-import { Random } from "/utils/alea.js";
-import { ArrayFun } from "/utils/array.js";
+import {Random} from "/utils/alea.js";
+import {ArrayFun} from "/utils/array.js";
import PiPo from "/utils/PiPo.js";
import Move from "/utils/Move.js";
return !!this.options["dark"];
}
+ // Some variants use only click information
+ get clickOnly() {
+ return false;
+ }
+
+ // Some variants reveal moves only after both players played
+ get hideMoves() {
+ return false;
+ }
+
// Some variants use click infos:
doClick(coords) {
if (typeof coords.x != "number")
new PiPo({
x: coords.x,
y: coords.y,
- c: this.captured.c, //this.turn,
+ c: this.captured.c,
p: this.captured.p
})
],
return (f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f);
}
- // Setup the initial random-or-not (asymmetric-or-not) position
genRandInitFen(seed) {
+ Random.setSeed(seed); //may be unused
+ let baseFen = this.genRandInitBaseFen();
+ baseFen.o = Object.assign({init: true}, baseFen.o);
+ const parts = this.getPartFen(baseFen.o);
+ return (
+ baseFen.fen + " w 0" +
+ (Object.keys(parts).length > 0 ? (" " + JSON.stringify(parts)) : "")
+ );
+ }
+
+ // Setup the initial random-or-not (asymmetric-or-not) position
+ genRandInitBaseFen() {
let fen, flags = "0707";
if (!this.options.randomness)
// Deterministic:
- fen = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0";
+ fen = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR";
else {
// Randomize
- Random.setSeed(seed);
let pieces = {w: new Array(8), b: new Array(8)};
flags = "";
// Shuffle pieces on first (and last rank if randomness == 2)
flags += flags;
break;
}
-
let positions = ArrayFun.range(8);
-
// Get random squares for bishops
let randIndex = 2 * Random.randInt(4);
const bishop1Pos = positions[randIndex];
// Remove chosen squares
positions.splice(Math.max(randIndex, randIndex_tmp), 1);
positions.splice(Math.min(randIndex, randIndex_tmp), 1);
-
// Get random squares for knights
randIndex = Random.randInt(6);
const knight1Pos = positions[randIndex];
randIndex = Random.randInt(5);
const knight2Pos = positions[randIndex];
positions.splice(randIndex, 1);
-
// Get random square for queen
randIndex = Random.randInt(4);
const queenPos = positions[randIndex];
positions.splice(randIndex, 1);
-
// Rooks and king positions are now fixed,
// because of the ordering rook-king-rook
const rook1Pos = positions[0];
const kingPos = positions[1];
const rook2Pos = positions[2];
-
// Finally put the shuffled pieces in the board array
pieces[c][rook1Pos] = "r";
pieces[c][knight1Pos] = "n";
fen = (
pieces["b"].join("") +
"/pppppppp/8/8/8/8/PPPPPPPP/" +
- pieces["w"].join("").toUpperCase() +
- " w 0"
+ pieces["w"].join("").toUpperCase()
);
}
- // Add turn + flags + enpassant (+ reserve)
- let parts = [];
- if (this.hasFlags)
- parts.push(`"flags":"${flags}"`);
- if (this.hasEnpassant)
- parts.push('"enpassant":"-"');
- if (this.hasReserveFen)
- parts.push('"reserve":"000000000000"');
- if (this.options["crazyhouse"])
- parts.push('"ispawn":"-"');
- if (parts.length >= 1)
- fen += " {" + parts.join(",") + "}";
- return fen;
+ return { fen: fen, o: {flags: flags} };
}
// "Parse" FEN: just return untransformed string data
// Return current fen (game state)
getFen() {
- let fen = (
- this.getPosition() + " " +
- this.getTurnFen() + " " +
- this.movesCount
+ const parts = this.getPartFen({});
+ return (
+ this.getBaseFen() +
+ (Object.keys(parts).length > 0 ? (" " + JSON.stringify(parts)) : "")
);
- let parts = [];
+ }
+
+ getBaseFen() {
+ return this.getPosition() + " " + this.turn + " " + this.movesCount;
+ }
+
+ getPartFen(o) {
+ let parts = {};
if (this.hasFlags)
- parts.push(`"flags":"${this.getFlagsFen()}"`);
+ parts["flags"] = o.init ? o.flags : this.getFlagsFen();
if (this.hasEnpassant)
- parts.push(`"enpassant":"${this.getEnpassantFen()}"`);
+ parts["enpassant"] = o.init ? "-" : this.getEnpassantFen();
if (this.hasReserveFen)
- parts.push(`"reserve":"${this.getReserveFen()}"`);
+ parts["reserve"] = this.getReserveFen(o);
if (this.options["crazyhouse"])
- parts.push(`"ispawn":"${this.getIspawnFen()}"`);
- if (parts.length >= 1)
- fen += " {" + parts.join(",") + "}";
- return fen;
+ parts["ispawn"] = this.getIspawnFen(o);
+ return parts;
}
static FenEmptySquares(count) {
return position;
}
- getTurnFen() {
- return this.turn;
- }
-
// Flags part of the FEN string
getFlagsFen() {
return ["w", "b"].map(c => {
// Enpassant part of the FEN string
getEnpassantFen() {
if (!this.epSquare)
- return "-"; //no en-passant
+ return "-";
return C.CoordsToSquare(this.epSquare);
}
- getReserveFen() {
+ getReserveFen(o) {
+ if (o.init)
+ return "000000000000";
return (
["w","b"].map(c => Object.values(this.reserve[c]).join("")).join("")
);
}
- getIspawnFen() {
+ getIspawnFen(o) {
+ if (o.init)
+ // NOTE: cannot merge because this.ispawn doesn't exist yet
+ return "-";
const squares = Object.keys(this.ispawn);
if (squares.length == 0)
return "-";
if (o.genFenOnly)
// This object will be used only for initial FEN generation
return;
+
+ // Some variables
this.playerColor = o.color;
this.afterPlay = o.afterPlay; //trigger some actions after playing a move
+ this.containerId = o.element;
+ this.isDiagram = o.diagram;
+ this.marks = o.marks;
- // Fen string fully describes the game state
+ // Initializations
if (!o.fen)
o.fen = this.genRandInitFen(o.seed);
this.re_initFromFen(o.fen);
-
- // Graphical (can use variables defined above)
- this.containerId = o.element;
this.graphicalInit();
}
this.setFlags(fenParsed.flags);
if (this.hasEnpassant)
this.epSquare = this.getEpSquare(fenParsed.enpassant);
- if (this.hasReserve)
+ if (this.hasReserve && !this.isDiagram)
this.initReserves(fenParsed.reserve);
if (this.options["crazyhouse"])
this.initIspawn(fenParsed.ispawn);
this.moveStack = [];
}
- updateEnlightened() {
- this.oldEnlightened = this.enlightened;
- this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
- // Add pieces positions + all squares reachable by moves (includes Zen):
- for (let x=0; x<this.size.x; x++) {
- for (let y=0; y<this.size.y; y++) {
- if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor)
- {
- this.enlightened[x][y] = true;
- this.getPotentialMovesFrom([x, y]).forEach(m => {
- this.enlightened[m.end.x][m.end.y] = true;
- });
- }
- }
- }
- if (this.epSquare)
- this.enlightEnpassant();
- }
-
- // Include square of the en-passant capturing square:
- enlightEnpassant() {
- // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
- const steps = this.pieces(this.playerColor)["p"].attack[0].steps;
- for (let step of steps) {
- const x = this.epSquare.x - step[0],
- y = this.getY(this.epSquare.y - step[1]);
- if (
- this.onBoard(x, y) &&
- this.getColor(x, y) == this.playerColor &&
- this.getPieceType(x, y) == "p"
- ) {
- this.enlightened[x][this.epSquare.y] = true;
- break;
- }
- }
- }
-
- // ordering as in pieces() p,r,n,b,q,k (+ count in base 30 if needed)
- initReserves(reserveStr) {
- const counts = reserveStr.split("").map(c => parseInt(c, 30));
- this.reserve = { w: {}, b: {} };
- const pieceName = ['p', 'r', 'n', 'b', 'q', 'k'];
- const L = pieceName.length;
- for (let i of ArrayFun.range(2 * L)) {
- if (i < L)
- this.reserve['w'][pieceName[i]] = counts[i];
- else
- this.reserve['b'][pieceName[i-L]] = counts[i];
- }
+ // ordering as in pieces() p,r,n,b,q,k
+ initReserves(reserveStr, pieceArray) {
+ if (!pieceArray)
+ pieceArray = ['p', 'r', 'n', 'b', 'q', 'k'];
+ const counts = reserveStr.split("").map(c => parseInt(c, 36));
+ const L = pieceArray.length;
+ this.reserve = {
+ w: ArrayFun.toObject(pieceArray, counts.slice(0, L)),
+ b: ArrayFun.toObject(pieceArray, counts.slice(L, 2 * L))
+ };
}
initIspawn(ispawnStr) {
this.ispawn = {};
}
+ ////////////////
