68ca909ad1ab75a94e5f97cd8c05d1bfb8a436e6
[xogo.git] / base_rules.js
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";
5
6 // NOTE: x coords: top to bottom (white perspective); y: left to right
7 export default class ChessRules {
8
9 /////////////////////////
10 // VARIANT SPECIFICATIONS
11
12 // Some variants have specific options, like the number of pawns in Monster,
13 // or the board size for Pandemonium.
14 // Users can generally select a randomness level from 0 to 2.
15 static get Options() {
16 return {
17 // NOTE: some options are required for FEN generation, some aren't.
18 select: [{
19 label: "Randomness",
20 variable: "randomness",
21 defaut: 0,
22 options: [
23 { label: "Deterministic", value: 0 },
24 { label: "Symmetric random", value: 1 },
25 { label: "Asymmetric random", value: 2 }
26 ]
27 }],
28 check: [{
29 label: "Capture king?",
30 defaut: false,
31 variable: "taking"
32 }],
33 // Game modifiers (using "elementary variants"). Default: false
34 styles: [
35 "atomic",
36 "balance", //takes precedence over doublemove & progressive
37 "cannibal",
38 "capture",
39 "crazyhouse",
40 "cylinder", //ok with all
41 "dark",
42 "doublemove",
43 "madrasi",
44 "progressive", //(natural) priority over doublemove
45 "recycle",
46 "rifle",
47 "teleport",
48 "zen"
49 ]
50 };
51 }
52
53 // Pawns specifications
54 get pawnSpecs() {
55 return {
56 directions: { 'w': -1, 'b': 1 },
57 initShift: { w: 1, b: 1 },
58 twoSquares: true,
59 threeSquares: false,
60 canCapture: true,
61 captureBackward: false,
62 bidirectional: false,
63 promotions: ['r', 'n', 'b', 'q']
64 };
65 }
66
67 // Some variants don't have flags:
68 get hasFlags() {
69 return true;
70 }
71 // Or castle
72 get hasCastle() {
73 return this.hasFlags;
74 }
75
76 // En-passant captures allowed?
77 get hasEnpassant() {
78 return true;
79 }
80
81 get hasReserve() {
82 return (
83 !!this.options["crazyhouse"] ||
84 (!!this.options["recycle"] && !this.options["teleport"])
85 );
86 }
87
88 get noAnimate() {
89 return !!this.options["dark"];
90 }
91
92 // Some variants use click infos:
93 doClick([x, y]) {
94 if (typeof x != "number") return null; //click on reserves
95 if (
96 this.options["teleport"] && this.subTurn == 2 &&
97 this.board[x][y] == ""
98 ) {
99 return new Move({
100 start: {x: this.captured.x, y: this.captured.y},
101 appear: [
102 new PiPo({
103 x: x,
104 y: y,
105 c: this.captured.c, //this.turn,
106 p: this.captured.p
107 })
108 ],
109 vanish: []
110 });
111 }
112 return null;
113 }
114
115 ////////////////////
116 // COORDINATES UTILS
117
118 // 3 --> d (column number to letter)
119 static CoordToColumn(colnum) {
120 return String.fromCharCode(97 + colnum);
121 }
122
123 // d --> 3 (column letter to number)
124 static ColumnToCoord(columnStr) {
125 return columnStr.charCodeAt(0) - 97;
126 }
127
128 // 7 (numeric) --> 1 (str) [from black viewpoint].
129 static CoordToRow(rownum) {
130 return rownum;
131 }
132
133 // NOTE: wrong row index (1 should be 7 ...etc). But OK for the usage.
134 static RowToCoord(rownumStr) {
135 // NOTE: 30 is way more than enough (allow up to 29 rows on one character)
136 return parseInt(rownumStr, 30);
137 }
138
139 // a2 --> {x:2,y:0} (this is in fact a6)
140 static SquareToCoords(sq) {
141 return {
142 x: ChessRules.RowToCoord(sq[1]),
143 // NOTE: column is always one char => max 26 columns
144 y: ChessRules.ColumnToCoord(sq[0])
145 };
146 }
147
148 // {x:0,y:4} --> e0 (should be e8)
149 static CoordsToSquare(coords) {
150 return (
151 ChessRules.CoordToColumn(coords.y) + ChessRules.CoordToRow(coords.x)
152 );
153 }
154
155 coordsToId([x, y]) {
156 if (typeof x == "number")
157 return `${this.containerId}|sq-${x.toString(30)}-${y.toString(30)}`;
158 // Reserve :
159 return `${this.containerId}|rsq-${x}-${y}`;
160 }
161
162 idToCoords(targetId) {
163 if (!targetId) return null; //outside page, maybe...
164 const idParts = targetId.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
165 if (
166 idParts.length < 2 ||
167 idParts[0] != this.containerId ||
168 !idParts[1].match(/sq-[0-9a-zA-Z]-[0-9a-zA-Z]/)
169 ) {
170 return null;
171 }
172 const squares = idParts[1].split('-');
173 if (squares[0] == "sq")
174 return [ parseInt(squares[1], 30), parseInt(squares[2], 30) ];
175 // squares[0] == "rsq" : reserve, 'c' + 'p' (letters)
176 return [squares[1], squares[2]];
177 }
178
179 /////////////
180 // FEN UTILS
181
182 // Turn "wb" into "B" (for FEN)
183 board2fen(b) {
184 return b[0] == "w" ? b[1].toUpperCase() : b[1];
185 }
186
187 // Turn "p" into "bp" (for board)
188 fen2board(f) {
189 return f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f;
190 }
191
192 // Setup the initial random-or-not (asymmetric-or-not) position
193 genRandInitFen(seed) {
194 Random.setSeed(seed);
195
196 let fen, flags = "0707";
197 if (this.options.randomness == 0 || !this.options.randomness)
198 // Deterministic:
199 fen = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0";
200
201 else {
202 // Randomize
203 let pieces = { w: new Array(8), b: new Array(8) };
204 flags = "";
205 // Shuffle pieces on first (and last rank if randomness == 2)
206 for (let c of ["w", "b"]) {
207 if (c == 'b' && this.options.randomness == 1) {
208 pieces['b'] = pieces['w'];
209 flags += flags;
210 break;
211 }
212
213 let positions = ArrayFun.range(8);
214
215 // Get random squares for bishops
216 let randIndex = 2 * Random.randInt(4);
217 const bishop1Pos = positions[randIndex];
218 // The second bishop must be on a square of different color
219 let randIndex_tmp = 2 * Random.randInt(4) + 1;
220 const bishop2Pos = positions[randIndex_tmp];
221 // Remove chosen squares
222 positions.splice(Math.max(randIndex, randIndex_tmp), 1);
223 positions.splice(Math.min(randIndex, randIndex_tmp), 1);
224
225 // Get random squares for knights
226 randIndex = Random.randInt(6);
227 const knight1Pos = positions[randIndex];
228 positions.splice(randIndex, 1);
229 randIndex = Random.randInt(5);
230 const knight2Pos = positions[randIndex];
231 positions.splice(randIndex, 1);
232
233 // Get random square for queen
234 randIndex = Random.randInt(4);
235 const queenPos = positions[randIndex];
236 positions.splice(randIndex, 1);
237
238 // Rooks and king positions are now fixed,
239 // because of the ordering rook-king-rook
240 const rook1Pos = positions[0];
241 const kingPos = positions[1];
242 const rook2Pos = positions[2];
243
244 // Finally put the shuffled pieces in the board array
245 pieces[c][rook1Pos] = "r";
246 pieces[c][knight1Pos] = "n";
247 pieces[c][bishop1Pos] = "b";
248 pieces[c][queenPos] = "q";
249 pieces[c][kingPos] = "k";
250 pieces[c][bishop2Pos] = "b";
251 pieces[c][knight2Pos] = "n";
252 pieces[c][rook2Pos] = "r";
253 flags += rook1Pos.toString() + rook2Pos.toString();
254 }
255 fen = (
256 pieces["b"].join("") +
257 "/pppppppp/8/8/8/8/PPPPPPPP/" +
258 pieces["w"].join("").toUpperCase() +
259 " w 0"
260 );
261 }
262 // Add turn + flags + enpassant (+ reserve)
263 let parts = [];
264 if (this.hasFlags) parts.push(`"flags":"${flags}"`);
265 if (this.hasEnpassant) parts.push('"enpassant":"-"');
266 if (this.hasReserve) parts.push('"reserve":"000000000000"');
267 if (this.options["crazyhouse"]) parts.push('"ispawn":"-"');
268 if (parts.length >= 1) fen += " {" + parts.join(",") + "}";
269 return fen;
270 }
271
272 // "Parse" FEN: just return untransformed string data
273 parseFen(fen) {
274 const fenParts = fen.split(" ");
275 let res = {
276 position: fenParts[0],
277 turn: fenParts[1],
278 movesCount: fenParts[2]
279 };
280 if (fenParts.length > 3) res = Object.assign(res, JSON.parse(fenParts[3]));
281 return res;
282 }
283
284 // Return current fen (game state)
285 getFen() {
286 let fen = (
287 this.getBaseFen() + " " +
288 this.getTurnFen() + " " +
289 this.movesCount
290 );
291 let parts = [];
292 if (this.hasFlags) parts.push(`"flags":"${this.getFlagsFen()}"`);
293 if (this.hasEnpassant)
294 parts.push(`"enpassant":"${this.getEnpassantFen()}"`);
295 if (this.hasReserve) parts.push(`"reserve":"${this.getReserveFen()}"`);
296 if (this.options["crazyhouse"])
297 parts.push(`"ispawn":"${this.getIspawnFen()}"`);
298 if (parts.length >= 1) fen += " {" + parts.join(",") + "}";
299 return fen;
300 }
301
302 // Position part of the FEN string
303 getBaseFen() {
304 const format = (count) => {
305 // if more than 9 consecutive free spaces, break the integer,
306 // otherwise FEN parsing will fail.
