a39cc0a835b54e0598fbf44005aa71ecbd327b92
1 import { Random
} from "/utils/alea.js";
2 import { ArrayFun
} from "/utils/array.js";
3 import PiPo
from "/utils/PiPo.js";
4 import Move
from "/utils/Move.js";
6 // NOTE: x coords: top to bottom (white perspective); y: left to right
7 // NOTE: ChessRules is aliased as window.C, and variants as window.V
8 export default class ChessRules
{
10 /////////////////////////
11 // VARIANT SPECIFICATIONS
13 // Some variants have specific options, like the number of pawns in Monster,
14 // or the board size for Pandemonium.
15 // Users can generally select a randomness level from 0 to 2.
16 static get Options() {
18 // NOTE: some options are required for FEN generation, some aren't.
21 variable: "randomness",
24 { label: "Deterministic", value: 0 },
25 { label: "Symmetric random", value: 1 },
26 { label: "Asymmetric random", value: 2 }
30 label: "Capture king?",
34 // Game modifiers (using "elementary variants"). Default: false
37 "balance", //takes precedence over doublemove & progressive
41 "cylinder", //ok with all
45 "progressive", //(natural) priority over doublemove
54 // Pawns specifications
57 directions: { 'w': -1, 'b': 1 },
58 initShift: { w: 1, b: 1 },
62 captureBackward: false,
64 promotions: ['r', 'n', 'b', 'q']
68 // Some variants don't have flags:
77 // En-passant captures allowed?
84 !!this.options
["crazyhouse"] ||
85 (!!this.options
["recycle"] && !this.options
["teleport"])
90 return !!this.options
["dark"];
93 // Some variants use click infos:
95 if (typeof x
!= "number") return null; //click on reserves
97 this.options
["teleport"] && this.subTurnTeleport
== 2 &&
98 this.board
[x
][y
] == ""
101 start: {x: this.captured
.x
, y: this.captured
.y
},
106 c: this.captured
.c
, //this.turn,
119 // 3 --> d (column number to letter)
120 static CoordToColumn(colnum
) {
121 return String
.fromCharCode(97 + colnum
);
124 // d --> 3 (column letter to number)
125 static ColumnToCoord(columnStr
) {
126 return columnStr
.charCodeAt(0) - 97;
129 // 7 (numeric) --> 1 (str) [from black viewpoint].
130 static CoordToRow(rownum
) {
134 // NOTE: wrong row index (1 should be 7 ...etc). But OK for the usage.
135 static RowToCoord(rownumStr
) {
136 // NOTE: 30 is way more than enough (allow up to 29 rows on one character)
137 return parseInt(rownumStr
, 30);
140 // a2 --> {x:2,y:0} (this is in fact a6)
141 static SquareToCoords(sq
) {
143 x: C
.RowToCoord(sq
[1]),
144 // NOTE: column is always one char => max 26 columns
145 y: C
.ColumnToCoord(sq
[0])
149 // {x:0,y:4} --> e0 (should be e8)
150 static CoordsToSquare(coords
) {
151 return C
.CoordToColumn(coords
.y
) + C
.CoordToRow(coords
.x
);
155 if (typeof x
== "number")
156 return `${this.containerId}|sq-${x.toString(30)}-${y.toString(30)}`;
158 return `${this.containerId}|rsq-${x}-${y}`;
161 idToCoords(targetId
) {
162 if (!targetId
) return null; //outside page, maybe...
163 const idParts
= targetId
.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
165 idParts
.length
< 2 ||
166 idParts
[0] != this.containerId
||
167 !idParts
[1].match(/sq-[0-9a-zA-Z]-[0-9a-zA-Z]/)
171 const squares
= idParts
[1].split('-');
172 if (squares
[0] == "sq")
173 return [ parseInt(squares
[1], 30), parseInt(squares
[2], 30) ];
174 // squares[0] == "rsq" : reserve, 'c' + 'p' (letters)
175 return [squares
[1], squares
[2]];
181 // Turn "wb" into "B" (for FEN)
183 return b
[0] == "w" ? b
[1].toUpperCase() : b
[1];
186 // Turn "p" into "bp" (for board)
188 return f
.charCodeAt(0) <= 90 ? "w" + f
.toLowerCase() : "b" + f
;
191 // Setup the initial random-or-not (asymmetric-or-not) position
192 genRandInitFen(seed
) {
193 Random
.setSeed(seed
);
195 let fen
, flags
= "0707";
196 if (!this.options
.randomness
)
198 fen
= "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0";
202 let pieces
= { w: new Array(8), b: new Array(8) };
204 // Shuffle pieces on first (and last rank if randomness == 2)
205 for (let c
of ["w", "b"]) {
206 if (c
== 'b' && this.options
.randomness
== 1) {
207 pieces
['b'] = pieces
['w'];
212 let positions
= ArrayFun
.range(8);
214 // Get random squares for bishops
215 let randIndex
= 2 * Random
.randInt(4);
216 const bishop1Pos
= positions
[randIndex
];
217 // The second bishop must be on a square of different color
218 let randIndex_tmp
= 2 * Random
.randInt(4) + 1;
219 const bishop2Pos
= positions
[randIndex_tmp
];
220 // Remove chosen squares
221 positions
.splice(Math
.max(randIndex
, randIndex_tmp
), 1);
222 positions
.splice(Math
.min(randIndex
, randIndex_tmp
), 1);
224 // Get random squares for knights
225 randIndex
= Random
.randInt(6);
226 const knight1Pos
= positions
[randIndex
];
227 positions
.splice(randIndex
, 1);
228 randIndex
= Random
.randInt(5);
229 const knight2Pos
= positions
[randIndex
];
230 positions
.splice(randIndex
, 1);
232 // Get random square for queen
233 randIndex
= Random
.randInt(4);
234 const queenPos
= positions
[randIndex
];
235 positions
.splice(randIndex
, 1);
237 // Rooks and king positions are now fixed,
238 // because of the ordering rook-king-rook
239 const rook1Pos
= positions
[0];
240 const kingPos
= positions
[1];
241 const rook2Pos
= positions
[2];
243 // Finally put the shuffled pieces in the board array
244 pieces
[c
][rook1Pos
] = "r";
245 pieces
[c
][knight1Pos
] = "n";
246 pieces
[c
][bishop1Pos
] = "b";
247 pieces
[c
][queenPos
] = "q";
248 pieces
[c
][kingPos
] = "k";
249 pieces
[c
][bishop2Pos
] = "b";
250 pieces
[c
][knight2Pos
] = "n";
251 pieces
[c
][rook2Pos
] = "r";
252 flags
+= rook1Pos
.toString() + rook2Pos
.toString();
255 pieces
["b"].join("") +
256 "/pppppppp/8/8/8/8/PPPPPPPP/" +
257 pieces
["w"].join("").toUpperCase() +
261 // Add turn + flags + enpassant (+ reserve)
263 if (this.hasFlags
) parts
.push(`"flags":"${flags}"`);
264 if (this.hasEnpassant
) parts
.push('"enpassant":"-"');
265 if (this.hasReserve
) parts
.push('"reserve":"000000000000"');
266 if (this.options
["crazyhouse"]) parts
.push('"ispawn":"-"');
267 if (parts
.length
>= 1) fen
+= " {" + parts
.join(",") + "}";
271 // "Parse" FEN: just return untransformed string data
273 const fenParts
= fen
.split(" ");
275 position: fenParts
[0],
277 movesCount: fenParts
[2]
279 if (fenParts
.length
> 3) res
= Object
.assign(res
, JSON
.parse(fenParts
[3]));
283 // Return current fen (game state)
286 this.getBaseFen() + " " +
287 this.getTurnFen() + " " +
291 if (this.hasFlags
) parts
.push(`"flags":"${this.getFlagsFen()}"`);
292 if (this.hasEnpassant
)
293 parts
.push(`"enpassant":"${this.getEnpassantFen()}"`);
294 if (this.hasReserve
) parts
.push(`"reserve":"${this.getReserveFen()}"`);
295 if (this.options
["crazyhouse"])
296 parts
.push(`"ispawn":"${this.getIspawnFen()}"`);
297 if (parts
.length
>= 1) fen
+= " {" + parts
.join(",") + "}";
301 // Position part of the FEN string
303 const format
= (count
) => {
304 // if more than 9 consecutive free spaces, break the integer,
305 // otherwise FEN parsing will fail.
