// Users can generally select a randomness level from 0 to 2.
static get Options() {
return {
- // NOTE: some options are required for FEN generation, some aren't.
select: [{
label: "Randomness",
variable: "randomness",
};
}
- // Pawns specifications
- get pawnSpecs() {
- return {
- directions: {w: -1, b: 1},
- initShift: {w: 1, b: 1},
- twoSquares: true,
- threeSquares: false,
- canCapture: true,
- captureBackward: false,
- bidirectional: false,
- promotions: ['r', 'n', 'b', 'q']
- };
+ get pawnPromotions() {
+ return ['q', 'r', 'n', 'b'];
}
// Some variants don't have flags:
//////////////////
// INITIALIZATION
- // Fen string fully describes the game state
constructor(o) {
this.options = o.options;
this.playerColor = o.color;
this.afterPlay = o.afterPlay;
- // FEN-related:
+ // Fen string fully describes the game state
if (!o.fen)
o.fen = this.genRandInitFen(o.seed);
const fenParsed = this.parseFen(o.fen);
this.captured = null;
}
if (this.options["dark"]) {
- this.enlightened = ArrayFun.init(this.size.x, this.size.y);
// Setup enlightened: squares reachable by player side
- this.updateEnlightened(false);
+ this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
+ this.updateEnlightened();
}
}
- updateEnlightened(withGraphics) {
- let newEnlightened = ArrayFun.init(this.size.x, this.size.y, false);
- const pawnShift = { w: -1, b: 1 };
+ 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):
- // (watch out special pawns case)
for (let x=0; x<this.size.x; x++) {
for (let y=0; y<this.size.y; y++) {
if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor)
{
- newEnlightened[x][y] = true;
- if (this.getPiece(x, y) == "p") {
- // Attacking squares wouldn't be highlighted if no captures:
- this.pieces(this.playerColor)["p"].attack.forEach(step => {
- const [i, j] = [x + step[0], this.computeY(y + step[1])];
- if (this.onBoard(i, j) && this.board[i][j] == "")
- newEnlightened[i][j] = true;
- });
- }
+ this.enlightened[x][y] = true;
this.getPotentialMovesFrom([x, y]).forEach(m => {
- newEnlightened[m.end.x][m.end.y] = true;
+ this.enlightened[m.end.x][m.end.y] = true;
});
}
}
}
if (this.epSquare)
- this.enlightEnpassant(newEnlightened);
- if (withGraphics)
- this.graphUpdateEnlightened(newEnlightened);
- this.enlightened = newEnlightened;
+ this.enlightEnpassant();
}
- // Include en-passant capturing square if any:
- enlightEnpassant(newEnlightened) {
- const steps = this.pieces(this.playerColor)["p"].attack;
+ // 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.computeY(this.epSquare.y - step[1]);
this.getColor(x, y) == this.playerColor &&
this.getPieceType(x, y) == "p"
) {
- newEnlightened[x][this.epSquare.y] = true;
+ this.enlightened[x][this.epSquare.y] = true;
break;
}
}
}
- // Apply diff this.enlightened --> newEnlightened on board
- graphUpdateEnlightened(newEnlightened) {
+ // 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] && !newEnlightened[x][y]) {
+ if (!this.enlightened[x][y] && this.oldEnlightened[x][y]) {
let elt = document.getElementById(this.coordsToId([x, y]));
elt.classList.add("in-shadow");
- if (this.g_pieces[x][y]) {
- this.g_pieces[x][y].remove();
- this.g_pieces[x][y] = null;
- }
+ if (this.g_pieces[x][y])
+ this.g_pieces[x][y].classList.add("hidden");
}
- else if (!this.enlightened[x][y] && newEnlightened[x][y]) {
+ else if (this.enlightened[x][y] && !this.oldEnlightened[x][y]) {