307 if (count <= 9) return count;
308 // Most boards of size < 18:
309 if (count <= 18) return "9" + (count - 9);
310 // Except Gomoku:
311 return "99" + (count - 18);
312 };
313 let position = "";
314 for (let i = 0; i < this.size.y; i++) {
315 let emptyCount = 0;
316 for (let j = 0; j < this.size.x; j++) {
317 if (this.board[i][j] == "") emptyCount++;
318 else {
319 if (emptyCount > 0) {
320 // Add empty squares in-between
321 position += format(emptyCount);
322 emptyCount = 0;
323 }
324 position += this.board2fen(this.board[i][j]);
325 }
326 }
327 if (emptyCount > 0)
328 // "Flush remainder"
329 position += format(emptyCount);
330 if (i < this.size.y - 1) position += "/"; //separate rows
331 }
332 return position;
333 }
334
335 getTurnFen() {
336 return this.turn;
337 }
338
339 // Flags part of the FEN string
340 getFlagsFen() {
341 return ["w", "b"].map(c => {
342 return this.castleFlags[c].map(x => x.toString(30)).join("");
343 }).join("");
344 }
345
346 // Enpassant part of the FEN string
347 getEnpassantFen() {
348 if (!this.epSquare) return "-"; //no en-passant
349 return ChessRules.CoordsToSquare(this.epSquare);
350 }
351
352 getReserveFen() {
353 return (
354 ["w","b"].map(c => Object.values(this.reserve[c]).join("")).join("")
355 );
356 }
357
358 getIspawnFen() {
359 const coords = Object.keys(this.ispawn);
360 if (coords.length == 0) return "-";
361 return coords.map(ChessRules.CoordsToSquare).join(",");
362 }
363
364 // Set flags from fen (castle: white a,h then black a,h)
365 setFlags(fenflags) {
366 this.castleFlags = {
367 w: [0, 1].map(i => parseInt(fenflags.charAt(i), 30)),
368 b: [2, 3].map(i => parseInt(fenflags.charAt(i), 30))
369 };
370 }
371
372 //////////////////
373 // INITIALIZATION
374
375 // Fen string fully describes the game state
376 constructor(o) {
377 this.options = o.options;
378 this.playerColor = o.color;
379 this.afterPlay = o.afterPlay;
380
381 // FEN-related:
382 if (!o.fen) o.fen = this.genRandInitFen(o.seed);
383 const fenParsed = this.parseFen(o.fen);
384 this.board = this.getBoard(fenParsed.position);
385 this.turn = fenParsed.turn;
386 this.movesCount = parseInt(fenParsed.movesCount, 10);
387 this.setOtherVariables(fenParsed);
388
389 // Graphical (can use variables defined above)
390 this.containerId = o.element;
391 this.graphicalInit();
392 }
393
394 // Turn position fen into double array ["wb","wp","bk",...]
395 getBoard(position) {
396 const rows = position.split("/");
397 let board = ArrayFun.init(this.size.x, this.size.y, "");
398 for (let i = 0; i < rows.length; i++) {
399 let j = 0;
400 for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) {
401 const character = rows[i][indexInRow];
402 const num = parseInt(character, 10);
403 // If num is a number, just shift j:
404 if (!isNaN(num)) j += num;
405 // Else: something at position i,j
406 else board[i][j++] = this.fen2board(character);
407 }
408 }
409 return board;
410 }
411
412 // Some additional variables from FEN (variant dependant)
413 setOtherVariables(fenParsed) {
414 // Set flags and enpassant:
415 if (this.hasFlags) this.setFlags(fenParsed.flags);
416 if (this.hasEnpassant)
417 this.epSquare = this.getEpSquare(fenParsed.enpassant);
418 if (this.hasReserve) this.initReserves(fenParsed.reserve);
419 if (this.options["crazyhouse"]) this.initIspawn(fenParsed.ispawn);
420 this.subTurn = 1; //may be unused
421 if (this.options["teleport"]) this.captured = null;
422 if (this.options["dark"]) {
423 this.enlightened = ArrayFun.init(this.size.x, this.size.y);
424 // Setup enlightened: squares reachable by player side
425 this.updateEnlightened(false);
426 }
427 }
428
429 updateEnlightened(withGraphics) {
430 let newEnlightened = ArrayFun.init(this.size.x, this.size.y, false);
431 const pawnShift = { w: -1, b: 1 };
432 // Add pieces positions + all squares reachable by moves (includes Zen):
433 // (watch out special pawns case)
434 for (let x=0; x<this.size.x; x++) {
435 for (let y=0; y<this.size.y; y++) {
436 if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor)
437 {
438 newEnlightened[x][y] = true;
439 const piece = this.getPiece(x, y);
440 if (piece == ChessRules.PAWN) {
441 // Attacking squares wouldn't be highlighted if no captures:
442 this.pieces(this.playerColor)[piece].attack.forEach(step => {
443 const [i, j] = [x + step[0], this.computeY(y + step[1])];
444 if (this.onBoard(i, j) && this.board[i][j] == "")
445 newEnlightened[i][j] = true;
446 });
447 }
448 this.getPotentialMovesFrom([x, y]).forEach(m => {
449 newEnlightened[m.end.x][m.end.y] = true;
450 });
451 }
452 }
453 }
454 if (this.epSquare) this.enlightEnpassant(newEnlightened);
455 if (withGraphics) this.graphUpdateEnlightened(newEnlightened);
456 this.enlightened = newEnlightened;
457 }
458
459 // Include en-passant capturing square if any:
460 enlightEnpassant(newEnlightened) {
461 const steps = this.pieces(this.playerColor)[ChessRules.PAWN].attack;
462 for (let step of steps) {
463 const x = this.epSquare.x - step[0],
464 y = this.computeY(this.epSquare.y - step[1]);
465 if (
466 this.onBoard(x, y) &&
467 this.getColor(x, y) == this.playerColor &&
468 this.getPiece(x, y) == ChessRules.PAWN
469 ) {
470 newEnlightened[x][this.epSquare.y] = true;
471 break;
472 }
473 }
474 }
475
476 // Apply diff this.enlightened --> newEnlightened on board
477 graphUpdateEnlightened(newEnlightened) {
478 let container = document.getElementById(this.containerId);
479 const r = container.getBoundingClientRect();
480 const pieceWidth = this.getPieceWidth(r.width);
481 for (let x=0; x<this.size.x; x++) {
482 for (let y=0; y<this.size.y; y++) {
483 if (this.enlightened[x][y] && !newEnlightened[x][y]) {
484 let elt = document.getElementById(this.coordsToId([x, y]));
485 elt.style.fillOpacity = "0.5";
486 if (this.g_pieces[x][y]) {
487 this.g_pieces[x][y].remove();
488 this.g_pieces[x][y] = null;
489 }
490 }
491 else if (!this.enlightened[x][y] && newEnlightened[x][y]) {
492 let elt = document.getElementById(this.coordsToId([x, y]));
493 elt.style.fillOpacity = "1";
494 if (this.board[x][y] != "") {
495 const piece = this.getPiece(x, y);
496 const color = this.getColor(x, y);
497 this.g_pieces[x][y] = document.createElement("piece");
498 let newClasses = [
499 this.pieces()[piece]["class"],
500 color == "w" ? "white" : "black"
501 ];
502 newClasses.forEach(cl => this.g_pieces[x][y].classList.add(cl));
503 this.g_pieces[x][y].style.width = pieceWidth + "px";
504 this.g_pieces[x][y].style.height = pieceWidth + "px";
505 const [ip, jp] = this.getPixelPosition(x, y, r);
506 this.g_pieces[x][y].style.transform =
507 `translate(${ip}px,${jp}px)`;
508 container.appendChild(this.g_pieces[x][y]);
509 }
510 }
511 }
512 }
513 }
514
515 // ordering p,r,n,b,q,k (most general + count in base 30 if needed)
516 initReserves(reserveStr) {
517 const counts = reserveStr.split("").map(c => parseInt(c, 30));
518 this.reserve = { w: {}, b: {} };
519 const pieceName = Object.keys(this.pieces());
520 for (let i of ArrayFun.range(12)) {
521 if (i < 6) this.reserve['w'][pieceName[i]] = counts[i];
522 else this.reserve['b'][pieceName[i-6]] = counts[i];
523 }
524 }
525
526 initIspawn(ispawnStr) {
527 if (ispawnStr != "-") {
528 this.ispawn = ispawnStr.split(",").map(ChessRules.SquareToCoords)
529 .reduce((o, key) => ({ ...o, [key]: true}), {});
530 }
531 else this.ispawn = {};
532 }
533
534 getNbReservePieces(color) {
535 return (
536 Object.values(this.reserve[color]).reduce(
537 (oldV,newV) => oldV + (newV > 0 ? 1 : 0), 0)
538 );
539 }
540
541 //////////////
542 // VISUAL PART
543
544 getPieceWidth(rwidth) {
545 return (rwidth / this.size.y);
546 }
547
548 getSquareWidth(rwidth) {
549 return this.getPieceWidth(rwidth);
550 }
551
552 getReserveSquareSize(rwidth, nbR) {
553 const sqSize = this.getSquareWidth(rwidth);
554 return Math.min(sqSize, rwidth / nbR);
555 }
556
557 getReserveNumId(color, piece) {
558 return `${this.containerId}|rnum-${color}${piece}`;
559 }
560
561 graphicalInit() {
562 // NOTE: not window.onresize = this.re_drawBoardElts because scope (this)
563 window.onresize = () => this.re_drawBoardElements();
564 this.re_drawBoardElements();
565 this.initMouseEvents();
566 const container = document.getElementById(this.containerId);
567 new ResizeObserver(this.rescale).observe(container);
568 }
569
570 re_drawBoardElements() {
571 const board = this.getSvgChessboard();
572 const oppCol = ChessRules.GetOppCol(this.playerColor);
573 let container = document.getElementById(this.containerId);
574 container.innerHTML = "";
575 container.insertAdjacentHTML('beforeend', board);
576 let cb = container.querySelector("#" + this.containerId + "_SVG");
577 const aspectRatio = this.size.y / this.size.x;
578 // Compare window ratio width / height to aspectRatio:
579 const windowRatio = window.innerWidth / window.innerHeight;
580 let cbWidth, cbHeight;
581 if (windowRatio <= aspectRatio) {
582 // Limiting dimension is width:
583 cbWidth = Math.min(window.innerWidth, 767);
584 cbHeight = cbWidth / aspectRatio;
585 }
586 else {
587 // Limiting dimension is height:
588 cbHeight = Math.min(window.innerHeight, 767);
589 cbWidth = cbHeight * aspectRatio;
590 }
591 if (this.reserve) {
592 const sqSize = cbWidth / this.size.y;
593 // NOTE: allocate space for reserves (up/down) even if they are empty
594 if ((window.innerHeight - cbHeight) / 2 < sqSize + 5) {
595 cbHeight = window.innerHeight - 2 * (sqSize + 5);
596 cbWidth = cbHeight * aspectRatio;
597 }
598 }
599 container.style.width = cbWidth + "px";
600 container.style.height = cbHeight + "px";
601 // Center chessboard:
602 const spaceLeft = (window.innerWidth - cbWidth) / 2,
603 spaceTop = (window.innerHeight - cbHeight) / 2;
604 container.style.left = spaceLeft + "px";
605 container.style.top = spaceTop + "px";
606 // Give sizes instead of recomputing them,
607 // because chessboard might not be drawn yet.