306 if (count
<= 9) return count
;
307 // Most boards of size < 18:
308 if (count
<= 18) return "9" + (count
- 9);
310 return "99" + (count
- 18);
313 for (let i
= 0; i
< this.size
.y
; i
++) {
315 for (let j
= 0; j
< this.size
.x
; j
++) {
316 if (this.board
[i
][j
] == "") emptyCount
++;
318 if (emptyCount
> 0) {
319 // Add empty squares in-between
320 position
+= format(emptyCount
);
323 position
+= this.board2fen(this.board
[i
][j
]);
328 position
+= format(emptyCount
);
329 if (i
< this.size
.y
- 1) position
+= "/"; //separate rows
338 // Flags part of the FEN string
340 return ["w", "b"].map(c
=> {
341 return this.castleFlags
[c
].map(x
=> x
.toString(30)).join("");
345 // Enpassant part of the FEN string
347 if (!this.epSquare
) return "-"; //no en-passant
348 return C
.CoordsToSquare(this.epSquare
);
353 ["w","b"].map(c
=> Object
.values(this.reserve
[c
]).join("")).join("")
358 const coords
= Object
.keys(this.ispawn
);
359 if (coords
.length
== 0) return "-";
360 return coords
.map(C
.CoordsToSquare
).join(",");
363 // Set flags from fen (castle: white a,h then black a,h)
366 w: [0, 1].map(i
=> parseInt(fenflags
.charAt(i
), 30)),
367 b: [2, 3].map(i
=> parseInt(fenflags
.charAt(i
), 30))
374 // Fen string fully describes the game state
376 window
.C
= ChessRules
; //easier alias
378 this.options
= o
.options
;
379 this.playerColor
= o
.color
;
380 this.afterPlay
= o
.afterPlay
;
383 if (!o
.fen
) o
.fen
= this.genRandInitFen(o
.seed
);
384 const fenParsed
= this.parseFen(o
.fen
);
385 this.board
= this.getBoard(fenParsed
.position
);
386 this.turn
= fenParsed
.turn
;
387 this.movesCount
= parseInt(fenParsed
.movesCount
, 10);
388 this.setOtherVariables(fenParsed
);
390 // Graphical (can use variables defined above)
391 this.containerId
= o
.element
;
392 this.graphicalInit();
395 // Turn position fen into double array ["wb","wp","bk",...]
397 const rows
= position
.split("/");
398 let board
= ArrayFun
.init(this.size
.x
, this.size
.y
, "");
399 for (let i
= 0; i
< rows
.length
; i
++) {
401 for (let indexInRow
= 0; indexInRow
< rows
[i
].length
; indexInRow
++) {
402 const character
= rows
[i
][indexInRow
];
403 const num
= parseInt(character
, 10);
404 // If num is a number, just shift j:
405 if (!isNaN(num
)) j
+= num
;
406 // Else: something at position i,j
407 else board
[i
][j
++] = this.fen2board(character
);
413 // Some additional variables from FEN (variant dependant)
414 setOtherVariables(fenParsed
) {
415 // Set flags and enpassant:
416 if (this.hasFlags
) this.setFlags(fenParsed
.flags
);
417 if (this.hasEnpassant
)
418 this.epSquare
= this.getEpSquare(fenParsed
.enpassant
);
419 if (this.hasReserve
) this.initReserves(fenParsed
.reserve
);
420 if (this.options
["crazyhouse"]) this.initIspawn(fenParsed
.ispawn
);
421 this.subTurn
= 1; //may be unused
422 if (this.options
["teleport"]) {
423 this.subTurnTeleport
= 1;
424 this.captured
= null;
426 if (this.options
["dark"]) {
427 this.enlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
);
428 // Setup enlightened: squares reachable by player side
429 this.updateEnlightened(false);
433 updateEnlightened(withGraphics
) {
434 let newEnlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
, false);
435 const pawnShift
= { w: -1, b: 1 };
436 // Add pieces positions + all squares reachable by moves (includes Zen):
437 // (watch out special pawns case)
438 for (let x
=0; x
<this.size
.x
; x
++) {
439 for (let y
=0; y
<this.size
.y
; y
++) {
440 if (this.board
[x
][y
] != "" && this.getColor(x
, y
) == this.playerColor
)
442 newEnlightened
[x
][y
] = true;
443 if (this.getPiece(x
, y
) == "p") {
444 // Attacking squares wouldn't be highlighted if no captures:
445 this.pieces(this.playerColor
)["p"].attack
.forEach(step
=> {
446 const [i
, j
] = [x
+ step
[0], this.computeY(y
+ step
[1])];
447 if (this.onBoard(i
, j
) && this.board
[i
][j
] == "")
448 newEnlightened
[i
][j
] = true;
451 this.getPotentialMovesFrom([x
, y
]).forEach(m
=> {
452 newEnlightened
[m
.end
.x
][m
.end
.y
] = true;
457 if (this.epSquare
) this.enlightEnpassant(newEnlightened
);
458 if (withGraphics
) this.graphUpdateEnlightened(newEnlightened
);
459 this.enlightened
= newEnlightened
;
462 // Include en-passant capturing square if any:
463 enlightEnpassant(newEnlightened
) {
464 const steps
= this.pieces(this.playerColor
)["p"].attack
;
465 for (let step
of steps
) {
466 const x
= this.epSquare
.x
- step
[0],
467 y
= this.computeY(this.epSquare
.y
- step
[1]);
469 this.onBoard(x
, y
) &&
470 this.getColor(x
, y
) == this.playerColor
&&
471 this.getPieceType(x
, y
) == "p"
473 newEnlightened
[x
][this.epSquare
.y
] = true;
479 // Apply diff this.enlightened --> newEnlightened on board
480 graphUpdateEnlightened(newEnlightened
) {
481 let container
= document
.getElementById(this.containerId
);
482 const r
= container
.getBoundingClientRect();
483 const pieceWidth
= this.getPieceWidth(r
.width
);
484 for (let x
=0; x
<this.size
.x
; x
++) {
485 for (let y
=0; y
<this.size
.y
; y
++) {
486 if (this.enlightened
[x
][y
] && !newEnlightened
[x
][y
]) {
487 let elt
= document
.getElementById(this.coordsToId([x
, y
]));
488 elt
.classList
.add("in-shadow");
489 if (this.g_pieces
[x
][y
]) {
490 this.g_pieces
[x
][y
].remove();
491 this.g_pieces
[x
][y
] = null;
494 else if (!this.enlightened
[x
][y
] && newEnlightened
[x
][y
]) {
495 let elt
= document
.getElementById(this.coordsToId([x
, y
]));
496 elt
.classList
.remove("in-shadow");
497 if (this.board
[x
][y
] != "") {
498 const color
= this.getColor(x
, y
);
499 const piece
= this.getPiece(x
, y
);
500 this.g_pieces
[x
][y
] = document
.createElement("piece");
502 this.pieces()[piece
]["class"],
503 color
== "w" ? "white" : "black"
505 newClasses
.forEach(cl
=> this.g_pieces
[x
][y
].classList
.add(cl
));
506 this.g_pieces
[x
][y
].style
.width
= pieceWidth
+ "px";
507 this.g_pieces
[x
][y
].style
.height
= pieceWidth
+ "px";
508 const [ip
, jp
] = this.getPixelPosition(x
, y
, r
);
509 this.g_pieces
[x
][y
].style
.transform
=
510 `translate(${ip}px,${jp}px)`;
511 container
.appendChild(this.g_pieces
[x
][y
]);
518 // ordering p,r,n,b,q,k (most general + count in base 30 if needed)
519 initReserves(reserveStr
) {
520 const counts
= reserveStr
.split("").map(c
=> parseInt(c
, 30));
521 this.reserve
= { w: {}, b: {} };
522 const pieceName
= Object
.keys(this.pieces());
523 for (let i
of ArrayFun
.range(12)) {
524 if (i
< 6) this.reserve
['w'][pieceName
[i
]] = counts
[i
];
525 else this.reserve
['b'][pieceName
[i
-6]] = counts
[i
];
529 initIspawn(ispawnStr
) {
530 if (ispawnStr
!= "-") {
531 this.ispawn
= ispawnStr
.split(",").map(C
.SquareToCoords
)
532 .reduce((o
, key
) => ({ ...o
, [key
]: true}), {});
534 else this.ispawn
= {};
537 getNbReservePieces(color
) {
539 Object
.values(this.reserve
[color
]).reduce(
540 (oldV
,newV
) => oldV
+ (newV
> 0 ? 1 : 0), 0)
547 getPieceWidth(rwidth
) {
548 return (rwidth
/ this.size
.y
);
551 getSquareWidth(rwidth
) {
552 return this.getPieceWidth(rwidth
);
555 getReserveSquareSize(rwidth
, nbR
) {
556 const sqSize
= this.getSquareWidth(rwidth
);
557 return Math
.min(sqSize
, rwidth
/ nbR
);
560 getReserveNumId(color
, piece
) {
561 return `${this.containerId}|rnum-${color}${piece}`;
565 // NOTE: not window.onresize = this.re_drawBoardElts because scope (this)
566 window
.onresize
= () => this.re_drawBoardElements();
567 this.re_drawBoardElements();
568 this.initMouseEvents();
569 const container
= document
.getElementById(this.containerId
);
570 new ResizeObserver(this.rescale
).observe(container
);
573 re_drawBoardElements() {
574 const board
= this.getSvgChessboard();
575 const oppCol
= C
.GetOppCol(this.playerColor
);
576 let container
= document
.getElementById(this.containerId
);
577 container
.innerHTML
= "";
578 container
.insertAdjacentHTML('beforeend', board
);
579 let cb
= container
.querySelector("#" + this.containerId
+ "_SVG");
580 const aspectRatio
= this.size
.y
/ this.size
.x
;
581 // Compare window ratio width / height to aspectRatio:
582 const windowRatio
= window
.innerWidth
/ window
.innerHeight
;
583 let cbWidth
, cbHeight
;
584 if (windowRatio
<= aspectRatio
) {
585 // Limiting dimension is width:
586 cbWidth
= Math
.min(window
.innerWidth
, 767);
587 cbHeight
= cbWidth
/ aspectRatio
;
590 // Limiting dimension is height:
591 cbHeight
= Math
.min(window
.innerHeight
, 767);
592 cbWidth
= cbHeight
* aspectRatio
;
595 const sqSize
= cbWidth
/ this.size
.y
;
596 // NOTE: allocate space for reserves (up/down) even if they are empty
597 if ((window
.innerHeight
- cbHeight
) / 2 < sqSize
+ 5) {
598 cbHeight
= window
.innerHeight
- 2 * (sqSize
+ 5);
599 cbWidth
= cbHeight
* aspectRatio
;
602 container
.style
.width
= cbWidth
+ "px";
603 container
.style
.height
= cbHeight
+ "px";
604 // Center chessboard:
605 const spaceLeft
= (window
.innerWidth
- cbWidth
) / 2,
606 spaceTop
= (window
.innerHeight
- cbHeight
) / 2;
607 container
.style
.left
= spaceLeft
+ "px";
608 container
.style
.top
= spaceTop
+ "px";
609 // Give sizes instead of recomputing them,
610 // because chessboard might not be drawn yet.
