ if (this.board[i][j] == color + 'k') return [i, j];
+ }
+ }
+ return [-1, -1]; //king not found
+ }
+
+ filterValid(moves) {
+ if (moves.length == 0) return [];
+ const color = this.turn;
+ const oppCol = ChessRules.GetOppCol(color);
+ if (this.options["balance"] && [1, 3].includes(this.movesCount)) {
+ // Forbid moves either giving check or exploding opponent's king:
+ const oppKingPos = this.searchKingPos(oppCol);
+ moves = moves.filter(m => {
+ if (
+ m.vanish.some(v => v.c == oppCol && v.p == ChessRules.KING) &&
+ m.appear.every(a => a.c != oppCol || a.p != ChessRUles.KING)
+ )
+ return false;
+ this.playOnBoard(m);
+ const res = !this.underCheck(oppKingPos, color);
+ this.undoOnBoard(m);
+ return res;
+ });
+ }
+ if (this.taking || this.options["dark"]) return moves;
+ const kingPos = this.searchKingPos(color);
+ let filtered = {}; //avoid re-checking similar moves (promotions...)
+ return moves.filter(m => {
+ const key = m.start.x + m.start.y + '.' + m.end.x + m.end.y;
+ if (!filtered[key]) {
+ this.playOnBoard(m);
+ let square = kingPos,
+ res = true; //a priori valid
+ if (m.vanish.some(v => v.p == ChessRules.KING && v.c == color)) {
+ // Search king in appear array:
+ const newKingIdx =
+ m.appear.findIndex(a => a.p == ChessRules.KING && a.c == color);
+ if (newKingIdx >= 0)
+ square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y];
+ else res = false;
+ }
+ res &&= !this.underCheck(square, oppCol);
+ this.undoOnBoard(m);
+ filtered[key] = res;
+ return res;
+ }
+ return filtered[key];
+ });
+ }
+
+ /////////////////
+ // MOVES PLAYING
+
+ // Aggregate flags into one object
+ aggregateFlags() {
+ return this.castleFlags;
+ }
+
+ // Reverse operation
+ disaggregateFlags(flags) {
+ this.castleFlags = flags;
+ }
+
+ // Apply a move on board
+ playOnBoard(move) {
+ for (let psq of move.vanish) this.board[psq.x][psq.y] = "";
+ for (let psq of move.appear) this.board[psq.x][psq.y] = psq.c + psq.p;
+ }
+ // Un-apply the played move
+ undoOnBoard(move) {
+ for (let psq of move.appear) this.board[psq.x][psq.y] = "";
+ for (let psq of move.vanish) this.board[psq.x][psq.y] = psq.c + psq.p;
+ }
+
+ updateCastleFlags(move) {
+ // Update castling flags if start or arrive from/at rook/king locations
+ move.appear.concat(move.vanish).forEach(psq => {
+ if (
+ this.board[psq.x][psq.y] != "" &&
+ this.getPiece(psq.x, psq.y) == ChessRules.KING
+ ) {
+ this.castleFlags[psq.c] = [this.size.y, this.size.y];
+ }
+ // NOTE: not "else if" because king can capture enemy rook...
+ let c = '';
+ if (psq.x == 0) c = 'b';
+ else if (psq.x == this.size.x - 1) c = 'w';
+ if (c != '') {
+ const fidx = this.castleFlags[c].findIndex(f => f == psq.y);
+ if (fidx >= 0) this.castleFlags[c][fidx] = this.size.y;
+ }
+ });
+ }
+
+ prePlay(move) {
+ if (
+ typeof move.start.x == "number" &&
+ (!this.options["teleport"] || this.subTurn == 1)
+ ) {
+ // OK, not a drop move
+ if (
+ this.hasCastle &&
+ // If flags already off, no need to re-check:
+ Object.keys(this.castleFlags).some(c => {
+ return this.castleFlags[c].some(val => val < this.size.y)})
+ ) {
+ this.updateCastleFlags(move);
+ }
+ const initSquare = ChessRules.CoordsToSquare(move.start);
+ if (
+ this.options["crazyhouse"] &&
+ (!this.options["rifle"] || !move.capture)
+ ) {
+ if (this.ispawn[initSquare]) {
+ delete this.ispawn[initSquare];
+ this.ispawn[ChessRules.CoordsToSquare(move.end)] = true;
+ }
+ else if (
+ move.vanish[0].p == ChessRules.PAWN &&
+ move.appear[0].p != ChessRules.PAWN
+ ) {
+ this.ispawn[ChessRules.CoordsToSquare(move.end)] = true;
+ }
+ }
+ }
+ const minSize = Math.min(move.appear.length, move.vanish.length);
+ if (this.hasReserve) {
+ const color = this.turn;
+ for (let i=minSize; i<move.appear.length; i++) {
+ // Something appears = dropped on board (some exceptions, Chakart...)