+ // VISUAL UTILS
+
+ getPieceWidth(rwidth) {
+ return (rwidth / this.size.y);
+ }
+
+ getReserveSquareSize(rwidth, nbR) {
+ const sqSize = this.getPieceWidth(rwidth);
+ return Math.min(sqSize, rwidth / nbR);
+ }
+
+ getReserveNumId(color, piece) {
+ return `${this.containerId}|rnum-${color}${piece}`;
+ }
+
getNbReservePieces(color) {
return (
Object.values(this.reserve[color]).reduce(
(oldV,newV) => oldV + (this.reserve[c][newV] > 0 ? 1 : 0), 0);
}
- //////////////
- // VISUAL PART
-
- getPieceWidth(rwidth) {
- return (rwidth / this.size.y);
+ static AddClass_es(elt, class_es) {
+ if (!Array.isArray(class_es))
+ class_es = [class_es];
+ class_es.forEach(cl => elt.classList.add(cl));
}
- getReserveSquareSize(rwidth, nbR) {
- const sqSize = this.getPieceWidth(rwidth);
- return Math.min(sqSize, rwidth / nbR);
+ static RemoveClass_es(elt, class_es) {
+ if (!Array.isArray(class_es))
+ class_es = [class_es];
+ class_es.forEach(cl => elt.classList.remove(cl));
}
- getReserveNumId(color, piece) {
- return `${this.containerId}|rnum-${color}${piece}`;
+ // Generally light square bottom-right
+ getSquareColorClass(x, y) {
+ return ((x+y) % 2 == 0 ? "light-square": "dark-square");
}
- static AddClass_es(piece, class_es) {
- if (!Array.isArray(class_es))
- class_es = [class_es];
- class_es.forEach(cl => {
- piece.classList.add(cl);
- });
+ getMaxDistance(r) {
+ // Works for all rectangular boards:
+ return Math.sqrt(r.width ** 2 + r.height ** 2);
}
- static RemoveClass_es(piece, class_es) {
- if (!Array.isArray(class_es))
- class_es = [class_es];
- class_es.forEach(cl => {
- piece.classList.remove(cl);
- });
+ getDomPiece(x, y) {
+ return (typeof x == "string" ? this.r_pieces : this.g_pieces)[x][y];
}
+ //////////////////
+ // VISUAL METHODS
+
graphicalInit() {
- // NOTE: not window.onresize = this.re_drawBoardElts because scope (this)
- window.onresize = () => this.re_drawBoardElements();
- this.re_drawBoardElements();
- this.initMouseEvents();
- const chessboard =
- document.getElementById(this.containerId).querySelector(".chessboard");
+ const g_init = () => {
+ this.re_drawBoardElements();
+ if (!this.isDiagram && !this.mouseListeners && !this.touchListeners)
+ this.initMouseEvents();
+ };
+ let container = document.getElementById(this.containerId);
+ this.windowResizeObs = new ResizeObserver(g_init);
+ this.windowResizeObs.observe(container);
}
re_drawBoardElements() {
const board = this.getSvgChessboard();
const oppCol = C.GetOppCol(this.playerColor);
- let chessboard =
- document.getElementById(this.containerId).querySelector(".chessboard");
+ const container = document.getElementById(this.containerId);
+ const rc = container.getBoundingClientRect();
+ let chessboard = container.querySelector(".chessboard");
chessboard.innerHTML = "";
chessboard.insertAdjacentHTML('beforeend', board);
// Compare window ratio width / height to aspectRatio:
- const windowRatio = window.innerWidth / window.innerHeight;
+ const windowRatio = rc.width / rc.height;
let cbWidth, cbHeight;
const vRatio = this.size.ratio || 1;
if (windowRatio <= vRatio) {
// Limiting dimension is width:
- cbWidth = Math.min(window.innerWidth, 767);
+ cbWidth = Math.min(rc.width, 767);
cbHeight = cbWidth / vRatio;
}
else {
// Limiting dimension is height:
- cbHeight = Math.min(window.innerHeight, 767);
+ cbHeight = Math.min(rc.height, 767);
cbWidth = cbHeight * vRatio;
}
- if (this.hasReserve) {
+ if (this.hasReserve && !this.isDiagram) {
const sqSize = cbWidth / this.size.y;
// NOTE: allocate space for reserves (up/down) even if they are empty
// Cannot use getReserveSquareSize() here, but sqSize is an upper bound.
- if ((window.innerHeight - cbHeight) / 2 < sqSize + 5) {
- cbHeight = window.innerHeight - 2 * (sqSize + 5);
+ if ((rc.height - cbHeight) / 2 < sqSize + 5) {
+ cbHeight = rc.height - 2 * (sqSize + 5);
cbWidth = cbHeight * vRatio;
}
}
chessboard.style.width = cbWidth + "px";
chessboard.style.height = cbHeight + "px";
// Center chessboard:
- const spaceLeft = (window.innerWidth - cbWidth) / 2,
- spaceTop = (window.innerHeight - cbHeight) / 2;
+ const spaceLeft = (rc.width - cbWidth) / 2,
+ spaceTop = (rc.height - cbHeight) / 2;
chessboard.style.left = spaceLeft + "px";
chessboard.style.top = spaceTop + "px";
// Give sizes instead of recomputing them,
class="chessboard_SVG">`;
for (let i=0; i < this.size.x; i++) {
for (let j=0; j < this.size.y; j++) {
+ if (!this.onBoard(i, j))
+ continue;
const ii = (flipped ? this.size.x - 1 - i : i);
const jj = (flipped ? this.size.y - 1 - j : j);
let classes = this.getSquareColorClass(ii, jj);
return board;
}
- // Generally light square bottom-right
- getSquareColorClass(x, y) {
- return ((x+y) % 2 == 0 ? "light-square": "dark-square");
- }
-
setupPieces(r) {
- if (this.g_pieces) {
- // Refreshing: delete old pieces first
- for (let i=0; i<this.size.x; i++) {
- for (let j=0; j<this.size.y; j++) {
- if (this.g_pieces[i][j]) {
- this.g_pieces[i][j].remove();
- this.g_pieces[i][j] = null;
- }
- }
- }
- }
- else
- this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null);
let chessboard =
document.getElementById(this.containerId).querySelector(".chessboard");
if (!r)
r = chessboard.getBoundingClientRect();
const pieceWidth = this.getPieceWidth(r.width);
+ const addPiece = (i, j, arrName, classes) => {
+ this[arrName][i][j] = document.createElement("piece");
+ C.AddClass_es(this[arrName][i][j], classes);
+ this[arrName][i][j].style.width = pieceWidth + "px";
+ this[arrName][i][j].style.height = pieceWidth + "px";
+ let [ip, jp] = this.getPixelPosition(i, j, r);
+ // Translate coordinates to use chessboard as reference:
+ this[arrName][i][j].style.transform =
+ `translate(${ip - r.x}px,${jp - r.y}px)`;
+ chessboard.appendChild(this[arrName][i][j]);
+ };
+ const conditionalReset = (arrName) => {
+ if (this[arrName]) {
+ // Refreshing: delete old pieces first. This isn't necessary,
+ // but simpler (this method isn't called many times)
+ for (let i=0; i<this.size.x; i++) {
+ for (let j=0; j<this.size.y; j++) {
+ if (this[arrName][i][j]) {
+ this[arrName][i][j].remove();
+ this[arrName][i][j] = null;
+ }
+ }
+ }
+ }
+ else
+ this[arrName] = ArrayFun.init(this.size.x, this.size.y, null);
+ if (arrName == "d_pieces")
+ this.marks.forEach(([i, j]) => addPiece(i, j, arrName, "mark"));
+ };
+ if (this.marks)
+ conditionalReset("d_pieces");
+ conditionalReset("g_pieces");
for (let i=0; i < this.size.x; i++) {
for (let j=0; j < this.size.y; j++) {
if (this.board[i][j] != "") {
const color = this.getColor(i, j);
const piece = this.getPiece(i, j);
- this.g_pieces[i][j] = document.createElement("piece");
- C.AddClass_es(this.g_pieces[i][j],
- this.pieces(color, i, j)[piece]["class"]);
+ addPiece(i, j, "g_pieces", this.pieces(color, i, j)[piece]["class"]);
this.g_pieces[i][j].classList.add(C.GetColorClass(color));
- this.g_pieces[i][j].style.width = pieceWidth + "px";
- this.g_pieces[i][j].style.height = pieceWidth + "px";
- let [ip, jp] = this.getPixelPosition(i, j, r);
- // Translate coordinates to use chessboard as reference:
- this.g_pieces[i][j].style.transform =
- `translate(${ip - r.x}px,${jp - r.y}px)`;
if (this.enlightened && !this.enlightened[i][j])
this.g_pieces[i][j].classList.add("hidden");
- chessboard.appendChild(this.g_pieces[i][j]);
+ }
+ if (this.marks && this.d_pieces[i][j]) {
+ let classes = ["mark"];
+ if (this.board[i][j] != "")
+ classes.push("transparent");
+ addPiece(i, j, "d_pieces", classes);
}
}
}
- if (this.hasReserve)
+ if (this.hasReserve && !this.isDiagram)
this.re_drawReserve(['w', 'b'], r);
}
piece = "k"; //capturing cannibal king: back to king form
const oldCount = this.reserve[color][piece];
this.reserve[color][piece] = count;
- // Redrawing is much easier if count==0