608 this.setupPieces({
609 width: cbWidth,
610 height: cbHeight,
611 x: spaceLeft,
612 y: spaceTop
613 });
614 }
615
616 // Get SVG board (background, no pieces)
617 getSvgChessboard() {
618 const [sizeX, sizeY] = [this.size.x, this.size.y];
619 const flipped = (this.playerColor == 'b');
620 let board = `
621 <svg
622 viewBox="0 0 80 80"
623 version="1.1"
624 id="${this.containerId}_SVG">
625 <g>`;
626 for (let i=0; i < sizeX; i++) {
627 for (let j=0; j < sizeY; j++) {
628 const ii = (flipped ? this.size.x - 1 - i : i);
629 const jj = (flipped ? this.size.y - 1 - j : j);
630 let fillOpacity = '1';
631 let classes = this.getSquareColorClass(ii, jj);
632 if (this.enlightened && !this.enlightened[ii][jj])
633 classes += " in-shadow";
634 // NOTE: x / y reversed because coordinates system is reversed.
635 board += `<rect
636 class="${classes}"
637 id="${this.coordsToId([ii, jj])}"
638 width="10"
639 height="10"
640 x="${10*j}"
641 y="${10*i}" />`;
642 }
643 }
644 board += "</g></svg>";
645 return board;
646 }
647
648 // Generally light square bottom-right; TODO: user-defined colors at least
649 getSquareColorClass(i, j) {
650 return ((i+j) % 2 == 0 ? "light-square": "dark-square");
651 }
652
653 setupPieces(r) {
654 if (this.g_pieces) {
655 // Refreshing: delete old pieces first
656 for (let i=0; i<this.size.x; i++) {
657 for (let j=0; j<this.size.y; j++) {
658 if (this.g_pieces[i][j]) {
659 this.g_pieces[i][j].remove();
660 this.g_pieces[i][j] = null;
661 }
662 }
663 }
664 }
665 else this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null);
666 let container = document.getElementById(this.containerId);
667 if (!r) r = container.getBoundingClientRect();
668 const pieceWidth = this.getPieceWidth(r.width);
669 for (let i=0; i < this.size.x; i++) {
670 for (let j=0; j < this.size.y; j++) {
671 if (
672 this.board[i][j] != "" &&
673 (!this.options["dark"] || this.enlightened[i][j])
674 ) {
675 const piece = this.getPiece(i, j);
676 const color = this.getColor(i, j);
677 this.g_pieces[i][j] = document.createElement("piece");
678 this.g_pieces[i][j].classList.add(this.pieces()[piece]["class"]);
679 this.g_pieces[i][j].classList.add(color == "w" ? "white" : "black");
680 this.g_pieces[i][j].style.width = pieceWidth + "px";
681 this.g_pieces[i][j].style.height = pieceWidth + "px";
682 const [ip, jp] = this.getPixelPosition(i, j, r);
683 this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
684 container.appendChild(this.g_pieces[i][j]);
685 }
686 }
687 }
688 if (this.reserve) this.re_drawReserve(['w', 'b'], r);
689 }
690
691 // NOTE: assume !!this.reserve
692 re_drawReserve(colors, r) {
693 if (this.r_pieces) {
694 // Remove (old) reserve pieces
695 for (let c of colors) {
696 if (!this.reserve[c]) continue;
697 Object.keys(this.reserve[c]).forEach(p => {
698 if (this.r_pieces[c][p]) {
699 this.r_pieces[c][p].remove();
700 delete this.r_pieces[c][p];
701 const numId = this.getReserveNumId(c, p);
702 document.getElementById(numId).remove();
703 }
704 });
705 let reservesDiv = document.getElementById("reserves_" + c);
706 if (reservesDiv) reservesDiv.remove();
707 }
708 }
709 else this.r_pieces = { 'w': {}, 'b': {} };
710 if (!r) {
711 const container = document.getElementById(this.containerId);
712 r = container.getBoundingClientRect();
713 }
714 const epsilon = 1e-4; //fix display bug on Firefox at least
715 for (let c of colors) {
716 if (!this.reserve[c]) continue;
717 const nbR = this.getNbReservePieces(c);
718 if (nbR == 0) continue;
719 const sqResSize = this.getReserveSquareSize(r.width, nbR);
720 let ridx = 0;
721 const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
722 const [i0, j0] = [r.x, r.y + vShift];
723 let rcontainer = document.createElement("div");
724 rcontainer.id = "reserves_" + c;
725 rcontainer.classList.add("reserves");
726 rcontainer.style.left = i0 + "px";
727 rcontainer.style.top = j0 + "px";
728 rcontainer.style.width = (nbR * sqResSize) + "px";
729 rcontainer.style.height = sqResSize + "px";
730 document.getElementById("boardContainer").appendChild(rcontainer);
731 for (let p of Object.keys(this.reserve[c])) {
732 if (this.reserve[c][p] == 0) continue;
733 let r_cell = document.createElement("div");
734 r_cell.id = this.coordsToId([c, p]);
735 r_cell.classList.add("reserve-cell");
736 r_cell.style.width = (sqResSize - epsilon) + "px";
737 r_cell.style.height = (sqResSize - epsilon) + "px";
738 rcontainer.appendChild(r_cell);
739 let piece = document.createElement("piece");
740 const pieceSpec = this.pieces(c)[p];
741 piece.classList.add(pieceSpec["class"]);
742 piece.classList.add(c == 'w' ? "white" : "black");
743 piece.style.width = "100%";
744 piece.style.height = "100%";
745 this.r_pieces[c][p] = piece;
746 r_cell.appendChild(piece);
747 let number = document.createElement("div");
748 number.textContent = this.reserve[c][p];
749 number.classList.add("reserve-num");
750 number.id = this.getReserveNumId(c, p);
751 const fontSize = "1.3em";
752 number.style.fontSize = fontSize;
753 number.style.fontSize = fontSize;
754 r_cell.appendChild(number);
755 ridx++;
756 }
757 }
758 }
759
760 updateReserve(color, piece, count) {
761 const oldCount = this.reserve[color][piece];
762 this.reserve[color][piece] = count;
763 // Redrawing is much easier if count==0
764 if ([oldCount, count].includes(0)) this.re_drawReserve([color]);
765 else {
766 const numId = this.getReserveNumId(color, piece);
767 document.getElementById(numId).textContent = count;
768 }
769 }
770
771 // After resize event: no need to destroy/recreate pieces
772 rescale() {
773 let container = document.getElementById(this.containerId);
774 if (!container) return; //useful at initial loading
775 const r = container.getBoundingClientRect();
776 const newRatio = r.width / r.height;
777 const aspectRatio = this.size.y / this.size.x;
778 let newWidth = r.width,
779 newHeight = r.height;
780 if (newRatio > aspectRatio) {
781 newWidth = r.height * aspectRatio;
782 container.style.width = newWidth + "px";
783 }
784 else if (newRatio < aspectRatio) {
785 newHeight = r.width / aspectRatio;
786 container.style.height = newHeight + "px";
787 }
788 const newX = (window.innerWidth - newWidth) / 2;
789 container.style.left = newX + "px";
790 const newY = (window.innerHeight - newHeight) / 2;
791 container.style.top = newY + "px";
792 const newR = { x: newX, y: newY, width: newWidth, height: newHeight };
793 const pieceWidth = this.getPieceWidth(newWidth);
794 for (let i=0; i < this.size.x; i++) {
795 for (let j=0; j < this.size.y; j++) {
796 if (this.board[i][j] != "") {
797 // NOTE: could also use CSS transform "scale"
798 this.g_pieces[i][j].style.width = pieceWidth + "px";
799 this.g_pieces[i][j].style.height = pieceWidth + "px";
800 const [ip, jp] = this.getPixelPosition(i, j, newR);
801 this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
802 }
803 }
804 }
805 if (this.reserve) this.rescaleReserve(newR);
806 }
807
808 rescaleReserve(r) {
809 const epsilon = 1e-4;
810 for (let c of ['w','b']) {
811 if (!this.reserve[c]) continue;
812 const nbR = this.getNbReservePieces(c);
813 if (nbR == 0) continue;
814 // Resize container first
815 const sqResSize = this.getReserveSquareSize(r.width, nbR);
816 const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
817 const [i0, j0] = [r.x, r.y + vShift];
818 let rcontainer = document.getElementById("reserves_" + c);
819 rcontainer.style.left = i0 + "px";
820 rcontainer.style.top = j0 + "px";
821 rcontainer.style.width = (nbR * sqResSize) + "px";
822 rcontainer.style.height = sqResSize + "px";
823 // And then reserve cells:
824 const rpieceWidth = this.getReserveSquareSize(r.width, nbR);
825 Object.keys(this.reserve[c]).forEach(p => {
826 if (this.reserve[c][p] == 0) return;
827 let r_cell = document.getElementById(this.coordsToId([c, p]));
828 r_cell.style.width = (sqResSize - epsilon) + "px";
829 r_cell.style.height = (sqResSize - epsilon) + "px";
830 });
831 }
832 }
833
834 // Return the absolute pixel coordinates given current position.