619 // Get SVG board (background, no pieces)
621 const [sizeX
, sizeY
] = [this.size
.x
, this.size
.y
];
622 const flipped
= (this.playerColor
== 'b');
627 id="${this.containerId}_SVG">
629 for (let i
=0; i
< sizeX
; i
++) {
630 for (let j
=0; j
< sizeY
; j
++) {
631 const ii
= (flipped
? this.size
.x
- 1 - i : i
);
632 const jj
= (flipped
? this.size
.y
- 1 - j : j
);
633 let classes
= this.getSquareColorClass(ii
, jj
);
634 if (this.enlightened
&& !this.enlightened
[ii
][jj
])
635 classes
+= " in-shadow";
636 // NOTE: x / y reversed because coordinates system is reversed.
639 id="${this.coordsToId([ii, jj])}"
646 board
+= "</g></svg>";
650 // Generally light square bottom-right
651 getSquareColorClass(i
, j
) {
652 return ((i
+j
) % 2 == 0 ? "light-square": "dark-square");
657 // Refreshing: delete old pieces first
658 for (let i
=0; i
<this.size
.x
; i
++) {
659 for (let j
=0; j
<this.size
.y
; j
++) {
660 if (this.g_pieces
[i
][j
]) {
661 this.g_pieces
[i
][j
].remove();
662 this.g_pieces
[i
][j
] = null;
667 else this.g_pieces
= ArrayFun
.init(this.size
.x
, this.size
.y
, null);
668 let container
= document
.getElementById(this.containerId
);
669 if (!r
) r
= container
.getBoundingClientRect();
670 const pieceWidth
= this.getPieceWidth(r
.width
);
671 for (let i
=0; i
< this.size
.x
; i
++) {
672 for (let j
=0; j
< this.size
.y
; j
++) {
674 this.board
[i
][j
] != "" &&
675 (!this.options
["dark"] || this.enlightened
[i
][j
])
677 const color
= this.getColor(i
, j
);
678 const piece
= this.getPiece(i
, j
);
679 this.g_pieces
[i
][j
] = document
.createElement("piece");
680 this.g_pieces
[i
][j
].classList
.add(this.pieces()[piece
]["class"]);
681 this.g_pieces
[i
][j
].classList
.add(color
== "w" ? "white" : "black");
682 this.g_pieces
[i
][j
].style
.width
= pieceWidth
+ "px";
683 this.g_pieces
[i
][j
].style
.height
= pieceWidth
+ "px";
684 const [ip
, jp
] = this.getPixelPosition(i
, j
, r
);
685 this.g_pieces
[i
][j
].style
.transform
= `translate(${ip}px,${jp}px)`;
686 container
.appendChild(this.g_pieces
[i
][j
]);
690 if (this.reserve
) this.re_drawReserve(['w', 'b'], r
);
693 // NOTE: assume !!this.reserve
694 re_drawReserve(colors
, r
) {
696 // Remove (old) reserve pieces
697 for (let c
of colors
) {
698 if (!this.reserve
[c
]) continue;
699 Object
.keys(this.reserve
[c
]).forEach(p
=> {
700 if (this.r_pieces
[c
][p
]) {
701 this.r_pieces
[c
][p
].remove();
702 delete this.r_pieces
[c
][p
];
703 const numId
= this.getReserveNumId(c
, p
);
704 document
.getElementById(numId
).remove();
707 let reservesDiv
= document
.getElementById("reserves_" + c
);
708 if (reservesDiv
) reservesDiv
.remove();
711 else this.r_pieces
= { 'w': {}, 'b': {} };
713 const container
= document
.getElementById(this.containerId
);
714 r
= container
.getBoundingClientRect();
716 for (let c
of colors
) {
717 if (!this.reserve
[c
]) continue;
718 const nbR
= this.getNbReservePieces(c
);
719 if (nbR
== 0) continue;
720 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
722 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
723 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
724 let rcontainer
= document
.createElement("div");
725 rcontainer
.id
= "reserves_" + c
;
726 rcontainer
.classList
.add("reserves");
727 rcontainer
.style
.left
= i0
+ "px";
728 rcontainer
.style
.top
= j0
+ "px";
729 // NOTE: +1 fix display bug on Firefox at least
730 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
731 rcontainer
.style
.height
= sqResSize
+ "px";
732 document
.getElementById("boardContainer").appendChild(rcontainer
);
733 for (let p
of Object
.keys(this.reserve
[c
])) {
734 if (this.reserve
[c
][p
] == 0) continue;
735 let r_cell
= document
.createElement("div");
736 r_cell
.id
= this.coordsToId([c
, p
]);
737 r_cell
.classList
.add("reserve-cell");
738 r_cell
.style
.width
= sqResSize
+ "px";
739 r_cell
.style
.height
= sqResSize
+ "px";
740 rcontainer
.appendChild(r_cell
);
741 let piece
= document
.createElement("piece");
742 const pieceSpec
= this.pieces(c
)[p
];
743 piece
.classList
.add(pieceSpec
["class"]);
744 piece
.classList
.add(c
== 'w' ? "white" : "black");
745 piece
.style
.width
= "100%";
746 piece
.style
.height
= "100%";
747 this.r_pieces
[c
][p
] = piece
;
748 r_cell
.appendChild(piece
);
749 let number
= document
.createElement("div");
750 number
.textContent
= this.reserve
[c
][p
];
751 number
.classList
.add("reserve-num");
752 number
.id
= this.getReserveNumId(c
, p
);
753 const fontSize
= "1.3em";
754 number
.style
.fontSize
= fontSize
;
755 number
.style
.fontSize
= fontSize
;
756 r_cell
.appendChild(number
);
762 updateReserve(color
, piece
, count
) {
763 if (this.options
["cannibal"] && C
.CannibalKings
[piece
])
764 piece
= "k"; //capturing cannibal king: back to king form
765 const oldCount
= this.reserve
[color
][piece
];
766 this.reserve
[color
][piece
] = count
;
767 // Redrawing is much easier if count==0
768 if ([oldCount
, count
].includes(0)) this.re_drawReserve([color
]);
770 const numId
= this.getReserveNumId(color
, piece
);
771 document
.getElementById(numId
).textContent
= count
;
775 // After resize event: no need to destroy/recreate pieces
777 let container
= document
.getElementById(this.containerId
);
778 if (!container
) return; //useful at initial loading
779 const r
= container
.getBoundingClientRect();
780 const newRatio
= r
.width
/ r
.height
;
781 const aspectRatio
= this.size
.y
/ this.size
.x
;
782 let newWidth
= r
.width
,
783 newHeight
= r
.height
;
784 if (newRatio
> aspectRatio
) {
785 newWidth
= r
.height
* aspectRatio
;
786 container
.style
.width
= newWidth
+ "px";
788 else if (newRatio
< aspectRatio
) {
789 newHeight
= r
.width
/ aspectRatio
;
790 container
.style
.height
= newHeight
+ "px";
792 const newX
= (window
.innerWidth
- newWidth
) / 2;
793 container
.style
.left
= newX
+ "px";
794 const newY
= (window
.innerHeight
- newHeight
) / 2;
795 container
.style
.top
= newY
+ "px";
796 const newR
= { x: newX
, y: newY
, width: newWidth
, height: newHeight
};
797 const pieceWidth
= this.getPieceWidth(newWidth
);
798 for (let i
=0; i
< this.size
.x
; i
++) {
799 for (let j
=0; j
< this.size
.y
; j
++) {
800 if (this.board
[i
][j
] != "") {
801 // NOTE: could also use CSS transform "scale"
802 this.g_pieces
[i
][j
].style
.width
= pieceWidth
+ "px";
803 this.g_pieces
[i
][j
].style
.height
= pieceWidth
+ "px";
804 const [ip
, jp
] = this.getPixelPosition(i
, j
, newR
);
805 this.g_pieces
[i
][j
].style
.transform
= `translate(${ip}px,${jp}px)`;
809 if (this.reserve
) this.rescaleReserve(newR
);
813 for (let c
of ['w','b']) {
814 if (!this.reserve
[c
]) continue;
815 const nbR
= this.getNbReservePieces(c
);
816 if (nbR
== 0) continue;
817 // Resize container first
818 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
819 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
820 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
821 let rcontainer
= document
.getElementById("reserves_" + c
);
822 rcontainer
.style
.left
= i0
+ "px";
823 rcontainer
.style
.top
= j0
+ "px";
824 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
825 rcontainer
.style
.height
= sqResSize
+ "px";
826 // And then reserve cells:
827 const rpieceWidth
= this.getReserveSquareSize(r
.width
, nbR
);
828 Object
.keys(this.reserve
[c
]).forEach(p
=> {
829 if (this.reserve
[c
][p
] == 0) return;
830 let r_cell
= document
.getElementById(this.coordsToId([c
, p
]));
831 r_cell
.style
.width
= sqResSize
+ "px";
832 r_cell
.style
.height
= sqResSize
+ "px";
837 // Return the absolute pixel coordinates given current position.