let elt = document.getElementById(this.coordsToId([x, y]));
elt.classList.remove("in-shadow");
- if (this.board[x][y] != "") {
- const color = this.getColor(x, y);
- const piece = this.getPiece(x, y);
- this.g_pieces[x][y] = document.createElement("piece");
- let newClasses = [
- this.pieces()[piece]["class"],
- color == "w" ? "white" : "black"
- ];
- newClasses.forEach(cl => this.g_pieces[x][y].classList.add(cl));
- this.g_pieces[x][y].style.width = pieceWidth + "px";
- this.g_pieces[x][y].style.height = pieceWidth + "px";
- const [ip, jp] = this.getPixelPosition(x, y, r);
- this.g_pieces[x][y].style.transform =
- `translate(${ip}px,${jp}px)`;
- chessboard.appendChild(this.g_pieces[x][y]);
- }
+ if (this.g_pieces[x][y])
+ this.g_pieces[x][y].classList.remove("hidden");
}
}
}
}
- // ordering p,r,n,b,q,k (most general + count in base 30 if needed)
+ // 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 = Object.keys(this.pieces());
- for (let i of ArrayFun.range(12)) {
- if (i < 6)
+ 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-6]] = counts[i];
+ this.reserve['b'][pieceName[i-L]] = counts[i];
}
}
const pieceWidth = this.getPieceWidth(r.width);
for (let i=0; i < this.size.x; i++) {
for (let j=0; j < this.size.y; j++) {
- if (
- this.board[i][j] != "" &&
- (!this.options["dark"] || this.enlightened[i][j])
- ) {
+ 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");
this.g_pieces[i][j].style.height = pieceWidth + "px";
const [ip, jp] = this.getPixelPosition(i, j, r);
this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
+ if (this.enlightened && !this.enlightened[i][j])
+ this.g_pieces[i][j].classList.add("hidden");
chessboard.appendChild(this.g_pieces[i][j]);
}
}
r_cell.style.height = sqResSize + "px";
rcontainer.appendChild(r_cell);
let piece = document.createElement("piece");
- const pieceSpec = this.pieces(c)[p];
+ const pieceSpec = this.pieces()[p];
piece.classList.add(pieceSpec["class"]);
piece.classList.add(c == 'w' ? "white" : "black");
piece.style.width = "100%";
const pieceWidth = this.getPieceWidth(newWidth);
for (let i=0; i < this.size.x; i++) {
for (let j=0; j < this.size.y; j++) {
- if (this.board[i][j] != "") {
+ if (this.g_pieces[i][j]) {
// NOTE: could also use CSS transform "scale"
this.g_pieces[i][j].style.width = pieceWidth + "px";
this.g_pieces[i][j].style.height = pieceWidth + "px";
choice.style.backgroundColor = "lightyellow";
choice.onclick = () => callback(moves[i]);
const piece = document.createElement("piece");
- const pieceSpec = this.pieces(color)[moves[i].appear[0].p];
+ const pieceSpec = this.pieces()[moves[i].appear[0].p];
piece.classList.add(pieceSpec["class"]);
piece.classList.add(color == 'w' ? "white" : "black");
piece.style.width = "100%";
// BASIC UTILS
get size() {
- return { "x": 8, "y": 8 };
+ return {"x": 8, "y": 8};
}
// Color of thing on square (i,j). 'undefined' if square is empty
return (color == "w" ? "b" : "w");
}
- // Can thing on square1 take thing on square2
+ // Can thing on square1 capture (no return) thing on square2?
canTake([x1, y1], [x2, y2]) {
- return (
- (this.getColor(x1, y1) !== this.getColor(x2, y2)) ||
- (
- (this.options["recycle"] || this.options["teleport"]) &&
- this.getPieceType(x2, y2) != "k"
- )
- );
+ return (this.getColor(x1, y1) !== this.getColor(x2, y2));
}
// Is (x,y) on the chessboard?