835 // Our coordinate system differs from CSS one (x <--> y).
836 // We return here the CSS coordinates (more useful).
837 getPixelPosition(i, j, r) {
838 const sqSize = this.getSquareWidth(r.width);
839 if (i < 0 || j < 0) return [0, 0]; //piece vanishes
840 const flipped = (this.playerColor == 'b');
841 const x = (flipped ? this.size.y - 1 - j : j) * sqSize;
842 const y = (flipped ? this.size.x - 1 - i : i) * sqSize;
843 return [x, y];
844 }
845
846 initMouseEvents() {
847 let container = document.getElementById(this.containerId);
848
849 const getOffset = e => {
850 if (e.clientX) return {x: e.clientX, y: e.clientY}; //Mouse
851 let touchLocation = null;
852 if (e.targetTouches && e.targetTouches.length >= 1)
853 // Touch screen, dragstart
854 touchLocation = e.targetTouches[0];
855 else if (e.changedTouches && e.changedTouches.length >= 1)
856 // Touch screen, dragend
857 touchLocation = e.changedTouches[0];
858 if (touchLocation)
859 return {x: touchLocation.pageX, y: touchLocation.pageY};
860 return [0, 0]; //Big trouble here =)
861 }
862
863 const centerOnCursor = (piece, e) => {
864 const centerShift = sqSize / 2;
865 const offset = getOffset(e);
866 piece.style.left = (offset.x - centerShift) + "px";
867 piece.style.top = (offset.y - centerShift) + "px";
868 }
869
870 let start = null,
871 r = null,
872 startPiece, curPiece = null,
873 sqSize;
874 const mousedown = (e) => {
875 r = container.getBoundingClientRect();
876 sqSize = this.getSquareWidth(r.width);
877 const square = this.idToCoords(e.target.id);
878 if (square) {
879 const [i, j] = square;
880 const move = this.doClick([i, j]);
881 if (move) this.playPlusVisual(move);
882 else {
883 if (typeof i != "number") startPiece = this.r_pieces[i][j];
884 else if (this.g_pieces[i][j]) startPiece = this.g_pieces[i][j];
885 if (startPiece && this.canIplay(i, j)) {
886 e.preventDefault();
887 start = { x: i, y: j };
888 curPiece = startPiece.cloneNode();
889 curPiece.style.transform = "none";
890 curPiece.style.zIndex = 5;
891 curPiece.style.width = sqSize + "px";
892 curPiece.style.height = sqSize + "px";
893 centerOnCursor(curPiece, e);
894 document.getElementById("boardContainer").appendChild(curPiece);
895 startPiece.style.opacity = "0.4";
896 container.style.cursor = "none";
897 }
898 }
899 }
900 };
901
902 const mousemove = (e) => {
903 if (start) {
904 e.preventDefault();
905 centerOnCursor(curPiece, e);
906 }
907 };
908
909 const mouseup = (e) => {
910 const newR = container.getBoundingClientRect();
911 if (newR.width != r.width || newR.height != r.height) {
912 this.rescale();
913 return;
914 }
915 if (!start) return;
916 const [x, y] = [start.x, start.y];
917 start = null;
918 e.preventDefault();
919 container.style.cursor = "pointer";
920 startPiece.style.opacity = "1";
921 const offset = getOffset(e);
922 const landingElt = document.elementFromPoint(offset.x, offset.y);
923 const sq = this.idToCoords(landingElt.id);
924 if (sq) {
925 const [i, j] = sq;
926 // NOTE: clearly suboptimal, but much easier, and not a big deal.
927 const potentialMoves = this.getPotentialMovesFrom([x, y])
928 .filter(m => m.end.x == i && m.end.y == j);
929 const moves = this.filterValid(potentialMoves);
930 if (moves.length >= 2) this.showChoices(moves, r);
931 else if (moves.length == 1) this.playPlusVisual(moves[0], r);
932 }
933 curPiece.remove();
934 };
935
936 if ('onmousedown' in window) {
937 document.addEventListener("mousedown", mousedown);
938 document.addEventListener("mousemove", mousemove);
939 document.addEventListener("mouseup", mouseup);
940 }
941 if ('ontouchstart' in window) {
942 document.addEventListener("touchstart", mousedown);
943 document.addEventListener("touchmove", mousemove);
944 document.addEventListener("touchend", mouseup);
945 }
946 }
947
948 showChoices(moves, r) {
949 let container = document.getElementById(this.containerId);
950 let choices = document.createElement("div");
951 choices.id = "choices";
952 choices.style.width = r.width + "px";
953 choices.style.height = r.height + "px";
954 choices.style.left = r.x + "px";
955 choices.style.top = r.y + "px";
956 container.style.opacity = "0.5";
957 let boardContainer = document.getElementById("boardContainer");
958 boardContainer.appendChild(choices);
959 const squareWidth = this.getSquareWidth(r.width);
960 const firstUpLeft = (r.width - (moves.length * squareWidth)) / 2;
961 const firstUpTop = (r.height - squareWidth) / 2;
962 const color = moves[0].appear[0].c;
963 const callback = (m) => {
964 container.style.opacity = "1";
965 boardContainer.removeChild(choices);
966 this.playPlusVisual(m, r);
967 }
968 for (let i=0; i < moves.length; i++) {
969 let choice = document.createElement("div");
970 choice.classList.add("choice");
971 choice.style.width = squareWidth + "px";
972 choice.style.height = squareWidth + "px";
973 choice.style.left = (firstUpLeft + i * squareWidth) + "px";
974 choice.style.top = firstUpTop + "px";
975 choice.style.backgroundColor = "lightyellow";
976 choice.onclick = () => callback(moves[i]);
977 const piece = document.createElement("piece");
978 const pieceSpec = this.pieces(color)[moves[i].appear[0].p];
979 piece.classList.add(pieceSpec["class"]);
980 piece.classList.add(color == 'w' ? "white" : "black");
981 piece.style.width = "100%";
982 piece.style.height = "100%";
983 choice.appendChild(piece);
984 choices.appendChild(choice);
985 }
986 }
987
988 //////////////
989 // BASIC UTILS
990
991 get size() {
992 return { "x": 8, "y": 8 };
993 }
994
995 // Color of thing on square (i,j). 'undefined' if square is empty
996 getColor(i, j) {
997 return this.board[i][j].charAt(0);
998 }
999
1000 // Piece type on square (i,j). 'undefined' if square is empty
1001 getPiece(i, j) {
1002 return this.board[i][j].charAt(1);
1003 }
1004
1005 // Get opponent color
1006 static GetOppCol(color) {
1007 return (color == "w" ? "b" : "w");
1008 }
1009
1010 // Can thing on square1 take thing on square2
1011 canTake([x1, y1], [x2, y2]) {
1012 return (
1013 (
1014 (this.options["recycle"] || this.options["teleport"]) &&
1015 this.getPiece(x2, y2) != ChessRules.KING
1016 ) ||
1017 (this.getColor(x1, y1) !== this.getColor(x2, y2))
1018 );
1019 }
1020
1021 // Is (x,y) on the chessboard?