838 // Our coordinate system differs from CSS one (x <--> y).
839 // We return here the CSS coordinates (more useful).
840 getPixelPosition(i
, j
, r
) {
841 const sqSize
= this.getSquareWidth(r
.width
);
842 if (i
< 0 || j
< 0) return [0, 0]; //piece vanishes
843 const flipped
= (this.playerColor
== 'b');
844 const x
= (flipped
? this.size
.y
- 1 - j : j
) * sqSize
;
845 const y
= (flipped
? this.size
.x
- 1 - i : i
) * sqSize
;
850 let container
= document
.getElementById(this.containerId
);
852 const getOffset
= e
=> {
853 if (e
.clientX
) return {x: e
.clientX
, y: e
.clientY
}; //Mouse
854 let touchLocation
= null;
855 if (e
.targetTouches
&& e
.targetTouches
.length
>= 1)
856 // Touch screen, dragstart
857 touchLocation
= e
.targetTouches
[0];
858 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
859 // Touch screen, dragend
860 touchLocation
= e
.changedTouches
[0];
862 return {x: touchLocation
.clientX
, y: touchLocation
.clientY
};
863 return [0, 0]; //Big trouble here =)
866 const centerOnCursor
= (piece
, e
) => {
867 const centerShift
= sqSize
/ 2;
868 const offset
= getOffset(e
);
869 piece
.style
.left
= (offset
.x
- centerShift
) + "px";
870 piece
.style
.top
= (offset
.y
- centerShift
) + "px";
875 startPiece
, curPiece
= null,
877 const mousedown
= (e
) => {
878 // Disable zoom on smartphones:
879 if (e
.touches
&& e
.touches
.length
> 1) e
.preventDefault();
880 r
= container
.getBoundingClientRect();
881 sqSize
= this.getSquareWidth(r
.width
);
882 const square
= this.idToCoords(e
.target
.id
);
884 const [i
, j
] = square
;
885 const move = this.doClick([i
, j
]);
886 if (move) this.playPlusVisual(move);
888 if (typeof i
!= "number") startPiece
= this.r_pieces
[i
][j
];
889 else if (this.g_pieces
[i
][j
]) startPiece
= this.g_pieces
[i
][j
];
890 if (startPiece
&& this.canIplay(i
, j
)) {
892 start
= { x: i
, y: j
};
893 curPiece
= startPiece
.cloneNode();
894 curPiece
.style
.transform
= "none";
895 curPiece
.style
.zIndex
= 5;
896 curPiece
.style
.width
= sqSize
+ "px";
897 curPiece
.style
.height
= sqSize
+ "px";
898 centerOnCursor(curPiece
, e
);
899 document
.getElementById("boardContainer").appendChild(curPiece
);
900 startPiece
.style
.opacity
= "0.4";
901 container
.style
.cursor
= "none";
907 const mousemove
= (e
) => {
910 centerOnCursor(curPiece
, e
);
912 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
913 // Attempt to prevent horizontal swipe...
917 const mouseup
= (e
) => {
918 const newR
= container
.getBoundingClientRect();
919 if (newR
.width
!= r
.width
|| newR
.height
!= r
.height
) {
924 const [x
, y
] = [start
.x
, start
.y
];
927 container
.style
.cursor
= "pointer";
928 startPiece
.style
.opacity
= "1";
929 const offset
= getOffset(e
);
930 const landingElt
= document
.elementFromPoint(offset
.x
, offset
.y
);
931 const sq
= this.idToCoords(landingElt
.id
);
934 // NOTE: clearly suboptimal, but much easier, and not a big deal.
935 const potentialMoves
= this.getPotentialMovesFrom([x
, y
])
936 .filter(m
=> m
.end
.x
== i
&& m
.end
.y
== j
);
937 const moves
= this.filterValid(potentialMoves
);
938 if (moves
.length
>= 2) this.showChoices(moves
, r
);
939 else if (moves
.length
== 1) this.playPlusVisual(moves
[0], r
);
944 if ('onmousedown' in window
) {
945 document
.addEventListener("mousedown", mousedown
);
946 document
.addEventListener("mousemove", mousemove
);
947 document
.addEventListener("mouseup", mouseup
);
949 if ('ontouchstart' in window
) {
950 // https://stackoverflow.com/a/42509310/12660887
951 document
.addEventListener("touchstart", mousedown
, {passive: false});
952 document
.addEventListener("touchmove", mousemove
, {passive: false});
953 document
.addEventListener("touchend", mouseup
, {passive: false});
955 // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
958 showChoices(moves
, r
) {
959 let container
= document
.getElementById(this.containerId
);
960 let choices
= document
.createElement("div");
961 choices
.id
= "choices";
962 choices
.style
.width
= r
.width
+ "px";
963 choices
.style
.height
= r
.height
+ "px";
964 choices
.style
.left
= r
.x
+ "px";
965 choices
.style
.top
= r
.y
+ "px";
966 container
.style
.opacity
= "0.5";
967 let boardContainer
= document
.getElementById("boardContainer");
968 boardContainer
.appendChild(choices
);
969 const squareWidth
= this.getSquareWidth(r
.width
);
970 const firstUpLeft
= (r
.width
- (moves
.length
* squareWidth
)) / 2;
971 const firstUpTop
= (r
.height
- squareWidth
) / 2;
972 const color
= moves
[0].appear
[0].c
;
973 const callback
= (m
) => {
974 container
.style
.opacity
= "1";
975 boardContainer
.removeChild(choices
);
976 this.playPlusVisual(m
, r
);
978 for (let i
=0; i
< moves
.length
; i
++) {
979 let choice
= document
.createElement("div");
980 choice
.classList
.add("choice");
981 choice
.style
.width
= squareWidth
+ "px";
982 choice
.style
.height
= squareWidth
+ "px";
983 choice
.style
.left
= (firstUpLeft
+ i
* squareWidth
) + "px";
984 choice
.style
.top
= firstUpTop
+ "px";
985 choice
.style
.backgroundColor
= "lightyellow";
986 choice
.onclick
= () => callback(moves
[i
]);
987 const piece
= document
.createElement("piece");
988 const pieceSpec
= this.pieces(color
)[moves
[i
].appear
[0].p
];
989 piece
.classList
.add(pieceSpec
["class"]);
990 piece
.classList
.add(color
== 'w' ? "white" : "black");
991 piece
.style
.width
= "100%";
992 piece
.style
.height
= "100%";
993 choice
.appendChild(piece
);
994 choices
.appendChild(choice
);
1002 return { "x": 8, "y": 8 };
1005 // Color of thing on square (i,j). 'undefined' if square is empty
1007 return this.board
[i
][j
].charAt(0);
1010 // Assume square i,j isn't empty
1012 return this.board
[i
][j
].charAt(1);
1015 // Piece type on square (i,j)
1016 getPieceType(i
, j
) {
1017 const p
= this.board
[i
][j
].charAt(1);
1018 return C
.CannibalKings
[p
] || p
; //a cannibal king move as...
1021 // Get opponent color
1022 static GetOppCol(color
) {
1023 return (color
== "w" ? "b" : "w");
1026 // Can thing on square1 take thing on square2
1027 canTake([x1
, y1
], [x2
, y2
]) {
1029 (this.getColor(x1
, y1
) !== this.getColor(x2
, y2
)) ||
1031 (this.options
["recycle"] || this.options
["teleport"]) &&
1032 this.getPieceType(x2
, y2
) != "k"
1037 // Is (x,y) on the chessboard?