y >= 0 && y < this.size.y);
}
- // Used in interface: 'side' arg == player color
+ // Used in interface
canIplay(x, y) {
return (
this.playerColor == this.turn &&
////////////////////////
// PIECES SPECIFICATIONS
- pieces(color) {
+ pieces(color, x, y) {
const pawnShift = (color == "w" ? -1 : 1);
+ const initRank = ((color == 'w' && x == 6) || (color == 'b' && x == 1));
return {
'p': {
"class": "pawn",
- steps: [[pawnShift, 0]],
- range: 1,
- attack: [[pawnShift, 1], [pawnShift, -1]]
+ moves: [
+ {
+ steps: [[pawnShift, 0]],
+ range: (initRank ? 2 : 1)
+ }
+ ],
+ attack: [
+ {
+ steps: [[pawnShift, 1], [pawnShift, -1]],
+ range: 1
+ }
+ ]
},
// rook
'r': {
"class": "rook",
- steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]
+ moves: [
+ {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
+ ]
},
// knight
'n': {
"class": "knight",
- steps: [
- [1, 2], [1, -2], [-1, 2], [-1, -2],
- [2, 1], [-2, 1], [2, -1], [-2, -1]
- ],
- range: 1
+ moves: [
+ {
+ steps: [
+ [1, 2], [1, -2], [-1, 2], [-1, -2],
+ [2, 1], [-2, 1], [2, -1], [-2, -1]
+ ],
+ range: 1
+ }
+ ]
},
// bishop
'b': {
"class": "bishop",
- steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]
+ moves: [
+ {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
+ ]
},
// queen
'q': {
"class": "queen",
- steps: [
- [0, 1], [0, -1], [1, 0], [-1, 0],
- [1, 1], [1, -1], [-1, 1], [-1, -1]
+ moves: [
+ {
+ steps: [
+ [0, 1], [0, -1], [1, 0], [-1, 0],
+ [1, 1], [1, -1], [-1, 1], [-1, -1]
+ ]
+ }
]
},
// king
'k': {
"class": "king",
- steps: [
- [0, 1], [0, -1], [1, 0], [-1, 0],
- [1, 1], [1, -1], [-1, 1], [-1, -1]
- ],
- range: 1
+ moves: [
+ {
+ steps: [
+ [0, 1], [0, -1], [1, 0], [-1, 0],
+ [1, 1], [1, -1], [-1, 1], [-1, -1]
+ ],
+ range: 1
+ }
+ ]
},
// Cannibal kings:
- 's': { "class": "king-pawn" },
- 'u': { "class": "king-rook" },
- 'o': { "class": "king-knight" },
- 'c': { "class": "king-bishop" },
- 't': { "class": "king-queen" }
+ '!': {"class": "king-pawn", moveas: "p"},
+ '#': {"class": "king-rook", moveas: "r"},
+ '$': {"class": "king-knight", moveas: "n"},
+ '%': {"class": "king-bishop", moveas: "b"},
+ '*': {"class": "king-queen", moveas: "q"}
};
}
for (let i = 0; i < this.size.x; i++) {
for (let j = 0; j < this.size.y; j++) {
if (this.board[i][j] != "" && this.getColor(i, j) == color) {
- const specs = this.pieces(color)[this.getPieceType(i, j)];
- const steps = specs.attack || specs.steps;
- outerLoop: for (let step of steps) {
- let [ii, jj] = [i + step[0], this.computeY(j + step[1])];
- let stepCounter = 1;
- while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
- if (specs.range <= stepCounter++)
- continue outerLoop;
- ii += step[0];
- jj = this.computeY(jj + step[1]);
- }
- if (
- this.onBoard(ii, jj) &&
- this.getColor(ii, jj) == oppCol &&
- this.filterValid(
- [this.getBasicMove([i, j], [ii, jj])]
- ).length >= 1
- ) {
- return true;
+ const allSpecs = this.pieces(color, i, j)
+ let specs = allSpecs[this.getPieceType(i, j)];
+ 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.computeY(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.computeY(jj + step[1]);
+ }
+ if (
+ this.onBoard(ii, jj) &&
+ this.getColor(ii, jj) == oppCol &&
+ this.filterValid(
+ [this.getBasicMove([i, j], [ii, jj])]
+ ).length >= 1
+ ) {
+ return true;
+ }
}
}
}
let moves = [];
for (let i=0; i<this.size.x; i++) {
for (let j=0; j<this.size.y; j++) {