- if ([oldCount, count].includes(0))
+ // Redrawing is much easier if count==0 (or undefined)
+ if ([oldCount, count].some(item => !item))
this.re_drawReserve([color]);
else {
const numId = this.getReserveNumId(color, piece);
}
}
- // Apply diff this.enlightened --> oldEnlightened on board
- graphUpdateEnlightened() {
- let chessboard =
- document.getElementById(this.containerId).querySelector(".chessboard");
- const r = chessboard.getBoundingClientRect();
- const pieceWidth = this.getPieceWidth(r.width);
- for (let x=0; x<this.size.x; x++) {
- for (let y=0; y<this.size.y; y++) {
- if (!this.enlightened[x][y] && this.oldEnlightened[x][y]) {
- let elt = document.getElementById(this.coordsToId({x: x, y: y}));
- elt.classList.add("in-shadow");
- if (this.g_pieces[x][y])
- this.g_pieces[x][y].classList.add("hidden");
- }
- else if (this.enlightened[x][y] && !this.oldEnlightened[x][y]) {
- let elt = document.getElementById(this.coordsToId({x: x, y: y}));
- elt.classList.remove("in-shadow");
- if (this.g_pieces[x][y])
- this.g_pieces[x][y].classList.remove("hidden");
- }
- }
- }
- }
-
// Resize board: no need to destroy/recreate pieces
rescale(mode) {
- let chessboard =
- document.getElementById(this.containerId).querySelector(".chessboard");
- const r = chessboard.getBoundingClientRect();
+ const container = document.getElementById(this.containerId);
+ let chessboard = container.querySelector(".chessboard");
+ const rc = container.getBoundingClientRect(),
+ r = chessboard.getBoundingClientRect();
const multFact = (mode == "up" ? 1.05 : 0.95);
let [newWidth, newHeight] = [multFact * r.width, multFact * r.height];
// Stay in window:
const vRatio = this.size.ratio || 1;
- if (newWidth > window.innerWidth) {
- newWidth = window.innerWidth;
+ if (newWidth > rc.width) {
+ newWidth = rc.width;
newHeight = newWidth / vRatio;
}
- if (newHeight > window.innerHeight) {
- newHeight = window.innerHeight;
+ if (newHeight > rc.height) {
+ newHeight = rc.height;
newWidth = newHeight * vRatio;
}
chessboard.style.width = newWidth + "px";
chessboard.style.height = newHeight + "px";
- const newX = (window.innerWidth - newWidth) / 2;
+ const newX = (rc.width - newWidth) / 2;
chessboard.style.left = newX + "px";
- const newY = (window.innerHeight - newHeight) / 2;
+ const newY = (rc.height - newHeight) / 2;
chessboard.style.top = newY + "px";
const newR = {x: newX, y: newY, width: newWidth, height: newHeight};
const pieceWidth = this.getPieceWidth(newWidth);
const move = this.doClick(cd);
if (move)
this.buildMoveStack(move, r);
- else {
+ else if (!this.clickOnly) {
const [x, y] = Object.values(cd);
if (typeof x != "number")
startPiece = this.r_pieces[x][y];
curPiece.remove();
};
+ const resize = (e) => this.rescale(e.deltaY < 0 ? "up" : "down");
+
if ('onmousedown' in window) {
- document.addEventListener("mousedown", mousedown);
- document.addEventListener("mousemove", mousemove);
- document.addEventListener("mouseup", mouseup);
- document.addEventListener("wheel",
- (e) => this.rescale(e.deltaY < 0 ? "up" : "down"));
+ this.mouseListeners = [
+ {type: "mousedown", listener: mousedown},
+ {type: "mousemove", listener: mousemove},
+ {type: "mouseup", listener: mouseup},
+ {type: "wheel", listener: resize}
+ ];
+ this.mouseListeners.forEach(ml => {
+ document.addEventListener(ml.type, ml.listener);
+ });
}
if ('ontouchstart' in window) {
- // https://stackoverflow.com/a/42509310/12660887
- document.addEventListener("touchstart", mousedown, {passive: false});
- document.addEventListener("touchmove", mousemove, {passive: false});
- document.addEventListener("touchend", mouseup, {passive: false});
+ this.touchListeners = [
+ {type: "touchstart", listener: mousedown},
+ {type: "touchmove", listener: mousemove},
+ {type: "touchend", listener: mouseup}
+ ];
+ this.touchListeners.forEach(tl => {
+ // https://stackoverflow.com/a/42509310/12660887
+ document.addEventListener(tl.type, tl.listener, {passive: false});
+ });
}
// TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
}
+ // NOTE: not called if isDiagram, or genFenOnly
+ removeListeners() {
+ let container = document.getElementById(this.containerId);
+ this.windowResizeObs.unobserve(container);
+ if ('onmousedown' in window) {
+ this.mouseListeners.forEach(ml => {
+ document.removeEventListener(ml.type, ml.listener);
+ });
+ }
+ if ('ontouchstart' in window) {
+ this.touchListeners.forEach(tl => {
+ // https://stackoverflow.com/a/42509310/12660887
+ document.removeEventListener(tl.type, tl.listener);
+ });
+ }
+ }
+
showChoices(moves, r) {
let container = document.getElementById(this.containerId);
let chessboard = container.querySelector(".chessboard");
}
}
+ displayMessage(elt, msg, classe_s, timeout) {
+ if (elt)
+ // Fixed element, e.g. for Dice Chess
+ elt.innerHTML = msg;
+ else {
+ // Temporary div (Chakart, Apocalypse...)
+ let divMsg = document.createElement("div");
+ C.AddClass_es(divMsg, classe_s);
+ divMsg.innerHTML = msg;
+ let container = document.getElementById(this.containerId);
+ container.appendChild(divMsg);
+ setTimeout(() => container.removeChild(divMsg), timeout);
+ }
+ }
+
+ ////////////////
+ // DARK METHODS
+
+ updateEnlightened() {
+ this.oldEnlightened = this.enlightened;
+ this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
+ // Add pieces positions + all squares reachable by moves (includes Zen):
+ for (let x=0; x<this.size.x; x++) {
+ for (let y=0; y<this.size.y; y++) {
+ if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor)
+ {
+ this.enlightened[x][y] = true;
+ this.getPotentialMovesFrom([x, y]).forEach(m => {
+ this.enlightened[m.end.x][m.end.y] = true;
+ });
+ }
+ }
+ }
+ if (this.epSquare)
+ this.enlightEnpassant();
+ }
+
+ // Include square of the en-passant capturing square:
+ enlightEnpassant() {
+ // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
+ const steps = this.pieces(this.playerColor)["p"].attack[0].steps;
+ for (let step of steps) {
+ const x = this.epSquare.x - step[0],
+ y = this.getY(this.epSquare.y - step[1]);
+ if (
+ this.onBoard(x, y) &&
+ this.getColor(x, y) == this.playerColor &&
+ this.getPieceType(x, y) == "p"
+ ) {
+ this.enlightened[x][this.epSquare.y] = true;
+ break;
+ }
+ }
+ }
+
+ // Apply diff this.enlightened --> oldEnlightened on board
+ graphUpdateEnlightened() {
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ const r = chessboard.getBoundingClientRect();
+ const pieceWidth = this.getPieceWidth(r.width);
+ for (let x=0; x<this.size.x; x++) {
+ for (let y=0; y<this.size.y; y++) {
+ if (!this.enlightened[x][y] && this.oldEnlightened[x][y]) {
+ let elt = document.getElementById(this.coordsToId({x: x, y: y}));
+ elt.classList.add("in-shadow");
+ if (this.g_pieces[x][y])
+ this.g_pieces[x][y].classList.add("hidden");
+ }
+ else if (this.enlightened[x][y] && !this.oldEnlightened[x][y]) {
+ let elt = document.getElementById(this.coordsToId({x: x, y: y}));
+ elt.classList.remove("in-shadow");
+ if (this.g_pieces[x][y])
+ this.g_pieces[x][y].classList.remove("hidden");
+ }
+ }
+ }
+ }
+
//////////////
// BASIC UTILS
};
}
- // Color of thing on square (i,j). 'undefined' if square is empty
+ // Color of thing on square (i,j). '' if square is empty
getColor(i, j) {
if (typeof i == "string")
return i; //reserves
return "other-color"; //unidentified color
}
- // Assume square i,j isn't empty
+ // Piece on i,j. '' if square is empty
getPiece(i, j) {
if (typeof j == "string")
return j; //reserves
}
// Piece type on square (i,j)
- getPieceType(i, j, p) {
+ getPieceType(x, y, p) {
+ if (!p)
+ p = this.getPiece(x, y);
+ return this.pieces()[p].moveas || p;
+ }
+
+ isKing(x, y, p) {
if (!p)
- p = this.getPiece(i, j);
- return C.CannibalKings[p] || p; //a cannibal king move as...