1022 onBoard(x, y) {
1023 return x >= 0 && x < this.size.x && y >= 0 && y < this.size.y;
1024 }
1025
1026 // Used in interface: 'side' arg == player color
1027 canIplay(x, y) {
1028 return (
1029 this.playerColor == this.turn &&
1030 (
1031 (typeof x == "number" && this.getColor(x, y) == this.turn) ||
1032 (typeof x == "string" && x == this.turn) //reserve
1033 )
1034 );
1035 }
1036
1037 ////////////////////////
1038 // PIECES SPECIFICATIONS
1039
1040 pieces(color) {
1041 const pawnShift = (color == "w" ? -1 : 1);
1042 return {
1043 'p': {
1044 "class": "pawn",
1045 steps: [[pawnShift, 0]],
1046 range: 1,
1047 attack: [[pawnShift, 1], [pawnShift, -1]]
1048 },
1049 // rook
1050 'r': {
1051 "class": "rook",
1052 steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]
1053 },
1054 // knight
1055 'n': {
1056 "class": "knight",
1057 steps: [
1058 [1, 2], [1, -2], [-1, 2], [-1, -2],
1059 [2, 1], [-2, 1], [2, -1], [-2, -1]
1060 ],
1061 range: 1
1062 },
1063 // bishop
1064 'b': {
1065 "class": "bishop",
1066 steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]
1067 },
1068 // queen
1069 'q': {
1070 "class": "queen",
1071 steps: [
1072 [0, 1], [0, -1], [1, 0], [-1, 0],
1073 [1, 1], [1, -1], [-1, 1], [-1, -1]
1074 ]
1075 },
1076 // king
1077 'k': {
1078 "class": "king",
1079 steps: [
1080 [0, 1], [0, -1], [1, 0], [-1, 0],
1081 [1, 1], [1, -1], [-1, 1], [-1, -1]
1082 ],
1083 range: 1
1084 }
1085 };
1086 }
1087
1088 // Some pieces codes (for a clearer code)
1089 static get PAWN() {
1090 return "p";
1091 }
1092 static get QUEEN() {
1093 return "q";
1094 }
1095 static get KING() {
1096 return "k";
1097 }
1098
1099 ////////////////////
1100 // MOVES GENERATION
1101
1102 // For Cylinder: get Y coordinate
1103 computeY(y) {
1104 if (!this.options["cylinder"]) return y;
1105 let res = y % this.size.y;
1106 if (res < 0) res += this.size.y;
1107 return res;
1108 }
1109
1110 // Stop at the first capture found
1111 atLeastOneCapture(color) {
1112 color = color || this.turn;
1113 const oppCol = ChessRules.GetOppCol(color);
1114 for (let i = 0; i < this.size.x; i++) {
1115 for (let j = 0; j < this.size.y; j++) {
1116 if (this.board[i][j] != "" && this.getColor(i, j) == color) {
1117 const specs = this.pieces(color)[this.getPiece(i, j)];
1118 const steps = specs.attack || specs.steps;
1119 outerLoop: for (let step of steps) {
1120 let [ii, jj] = [i + step[0], this.computeY(j + step[1])];
1121 let stepCounter = 1;
1122 while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
1123 if (specs.range <= stepCounter++) continue outerLoop;
1124 ii += step[0];
1125 jj = this.computeY(jj + step[1]);
1126 }
1127 if (
1128 this.onBoard(ii, jj) &&
1129 this.getColor(ii, jj) == oppCol &&
1130 this.filterValid(
1131 [this.getBasicMove([i, j], [ii, jj])]
1132 ).length >= 1
1133 ) {
1134 return true;
1135 }
1136 }
1137 }
1138 }
1139 }
1140 return false;
1141 }
1142
1143 getDropMovesFrom([c, p]) {
1144 // NOTE: by design, this.reserve[c][p] >= 1 on user click
1145 // (but not necessarily otherwise)
1146 if (!this.reserve[c][p] || this.reserve[c][p] == 0) return [];
1147 let moves = [];
1148 for (let i=0; i<this.size.x; i++) {
1149 for (let j=0; j<this.size.y; j++) {
1150 // TODO: rather simplify this "if" and add post-condition: more general
1151 if (
1152 this.board[i][j] == "" &&
1153 (!this.options["dark"] || this.enlightened[i][j]) &&
1154 (
1155 p != ChessRules.PAWN ||
1156 (c == 'w' && i < this.size.x - 1) ||
1157 (c == 'b' && i > 0)
1158 )
1159 ) {
1160 moves.push(
1161 new Move({
1162 start: {x: c, y: p},
1163 end: {x: i, y: j},
1164 appear: [new PiPo({x: i, y: j, c: c, p: p})],
1165 vanish: []
1166 })
1167 );
1168 }
1169 }
1170 }
1171 return moves;
1172 }
1173
1174 // All possible moves from selected square
1175 getPotentialMovesFrom(sq, color) {
1176 if (typeof sq[0] == "string") return this.getDropMovesFrom(sq);
1177 if (this.options["madrasi"] && this.isImmobilized(sq)) return [];
1178 const piece = this.getPiece(sq[0], sq[1]);
1179 let moves;
1180 if (piece == ChessRules.PAWN) moves = this.getPotentialPawnMoves(sq);
1181 else moves = this.getPotentialMovesOf(piece, sq);
1182 if (
1183 piece == ChessRules.KING &&
1184 this.hasCastle &&
1185 this.castleFlags[color || this.turn].some(v => v < this.size.y)
1186 ) {
1187 Array.prototype.push.apply(moves, this.getCastleMoves(sq));
1188 }
1189 return this.postProcessPotentialMoves(moves);
1190 }
1191
1192 postProcessPotentialMoves(moves) {
1193 if (moves.length == 0) return [];
1194 const color = this.getColor(moves[0].start.x, moves[0].start.y);
1195 const oppCol = ChessRules.GetOppCol(color);
1196
1197 if (this.options["capture"] && this.atLeastOneCapture()) {
1198 // Filter out non-capturing moves (not using m.vanish because of
1199 // self captures of Recycle and Teleport).
1200 moves = moves.filter(m => {
1201 return (
1202 this.board[m.end.x][m.end.y] != "" &&
1203 this.getColor(m.end.x, m.end.y) == oppCol
1204 );
1205 });
1206 }
1207
1208 if (this.options["atomic"]) {
1209 moves.forEach(m => {
1210 if (
1211 this.board[m.end.x][m.end.y] != "" &&
1212 this.getColor(m.end.x, m.end.y) == oppCol
1213 ) {
1214 // Explosion!
1215 let steps = [
1216 [-1, -1],
1217 [-1, 0],
1218 [-1, 1],
1219 [0, -1],
1220 [0, 1],
1221 [1, -1],
1222 [1, 0],
1223 [1, 1]
1224 ];
1225 for (let step of steps) {
1226 let x = m.end.x + step[0];
1227 let y = this.computeY(m.end.y + step[1]);
1228 if (
1229 this.onBoard(x, y) &&
1230 this.board[x][y] != "" &&
1231 this.getPiece(x, y) != ChessRules.PAWN
1232 ) {
1233 m.vanish.push(
1234 new PiPo({
1235 p: this.getPiece(x, y),
1236 c: this.getColor(x, y),
1237 x: x,
1238 y: y
1239 })
1240 );
1241 }
1242 }
1243 if (!this.options["rifle"]) m.appear.pop(); //nothin appears
1244 }
1245 });
1246 }
1247 return moves;
1248 }
1249
1250 // For Madrasi:
1251 // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
1252 isImmobilized([x, y]) {
1253 const color = this.getColor(x, y);
1254 const oppCol = ChessRules.GetOppCol(color);
1255 const piece = this.getPiece(x, y);
1256 const stepSpec = this.pieces(color)[piece];
1257 let [steps, range] = [stepSpec.attack || stepSpec.steps, stepSpec.range];
1258 outerLoop: for (let step of steps) {
1259 let [i, j] = [x + step[0], y + step[1]];
1260 let stepCounter = 1;
1261 while (this.onBoard(i, j) && this.board[i][j] == "") {
1262 if (range <= stepCounter++) continue outerLoop;
1263 i += step[0];
1264 j = this.computeY(j + step[1]);
1265 }
1266 if (
1267 this.onBoard(i, j) &&
1268 this.getColor(i, j) == oppCol &&
1269 this.getPiece(i, j) == piece
1270 ) {
1271 return true;
1272 }
1273 }
1274 return false;
1275 }
1276
1277 // Generic method to find possible moves of "sliding or jumping" pieces
1278 getPotentialMovesOf(piece, [x, y]) {
1279 const color = this.getColor(x, y);
1280 const stepSpec = this.pieces(color)[piece];
1281 let [steps, range] = [stepSpec.steps, stepSpec.range];
1282 let moves = [];
1283 let explored = {}; //for Cylinder mode
1284 outerLoop: for (let step of steps) {
1285 let [i, j] = [x + step[0], this.computeY(y + step[1])];
1286 let stepCounter = 1;
1287 while (
1288 this.onBoard(i, j) &&
1289 this.board[i][j] == "" &&
1290 !explored[i + "." + j]
1291 ) {
1292 explored[i + "." + j] = true;
1293 moves.push(this.getBasicMove([x, y], [i, j]));
1294 if (range <= stepCounter++) continue outerLoop;
1295 i += step[0];
1296 j = this.computeY(j + step[1]);
1297 }
1298 if (
1299 this.onBoard(i, j) &&
1300 (
1301 !this.options["zen"] ||
1302 this.getPiece(i, j) == ChessRules.KING ||
1303 this.getColor(i, j) == color //OK for Recycle and Teleport
1304 ) &&
1305 this.canTake([x, y], [i, j]) &&
1306 !explored[i + "." + j]
1307 ) {
1308 explored[i + "." + j] = true;
1309 moves.push(this.getBasicMove([x, y], [i, j]));
1310 }
1311 }
1312 if (this.options["zen"])
1313 Array.prototype.push.apply(moves, this.getZenCaptures(x, y));
1314 return moves;
1315 }
1316
1317 getZenCaptures(x, y) {
1318 let moves = [];
1319 // Find reverse captures (opponent takes)
1320 const color = this.getColor(x, y);
1321 const oppCol = ChessRules.GetOppCol(color);
1322 const pieces = this.pieces(oppCol);
1323 Object.keys(pieces).forEach(p => {
1324 if (p == ChessRules.KING) return; //king isn't captured this way
1325 const steps = pieces[p].attack || pieces[p].steps;
1326 const range = pieces[p].range;
1327 steps.forEach(s => {
1328 // From x,y: revert step
1329 let [i, j] = [x - s[0], this.computeY(y - s[1])];
1330 let stepCounter = 1;
1331 while (this.onBoard(i, j) && this.board[i][j] == "") {
1332 if (range <= stepCounter++) return;
1333 i -= s[0];
1334 j = this.computeY(j - s[1]);
1335 }
1336 if (
1337 this.onBoard(i, j) &&
1338 this.getPiece(i, j) == p &&
1339 this.getColor(i, j) == oppCol && //condition for Recycle & Teleport
1340 this.canTake([i, j], [x, y])
1341 ) {
1342 if (this.getPiece(x, y) != ChessRules.PAWN)
1343 moves.push(this.getBasicMove([x, y], [i, j]));
1344 else this.addPawnMoves([x, y], [i, j], moves);
1345 }
1346 });
1347 });
1348 return moves;
1349 }
1350
1351 // Build a regular move from its initial and destination squares.