1039 return x
>= 0 && x
< this.size
.x
&& y
>= 0 && y
< this.size
.y
;
1042 // Used in interface: 'side' arg == player color
1045 this.playerColor
== this.turn
&&
1047 (typeof x
== "number" && this.getColor(x
, y
) == this.turn
) ||
1048 (typeof x
== "string" && x
== this.turn
) //reserve
1053 ////////////////////////
1054 // PIECES SPECIFICATIONS
1057 const pawnShift
= (color
== "w" ? -1 : 1);
1061 steps: [[pawnShift
, 0]],
1063 attack: [[pawnShift
, 1], [pawnShift
, -1]]
1068 steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]
1074 [1, 2], [1, -2], [-1, 2], [-1, -2],
1075 [2, 1], [-2, 1], [2, -1], [-2, -1]
1082 steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]
1088 [0, 1], [0, -1], [1, 0], [-1, 0],
1089 [1, 1], [1, -1], [-1, 1], [-1, -1]
1096 [0, 1], [0, -1], [1, 0], [-1, 0],
1097 [1, 1], [1, -1], [-1, 1], [-1, -1]
1102 's': { "class": "king-pawn" },
1103 'u': { "class": "king-rook" },
1104 'o': { "class": "king-knight" },
1105 'c': { "class": "king-bishop" },
1106 't': { "class": "king-queen" }
1110 ////////////////////
1113 // For Cylinder: get Y coordinate
1115 if (!this.options
["cylinder"]) return y
;
1116 let res
= y
% this.size
.y
;
1117 if (res
< 0) res
+= this.size
.y
;
1121 // Stop at the first capture found
1122 atLeastOneCapture(color
) {
1123 color
= color
|| this.turn
;
1124 const oppCol
= C
.GetOppCol(color
);
1125 for (let i
= 0; i
< this.size
.x
; i
++) {
1126 for (let j
= 0; j
< this.size
.y
; j
++) {
1127 if (this.board
[i
][j
] != "" && this.getColor(i
, j
) == color
) {
1128 const specs
= this.pieces(color
)[this.getPieceType(i
, j
)];
1129 const steps
= specs
.attack
|| specs
.steps
;
1130 outerLoop: for (let step
of steps
) {
1131 let [ii
, jj
] = [i
+ step
[0], this.computeY(j
+ step
[1])];
1132 let stepCounter
= 1;
1133 while (this.onBoard(ii
, jj
) && this.board
[ii
][jj
] == "") {
1134 if (specs
.range
<= stepCounter
++) continue outerLoop
;
1136 jj
= this.computeY(jj
+ step
[1]);
1139 this.onBoard(ii
, jj
) &&
1140 this.getColor(ii
, jj
) == oppCol
&&
1142 [this.getBasicMove([i
, j
], [ii
, jj
])]
1154 getDropMovesFrom([c
, p
]) {
1155 // NOTE: by design, this.reserve[c][p] >= 1 on user click
1156 // (but not necessarily otherwise)
1157 if (this.reserve
[c
][p
] == 0) return [];
1159 for (let i
=0; i
<this.size
.x
; i
++) {
1160 for (let j
=0; j
<this.size
.y
; j
++) {
1161 // TODO: rather simplify this "if" and add post-condition: more general
1163 this.board
[i
][j
] == "" &&
1164 (!this.options
["dark"] || this.enlightened
[i
][j
]) &&
1167 (c
== 'w' && i
< this.size
.x
- 1) ||
1173 start: {x: c
, y: p
},
1175 appear: [new PiPo({x: i
, y: j
, c: c
, p: p
})],
1185 // All possible moves from selected square
1186 getPotentialMovesFrom(sq
, color
) {
1187 if (typeof sq
[0] == "string") return this.getDropMovesFrom(sq
);
1188 if (this.options
["madrasi"] && this.isImmobilized(sq
)) return [];
1189 const piece
= this.getPieceType(sq
[0], sq
[1]);
1191 if (piece
== "p") moves
= this.getPotentialPawnMoves(sq
);
1192 else moves
= this.getPotentialMovesOf(piece
, sq
);
1196 this.castleFlags
[color
|| this.turn
].some(v
=> v
< this.size
.y
)
1198 Array
.prototype.push
.apply(moves
, this.getCastleMoves(sq
));
1200 return this.postProcessPotentialMoves(moves
);
1203 postProcessPotentialMoves(moves
) {
1204 if (moves
.length
== 0) return [];
1205 const color
= this.getColor(moves
[0].start
.x
, moves
[0].start
.y
);
1206 const oppCol
= C
.GetOppCol(color
);
1208 if (this.options
["capture"] && this.atLeastOneCapture()) {
1209 // Filter out non-capturing moves (not using m.vanish because of
1210 // self captures of Recycle and Teleport).
1211 moves
= moves
.filter(m
=> {
1213 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1214 this.getColor(m
.end
.x
, m
.end
.y
) == oppCol
1219 if (this.options
["atomic"]) {
1220 moves
.forEach(m
=> {
1222 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1223 this.getColor(m
.end
.x
, m
.end
.y
) == oppCol
1236 for (let step
of steps
) {
1237 let x
= m
.end
.x
+ step
[0];
1238 let y
= this.computeY(m
.end
.y
+ step
[1]);
1240 this.onBoard(x
, y
) &&
1241 this.board
[x
][y
] != "" &&
1242 this.getPieceType(x
, y
) != "p"
1246 p: this.getPiece(x
, y
),
1247 c: this.getColor(x
, y
),
1254 if (!this.options
["rifle"]) m
.appear
.pop(); //nothin appears
1260 this.options
["cannibal"] &&
1261 this.options
["rifle"] &&
1262 this.pawnSpecs
.promotions
1264 // In this case a rifle-capture from last rank may promote a pawn
1265 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1267 moves
.forEach(m
=> {
1269 m
.start
.x
== lastRank
&&
1270 m
.appear
.length
>= 1 &&
1271 m
.appear
[0].p
== "p" &&
1272 m
.appear
[0].x
== m
.start
.x
&&
1273 m
.appear
[0].y
== m
.start
.y
1275 const promotionPiece0
= this.pawnSpecs
.promotions
[0];
1276 m
.appear
[0].p
= this.pawnSpecs
.promotions
[0];
1277 for (let i
=1; i
<this.pawnSpecs
.promotions
.length
; i
++) {
1278 let newMv
= JSON
.parse(JSON
.stringify(m
));
1279 newMv
.appear
[0].p
= this.pawnSpecs
.promotions
[i
];
1280 newMoves
.push(newMv
);
1284 Array
.prototype.push
.apply(moves
, newMoves
);
1290 static get CannibalKings() {
1300 static get CannibalKingCode() {
1314 (this.options
["cannibal"] && C
.CannibalKings
[symbol
])
1319 // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
1320 isImmobilized([x
, y
]) {
1321 const color
= this.getColor(x
, y
);
1322 const oppCol
= C
.GetOppCol(color
);
1323 const piece
= this.getPieceType(x
, y
);
1324 const stepSpec
= this.pieces(color
)[piece
];
1325 let [steps
, range
] = [stepSpec
.attack
|| stepSpec
.steps
, stepSpec
.range
];
1326 outerLoop: for (let step
of steps
) {
1327 let [i
, j
] = [x
+ step
[0], y
+ step
[1]];
1328 let stepCounter
= 1;
1329 while (this.onBoard(i
, j
) && this.board
[i
][j
] == "") {
1330 if (range
<= stepCounter
++) continue outerLoop
;
1332 j
= this.computeY(j
+ step
[1]);
1335 this.onBoard(i
, j
) &&
1336 this.getColor(i
, j
) == oppCol
&&
1337 this.getPieceType(i
, j
) == piece
1345 // Generic method to find possible moves of "sliding or jumping" pieces
1346 getPotentialMovesOf(piece
, [x
, y
]) {
1347 const color
= this.getColor(x
, y
);
1348 const stepSpec
= this.pieces(color
)[piece
];
1349 let [steps
, range
] = [stepSpec
.steps
, stepSpec
.range
];
1351 let explored
= {}; //for Cylinder mode
1352 outerLoop: for (let step
of steps
) {
1353 let [i
, j
] = [x
+ step
[0], this.computeY(y
+ step
[1])];
1354 let stepCounter
= 1;
1356 this.onBoard(i
, j
) &&
1357 this.board
[i
][j
] == "" &&
1358 !explored
[i
+ "." + j
]
1360 explored
[i
+ "." + j
] = true;
1361 moves
.push(this.getBasicMove([x
, y
], [i
, j
]));
1362 if (range
<= stepCounter
++) continue outerLoop
;
1364 j
= this.computeY(j
+ step
[1]);
1367 this.onBoard(i
, j
) &&
1369 !this.options
["zen"] ||
1370 this.getPieceType(i
, j
) == "k" ||
1371 this.getColor(i
, j
) == color
//OK for Recycle and Teleport
1373 this.canTake([x
, y
], [i
, j
]) &&
1374 !explored
[i
+ "." + j
]
1376 explored
[i
+ "." + j
] = true;
1377 moves
.push(this.getBasicMove([x
, y
], [i
, j
]));
1380 if (this.options
["zen"])
1381 Array
.prototype.push
.apply(moves
, this.getZenCaptures(x
, y
));
1385 getZenCaptures(x
, y
) {
1387 // Find reverse captures (opponent takes)
1388 const color
= this.getColor(x
, y
);
1389 const pieceType
= this.getPieceType(x
, y
);
1390 const oppCol
= C
.GetOppCol(color
);
1391 const pieces
= this.pieces(oppCol
);
1392 Object
.keys(pieces
).forEach(p
=> {
1395 (this.options
["cannibal"] && C
.CannibalKings
[p
])
1397 return; //king isn't captured this way
1399 const steps
= pieces
[p
].attack
|| pieces
[p
].steps
;
1400 if (!steps
) return; //cannibal king for example (TODO...)