+ p = this.getPiece(x, y);
+ if (!this.options["cannibal"])
+ return p == 'k';
+ return !!C.CannibalKings[p];
}
// Get opponent color
return (color == "w" ? "b" : "w");
}
- // Can thing on square1 capture (enemy) thing on square2?
- canTake([x1, y1], [x2, y2]) {
- return (this.getColor(x1, y1) !== this.getColor(x2, y2));
- }
-
// Is (x,y) on the chessboard?
onBoard(x, y) {
return (x >= 0 && x < this.size.x &&
}
]
},
- // rook
'r': {
"class": "rook",
- moves: [
+ both: [
{steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
]
},
- // knight
'n': {
"class": "knight",
- moves: [
+ both: [
{
steps: [
[1, 2], [1, -2], [-1, 2], [-1, -2],
}
]
},
- // bishop
'b': {
"class": "bishop",
- moves: [
+ both: [
{steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
]
},
- // queen
'q': {
"class": "queen",
- moves: [
+ both: [
{
steps: [
[0, 1], [0, -1], [1, 0], [-1, 0],
}
]
},
- // king
'k': {
"class": "king",
- moves: [
+ both: [
{
steps: [
[0, 1], [0, -1], [1, 0], [-1, 0],
};
}
- ////////////////////
- // MOVES GENERATION
+ // NOTE: using special symbols to not interfere with variants' pieces codes
+ static get CannibalKings() {
+ return {
+ "!": "p",
+ "#": "r",
+ "$": "n",
+ "%": "b",
+ "*": "q",
+ "k": "k"
+ };
+ }
+
+ static get CannibalKingCode() {
+ return {
+ "p": "!",
+ "r": "#",
+ "n": "$",
+ "b": "%",
+ "q": "*",
+ "k": "k"
+ };
+ }
+
+ //////////////////////////
+ // MOVES GENERATION UTILS
// For Cylinder: get Y coordinate
getY(y) {
return res;
}
+ getSegments(curSeg, segStart, segEnd) {
+ if (curSeg.length == 0)
+ return undefined;
+ let segments = JSON.parse(JSON.stringify(curSeg)); //not altering
+ segments.push([[segStart[0], segStart[1]], [segEnd[0], segEnd[1]]]);
+ return segments;
+ }
+
+ getStepSpec(color, x, y, piece) {
+ let pieceType = piece;
+ let allSpecs = this.pieces(color, x, y);
+ if (!piece)
+ pieceType = this.getPieceType(x, y);
+ else if (allSpecs[piece].moveas)
+ pieceType = allSpecs[piece].moveas;
+ let res = allSpecs[pieceType];
+ if (!res["both"])
+ res.both = [];
+ if (!res["moves"])
+ res.moves = [];
+ if (!res["attack"])
+ res.attack = [];
+ return res;
+ }
+
+ // Can thing on square1 capture thing on square2?
+ canTake([x1, y1], [x2, y2]) {
+ return this.getColor(x1, y1) !== this.getColor(x2, y2);
+ }
+
+ canStepOver(i, j, p) {
+ // In some variants, objects on boards don't stop movement (Chakart)
+ return this.board[i][j] == "";
+ }
+
+ canDrop([c, p], [i, j]) {
+ return (
+ this.board[i][j] == "" &&
+ (!this.enlightened || this.enlightened[i][j]) &&
+ (
+ p != "p" ||
+ (c == 'w' && i < this.size.x - 1) ||
+ (c == 'b' && i > 0)
+ )
+ );
+ }
+
+ // For Madrasi:
+ // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
+ isImmobilized([x, y]) {
+ if (!this.options["madrasi"])
+ return false;
+ const color = this.getColor(x, y);
+ const oppCol = C.GetOppCol(color);
+ const piece = this.getPieceType(x, y);
+ const stepSpec = this.getStepSpec(color, x, y, piece);
+ const attacks = stepSpec.both.concat(stepSpec.attack);
+ for (let a of attacks) {
+ outerLoop: for (let step of a.steps) {
+ let [i, j] = [x + step[0], y + step[1]];
+ let stepCounter = 1;
+ while (this.onBoard(i, j) && this.board[i][j] == "") {
+ if (a.range <= stepCounter++)
+ continue outerLoop;
+ i += step[0];
+ j = this.getY(j + step[1]);
+ }
+ if (
+ this.onBoard(i, j) &&
+ this.getColor(i, j) == oppCol &&
+ this.getPieceType(i, j) == piece
+ ) {
+ return true;
+ }
+ }
+ }
+ return false;
+ }
+
// Stop at the first capture found
atLeastOneCapture(color) {
- color = color || this.turn;
const oppCol = C.GetOppCol(color);
- for (let i = 0; i < this.size.x; i++) {
- for (let j = 0; j < this.size.y; j++) {
- if (this.board[i][j] != "" && this.getColor(i, j) == color) {
- const allSpecs = this.pieces(color, i, j)
- let specs = allSpecs[this.getPieceType(i, j)];
- if (specs.moveas)
- specs = allSpecs[specs.moveas];
- const attacks = specs.attack || specs.moves;
- for (let a of attacks) {
- outerLoop: for (let step of a.steps) {
- let [ii, jj] = [i + step[0], this.getY(j + step[1])];
- let stepCounter = 1;
- while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
- if (a.range <= stepCounter++)
- continue outerLoop;
- ii += step[0];
- jj = this.getY(jj + step[1]);
- }
- if (
- this.onBoard(ii, jj) &&
- this.getColor(ii, jj) == oppCol &&
- this.filterValid(
- [this.getBasicMove([i, j], [ii, jj])]
- ).length >= 1
- ) {
- return true;
- }
- }
+ const allowed = (sq1, sq2) => {
+ return (
+ // NOTE: canTake is reversed for Zen.
+ // Generally ok because of the symmetry. TODO?
+ this.canTake(sq1, sq2) &&
+ this.filterValid(
+ [this.getBasicMove(sq1, sq2)]).length >= 1
+ );
+ };
+ for (let i=0; i<this.size.x; i++) {
+ for (let j=0; j<this.size.y; j++) {
+ if (this.getColor(i, j) == color) {
+ if (
+ (
+ !this.options["zen"] &&
+ this.findDestSquares(
+ [i, j],
+ {
+ attackOnly: true,
+ one: true,
+ segments: this.options["cylinder"]
+ },
+ allowed
+ )
+ )
+ ||
+ (
+ (
+ this.options["zen"] &&
+ this.findCapturesOn(
+ [i, j],
+ {
+ one: true,
+ segments: this.options["cylinder"]
+ },
+ allowed
+ )
+ )
+ )
+ ) {
+ return true;
}
}
}
return false;
}
+ compatibleStep([x1, y1], [x2, y2], step, range) {
+ const epsilon = 1e-7; //arbitrary small value
+ let shifts = [0];
+ if (this.options["cylinder"])
+ Array.prototype.push.apply(shifts, [-this.size.y, this.size.y]);
+ for (let sh of shifts) {
+ const rx = (x2 - x1) / step[0],
+ ry = (y2 + sh - y1) / step[1];
+ if (
+ // Zero step but non-zero interval => impossible
+ (!Number.isFinite(rx) && !Number.isNaN(rx)) ||
+ (!Number.isFinite(ry) && !Number.isNaN(ry)) ||
+ // Negative number of step (impossible)
+ (rx < 0 || ry < 0) ||
+ // Not the same number of steps in both directions:
+ (!Number.isNaN(rx) && !Number.isNaN(ry) && Math.abs(rx - ry) > epsilon)
+ ) {
+ continue;
+ }
+ let distance = (Number.isNaN(rx) ? ry : rx);
+ if (Math.abs(distance - Math.round(distance)) > epsilon)
+ continue;
+ distance = Math.round(distance); //in case of (numerical...)