1352 // tr: transformation
1353 getBasicMove([sx, sy], [ex, ey], tr) {
1354 const initColor = this.getColor(sx, sy);
1355 const initPiece = this.board[sx][sy].charAt(1);
1356 const destColor = (this.board[ex][ey] != "" ? this.getColor(ex, ey) : "");
1357 let mv = new Move({
1358 appear: [],
1359 vanish: [],
1360 start: {x:sx, y:sy},
1361 end: {x:ex, y:ey}
1362 });
1363 if (
1364 !this.options["rifle"] ||
1365 this.board[ex][ey] == "" ||
1366 destColor == initColor //Recycle, Teleport
1367 ) {
1368 mv.appear = [
1369 new PiPo({
1370 x: ex,
1371 y: ey,
1372 c: !!tr ? tr.c : initColor,
1373 p: !!tr ? tr.p : initPiece
1374 })
1375 ];
1376 mv.vanish = [
1377 new PiPo({
1378 x: sx,
1379 y: sy,
1380 c: initColor,
1381 p: initPiece
1382 })
1383 ];
1384 }
1385 if (this.board[ex][ey] != "") {
1386 mv.vanish.push(
1387 new PiPo({
1388 x: ex,
1389 y: ey,
1390 c: this.getColor(ex, ey),
1391 p: this.board[ex][ey].charAt(1)
1392 })
1393 );
1394 if (this.options["rifle"])
1395 // Rifle captures are tricky in combination with Atomic etc,
1396 // so it's useful to mark the move :
1397 mv.capture = true;
1398 if (this.options["cannibal"] && destColor != initColor) {
1399 const lastIdx = mv.vanish.length - 1;
1400 if (mv.appear.length >= 1) mv.appear[0].p = mv.vanish[lastIdx].p;
1401 else if (this.options["rifle"]) {
1402 mv.appear.unshift(
1403 new PiPo({
1404 x: sx,
1405 y: sy,
1406 c: initColor,
1407 p: mv.vanish[lastIdx].p
1408 })
1409 );
1410 mv.vanish.unshift(
1411 new PiPo({
1412 x: sx,
1413 y: sy,
1414 c: initColor,
1415 p: initPiece
1416 })
1417 );
1418 }
1419 }
1420 }
1421 return mv;
1422 }
1423
1424 // En-passant square, if any
1425 getEpSquare(moveOrSquare) {
1426 if (typeof moveOrSquare === "string") {
1427 const square = moveOrSquare;
1428 if (square == "-") return undefined;
1429 return ChessRules.SquareToCoords(square);
1430 }
1431 // Argument is a move:
1432 const move = moveOrSquare;
1433 const s = move.start,
1434 e = move.end;
1435 if (
1436 s.y == e.y &&
1437 Math.abs(s.x - e.x) == 2 &&
1438 // Next conditions for variants like Atomic or Rifle, Recycle...
1439 (move.appear.length > 0 && move.appear[0].p == ChessRules.PAWN) &&
1440 (move.vanish.length > 0 && move.vanish[0].p == ChessRules.PAWN)
1441 ) {
1442 return {
1443 x: (s.x + e.x) / 2,
1444 y: s.y
1445 };
1446 }
1447 return undefined; //default
1448 }
1449
1450 // Special case of en-passant captures: treated separately
1451 getEnpassantCaptures([x, y], shiftX) {
1452 const color = this.getColor(x, y);
1453 const oppCol = ChessRules.GetOppCol(color);
1454 let enpassantMove = null;
1455 if (
1456 !!this.epSquare &&
1457 this.epSquare.x == x + shiftX &&
1458 Math.abs(this.computeY(this.epSquare.y - y)) == 1 &&
1459 this.getColor(x, this.epSquare.y) == oppCol //Doublemove guard...
1460 ) {
1461 const [epx, epy] = [this.epSquare.x, this.epSquare.y];
1462 this.board[epx][epy] = oppCol + "p";
1463 enpassantMove = this.getBasicMove([x, y], [epx, epy]);
1464 this.board[epx][epy] = "";
1465 const lastIdx = enpassantMove.vanish.length - 1; //think Rifle
1466 enpassantMove.vanish[lastIdx].x = x;
1467 }
1468 return !!enpassantMove ? [enpassantMove] : [];
1469 }
1470
1471 // Consider all potential promotions:
1472 addPawnMoves([x1, y1], [x2, y2], moves, promotions) {
1473 let finalPieces = [ChessRules.PAWN];
1474 const color = this.getColor(x1, y1);
1475 const lastRank = (color == "w" ? 0 : this.size.x - 1);
1476 if (x2 == lastRank && (!this.options["rifle"] || this.board[x2][y2] == ""))
1477 {
1478 // promotions arg: special override for Hiddenqueen variant
1479 if (promotions) finalPieces = promotions;
1480 else if (this.pawnSpecs.promotions)
1481 finalPieces = this.pawnSpecs.promotions;
1482 }
1483 for (let piece of finalPieces) {
1484 const tr = (piece != ChessRules.PAWN ? { c: color, p: piece } : null);
1485 moves.push(this.getBasicMove([x1, y1], [x2, y2], tr));
1486 }
1487 }
1488
1489 // What are the pawn moves from square x,y ?
1490 getPotentialPawnMoves([x, y], promotions) {
1491 const color = this.getColor(x, y); //this.turn doesn't work for Dark mode
1492 const [sizeX, sizeY] = [this.size.x, this.size.y];
1493 const pawnShiftX = this.pawnSpecs.directions[color];
1494 const firstRank = (color == "w" ? sizeX - 1 : 0);
1495 const forward = (color == 'w' ? -1 : 1);
1496
1497 // Pawn movements in shiftX direction:
1498 const getPawnMoves = (shiftX) => {
1499 let moves = [];
1500 // NOTE: next condition is generally true (no pawn on last rank)
1501 if (x + shiftX >= 0 && x + shiftX < sizeX) {
1502 if (this.board[x + shiftX][y] == "") {
1503 // One square forward (or backward)
1504 this.addPawnMoves([x, y], [x + shiftX, y], moves, promotions);
1505 // Next condition because pawns on 1st rank can generally jump
1506 if (
1507 this.pawnSpecs.twoSquares &&
1508 (
1509 (
1510 color == 'w' &&
1511 x >= this.size.x - 1 - this.pawnSpecs.initShift['w']
1512 )
1513 ||
1514 (color == 'b' && x <= this.pawnSpecs.initShift['b'])
1515 )
1516 ) {
1517 if (
1518 shiftX == forward &&
1519 this.board[x + 2 * shiftX][y] == ""
1520 ) {
1521 // Two squares jump
1522 moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
1523 if (
1524 this.pawnSpecs.threeSquares &&
1525 this.board[x + 3 * shiftX, y] == ""
1526 ) {
1527 // Three squares jump
1528 moves.push(this.getBasicMove([x, y], [x + 3 * shiftX, y]));
1529 }
1530 }
1531 }
1532 }
1533 // Captures
1534 if (this.pawnSpecs.canCapture) {
1535 for (let shiftY of [-1, 1]) {
1536 const yCoord = this.computeY(y + shiftY);
1537 if (yCoord >= 0 && yCoord < sizeY) {
1538 if (
1539 this.board[x + shiftX][yCoord] != "" &&
1540 this.canTake([x, y], [x + shiftX, yCoord]) &&
1541 (
1542 !this.options["zen"] ||
1543 this.getPiece(x + shiftX, yCoord) == ChessRules.KING
1544 )
1545 ) {
1546 this.addPawnMoves(
1547 [x, y], [x + shiftX, yCoord],
1548 moves, promotions
1549 );
1550 }
1551 if (
1552 this.pawnSpecs.captureBackward && shiftX == forward &&
1553 x - shiftX >= 0 && x - shiftX < this.size.x &&
1554 this.board[x - shiftX][yCoord] != "" &&
1555 this.canTake([x, y], [x - shiftX, yCoord]) &&
1556 (
1557 !this.options["zen"] ||
1558 this.getPiece(x + shiftX, yCoord) == ChessRules.KING
1559 )
1560 ) {
1561 this.addPawnMoves(
1562 [x, y], [x - shiftX, yCoord],
1563 moves, promotions
1564 );
1565 }
1566 }
1567 }
1568 }
1569 }
1570 return moves;
1571 }
1572
1573 let pMoves = getPawnMoves(pawnShiftX);
1574 if (this.pawnSpecs.bidirectional)
1575 pMoves = pMoves.concat(getPawnMoves(-pawnShiftX));
1576
1577 if (this.hasEnpassant) {
1578 // NOTE: backward en-passant captures are not considered
1579 // because no rules define them (for now).
1580 Array.prototype.push.apply(
1581 pMoves,
1582 this.getEnpassantCaptures([x, y], pawnShiftX)
1583 );
1584 }
1585
1586 if (this.options["zen"])
1587 Array.prototype.push.apply(pMoves, this.getZenCaptures(x, y));
1588
1589 return pMoves;
1590 }
1591
1592 // "castleInCheck" arg to let some variants castle under check
1593 getCastleMoves([x, y], finalSquares, castleInCheck, castleWith) {
1594 const c = this.getColor(x, y);
1595
1596 // Castling ?