1401 const range
= pieces
[p
].range
;
1402 steps
.forEach(s
=> {
1403 // From x,y: revert step
1404 let [i
, j
] = [x
- s
[0], this.computeY(y
- s
[1])];
1405 let stepCounter
= 1;
1406 while (this.onBoard(i
, j
) && this.board
[i
][j
] == "") {
1407 if (range
<= stepCounter
++) return;
1409 j
= this.computeY(j
- s
[1]);
1412 this.onBoard(i
, j
) &&
1413 this.getPieceType(i
, j
) == p
&&
1414 this.getColor(i
, j
) == oppCol
&& //condition for Recycle & Teleport
1415 this.canTake([i
, j
], [x
, y
])
1417 if (pieceType
!= "p") moves
.push(this.getBasicMove([x
, y
], [i
, j
]));
1418 else this.addPawnMoves([x
, y
], [i
, j
], moves
);
1425 // Build a regular move from its initial and destination squares.
1426 // tr: transformation
1427 getBasicMove([sx
, sy
], [ex
, ey
], tr
) {
1428 const initColor
= this.getColor(sx
, sy
);
1429 const initPiece
= this.getPiece(sx
, sy
);
1430 const destColor
= (this.board
[ex
][ey
] != "" ? this.getColor(ex
, ey
) : "");
1434 start: {x:sx
, y:sy
},
1438 !this.options
["rifle"] ||
1439 this.board
[ex
][ey
] == "" ||
1440 destColor
== initColor
//Recycle, Teleport
1446 c: !!tr
? tr
.c : initColor
,
1447 p: !!tr
? tr
.p : initPiece
1459 if (this.board
[ex
][ey
] != "") {
1464 c: this.getColor(ex
, ey
),
1465 p: this.getPiece(ex
, ey
)
1468 if (this.options
["rifle"])
1469 // Rifle captures are tricky in combination with Atomic etc,
1470 // so it's useful to mark the move :
1472 if (this.options
["cannibal"] && destColor
!= initColor
) {
1473 const lastIdx
= mv
.vanish
.length
- 1;
1474 let trPiece
= mv
.vanish
[lastIdx
].p
;
1475 if (this.isKing(this.getPiece(sx
, sy
)))
1476 trPiece
= C
.CannibalKingCode
[trPiece
];
1477 if (mv
.appear
.length
>= 1) mv
.appear
[0].p
= trPiece
;
1478 else if (this.options
["rifle"]) {
1501 // En-passant square, if any
1502 getEpSquare(moveOrSquare
) {
1503 if (typeof moveOrSquare
=== "string") {
1504 const square
= moveOrSquare
;
1505 if (square
== "-") return undefined;
1506 return C
.SquareToCoords(square
);
1508 // Argument is a move:
1509 const move = moveOrSquare
;
1510 const s
= move.start
,
1514 Math
.abs(s
.x
- e
.x
) == 2 &&
1515 // Next conditions for variants like Atomic or Rifle, Recycle...
1516 (move.appear
.length
> 0 && move.appear
[0].p
== "p") &&
1517 (move.vanish
.length
> 0 && move.vanish
[0].p
== "p")
1524 return undefined; //default
1527 // Special case of en-passant captures: treated separately
1528 getEnpassantCaptures([x
, y
], shiftX
) {
1529 const color
= this.getColor(x
, y
);
1530 const oppCol
= C
.GetOppCol(color
);
1531 let enpassantMove
= null;
1534 this.epSquare
.x
== x
+ shiftX
&&
1535 Math
.abs(this.computeY(this.epSquare
.y
- y
)) == 1 &&
1536 this.getColor(x
, this.epSquare
.y
) == oppCol
//Doublemove guard...
1538 const [epx
, epy
] = [this.epSquare
.x
, this.epSquare
.y
];
1539 this.board
[epx
][epy
] = oppCol
+ "p";
1540 enpassantMove
= this.getBasicMove([x
, y
], [epx
, epy
]);
1541 this.board
[epx
][epy
] = "";
1542 const lastIdx
= enpassantMove
.vanish
.length
- 1; //think Rifle
1543 enpassantMove
.vanish
[lastIdx
].x
= x
;
1545 return !!enpassantMove
? [enpassantMove
] : [];
1548 // Consider all potential promotions:
1549 addPawnMoves([x1
, y1
], [x2
, y2
], moves
, promotions
) {
1550 let finalPieces
= ["p"];
1551 const color
= this.getColor(x1
, y1
);
1552 const oppCol
= C
.GetOppCol(color
);
1553 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1554 if (x2
== lastRank
&& (!this.options
["rifle"] || this.board
[x2
][y2
] == ""))
1556 // promotions arg: special override for Hiddenqueen variant
1558 this.options
["cannibal"] &&
1559 this.board
[x2
][y2
] != "" &&
1560 this.getColor(x2
, y2
) == oppCol
1562 finalPieces
= [this.getPieceType(x2
, y2
)];
1564 else if (promotions
) finalPieces
= promotions
;
1565 else if (this.pawnSpecs
.promotions
)
1566 finalPieces
= this.pawnSpecs
.promotions
;
1568 for (let piece
of finalPieces
) {
1569 const tr
= (piece
!= "p" ? { c: color
, p: piece
} : null);
1570 moves
.push(this.getBasicMove([x1
, y1
], [x2
, y2
], tr
));
1574 // What are the pawn moves from square x,y ?
1575 getPotentialPawnMoves([x
, y
], promotions
) {
1576 const color
= this.getColor(x
, y
); //this.turn doesn't work for Dark mode
1577 const [sizeX
, sizeY
] = [this.size
.x
, this.size
.y
];
1578 const pawnShiftX
= this.pawnSpecs
.directions
[color
];
1579 const firstRank
= (color
== "w" ? sizeX
- 1 : 0);
1580 const forward
= (color
== 'w' ? -1 : 1);
1582 // Pawn movements in shiftX direction:
1583 const getPawnMoves
= (shiftX
) => {
1585 // NOTE: next condition is generally true (no pawn on last rank)
1586 if (x
+ shiftX
>= 0 && x
+ shiftX
< sizeX
) {
1587 if (this.board
[x
+ shiftX
][y
] == "") {
1588 // One square forward (or backward)
1589 this.addPawnMoves([x
, y
], [x
+ shiftX
, y
], moves
, promotions
);
1590 // Next condition because pawns on 1st rank can generally jump
1592 this.pawnSpecs
.twoSquares
&&
1596 x
>= this.size
.x
- 1 - this.pawnSpecs
.initShift
['w']
1599 (color
== 'b' && x
<= this.pawnSpecs
.initShift
['b'])
1603 shiftX
== forward
&&
1604 this.board
[x
+ 2 * shiftX
][y
] == ""
1607 moves
.push(this.getBasicMove([x
, y
], [x
+ 2 * shiftX
, y
]));
1609 this.pawnSpecs
.threeSquares
&&
1610 this.board
[x
+ 3 * shiftX
, y
] == ""
1612 // Three squares jump
1613 moves
.push(this.getBasicMove([x
, y
], [x
+ 3 * shiftX
, y
]));
1619 if (this.pawnSpecs
.canCapture
) {
1620 for (let shiftY
of [-1, 1]) {
1621 const yCoord
= this.computeY(y
+ shiftY
);
1622 if (yCoord
>= 0 && yCoord
< sizeY
) {
1624 this.board
[x
+ shiftX
][yCoord
] != "" &&
1625 this.canTake([x
, y
], [x
+ shiftX
, yCoord
]) &&
1627 !this.options
["zen"] ||
1628 this.getPieceType(x
+ shiftX
, yCoord
) == "k"
1632 [x
, y
], [x
+ shiftX
, yCoord
],
1637 this.pawnSpecs
.captureBackward
&& shiftX
== forward
&&
1638 x
- shiftX
>= 0 && x
- shiftX
< this.size
.x
&&
1639 this.board
[x
- shiftX
][yCoord
] != "" &&
1640 this.canTake([x
, y
], [x
- shiftX
, yCoord
]) &&
1642 !this.options
["zen"] ||
1643 this.getPieceType(x
+ shiftX
, yCoord
) == "k"
1647 [x
, y
], [x
- shiftX
, yCoord
],
1658 let pMoves
= getPawnMoves(pawnShiftX
);
1659 if (this.pawnSpecs
.bidirectional
)
1660 pMoves
= pMoves
.concat(getPawnMoves(-pawnShiftX
));
1662 if (this.hasEnpassant
) {
1663 // NOTE: backward en-passant captures are not considered
1664 // because no rules define them (for now).