+ if (!range || range >= distance)
+ return true;
+ }
+ return false;
+ }
+
+ ////////////////////
+ // MOVES GENERATION
+
getDropMovesFrom([c, p]) {
// NOTE: by design, this.reserve[c][p] >= 1 on user click
// (but not necessarily otherwise: atLeastOneMove() etc)
let moves = [];
for (let i=0; i<this.size.x; i++) {
for (let j=0; j<this.size.y; j++) {
- if (
- this.board[i][j] == "" &&
- (!this.enlightened || this.enlightened[i][j]) &&
- (
- p != "p" ||
- (c == 'w' && i < this.size.x - 1) ||
- (c == 'b' && i > 0)
- )
- ) {
- moves.push(
- new Move({
- start: {x: c, y: p},
- end: {x: i, y: j},
- appear: [new PiPo({x: i, y: j, c: c, p: p})],
- vanish: []
- })
- );
+ if (this.onBoard(i, j) && this.canDrop([c, p], [i, j])) {
+ let mv = new Move({
+ start: {x: c, y: p},
+ end: {x: i, y: j},
+ appear: [new PiPo({x: i, y: j, c: c, p: p})],
+ vanish: []
+ });
+ if (this.board[i][j] != "") {
+ mv.vanish.push(new PiPo({
+ x: i,
+ y: j,
+ c: this.getColor(i, j),
+ p: this.getPiece(i, j)
+ }));
+ }
+ moves.push(mv);
}
}
}
}
// All possible moves from selected square
- getPotentialMovesFrom(sq, color) {
+ getPotentialMovesFrom([x, y], color) {
if (this.subTurnTeleport == 2)
return [];
- if (typeof sq[0] == "string")
- return this.getDropMovesFrom(sq);
- if (this.isImmobilized(sq))
+ if (typeof x == "string")
+ return this.getDropMovesFrom([x, y]);
+ if (this.isImmobilized([x, y]))
return [];
- const piece = this.getPieceType(sq[0], sq[1]);
- let moves = this.getPotentialMovesOf(piece, sq);
- if (
- piece == "p" &&
- this.hasEnpassant &&
- this.epSquare
- ) {
- Array.prototype.push.apply(moves, this.getEnpassantCaptures(sq));
- }
+ const piece = this.getPieceType(x, y);
+ let moves = this.getPotentialMovesOf(piece, [x, y]);
+ if (piece == "p" && this.hasEnpassant && this.epSquare)
+ Array.prototype.push.apply(moves, this.getEnpassantCaptures([x, y]));
if (
- piece == "k" &&
- this.hasCastle &&
+ this.isKing(0, 0, piece) && this.hasCastle &&
this.castleFlags[color || this.turn].some(v => v < this.size.y)
) {
- Array.prototype.push.apply(moves, this.getCastleMoves(sq));
+ Array.prototype.push.apply(moves, this.getCastleMoves([x, y]));
}
return this.postProcessPotentialMoves(moves);
}
const color = this.getColor(moves[0].start.x, moves[0].start.y);
const oppCol = C.GetOppCol(color);
- if (this.options["capture"] && this.atLeastOneCapture())
+ if (this.options["capture"] && this.atLeastOneCapture(color))
moves = this.capturePostProcess(moves, oppCol);
if (this.options["atomic"])
- this.atomicPostProcess(moves, color, oppCol);
+ moves = this.atomicPostProcess(moves, color, oppCol);
if (
moves.length > 0 &&
this.getPieceType(moves[0].start.x, moves[0].start.y) == "p"
) {
- this.pawnPostProcess(moves, color, oppCol);
+ moves = this.pawnPostProcess(moves, color, oppCol);
}
- if (
- this.options["cannibal"] &&
- this.options["rifle"]
- ) {
+ if (this.options["cannibal"] && this.options["rifle"])
// In this case a rifle-capture from last rank may promote a pawn
- this.riflePromotePostProcess(moves, color);
- }
+ moves = this.riflePromotePostProcess(moves, color);
return moves;
}
m.next = mNext;
}
});
+ return moves;
}
pawnPostProcess(moves, color, oppCol) {
m.appear.shift();
return;
}
- let finalPieces = ["p"];
+ let finalPieces;
if (
this.options["cannibal"] &&
this.board[x2][y2] != "" &&
if (initPiece == "!") //cannibal king-pawn
m.appear[0].p = C.CannibalKingCode[finalPieces[0]];
for (let i=1; i<finalPieces.length; i++) {
+ let newMove = JSON.parse(JSON.stringify(m));
const piece = finalPieces[i];
- const tr = {
- c: color,
- p: (initPiece != "!" ? piece : C.CannibalKingCode[piece])
- };
- let newMove = this.getBasicMove([x1, y1], [x2, y2], tr);
+ m.appear[0].p = (initPiece != "!" ? piece : C.CannibalKingCode[piece]);
moreMoves.push(newMove);
}
});
- Array.prototype.push.apply(moves, moreMoves);
+ return moves.concat(moreMoves);
}
riflePromotePostProcess(moves, color) {
}
}
});
- Array.prototype.push.apply(moves, newMoves);
- }
-
- // NOTE: using special symbols to not interfere with variants' pieces codes
- static get CannibalKings() {
- return {
- "!": "p",
- "#": "r",
- "$": "n",
- "%": "b",
- "*": "q",
- "k": "k"
- };
- }
-
- static get CannibalKingCode() {
- return {
- "p": "!",
- "r": "#",
- "n": "$",
- "b": "%",
- "q": "*",
- "k": "k"
- };
- }
-
- isKing(symbol) {
- return !!C.CannibalKings[symbol];
+ return moves.concat(newMoves);
}
- // For Madrasi:
- // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
- isImmobilized([x, y]) {
- if (!this.options["madrasi"])
- return false;
+ // Generic method to find possible moves of "sliding or jumping" pieces
+ getPotentialMovesOf(piece, [x, y]) {
const color = this.getColor(x, y);
- const oppCol = C.GetOppCol(color);
- const piece = this.getPieceType(x, y); //ok not cannibal king
- const allSpecs = this.pieces(color, x, y);
- let stepSpec = allSpecs[piece];
- if (stepSpec.moveas)
- stepSpec = allSpecs[stepSpec.moveas];
- const attacks = stepSpec.attack || stepSpec.moves;
- for (let a of attacks) {
- outerLoop: for (let step of a.steps) {
- let [i, j] = [x + step[0], y + step[1]];
- let stepCounter = 1;
- while (this.onBoard(i, j) && this.board[i][j] == "") {
- if (a.range <= stepCounter++)
- continue outerLoop;
- i += step[0];
- j = this.getY(j + step[1]);
- }
- if (
- this.onBoard(i, j) &&
- this.getColor(i, j) == oppCol &&
- this.getPieceType(i, j) == piece
- ) {
- return true;
+ const stepSpec = this.getStepSpec(color, x, y, piece);
+ let squares = [];
+ if (stepSpec.attack) {
+ squares = this.findDestSquares(
+ [x, y],
+ {
+ attackOnly: true,
+ segments: this.options["cylinder"],
+ stepSpec: stepSpec
+ },
+ ([i1, j1], [i2, j2]) => {
+ return (
+ (!this.options["zen"] || this.isKing(i2, j2)) &&
+ this.canTake([i1, j1], [i2, j2])
+ );
}
+ );
+ }
+ const noSpecials = this.findDestSquares(
+ [x, y],
+ {
+ moveOnly: !!stepSpec.attack || this.options["zen"],
+ segments: this.options["cylinder"],
+ stepSpec: stepSpec
+ }
+ );
+ Array.prototype.push.apply(squares, noSpecials);
+ if (this.options["zen"]) {
+ let zenCaptures = this.findCapturesOn(
+ [x, y],
+ {}, //byCol: default is ok
+ ([i1, j1], [i2, j2]) =>
+ !this.isKing(i1, j1) && this.canTake([i2, j2], [i1, j1])
+ );
+ // Technical step: segments (if any) are reversed
+ if (this.options["cylinder"]) {
+ zenCaptures.forEach(z => {
+ z.segments = z.segments.reverse().map(s => s.reverse())
+ });
}
+ Array.prototype.push.apply(squares, zenCaptures);
}
- return false;
- }
-
- canStepOver(i, j, p) {
- // In some variants, objects on boards don't stop movement (Chakart)
- return this.board[i][j] == "";
+ if (
+ this.options["recycle"] ||
+ (this.options["teleport"] && this.subTurnTeleport == 1)
+ ) {
+ const selfCaptures = this.findDestSquares(
+ [x, y],
+ {
+ attackOnly: true,
+ segments: this.options["cylinder"],
+ stepSpec: stepSpec
+ },
+ ([i1, j1], [i2, j2]) =>
+ this.getColor(i2, j2) == color && !this.isKing(i2, j2)
+ );
+ Array.prototype.push.apply(squares, selfCaptures);
+ }
+ return squares.map(s => {
+ let mv = this.getBasicMove([x, y], s.sq);