1597 const oppCol = ChessRules.GetOppCol(c);
1598 let moves = [];
1599 // King, then rook:
1600 finalSquares =
1601 finalSquares || [ [2, 3], [this.size.y - 2, this.size.y - 3] ];
1602 const castlingKing = this.board[x][y].charAt(1);
1603 castlingCheck: for (
1604 let castleSide = 0;
1605 castleSide < 2;
1606 castleSide++ //large, then small
1607 ) {
1608 if (this.castleFlags[c][castleSide] >= this.size.y) continue;
1609 // If this code is reached, rook and king are on initial position
1610
1611 // NOTE: in some variants this is not a rook
1612 const rookPos = this.castleFlags[c][castleSide];
1613 const castlingPiece = this.board[x][rookPos].charAt(1);
1614 if (
1615 this.board[x][rookPos] == "" ||
1616 this.getColor(x, rookPos) != c ||
1617 (!!castleWith && !castleWith.includes(castlingPiece))
1618 ) {
1619 // Rook is not here, or changed color (see Benedict)
1620 continue;
1621 }
1622 // Nothing on the path of the king ? (and no checks)
1623 const finDist = finalSquares[castleSide][0] - y;
1624 let step = finDist / Math.max(1, Math.abs(finDist));
1625 let i = y;
1626 do {
1627 if (
1628 (!castleInCheck && this.underCheck([x, i], oppCol)) ||
1629 (
1630 this.board[x][i] != "" &&
1631 // NOTE: next check is enough, because of chessboard constraints
1632 (this.getColor(x, i) != c || ![rookPos, y].includes(i))
1633 )
1634 ) {
1635 continue castlingCheck;
1636 }
1637 i += step;
1638 } while (i != finalSquares[castleSide][0]);
1639 // Nothing on the path to the rook?
1640 step = (castleSide == 0 ? -1 : 1);
1641 for (i = y + step; i != rookPos; i += step) {
1642 if (this.board[x][i] != "") continue castlingCheck;
1643 }
1644
1645 // Nothing on final squares, except maybe king and castling rook?
1646 for (i = 0; i < 2; i++) {
1647 if (
1648 finalSquares[castleSide][i] != rookPos &&
1649 this.board[x][finalSquares[castleSide][i]] != "" &&
1650 (
1651 finalSquares[castleSide][i] != y ||
1652 this.getColor(x, finalSquares[castleSide][i]) != c
1653 )
1654 ) {
1655 continue castlingCheck;
1656 }
1657 }
1658
1659 // If this code is reached, castle is valid
1660 moves.push(
1661 new Move({
1662 appear: [
1663 new PiPo({
1664 x: x,
1665 y: finalSquares[castleSide][0],
1666 p: castlingKing,
1667 c: c
1668 }),
1669 new PiPo({
1670 x: x,
1671 y: finalSquares[castleSide][1],
1672 p: castlingPiece,
1673 c: c
1674 })
1675 ],
1676 vanish: [
1677 // King might be initially disguised (Titan...)
1678 new PiPo({ x: x, y: y, p: castlingKing, c: c }),
1679 new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c })
1680 ],
1681 end:
1682 Math.abs(y - rookPos) <= 2
1683 ? { x: x, y: rookPos }
1684 : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
1685 })
1686 );
1687 }
1688
1689 return moves;
1690 }
1691
1692 ////////////////////
1693 // MOVES VALIDATION
1694
1695 // Is (king at) given position under check by "color" ?
1696 underCheck([x, y], color) {
1697 if (this.taking || this.options["dark"]) return false;
1698 color = color || ChessRules.GetOppCol(this.getColor(x, y));
1699 const pieces = this.pieces(color);
1700 return Object.keys(pieces).some(p => {
1701 return this.isAttackedBy([x, y], p, color, pieces[p]);
1702 });
1703 }
1704
1705 isAttackedBy([x, y], piece, color, stepSpec) {
1706 const steps = stepSpec.attack || stepSpec.steps;
1707 const range = stepSpec.range;
1708 let explored = {}; //for Cylinder mode
1709 outerLoop: for (let step of steps) {
1710 let rx = x - step[0],
1711 ry = this.computeY(y - step[1]);
1712 let stepCounter = 1;
1713 while (
1714 this.onBoard(rx, ry) &&
1715 this.board[rx][ry] == "" &&
1716 !explored[rx + "." + ry]
1717 ) {
1718 explored[rx + "." + ry] = true;
1719 if (range <= stepCounter++) continue outerLoop;
1720 rx -= step[0];
1721 ry = this.computeY(ry - step[1]);
1722 }
1723 if (
1724 this.onBoard(rx, ry) &&
1725 this.board[rx][ry] != "" &&
1726 this.getPiece(rx, ry) == piece &&
1727 this.getColor(rx, ry) == color &&
1728 (!this.options["madrasi"] || !this.isImmobilized([rx, ry]))
1729 ) {
1730 return true;
1731 }
1732 }
1733 return false;
1734 }
1735
1736 // Stop at first king found (TODO: multi-kings)
1737 searchKingPos(color) {
1738 for (let i=0; i < this.size.x; i++) {
1739 for (let j=0; j < this.size.y; j++) {
1740 if (this.board[i][j] == color + 'k') return [i, j];
1741 }
1742 }
1743 return [-1, -1]; //king not found
1744 }
1745
1746 filterValid(moves) {
1747 if (moves.length == 0) return [];
1748 const color = this.turn;
1749 const oppCol = ChessRules.GetOppCol(color);
1750 if (this.options["balance"] && [1, 3].includes(this.movesCount)) {
1751 // Forbid moves either giving check or exploding opponent's king:
1752 const oppKingPos = this.searchKingPos(oppCol);
1753 moves = moves.filter(m => {
1754 if (
1755 m.vanish.some(v => v.c == oppCol && v.p == ChessRules.KING) &&
1756 m.appear.every(a => a.c != oppCol || a.p != ChessRUles.KING)
1757 )
1758 return false;
1759 this.playOnBoard(m);
1760 const res = !this.underCheck(oppKingPos, color);
1761 this.undoOnBoard(m);
1762 return res;
1763 });
1764 }
1765 if (this.taking || this.options["dark"]) return moves;
1766 const kingPos = this.searchKingPos(color);
1767 let filtered = {}; //avoid re-checking similar moves (promotions...)
1768 return moves.filter(m => {
1769 const key = m.start.x + m.start.y + '.' + m.end.x + m.end.y;
1770 if (!filtered[key]) {
1771 this.playOnBoard(m);
1772 let square = kingPos,
1773 res = true; //a priori valid
1774 if (m.vanish.some(v => v.p == ChessRules.KING && v.c == color)) {
1775 // Search king in appear array:
1776 const newKingIdx =
1777 m.appear.findIndex(a => a.p == ChessRules.KING && a.c == color);
1778 if (newKingIdx >= 0)
1779 square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y];
1780 else res = false;
1781 }
1782 res &&= !this.underCheck(square, oppCol);
1783 this.undoOnBoard(m);
1784 filtered[key] = res;
1785 return res;
1786 }
1787 return filtered[key];
1788 });
1789 }
1790
1791 /////////////////
1792 // MOVES PLAYING
1793
1794 // Aggregate flags into one object
1795 aggregateFlags() {
1796 return this.castleFlags;
1797 }
1798
1799 // Reverse operation
1800 disaggregateFlags(flags) {
1801 this.castleFlags = flags;
1802 }
1803
1804 // Apply a move on board
1805 playOnBoard(move) {
1806 for (let psq of move.vanish) this.board[psq.x][psq.y] = "";
1807 for (let psq of move.appear) this.board[psq.x][psq.y] = psq.c + psq.p;
1808 }
1809 // Un-apply the played move
1810 undoOnBoard(move) {
1811 for (let psq of move.appear) this.board[psq.x][psq.y] = "";
1812 for (let psq of move.vanish) this.board[psq.x][psq.y] = psq.c + psq.p;
1813 }
1814
1815 updateCastleFlags(move) {
1816 // Update castling flags if start or arrive from/at rook/king locations
1817 move.appear.concat(move.vanish).forEach(psq => {
1818 if (
1819 this.board[psq.x][psq.y] != "" &&
1820 this.getPiece(psq.x, psq.y) == ChessRules.KING
1821 ) {
1822 this.castleFlags[psq.c] = [this.size.y, this.size.y];
1823 }
1824 // NOTE: not "else if" because king can capture enemy rook...
1825 let c = '';
1826 if (psq.x == 0) c = 'b';
1827 else if (psq.x == this.size.x - 1) c = 'w';
1828 if (c != '') {
1829 const fidx = this.castleFlags[c].findIndex(f => f == psq.y);
1830 if (fidx >= 0) this.castleFlags[c][fidx] = this.size.y;
1831 }
1832 });
1833 }
1834
1835 prePlay(move) {
1836 if (
1837 typeof move.start.x == "number" &&
1838 (!this.options["teleport"] || this.subTurn == 1)
1839 ) {
1840 // OK, not a drop move
1841 if (
1842 this.hasCastle &&
1843 // If flags already off, no need to re-check:
1844 Object.keys(this.castleFlags).some(c => {
1845 return this.castleFlags[c].some(val => val < this.size.y)})
1846 ) {
1847 this.updateCastleFlags(move);
1848 }
1849 const initSquare = ChessRules.CoordsToSquare(move.start);
1850 if (
1851 this.options["crazyhouse"] &&
1852 (!this.options["rifle"] || !move.capture)
1853 ) {
1854 if (this.ispawn[initSquare]) {
1855 delete this.ispawn[initSquare];
1856 this.ispawn[ChessRules.CoordsToSquare(move.end)] = true;
1857 }
1858 else if (
1859 move.vanish[0].p == ChessRules.PAWN &&
1860 move.appear[0].p != ChessRules.PAWN
1861 ) {
1862 this.ispawn[ChessRules.CoordsToSquare(move.end)] = true;
1863 }
1864 }
1865 }
1866 const minSize = Math.min(move.appear.length, move.vanish.length);
1867 if (this.hasReserve) {
1868 const color = this.turn;
1869 for (let i=minSize; i<move.appear.length; i++) {
1870 // Something appears = dropped on board (some exceptions, Chakart...)