+ const piece = move.appear[i].p;
+ this.updateReserve(color, piece, this.reserve[color][piece] - 1);
+ }
+ for (let i=minSize; i<move.vanish.length; i++) {
+ // Something vanish: add to reserve except if recycle & opponent
+ const piece = move.vanish[i].p;
+ if (this.options["crazyhouse"] || move.vanish[i].c == color)
+ this.updateReserve(color, piece, this.reserve[color][piece] + 1);
+ }
+ }
+ }
+
+ play(move) {
+ this.prePlay(move);
+ if (this.hasEnpassant) this.epSquare = this.getEpSquare(move);
+ this.playOnBoard(move);
+ this.postPlay(move);
+ }
+
+ postPlay(move) {
+ const color = this.turn;
+ const oppCol = ChessRules.GetOppCol(color);
+ if (this.options["dark"]) this.updateEnlightened(true);
+ if (this.options["teleport"]) {
+ if (
+ this.subTurn == 1 &&
+ move.vanish.length > move.appear.length &&
+ move.vanish[move.vanish.length - 1].c == color
+ ) {
+ const v = move.vanish[move.vanish.length - 1];
+ this.captured = {x: v.x, y: v.y, c: v.c, p: v.p};
+ this.subTurn = 2;
+ return;
+ }
+ this.captured = null;
+ }
+ if (this.options["balance"]) {
+ if (![1, 3].includes(this.movesCount)) this.turn = oppCol;
+ }
+ else {
+ if (
+ (
+ this.options["doublemove"] &&
+ this.movesCount >= 1 &&
+ this.subTurn == 1
+ ) ||
+ (this.options["progressive"] && this.subTurn <= this.movesCount)
+ ) {
+ const oppKingPos = this.searchKingPos(oppCol);
+ if (oppKingPos[0] >= 0 && !this.underCheck(oppKingPos, color)) {
+ this.subTurn++;
+ return;
+ }
+ }
+ this.turn = oppCol;
+ }
+ this.movesCount++;
+ this.subTurn = 1;
+ }
+
+ // "Stop at the first move found"
+ atLeastOneMove(color) {
+ color = color || this.turn;
+ for (let i = 0; i < this.size.x; i++) {
+ for (let j = 0; j < this.size.y; j++) {
+ if (this.board[i][j] != "" && this.getColor(i, j) == color) {
+ // TODO?: do not search all possible moves here
+ const moves = this.getPotentialMovesFrom([i, j]);
+ if (moves.some(m => this.filterValid([m]).length >= 1)) return true;
+ }
+ }
+ }
+ if (this.hasReserve && this.reserve[color]) {
+ for (let p of Object.keys(this.reserve[color])) {
+ const moves = this.getDropMovesFrom([color, p]);
+ if (moves.some(m => this.filterValid([m]).length >= 1)) return true;
+ }
+ }
+ return false;
+ }
+
+ // What is the score ? (Interesting if game is over)
+ getCurrentScore(move) {
+ const color = this.turn;
+ const oppCol = ChessRules.GetOppCol(color);
+ const kingPos = [this.searchKingPos(color), this.searchKingPos(oppCol)];
+ if (kingPos[0][0] < 0 && kingPos[1][0] < 0) return "1/2";
+ if (kingPos[0][0] < 0) return (color == "w" ? "0-1" : "1-0");
+ if (kingPos[1][0] < 0) return (color == "w" ? "1-0" : "0-1");
+ if (this.atLeastOneMove()) return "*";
+ // No valid move: stalemate or checkmate?
+ if (!this.underCheck(kingPos, color)) return "1/2";
+ // OK, checkmate
+ return (color == "w" ? "0-1" : "1-0");
+ }
+
+ // NOTE: quite suboptimal for eg. Benedict (TODO?)