+ if (this.options["cylinder"] && s.segments.length >= 2)
+ mv.segments = s.segments;
+ return mv;
+ });
}
- // Generic method to find possible moves of "sliding or jumping" pieces
- getPotentialMovesOf(piece, [x, y]) {
- const color = this.getColor(x, y);
+ findDestSquares([x, y], o, allowed) {
+ if (!allowed)
+ allowed = (sq1, sq2) => this.canTake(sq1, sq2);
const apparentPiece = this.getPiece(x, y); //how it looks
- const allSpecs = this.pieces(color, x, y);
- let stepSpec = allSpecs[piece];
- if (stepSpec.moveas)
- stepSpec = allSpecs[stepSpec.moveas];
- let moves = [];
- // Next 3 for Cylinder mode:
+ let res = [];
+ // Next 3 for Cylinder mode: (unused if !o.segments)
let explored = {};
let segments = [];
let segStart = [];
-
- const addMove = (start, end) => {
- let newMove = this.getBasicMove(start, end);
- if (segments.length > 0) {
- newMove.segments = JSON.parse(JSON.stringify(segments));
- newMove.segments.push([[segStart[0], segStart[1]], [end[0], end[1]]]);
- }
- moves.push(newMove);
+ const addSquare = ([i, j]) => {
+ let elt = {sq: [i, j]};
+ if (o.segments)
+ elt.segments = this.getSegments(segments, segStart, end);
+ res.push(elt);
};
-
- const findAddMoves = (type, stepArray) => {
+ const exploreSteps = (stepArray, mode) => {
for (let s of stepArray) {
outerLoop: for (let step of s.steps) {
- segments = [];
- segStart = [x, y];
+ if (o.segments) {
+ segments = [];
+ segStart = [x, y];
+ }
let [i, j] = [x, y];
let stepCounter = 0;
while (
this.onBoard(i, j) &&
((i == x && j == y) || this.canStepOver(i, j, apparentPiece))
) {
- if (
- type != "attack" &&
- !explored[i + "." + j] &&
- (i != x || j != y)
- ) {
+ if (!explored[i + "." + j] && (i != x || j != y)) {
explored[i + "." + j] = true;
- addMove([x, y], [i, j]);
+ if (
+ !o.captureTarget ||
+ (o.captureTarget[0] == i && o.captureTarget[1] == j)
+ ) {
+ if (o.one && mode != "attack")
+ return true;
+ if (mode != "attack")
+ addSquare(!o.captureTarget ? [i, j] : [x, y]);
+ if (o.captureTarget)
+ return res[0];
+ }
}
if (s.range <= stepCounter++)
continue outerLoop;
const oldIJ = [i, j];
i += step[0];
j = this.getY(j + step[1]);
- if (Math.abs(j - oldIJ[1]) > 1) {
+ if (o.segments && Math.abs(j - oldIJ[1]) > 1) {
// Boundary between segments (cylinder mode)
segments.push([[segStart[0], segStart[1]], oldIJ]);
segStart = [i, j];
if (!this.onBoard(i, j))
continue;
const pieceIJ = this.getPieceType(i, j);
- if (
- type != "moveonly" &&
- !explored[i + "." + j] &&
- (
- !this.options["zen"] ||
- pieceIJ == "k"
- ) &&
- (
- this.canTake([x, y], [i, j]) ||
- (
- (this.options["recycle"] || this.options["teleport"]) &&
- pieceIJ != "k"
- )
- )
- ) {
+ if (!explored[i + "." + j]) {
explored[i + "." + j] = true;
- addMove([x, y], [i, j]);
+ if (allowed([x, y], [i, j])) {
+ if (o.one && mode != "moves")
+ return true;
+ if (mode != "moves")
+ addSquare(!o.captureTarget ? [i, j] : [x, y]);
+ if (
+ o.captureTarget &&
+ o.captureTarget[0] == i && o.captureTarget[1] == j
+ ) {
+ return res[0];
+ }
+ }
}
}
}
+ return undefined; //default, but let's explicit it
};
-
- const specialAttack = !!stepSpec.attack;
- if (specialAttack)
- findAddMoves("attack", stepSpec.attack);
- findAddMoves(specialAttack ? "moveonly" : "all", stepSpec.moves);
- if (this.options["zen"]) {
- Array.prototype.push.apply(moves,
- this.findCapturesOn([x, y], {zen: true}));
+ if (o.captureTarget)
+ return exploreSteps(o.captureSteps, "attack");
+ else {
+ const stepSpec =
+ o.stepSpec || this.getStepSpec(this.getColor(x, y), x, y);
+ let outOne = false;
+ if (!o.attackOnly)
+ outOne = exploreSteps(stepSpec.both.concat(stepSpec.moves), "moves");
+ if (!outOne && !o.moveOnly)
+ outOne = exploreSteps(stepSpec.both.concat(stepSpec.attack), "attack");
+ return (o.one ? outOne : res);
}
- return moves;
}
// Search for enemy (or not) pieces attacking [x, y]
- findCapturesOn([x, y], args) {
- let moves = [];
- if (!args.oppCol)
- args.oppCol = C.GetOppCol(this.getColor(x, y) || this.turn);
+ findCapturesOn([x, y], o, allowed) {
+ if (!o.byCol)
+ o.byCol = [C.GetOppCol(this.getColor(x, y) || this.turn)];
+ let res = [];
for (let i=0; i<this.size.x; i++) {
for (let j=0; j<this.size.y; j++) {
+ const colIJ = this.getColor(i, j);
if (
this.board[i][j] != "" &&
- this.getColor(i, j) == args.oppCol &&
+ o.byCol.includes(colIJ) &&
!this.isImmobilized([i, j])
) {
- if (args.zen && this.isKing(this.getPiece(i, j)))
- continue; //king not captured in this way
const apparentPiece = this.getPiece(i, j);
// Quick check: does this potential attacker target x,y ?
if (this.canStepOver(x, y, apparentPiece))
continue;
- const allSpecs = this.pieces(args.oppCol, i, j);
- let stepSpec = allSpecs[this.getPieceType(i, j)];
- if (stepSpec.moveas)
- stepSpec = allSpecs[stepSpec.moveas];
- const attacks = stepSpec.attack || stepSpec.moves;
+ const stepSpec = this.getStepSpec(colIJ, i, j);
+ const attacks = stepSpec.attack.concat(stepSpec.both);
for (let a of attacks) {
for (let s of a.steps) {
// Quick check: if step isn't compatible, don't even try
- if (!C.CompatibleStep([i, j], [x, y], s, a.range))
+ if (!this.compatibleStep([i, j], [x, y], s, a.range))
continue;
// Finally verify that nothing stand in-between
- let [ii, jj] = [i + s[0], this.getY(j + s[1])];
- let stepCounter = 1;
- while (
- this.onBoard(ii, jj) &&
- this.board[ii][jj] == "" &&
- (ii != x || jj != y) //condition to attack empty squares too
- ) {
- ii += s[0];
- jj = this.getY(jj + s[1]);
- }
- if (ii == x && jj == y) {
- if (args.zen)
- // Reverse capture:
- moves.push(this.getBasicMove([x, y], [i, j]));
- else
- moves.push(this.getBasicMove([i, j], [x, y]));
- if (args.one)
- return moves; //test for underCheck
+ const out = this.findDestSquares(
+ [i, j],
+ {
+ captureTarget: [x, y],
+ captureSteps: [{steps: [s], range: a.range}],
+ segments: o.segments,
+ attackOnly: true,
+ one: false //one and captureTarget are mutually exclusive
+ },
+ allowed
+ );
+ if (out) {
+ if (o.one)
+ return true;
+ res.push(out);
}
}
}
}
}
}
- return moves;
- }
-
- static CompatibleStep([x1, y1], [x2, y2], step, range) {
- const rx = (x2 - x1) / step[0],
- ry = (y2 - y1) / step[1];
- if (
- (!Number.isFinite(rx) && !Number.isNaN(rx)) ||
- (!Number.isFinite(ry) && !Number.isNaN(ry))
- ) {
- return false;
- }
- let distance = (Number.isNaN(rx) ? ry : rx);
- // TODO: 1e-7 here is totally arbitrary
- if (Math.abs(distance - Math.round(distance)) > 1e-7)
- return false;
- distance = Math.round(distance); //in case of (numerical...)
- if (range < distance)
- return false;
- return true;
+ return (o.one ? false : res);
}
// Build a regular move from its initial and destination squares.
})
);
if (this.options["cannibal"] && destColor != initColor) {
- const lastIdx = mv.vanish.length - 1;
+ const lastIdx = mv.vanish.length - 1; //think "Rifle+Cannibal"
let trPiece = mv.vanish[lastIdx].p;
- if (this.isKing(this.getPiece(sx, sy)))
+ if (this.isKing(sx, sy))
trPiece = C.CannibalKingCode[trPiece];
if (mv.appear.length >= 1)
mv.appear[0].p = trPiece;
// Next conditions for variants like Atomic or Rifle, Recycle...