1665 Array
.prototype.push
.apply(
1667 this.getEnpassantCaptures([x
, y
], pawnShiftX
)
1671 if (this.options
["zen"])
1672 Array
.prototype.push
.apply(pMoves
, this.getZenCaptures(x
, y
));
1677 // "castleInCheck" arg to let some variants castle under check
1678 getCastleMoves([x
, y
], finalSquares
, castleInCheck
, castleWith
) {
1679 const c
= this.getColor(x
, y
);
1682 const oppCol
= C
.GetOppCol(c
);
1686 finalSquares
|| [ [2, 3], [this.size
.y
- 2, this.size
.y
- 3] ];
1687 const castlingKing
= this.getPiece(x
, y
);
1688 castlingCheck: for (
1691 castleSide
++ //large, then small
1693 if (this.castleFlags
[c
][castleSide
] >= this.size
.y
) continue;
1694 // If this code is reached, rook and king are on initial position
1696 // NOTE: in some variants this is not a rook
1697 const rookPos
= this.castleFlags
[c
][castleSide
];
1698 const castlingPiece
= this.getPiece(x
, rookPos
);
1700 this.board
[x
][rookPos
] == "" ||
1701 this.getColor(x
, rookPos
) != c
||
1702 (!!castleWith
&& !castleWith
.includes(castlingPiece
))
1704 // Rook is not here, or changed color (see Benedict)
1707 // Nothing on the path of the king ? (and no checks)
1708 const finDist
= finalSquares
[castleSide
][0] - y
;
1709 let step
= finDist
/ Math
.max(1, Math
.abs(finDist
));
1713 (!castleInCheck
&& this.underCheck([x
, i
], oppCol
)) ||
1715 this.board
[x
][i
] != "" &&
1716 // NOTE: next check is enough, because of chessboard constraints
1717 (this.getColor(x
, i
) != c
|| ![rookPos
, y
].includes(i
))
1720 continue castlingCheck
;
1723 } while (i
!= finalSquares
[castleSide
][0]);
1724 // Nothing on the path to the rook?
1725 step
= (castleSide
== 0 ? -1 : 1);
1726 for (i
= y
+ step
; i
!= rookPos
; i
+= step
) {
1727 if (this.board
[x
][i
] != "") continue castlingCheck
;
1730 // Nothing on final squares, except maybe king and castling rook?
1731 for (i
= 0; i
< 2; i
++) {
1733 finalSquares
[castleSide
][i
] != rookPos
&&
1734 this.board
[x
][finalSquares
[castleSide
][i
]] != "" &&
1736 finalSquares
[castleSide
][i
] != y
||
1737 this.getColor(x
, finalSquares
[castleSide
][i
]) != c
1740 continue castlingCheck
;
1744 // If this code is reached, castle is valid
1750 y: finalSquares
[castleSide
][0],
1756 y: finalSquares
[castleSide
][1],
1762 // King might be initially disguised (Titan...)
1763 new PiPo({ x: x
, y: y
, p: castlingKing
, c: c
}),
1764 new PiPo({ x: x
, y: rookPos
, p: castlingPiece
, c: c
})
1767 Math
.abs(y
- rookPos
) <= 2
1768 ? { x: x
, y: rookPos
}
1769 : { x: x
, y: y
+ 2 * (castleSide
== 0 ? -1 : 1) }
1777 ////////////////////
1780 // Is (king at) given position under check by "color" ?
1781 underCheck([x
, y
], color
) {
1782 if (this.taking
|| this.options
["dark"]) return false;
1783 color
= color
|| C
.GetOppCol(this.getColor(x
, y
));
1784 const pieces
= this.pieces(color
);
1785 return Object
.keys(pieces
).some(p
=> {
1786 return this.isAttackedBy([x
, y
], p
, color
, pieces
[p
]);
1790 isAttackedBy([x
, y
], piece
, color
, stepSpec
) {
1791 const steps
= stepSpec
.attack
|| stepSpec
.steps
;
1792 if (!steps
) return false; //cannibal king, for example
1793 const range
= stepSpec
.range
;
1794 let explored
= {}; //for Cylinder mode
1795 outerLoop: for (let step
of steps
) {
1796 let rx
= x
- step
[0],
1797 ry
= this.computeY(y
- step
[1]);
1798 let stepCounter
= 1;
1800 this.onBoard(rx
, ry
) &&
1801 this.board
[rx
][ry
] == "" &&
1802 !explored
[rx
+ "." + ry
]
1804 explored
[rx
+ "." + ry
] = true;
1805 if (range
<= stepCounter
++) continue outerLoop
;
1807 ry
= this.computeY(ry
- step
[1]);
1810 this.onBoard(rx
, ry
) &&
1811 this.board
[rx
][ry
] != "" &&
1812 this.getPieceType(rx
, ry
) == piece
&&
1813 this.getColor(rx
, ry
) == color
&&
1814 (!this.options
["madrasi"] || !this.isImmobilized([rx
, ry
]))
1822 // Stop at first king found (TODO: multi-kings)
1823 searchKingPos(color
) {
1824 for (let i
=0; i
< this.size
.x
; i
++) {
1825 for (let j
=0; j
< this.size
.y
; j
++) {
1826 if (this.getColor(i
, j
) == color
&& this.isKing(this.getPiece(i
, j
)))
1830 return [-1, -1]; //king not found
1833 filterValid(moves
) {
1834 if (moves
.length
== 0) return [];
1835 const color
= this.turn
;
1836 const oppCol
= C
.GetOppCol(color
);
1837 if (this.options
["balance"] && [1, 3].includes(this.movesCount
)) {
1838 // Forbid moves either giving check or exploding opponent's king:
1839 const oppKingPos
= this.searchKingPos(oppCol
);
1840 moves
= moves
.filter(m
=> {
1842 m
.vanish
.some(v
=> v
.c
== oppCol
&& v
.p
== "k") &&
1843 m
.appear
.every(a
=> a
.c
!= oppCol
|| a
.p
!= "k")
1846 this.playOnBoard(m
);
1847 const res
= !this.underCheck(oppKingPos
, color
);
1848 this.undoOnBoard(m
);
1852 if (this.taking
|| this.options
["dark"]) return moves
;
1853 const kingPos
= this.searchKingPos(color
);
1854 let filtered
= {}; //avoid re-checking similar moves (promotions...)
1855 return moves
.filter(m
=> {
1856 const key
= m
.start
.x
+ m
.start
.y
+ '.' + m
.end
.x
+ m
.end
.y
;
1857 if (!filtered
[key
]) {
1858 this.playOnBoard(m
);
1859 let square
= kingPos
,
1860 res
= true; //a priori valid
1861 if (m
.vanish
.some(v
=> {
1862 return (v
.p
== "k" || C
.CannibalKings
[v
.p
]) && v
.c
== color
;
1864 // Search king in appear array:
1866 m
.appear
.findIndex(a
=> {
1867 return (a
.p
== "k" || C
.CannibalKings
[a
.p
]) && a
.c
== color
;
1869 if (newKingIdx
>= 0)
1870 square
= [m
.appear
[newKingIdx
].x
, m
.appear
[newKingIdx
].y
];
1873 res
&&= !this.underCheck(square
, oppCol
);
1874 this.undoOnBoard(m
);
1875 filtered
[key
] = res
;
1878 return filtered
[key
];
1885 // Aggregate flags into one object
1887 return this.castleFlags
;
1890 // Reverse operation
1891 disaggregateFlags(flags
) {
1892 this.castleFlags
= flags
;
1895 // Apply a move on board
1897 for (let psq
of move.vanish
) this.board
[psq
.x
][psq
.y
] = "";
1898 for (let psq
of move.appear
) this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
1900 // Un-apply the played move
1902 for (let psq
of move.appear
) this.board
[psq
.x
][psq
.y
] = "";
1903 for (let psq
of move.vanish
) this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
1906 updateCastleFlags(move) {
1907 // Update castling flags if start or arrive from/at rook/king locations
1908 move.appear
.concat(move.vanish
).forEach(psq
=> {
1910 this.board
[psq
.x
][psq
.y
] != "" &&
1911 this.getPieceType(psq
.x
, psq
.y
) == "k"
1913 this.castleFlags
[psq
.c
] = [this.size
.y
, this.size
.y
];
1915 // NOTE: not "else if" because king can capture enemy rook...
1917 if (psq
.x
== 0) c
= "b";
1918 else if (psq
.x
== this.size
.x
- 1) c
= "w";
1920 const fidx
= this.castleFlags
[c
].findIndex(f
=> f
== psq
.y
);
1921 if (fidx
>= 0) this.castleFlags
[c
][fidx
] = this.size
.y
;
1928 typeof move.start
.x
== "number" &&
1929 (!this.options
["teleport"] || this.subTurnTeleport
== 1)
1931 // OK, not a drop move
1934 // If flags already off, no need to re-check:
1935 Object
.keys(this.castleFlags
).some(c
=> {
1936 return this.castleFlags
[c
].some(val
=> val
< this.size
.y
)})
1938 this.updateCastleFlags(move);
1940 const initSquare
= C
.CoordsToSquare(move.start
);
1942 this.options
["crazyhouse"] &&
1943 (!this.options
["rifle"] || !move.capture
)
1945 if (this.ispawn
[initSquare
]) {
1946 delete this.ispawn
[initSquare
];
1947 this.ispawn
[C
.CoordsToSquare(move.end
)] = true;
1950 move.vanish
[0].p
== "p" &&
1951 move.appear
[0].p
!= "p"
1953 this.ispawn
[C
.CoordsToSquare(move.end
)] = true;
1957 const minSize
= Math
.min(move.appear
.length
, move.vanish
.length
);
1958 if (this.hasReserve
) {
1959 const color
= this.turn
;
1960 for (let i
=minSize
; i
<move.appear
.length
; i
++) {
1961 // Something appears = dropped on board (some exceptions, Chakart...)