1871 const piece = move.appear[i].p;
1872 this.updateReserve(color, piece, this.reserve[color][piece] - 1);
1873 }
1874 for (let i=minSize; i<move.vanish.length; i++) {
1875 // Something vanish: add to reserve except if recycle & opponent
1876 const piece = move.vanish[i].p;
1877 if (this.options["crazyhouse"] || move.vanish[i].c == color)
1878 this.updateReserve(color, piece, this.reserve[color][piece] + 1);
1879 }
1880 }
1881 }
1882
1883 play(move) {
1884 this.prePlay(move);
1885 if (this.hasEnpassant) this.epSquare = this.getEpSquare(move);
1886 this.playOnBoard(move);
1887 this.postPlay(move);
1888 }
1889
1890 postPlay(move) {
1891 const color = this.turn;
1892 const oppCol = ChessRules.GetOppCol(color);
1893 if (this.options["dark"]) this.updateEnlightened(true);
1894 if (this.options["teleport"]) {
1895 if (
1896 this.subTurn == 1 &&
1897 move.vanish.length > move.appear.length &&
1898 move.vanish[move.vanish.length - 1].c == color
1899 ) {
1900 const v = move.vanish[move.vanish.length - 1];
1901 this.captured = {x: v.x, y: v.y, c: v.c, p: v.p};
1902 this.subTurn = 2;
1903 return;
1904 }
1905 this.captured = null;
1906 }
1907 if (this.options["balance"]) {
1908 if (![1, 3].includes(this.movesCount)) this.turn = oppCol;
1909 }
1910 else {
1911 if (
1912 (
1913 this.options["doublemove"] &&
1914 this.movesCount >= 1 &&
1915 this.subTurn == 1
1916 ) ||
1917 (this.options["progressive"] && this.subTurn <= this.movesCount)
1918 ) {
1919 const oppKingPos = this.searchKingPos(oppCol);
1920 if (oppKingPos[0] >= 0 && !this.underCheck(oppKingPos, color)) {
1921 this.subTurn++;
1922 return;
1923 }
1924 }
1925 this.turn = oppCol;
1926 }
1927 this.movesCount++;
1928 this.subTurn = 1;
1929 }
1930
1931 // "Stop at the first move found"
1932 atLeastOneMove(color) {
1933 color = color || this.turn;
1934 for (let i = 0; i < this.size.x; i++) {
1935 for (let j = 0; j < this.size.y; j++) {
1936 if (this.board[i][j] != "" && this.getColor(i, j) == color) {
1937 // TODO?: do not search all possible moves here
1938 const moves = this.getPotentialMovesFrom([i, j]);
1939 if (moves.some(m => this.filterValid([m]).length >= 1)) return true;
1940 }
1941 }
1942 }
1943 if (this.hasReserve && this.reserve[color]) {
1944 for (let p of Object.keys(this.reserve[color])) {
1945 const moves = this.getDropMovesFrom([color, p]);
1946 if (moves.some(m => this.filterValid([m]).length >= 1)) return true;
1947 }
1948 }
1949 return false;
1950 }
1951
1952 // What is the score ? (Interesting if game is over)
1953 getCurrentScore(move) {
1954 const color = this.turn;
1955 const oppCol = ChessRules.GetOppCol(color);
1956 const kingPos = [this.searchKingPos(color), this.searchKingPos(oppCol)];
1957 if (kingPos[0][0] < 0 && kingPos[1][0] < 0) return "1/2";
1958 if (kingPos[0][0] < 0) return (color == "w" ? "0-1" : "1-0");
1959 if (kingPos[1][0] < 0) return (color == "w" ? "1-0" : "0-1");
1960 if (this.atLeastOneMove()) return "*";
1961 // No valid move: stalemate or checkmate?
1962 if (!this.underCheck(kingPos, color)) return "1/2";
1963 // OK, checkmate
1964 return (color == "w" ? "0-1" : "1-0");
1965 }
1966
1967 // NOTE: quite suboptimal for eg. Benedict (TODO?)
1968 playVisual(move, r) {
1969 move.vanish.forEach(v => {
1970 if (!this.enlightened || this.enlightened[v.x][v.y]) {
1971 this.g_pieces[v.x][v.y].remove();
1972 this.g_pieces[v.x][v.y] = null;
1973 }
1974 });
1975 let container = document.getElementById(this.containerId);
1976 if (!r) r = container.getBoundingClientRect();
1977 const pieceWidth = this.getPieceWidth(r.width);
1978 move.appear.forEach(a => {
1979 if (this.enlightened && !this.enlightened[a.x][a.y]) return;
1980 this.g_pieces[a.x][a.y] = document.createElement("piece");
1981 this.g_pieces[a.x][a.y].classList.add(this.pieces()[a.p]["class"]);
1982 this.g_pieces[a.x][a.y].classList.add(a.c == "w" ? "white" : "black");
1983 this.g_pieces[a.x][a.y].style.width = pieceWidth + "px";
1984 this.g_pieces[a.x][a.y].style.height = pieceWidth + "px";
1985 const [ip, jp] = this.getPixelPosition(a.x, a.y, r);
1986 this.g_pieces[a.x][a.y].style.transform = `translate(${ip}px,${jp}px)`;
1987 container.appendChild(this.g_pieces[a.x][a.y]);
1988 });
1989 }
1990
1991 playPlusVisual(move, r) {
1992 this.playVisual(move, r);
1993 this.play(move);
1994 this.afterPlay(move); //user method
1995 }
1996
1997 // Assumes reserve on top (usage case otherwise? TODO?)
1998 getReserveShift(c, p, r) {
1999 let nbR = 0,
2000 ridx = 0;
2001 for (let pi of Object.keys(this.reserve[c])) {
2002 if (this.reserve[c][pi] == 0) continue;
2003 if (pi == p) ridx = nbR;
2004 nbR++;
2005 }
2006 const rsqSize = this.getReserveSquareSize(r.width, nbR);
2007 return [ridx * rsqSize, rsqSize]; //slightly inaccurate... TODO?
2008 }
2009
2010 animate(move, callback) {
2011 if (this.noAnimate) {
2012 callback();
2013 return;
2014 }
2015 const [i1, j1] = [move.start.x, move.start.y];
2016 const dropMove = (typeof i1 == "string");
2017 const startArray = (dropMove ? this.r_pieces : this.g_pieces);
2018 let startPiece = startArray[i1][j1];
2019 let container = document.getElementById(this.containerId);
2020 const clonePiece = (
2021 !dropMove &&
2022 this.options["rifle"] ||
2023 (this.options["teleport"] && this.subTurn == 2)
2024 );
2025 if (clonePiece) {
2026 startPiece = startPiece.cloneNode();
2027 if (this.options["rifle"]) startArray[i1][j1].style.opacity = "0";
2028 if (this.options["teleport"] && this.subTurn == 2) {
2029 const pieces = this.pieces();
2030 const startCode = (dropMove ? j1 : this.getPiece(i1, j1));
2031 startPiece.classList.remove(pieces[startCode]["class"]);
2032 startPiece.classList.add(pieces[this.captured.p]["class"]);
2033 // Color: OK
2034 }
2035 container.appendChild(startPiece);
2036 }
2037 const [i2, j2] = [move.end.x, move.end.y];
2038 let startCoords;
2039 if (dropMove) {
2040 startCoords = [
2041 i1 == this.playerColor ? this.size.x : 0,
2042 this.size.y / 2 //not trying to be accurate here... (TODO?)
2043 ];
2044 }
2045 else startCoords = [i1, j1];
2046 const r = container.getBoundingClientRect();
2047 const arrival = this.getPixelPosition(i2, j2, r); //TODO: arrival on drop?
2048 let rs = [0, 0];
2049 if (dropMove) rs = this.getReserveShift(i1, j1, r);
2050 const distance =
2051 Math.sqrt((startCoords[0] - i2) ** 2 + (startCoords[1] - j2) ** 2);
2052 const maxDist = Math.sqrt((this.size.x - 1)** 2 + (this.size.y - 1) ** 2);
2053 const multFact = (distance - 1) / (maxDist - 1); //1 == minDist
2054 const duration = 0.2 + multFact * 0.3;
2055 startPiece.style.transform =
2056 `translate(${arrival[0] + rs[0]}px, ${arrival[1] + rs[1]}px)`;
2057 startPiece.style.transitionDuration = duration + "s";
2058 setTimeout(
2059 () => {
2060 if (clonePiece) {
2061 if (this.options["rifle"]) startArray[i1][j1].style.opacity = "1";
2062 startPiece.remove();
2063 }
2064 callback();
2065 },
2066 duration * 1000
2067 );
2068 }
2069
2070 playReceivedMove(moves, callback) {
2071 const launchAnimation = () => {
2072 const r =
2073 document.getElementById(this.containerId).getBoundingClientRect();
2074 const animateRec = i => {
2075 this.animate(moves[i], () => {
2076 this.playVisual(moves[i], r);
2077 this.play(moves[i]);
2078 if (i < moves.length - 1) setTimeout(() => animateRec(i+1), 300);
2079 else callback();
2080 });
2081 };
2082 animateRec(0);
2083 };
2084 const checkDisplayThenAnimate = () => {
2085 if (boardContainer.style.display == "none") {
2086 alert("New move! Let's go back to game...");
2087 document.getElementById("gameInfos").style.display = "none";
2088 boardContainer.style.display = "block";
2089 setTimeout(launchAnimation, 700);
2090 }
2091 else launchAnimation(); //focused user!
2092 };
2093 let boardContainer = document.getElementById("boardContainer");
2094 if (!document.hasFocus()) {
2095 window.onfocus = () => {
2096 window.onfocus = undefined;
2097 checkDisplayThenAnimate();
2098 };
2099 }
2100 else checkDisplayThenAnimate();
2101 }
2102
2103 };