(
move.appear.length > 0 &&
- this.getPieceType(0, 0, move.appear[0].p) == "p"
+ this.getPieceType(0, 0, move.appear[0].p) == 'p'
)
&&
(
move.vanish.length > 0 &&
- this.getPieceType(0, 0, move.vanish[0].p) == "p"
+ this.getPieceType(0, 0, move.vanish[0].p) == 'p'
)
) {
return {
const color = this.getColor(x, y);
const shiftX = (color == 'w' ? -1 : 1);
const oppCol = C.GetOppCol(color);
- let enpassantMove = null;
if (
- !!this.epSquare &&
+ this.epSquare &&
this.epSquare.x == x + shiftX &&
Math.abs(this.getY(this.epSquare.y - y)) == 1 &&
- this.getColor(x, this.epSquare.y) == oppCol //Doublemove guard...
+ // Doublemove (and Progressive?) guards:
+ this.board[this.epSquare.x][this.epSquare.y] == "" &&
+ this.getColor(x, this.epSquare.y) == oppCol
) {
const [epx, epy] = [this.epSquare.x, this.epSquare.y];
- this.board[epx][epy] = oppCol + "p";
- enpassantMove = this.getBasicMove([x, y], [epx, epy]);
+ this.board[epx][epy] = oppCol + 'p';
+ let enpassantMove = this.getBasicMove([x, y], [epx, epy]);
this.board[epx][epy] = "";
const lastIdx = enpassantMove.vanish.length - 1; //think Rifle
enpassantMove.vanish[lastIdx].x = x;
+ return [enpassantMove];
}
- return !!enpassantMove ? [enpassantMove] : [];
+ return [];
}
- // "castleInCheck" arg to let some variants castle under check
- getCastleMoves([x, y], finalSquares, castleInCheck, castleWith) {
+ getCastleMoves([x, y], finalSquares, castleWith) {
const c = this.getColor(x, y);
// Castling ?
if (
this.board[x][rookPos] == "" ||
this.getColor(x, rookPos) != c ||
- (!!castleWith && !castleWith.includes(castlingPiece))
+ (castleWith && !castleWith.includes(castlingPiece))
) {
// Rook is not here, or changed color (see Benedict)
continue;
let i = y;
do {
if (
- (!castleInCheck && this.underCheck([x, i], oppCol)) ||
+ // NOTE: next weird test because underCheck() verification
+ // will be executed in filterValid() later.
+ (
+ i != finalSquares[castleSide][0] &&
+ this.underCheck([[x, i]], oppCol)
+ )
+ ||
(
this.board[x][i] != "" &&
// NOTE: next check is enough, because of chessboard constraints
}
}
- // If this code is reached, castle is valid
+ // If this code is reached, castle is potentially valid
moves.push(
new Move({
appear: [
////////////////////
// MOVES VALIDATION
- // Is (king at) given position under check by "oppCol" ?
- underCheck([x, y], oppCol) {
- if (this.options["taking"] || this.options["dark"])
- return false;
+ // Is piece (or square) at given position attacked by "oppCol" ?
+ underAttack([x, y], oppCol) {
+ // An empty square is considered as king,
+ // since it's used only in getCastleMoves (TODO?)
+ const king = this.board[x][y] == "" || this.isKing(x, y);
return (
- this.findCapturesOn([x, y], {oppCol: oppCol, one: true}).length >= 1
+ (
+ (!this.options["zen"] || king) &&
+ this.findCapturesOn(
+ [x, y],
+ {
+ byCol: [oppCol],
+ segments: this.options["cylinder"],
+ one: true
+ }
+ )
+ )
+ ||
+ (
+ (!!this.options["zen"] && !king) &&
+ this.findDestSquares(
+ [x, y],
+ {
+ attackOnly: true,
+ segments: this.options["cylinder"],
+ one: true
+ },
+ ([i1, j1], [i2, j2]) => this.getColor(i2, j2) == oppCol
+ )
+ )
);
}
- // Stop at first king found (TODO: multi-kings)
+ // Argument is (very generally) an array of squares (= arrays)
+ underCheck(square_s, oppCol) {
+ if (this.options["taking"] || this.options["dark"])
+ return false;
+ return square_s.some(sq => this.underAttack(sq, oppCol));
+ }
+
+ // Scan board for king(s)
searchKingPos(color) {
+ let res = [];
for (let i=0; i < this.size.x; i++) {
for (let j=0; j < this.size.y; j++) {
- if (this.getColor(i, j) == color && this.isKing(this.getPiece(i, j)))
- return [i, j];
+ if (this.getColor(i, j) == color && this.isKing(i, j))
+ res.push([i, j]);
}
}
- return [-1, -1]; //king not found
+ return res;
}
- // Some variants (e.g. Refusal) may need to check opponent moves too
+ // 'color' arg because some variants (e.g. Refusal) check opponent moves
filterValid(moves, color) {
- if (moves.length == 0)
- return [];
if (!color)
color = this.turn;
const oppCol = C.GetOppCol(color);
- if (this.options["balance"] && [1, 3].includes(this.movesCount)) {
- // Forbid moves either giving check or exploding opponent's king:
- const oppKingPos = this.searchKingPos(oppCol);
- moves = moves.filter(m => {
- if (
- m.vanish.some(v => v.c == oppCol && v.p == "k") &&
- m.appear.every(a => a.c != oppCol || a.p != "k")
- )
- return false;
- this.playOnBoard(m);
- const res = !this.underCheck(oppKingPos, color);
- this.undoOnBoard(m);
- return res;
- });
- }
- if (this.options["taking"] || this.options["dark"])
- return moves;
- const kingPos = this.searchKingPos(color);
+ let kingPos = this.searchKingPos(color);
let filtered = {}; //avoid re-checking similar moves (promotions...)
return moves.filter(m => {
const key = m.start.x + m.start.y + '.' + m.end.x + m.end.y;
if (!filtered[key]) {
this.playOnBoard(m);
- let square = kingPos,
+ let newKingPP = null,
+ sqIdx = 0,
res = true; //a priori valid
- if (m.vanish.some(v => {
- return this.isKing(v.p) && v.c == color;
- })) {
+ const oldKingPP =
+ m.vanish.find(v => this.isKing(0, 0, v.p) && v.c == color);
+ if (oldKingPP) {
// Search king in appear array:
- const newKingIdx =
- m.appear.findIndex(a => {
- return this.isKing(a.p) && a.c == color;
- });
- if (newKingIdx >= 0)
- square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y];
+ newKingPP =
+ m.appear.find(a => this.isKing(0, 0, a.p) && a.c == color);
+ if (newKingPP) {
+ sqIdx = kingPos.findIndex(kp =>
+ kp[0] == oldKingPP.x && kp[1] == oldKingPP.y);
+ kingPos[sqIdx] = [newKingPP.x, newKingPP.y];
+ }
else
- res = false;
+ res = false; //king vanished
}
- res &&= !this.underCheck(square, oppCol);
+ res &&= !this.underCheck(kingPos, oppCol);
+ if (oldKingPP && newKingPP)
+ kingPos[sqIdx] = [oldKingPP.x, oldKingPP.y];
this.undoOnBoard(m);
filtered[key] = res;
return res;
/////////////////
// MOVES PLAYING
- // Aggregate flags into one object
- aggregateFlags() {
- return this.castleFlags;
- }
-
- // Reverse operation
- disaggregateFlags(flags) {
- this.castleFlags = flags;
- }
-
// Apply a move on board
playOnBoard(move) {
for (let psq of move.vanish)
updateCastleFlags(move) {
// Update castling flags if start or arrive from/at rook/king locations
move.appear.concat(move.vanish).forEach(psq => {
- if (
- this.board[psq.x][psq.y] != "" &&
- this.getPieceType(psq.x, psq.y) == "k"
- ) {
+ if (this.isKing(0, 0, psq.p))
this.castleFlags[psq.c] = [this.size.y, this.size.y];
- }
// NOTE: not "else if" because king can capture enemy rook...