1962 const piece
= move.appear
[i
].p
;
1963 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] - 1);
1965 for (let i
=minSize
; i
<move.vanish
.length
; i
++) {
1966 // Something vanish: add to reserve except if recycle & opponent
1967 const piece
= move.vanish
[i
].p
;
1968 if (this.options
["crazyhouse"] || move.vanish
[i
].c
== color
)
1969 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] + 1);
1976 if (this.hasEnpassant
) this.epSquare
= this.getEpSquare(move);
1977 this.playOnBoard(move);
1978 this.postPlay(move);
1982 const color
= this.turn
;
1983 const oppCol
= C
.GetOppCol(color
);
1984 if (this.options
["dark"]) this.updateEnlightened(true);
1985 if (this.options
["teleport"]) {
1987 this.subTurnTeleport
== 1 &&
1988 move.vanish
.length
> move.appear
.length
&&
1989 move.vanish
[move.vanish
.length
- 1].c
== color
1991 const v
= move.vanish
[move.vanish
.length
- 1];
1992 this.captured
= {x: v
.x
, y: v
.y
, c: v
.c
, p: v
.p
};
1993 this.subTurnTeleport
= 2;
1996 this.subTurnTeleport
= 1;
1997 this.captured
= null;
1999 if (this.options
["balance"]) {
2000 if (![1, 3].includes(this.movesCount
)) this.turn
= oppCol
;
2005 this.options
["doublemove"] &&
2006 this.movesCount
>= 1 &&
2009 (this.options
["progressive"] && this.subTurn
<= this.movesCount
)
2011 const oppKingPos
= this.searchKingPos(oppCol
);
2012 if (oppKingPos
[0] >= 0 && !this.underCheck(oppKingPos
, color
)) {
2023 // "Stop at the first move found"
2024 atLeastOneMove(color
) {
2025 color
= color
|| this.turn
;
2026 for (let i
= 0; i
< this.size
.x
; i
++) {
2027 for (let j
= 0; j
< this.size
.y
; j
++) {
2028 if (this.board
[i
][j
] != "" && this.getColor(i
, j
) == color
) {
2029 // NOTE: in fact searching for all potential moves from i,j.
2030 // I don't believe this is an issue, for now at least.
2031 const moves
= this.getPotentialMovesFrom([i
, j
]);
2032 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1)) return true;
2036 if (this.hasReserve
&& this.reserve
[color
]) {
2037 for (let p
of Object
.keys(this.reserve
[color
])) {
2038 const moves
= this.getDropMovesFrom([color
, p
]);
2039 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1)) return true;
2045 // What is the score ? (Interesting if game is over)
2046 getCurrentScore(move) {
2047 const color
= this.turn
;
2048 const oppCol
= C
.GetOppCol(color
);
2049 const kingPos
= [this.searchKingPos(color
), this.searchKingPos(oppCol
)];
2050 if (kingPos
[0][0] < 0 && kingPos
[1][0] < 0) return "1/2";
2051 if (kingPos
[0][0] < 0) return (color
== "w" ? "0-1" : "1-0");
2052 if (kingPos
[1][0] < 0) return (color
== "w" ? "1-0" : "0-1");
2053 if (this.atLeastOneMove()) return "*";
2054 // No valid move: stalemate or checkmate?
2055 if (!this.underCheck(kingPos
, color
)) return "1/2";
2057 return (color
== "w" ? "0-1" : "1-0");
2060 // NOTE: quite suboptimal for eg. Benedict (not a big deal I think)
2061 playVisual(move, r
) {
2062 move.vanish
.forEach(v
=> {
2063 if (!this.enlightened
|| this.enlightened
[v
.x
][v
.y
]) {
2064 this.g_pieces
[v
.x
][v
.y
].remove();
2065 this.g_pieces
[v
.x
][v
.y
] = null;
2068 let container
= document
.getElementById(this.containerId
);
2069 if (!r
) r
= container
.getBoundingClientRect();
2070 const pieceWidth
= this.getPieceWidth(r
.width
);
2071 move.appear
.forEach(a
=> {
2072 if (this.enlightened
&& !this.enlightened
[a
.x
][a
.y
]) return;
2073 this.g_pieces
[a
.x
][a
.y
] = document
.createElement("piece");
2074 this.g_pieces
[a
.x
][a
.y
].classList
.add(this.pieces()[a
.p
]["class"]);
2075 this.g_pieces
[a
.x
][a
.y
].classList
.add(a
.c
== "w" ? "white" : "black");
2076 this.g_pieces
[a
.x
][a
.y
].style
.width
= pieceWidth
+ "px";
2077 this.g_pieces
[a
.x
][a
.y
].style
.height
= pieceWidth
+ "px";
2078 const [ip
, jp
] = this.getPixelPosition(a
.x
, a
.y
, r
);
2079 this.g_pieces
[a
.x
][a
.y
].style
.transform
= `translate(${ip}px,${jp}px)`;
2080 container
.appendChild(this.g_pieces
[a
.x
][a
.y
]);
2084 playPlusVisual(move, r
) {
2085 this.playVisual(move, r
);
2087 this.afterPlay(move); //user method
2090 // Assumes reserve on top (usage case otherwise? TODO?)
2091 getReserveShift(c
, p
, r
) {
2094 for (let pi
of Object
.keys(this.reserve
[c
])) {
2095 if (this.reserve
[c
][pi
] == 0) continue;
2096 if (pi
== p
) ridx
= nbR
;
2099 const rsqSize
= this.getReserveSquareSize(r
.width
, nbR
);
2100 return [ridx
* rsqSize
, rsqSize
]; //slightly inaccurate... TODO?
2103 animate(move, callback
) {
2104 if (this.noAnimate
) {
2108 const [i1
, j1
] = [move.start
.x
, move.start
.y
];
2109 const dropMove
= (typeof i1
== "string");
2110 const startArray
= (dropMove
? this.r_pieces : this.g_pieces
);
2111 let startPiece
= startArray
[i1
][j1
];
2112 let container
= document
.getElementById(this.containerId
);
2113 const clonePiece
= (
2115 this.options
["rifle"] ||
2116 (this.options
["teleport"] && this.subTurnTeleport
== 2)
2119 startPiece
= startPiece
.cloneNode();
2120 if (this.options
["rifle"]) startArray
[i1
][j1
].style
.opacity
= "0";
2121 if (this.options
["teleport"] && this.subTurnTeleport
== 2) {
2122 const pieces
= this.pieces();
2123 const startCode
= (dropMove
? j1 : this.getPiece(i1
, j1
));
2124 startPiece
.classList
.remove(pieces
[startCode
]["class"]);
2125 startPiece
.classList
.add(pieces
[this.captured
.p
]["class"]);
2128 container
.appendChild(startPiece
);
2130 const [i2
, j2
] = [move.end
.x
, move.end
.y
];
2134 i1
== this.playerColor
? this.size
.x : 0,
2135 this.size
.y
/ 2 //not trying to be accurate here... (TODO?)
2138 else startCoords
= [i1
, j1
];
2139 const r
= container
.getBoundingClientRect();
2140 const arrival
= this.getPixelPosition(i2
, j2
, r
); //TODO: arrival on drop?
2142 if (dropMove
) rs
= this.getReserveShift(i1
, j1
, r
);
2144 Math
.sqrt((startCoords
[0] - i2
) ** 2 + (startCoords
[1] - j2
) ** 2);
2145 const maxDist
= Math
.sqrt((this.size
.x
- 1)** 2 + (this.size
.y
- 1) ** 2);
2146 const multFact
= (distance
- 1) / (maxDist
- 1); //1 == minDist
2147 const duration
= 0.2 + multFact
* 0.3;
2148 startPiece
.style
.transform
=
2149 `translate(${arrival[0] + rs[0]}px, ${arrival[1] + rs[1]}px)`;
2150 startPiece
.style
.transitionDuration
= duration
+ "s";
2154 if (this.options
["rifle"]) startArray
[i1
][j1
].style
.opacity
= "1";
2155 startPiece
.remove();
2163 playReceivedMove(moves
, callback
) {
2164 const launchAnimation
= () => {
2166 document
.getElementById(this.containerId
).getBoundingClientRect();
2167 const animateRec
= i
=> {
2168 this.animate(moves
[i
], () => {
2169 this.playVisual(moves
[i
], r
);
2170 this.play(moves
[i
]);
2171 if (i
< moves
.length
- 1) setTimeout(() => animateRec(i
+1), 300);
2177 // Delay if user wasn't focused:
2178 const checkDisplayThenAnimate
= (delay
) => {
2179 if (boardContainer
.style
.display
== "none") {
2180 alert("New move! Let's go back to game...");
2181 document
.getElementById("gameInfos").style
.display
= "none";
2182 boardContainer
.style
.display
= "block";
2183 setTimeout(launchAnimation
, 700);
2185 else setTimeout(launchAnimation
, delay
|| 0);
2187 let boardContainer
= document
.getElementById("boardContainer");
2188 if (document
.hidden
) {
2189 document
.onvisibilitychange
= () => {
2190 document
.onvisibilitychange
= undefined;
2191 checkDisplayThenAnimate(700);
2194 else checkDisplayThenAnimate();