+ playVisual(move, r) {
+ move.vanish.forEach(v => {
+ if (!this.enlightened || this.enlightened[v.x][v.y]) {
+ this.g_pieces[v.x][v.y].remove();
+ this.g_pieces[v.x][v.y] = null;
+ }
+ });
+ let container = document.getElementById(this.containerId);
+ if (!r) r = container.getBoundingClientRect();
+ const pieceWidth = this.getPieceWidth(r.width);
+ move.appear.forEach(a => {
+ if (this.enlightened && !this.enlightened[a.x][a.y]) return;
+ this.g_pieces[a.x][a.y] = document.createElement("piece");
+ this.g_pieces[a.x][a.y].classList.add(this.pieces()[a.p]["class"]);
+ this.g_pieces[a.x][a.y].classList.add(a.c == "w" ? "white" : "black");
+ this.g_pieces[a.x][a.y].style.width = pieceWidth + "px";
+ this.g_pieces[a.x][a.y].style.height = pieceWidth + "px";
+ const [ip, jp] = this.getPixelPosition(a.x, a.y, r);
+ this.g_pieces[a.x][a.y].style.transform = `translate(${ip}px,${jp}px)`;
+ container.appendChild(this.g_pieces[a.x][a.y]);
+ });
+ }
+
+ playPlusVisual(move, r) {
+ this.playVisual(move, r);
+ this.play(move);
+ this.afterPlay(move); //user method
+ }
+
+ // Assumes reserve on top (usage case otherwise? TODO?)
+ getReserveShift(c, p, r) {
+ let nbR = 0,
+ ridx = 0;
+ for (let pi of Object.keys(this.reserve[c])) {
+ if (this.reserve[c][pi] == 0) continue;
+ if (pi == p) ridx = nbR;
+ nbR++;
+ }
+ const rsqSize = this.getReserveSquareSize(r.width, nbR);
+ return [ridx * rsqSize, rsqSize]; //slightly inaccurate... TODO?
+ }
+
+ animate(move, callback) {
+ if (this.noAnimate) {
+ callback();
+ return;
+ }
+ const [i1, j1] = [move.start.x, move.start.y];
+ const dropMove = (typeof i1 == "string");
+ const startArray = (dropMove ? this.r_pieces : this.g_pieces);
+ let startPiece = startArray[i1][j1];
+ let container = document.getElementById(this.containerId);
+ const clonePiece = (
+ !dropMove &&
+ this.options["rifle"] ||
+ (this.options["teleport"] && this.subTurn == 2)
+ );
+ if (clonePiece) {
+ startPiece = startPiece.cloneNode();
+ if (this.options["rifle"]) startArray[i1][j1].style.opacity = "0";
+ if (this.options["teleport"] && this.subTurn == 2) {
+ const pieces = this.pieces();
+ const startCode = (dropMove ? j1 : this.getPiece(i1, j1));
+ startPiece.classList.remove(pieces[startCode]["class"]);
+ startPiece.classList.add(pieces[this.captured.p]["class"]);
+ // Color: OK
+ }
+ container.appendChild(startPiece);
+ }
+ const [i2, j2] = [move.end.x, move.end.y];
+ let startCoords;
+ if (dropMove) {
+ startCoords = [
+ i1 == this.playerColor ? this.size.x : 0,
+ this.size.y / 2 //not trying to be accurate here... (TODO?)
+ ];
+ }
+ else startCoords = [i1, j1];
+ const r = container.getBoundingClientRect();
+ const arrival = this.getPixelPosition(i2, j2, r); //TODO: arrival on drop?
+ let rs = [0, 0];
+ if (dropMove) rs = this.getReserveShift(i1, j1, r);
+ const distance =
+ Math.sqrt((startCoords[0] - i2) ** 2 + (startCoords[1] - j2) ** 2);
+ const maxDist = Math.sqrt((this.size.x - 1)** 2 + (this.size.y - 1) ** 2);
+ const multFact = (distance - 1) / (maxDist - 1); //1 == minDist
+ const duration = 0.2 + multFact * 0.3;
+ startPiece.style.transform =
+ `translate(${arrival[0] + rs[0]}px, ${arrival[1] + rs[1]}px)`;
+ startPiece.style.transitionDuration = duration + "s";
+ setTimeout(
+ () => {
+ if (clonePiece) {
+ if (this.options["rifle"]) startArray[i1][j1].style.opacity = "1";
+ startPiece.remove();
+ }
+ callback();
+ },
+ duration * 1000
+ );
+ }
+
+ playReceivedMove(moves, callback) {
+ const r =
+ document.getElementById(this.containerId).getBoundingClientRect();
+ const animateRec = i => {
+ this.animate(moves[i], () => {
+ this.playVisual(moves[i], r);
+ this.play(moves[i]);
+ if (i < moves.length - 1) setTimeout(() => animateRec(i+1), 300);
+ else callback();
+ });
+ };
+ animateRec(0);
+ }
+
+};