let c = "";
if (psq.x == 0)
if (
this.hasCastle &&
// If flags already off, no need to re-check:
- Object.keys(this.castleFlags).some(c => {
- return this.castleFlags[c].some(val => val < this.size.y)})
+ Object.values(this.castleFlags).some(cvals =>
+ cvals.some(val => val < this.size.y))
) {
this.updateCastleFlags(move);
}
const destSquare = C.CoordsToSquare(move.end);
if (
this.ispawn[initSquare] ||
- (move.vanish[0].p == "p" && move.appear[0].p != "p")
+ (move.vanish[0].p == 'p' && move.appear[0].p != 'p')
) {
this.ispawn[destSquare] = true;
}
this.ispawn[destSquare] &&
this.getColor(move.end.x, move.end.y) != move.vanish[0].c
) {
- move.vanish[1].p = "p";
+ move.vanish[1].p = 'p';
delete this.ispawn[destSquare];
}
}
}
postPlay(move) {
- const color = this.turn;
- const oppCol = C.GetOppCol(color);
if (this.options["dark"])
this.updateEnlightened();
if (this.options["teleport"]) {
if (
this.subTurnTeleport == 1 &&
move.vanish.length > move.appear.length &&
- move.vanish[move.vanish.length - 1].c == color
+ move.vanish[1].c == this.turn
) {
const v = move.vanish[move.vanish.length - 1];
this.captured = {x: v.x, y: v.y, c: v.c, p: v.p};
this.subTurnTeleport = 1;
this.captured = null;
}
- if (
- !move.next &&
- (
- (
- this.options["doublemove"] &&
- this.movesCount >= 1 &&
- this.subTurn == 1
- )
- ||
- (this.options["progressive"] && this.subTurn <= this.movesCount)
- )
- ) {
- const oppKingPos = this.searchKingPos(oppCol);
- if (
- oppKingPos[0] >= 0 &&
- (
- this.options["taking"] ||
- !this.underCheck(oppKingPos, color)
- )
- ) {
- this.subTurn++;
- return;
- }
- }
+ this.tryChangeTurn(move);
+ }
+
+ tryChangeTurn(move) {
if (this.isLastMove(move)) {
- this.turn = oppCol;
+ this.turn = C.GetOppCol(this.turn);
this.movesCount++;
this.subTurn = 1;
}
+ else if (!move.next)
+ this.subTurn++;
}
isLastMove(move) {
+ if (move.next)
+ return false;
+ const color = this.turn;
+ const oppKingPos = this.searchKingPos(C.GetOppCol(color));
+ if (oppKingPos.length == 0 || this.underCheck(oppKingPos, color))
+ return true;
return (
- (this.options["balance"] && ![1, 3].includes(this.movesCount)) ||
- !move.next
+ (
+ !this.options["balance"] ||
+ ![1, 2].includes(this.movesCount) ||
+ this.subTurn == 2
+ )
+ &&
+ (
+ !this.options["doublemove"] ||
+ this.movesCount == 0 ||
+ this.subTurn == 2
+ )
+ &&
+ (
+ !this.options["progressive"] ||
+ this.subTurn == this.movesCount + 1
+ )
);
}
// "Stop at the first move found"
atLeastOneMove(color) {
- color = color || this.turn;
for (let i = 0; i < this.size.x; i++) {
for (let j = 0; j < this.size.y; j++) {
if (this.board[i][j] != "" && this.getColor(i, j) == color) {
}
// What is the score ? (Interesting if game is over)
- getCurrentScore(move) {
+ getCurrentScore(move_s) {
+ const move = move_s[move_s.length - 1];
+ // Shortcut in case the score was computed before:
+ if (move.result)
+ return move.result;
const color = this.turn;
const oppCol = C.GetOppCol(color);
- const kingPos = [this.searchKingPos(color), this.searchKingPos(oppCol)];
- if (kingPos[0][0] < 0 && kingPos[1][0] < 0)
+ const kingPos = {
+ [color]: this.searchKingPos(color),
+ [oppCol]: this.searchKingPos(oppCol)
+ };
+ if (kingPos[color].length == 0 && kingPos[oppCol].length == 0)
return "1/2";
- if (kingPos[0][0] < 0)
+ if (kingPos[color].length == 0)
return (color == "w" ? "0-1" : "1-0");
- if (kingPos[1][0] < 0)
+ if (kingPos[oppCol].length == 0)
return (color == "w" ? "1-0" : "0-1");
- if (this.atLeastOneMove())
+ if (this.atLeastOneMove(color))
return "*";
// No valid move: stalemate or checkmate?
- if (!this.underCheck(kingPos[0], color))
+ if (!this.underCheck(kingPos[color], oppCol))
return "1/2";
// OK, checkmate
return (color == "w" ? "0-1" : "1-0");
buildMoveStack(move, r) {
this.moveStack.push(move);
this.computeNextMove(move);
- this.play(move);
- const newTurn = this.turn;
- if (this.moveStack.length == 1)
- this.playVisual(move, r);
- if (move.next) {
- this.gameState = {
- fen: this.getFen(),
- board: JSON.parse(JSON.stringify(this.board)) //easier
- };
- this.buildMoveStack(move.next, r);
- }
- else {
- if (this.moveStack.length == 1) {
- // Usual case (one normal move)
- this.afterPlay(this.moveStack, newTurn, {send: true, res: true});
- this.moveStack = []
+ const then = () => {
+ const newTurn = this.turn;
+ if (this.moveStack.length == 1 && !this.hideMoves)
+ this.playVisual(move, r);
+ if (move.next) {
+ this.gameState = {
+ fen: this.getFen(),
+ board: JSON.parse(JSON.stringify(this.board)) //easier
+ };
+ this.buildMoveStack(move.next, r);
}
else {
- this.afterPlay(this.moveStack, newTurn, {send: true, res: false});
- this.re_initFromFen(this.gameState.fen, this.gameState.board);
- this.playReceivedMove(this.moveStack.slice(1), () => {
- this.afterPlay(this.moveStack, newTurn, {send: false, res: true});
- this.moveStack = []
- });
+ if (this.moveStack.length == 1) {
+ // Usual case (one normal move)
+ this.afterPlay(this.moveStack, newTurn, {send: true, res: true});
+ this.moveStack = [];
+ }
+ else {
+ this.afterPlay(this.moveStack, newTurn, {send: true, res: false});
+ this.re_initFromFen(this.gameState.fen, this.gameState.board);
+ this.playReceivedMove(this.moveStack.slice(1), () => {
+ this.afterPlay(this.moveStack, newTurn, {send: false, res: true});
+ this.moveStack = [];
+ });
+ }
}
- }
+ };
+ // If hiding moves, then they are revealed in play() with callback
+ this.play(move, this.hideMoves ? then : null);
+ if (!this.hideMoves)
+ then();
}
// Implemented in variants using (automatic) moveStack
computeNextMove(move) {}
- getMaxDistance(r) {
- // Works for all rectangular boards:
- return Math.sqrt(r.width ** 2 + r.height ** 2);
- }
-
- getDomPiece(x, y) {
- return (typeof x == "string" ? this.r_pieces : this.g_pieces)[x][y];
- }
-
animateMoving(start, end, drag, segments, cb) {
let initPiece = this.getDomPiece(start.x, start.y);
// NOTE: cloning often not required, but light enough, and simpler
this.animateFading(arr, () => targetObj.increment());
}
}
+ targetObj.target +=
+ this.tryAnimateCastle(move, () => targetObj.increment());
targetObj.target +=
this.customAnimate(move, segments, () => targetObj.increment());
if (targetObj.target == 0)
callback();
}
+ tryAnimateCastle(move, cb) {
+ if (
+ this.hasCastle &&
+ move.vanish.length == 2 &&
+ move.appear.length == 2 &&
+ this.isKing(0, 0, move.vanish[0].p) &&
+ this.isKing(0, 0, move.appear[0].p)
+ ) {
+ const start = {x: move.vanish[1].x, y: move.vanish[1].y},
+ end = {x: move.appear[1].x, y: move.appear[1].y};
+ const segments = [ [[start.x, start.y], [end.x, end.y]] ];
+ this.animateMoving(start, end, null, segments, cb);
+ return 1;
+ }
+ return 0;
+ }
+
// Potential other animations (e.g. for Suction variant)
customAnimate(move, segments, cb) {
return 0; //nb of targets
}
- playReceivedMove(moves, callback) {
- const launchAnimation = () => {
- const r = container.querySelector(".chessboard").getBoundingClientRect();
- const animateRec = i => {
- this.animate(moves[i], () => {
- this.play(moves[i]);
- this.playVisual(moves[i], r);
- if (i < moves.length - 1)
- setTimeout(() => animateRec(i+1), 300);
- else
- callback();
- });
- };
- animateRec(0);
+ launchAnimation(moves, container, callback) {
+ if (this.hideMoves) {
+ for (let i=0; i<moves.length; i++)
+ // If hiding moves, they are revealed into play():
+ this.play(moves[i], i == moves.length - 1 ? callback : () => {});
+ return;
+ }
+ const r = container.querySelector(".chessboard").getBoundingClientRect();
+ const animateRec = i => {
+ this.animate(moves[i], () => {
+ this.play(moves[i]);
+ this.playVisual(moves[i], r);
+ if (i < moves.length - 1)
+ setTimeout(() => animateRec(i+1), 300);
+ else
+ callback();
+ });
};
+ animateRec(0);
+ }
+
+ playReceivedMove(moves, callback) {
// Delay if user wasn't focused:
const checkDisplayThenAnimate = (delay) => {
if (container.style.display == "none") {
alert("New move! Let's go back to game...");
document.getElementById("gameInfos").style.display = "none";
container.style.display = "block";
- setTimeout(launchAnimation, 700);
+ setTimeout(
+ () => this.launchAnimation(moves, container, callback),
+ 700
+ );
+ }
+ else {
+ setTimeout(
+ () => this.launchAnimation(moves, container, callback),
+ delay || 0
+ );
}
- else
- setTimeout(launchAnimation, delay || 0);
};
let container = document.getElementById(this.containerId);
if (document.hidden) {