- // TODO: rather simplify this "if" and add post-condition: more general
if (
this.board[i][j] == "" &&
- (!this.options["dark"] || this.enlightened[i][j]) &&
+ (!this.enlightened || this.enlightened[i][j]) &&
(
p != "p" ||
(c == 'w' && i < this.size.x - 1) ||
if (this.options["madrasi"] && this.isImmobilized(sq))
return [];
const piece = this.getPieceType(sq[0], sq[1]);
- let moves;
- if (piece == "p")
- moves = this.getPotentialPawnMoves(sq);
- else
- moves = this.getPotentialMovesOf(piece, sq);
+ let moves = this.getPotentialMovesOf(piece, sq);
+ if (
+ piece == "p" &&
+ this.hasEnpassant &&
+ this.epSquare
+ ) {
+ Array.prototype.push.apply(moves, this.getEnpassantCaptures(sq));
+ }
if (
piece == "k" &&
this.hasCastle &&
});
}
+ if (
+ moves.length > 0 &&
+ this.getPieceType(moves[0].start.x, moves[0].start.y) == "p"
+ ) {
+ let moreMoves = [];
+ const lastRank = (color == "w" ? 0 : this.size.x - 1);
+ const initPiece = this.getPiece(moves[0].start.x, moves[0].start.y);
+ moves.forEach(m => {
+ let finalPieces = ["p"];
+ const [x1, y1] = [m.start.x, m.start.y];
+ const [x2, y2] = [m.end.x, m.end.y];
+ const promotionOk = (
+ x2 == lastRank &&
+ (!this.options["rifle"] || this.board[x2][y2] == "")
+ );
+ if (!promotionOk)
+ return; //nothing to do
+ if (!this.options["pawnfall"]) {
+ if (
+ this.options["cannibal"] &&
+ this.board[x2][y2] != "" &&
+ this.getColor(x2, y2) == oppCol
+ ) {
+ finalPieces = [this.getPieceType(x2, y2)];
+ }
+ else
+ finalPieces = this.pawnPromotions;
+ }
+ m.appear[0].p = finalPieces[0];
+ if (initPiece == "!") //cannibal king-pawn
+ m.appear[0].p = C.CannibalKingCode[finalPieces[0]];
+ for (let i=1; i<finalPieces.length; i++) {
+ const piece = finalPieces[i];
+ let tr = null;
+ if (!this.options["pawnfall"]) {
+ tr = {
+ c: color,
+ p: (initPiece != "!" ? piece : C.CannibalKingCode[piece])
+ };
+ }
+ let newMove = this.getBasicMove([x1, y1], [x2, y2], tr);
+ if (this.options["pawnfall"]) {
+ newMove.appear.shift();
+ newMove.pawnfall = true; //required in prePlay()
+ }
+ moreMoves.push(newMove);
+ }
+ });
+ Array.prototype.push.apply(moves, moreMoves);
+ }
+
if (
this.options["cannibal"] &&
this.options["rifle"] &&
m.appear[0].y == m.start.y
) {
const promotionPiece0 = this.pawnSpecs.promotions[0];
- m.appear[0].p = this.pawnSpecs.promotions[0];
- for (let i=1; i<this.pawnSpecs.promotions.length; i++) {
+ m.appear[0].p = this.pawnPromotions[0];
+ for (let i=1; i<this.pawnPromotions.length; i++) {
let newMv = JSON.parse(JSON.stringify(m));
newMv.appear[0].p = this.pawnSpecs.promotions[i];
newMoves.push(newMv);
isImmobilized([x, y]) {
const color = this.getColor(x, y);
const oppCol = C.GetOppCol(color);
- const piece = this.getPieceType(x, y);
- const stepSpec = this.pieces(color)[piece];
- let [steps, range] = [stepSpec.attack || stepSpec.steps, stepSpec.range];
- outerLoop: for (let step of steps) {
- let [i, j] = [x + step[0], y + step[1]];
- let stepCounter = 1;
- while (this.onBoard(i, j) && this.board[i][j] == "") {
- if (range <= stepCounter++)
- continue outerLoop;
- i += step[0];
- j = this.computeY(j + step[1]);
- }
- if (
- this.onBoard(i, j) &&
- this.getColor(i, j) == oppCol &&
- this.getPieceType(i, j) == piece
- ) {
- return true;
+ const piece = this.getPieceType(x, y); //ok not cannibal king
+ const stepSpec = this.pieces(color, x, y);
+ 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.computeY(j + step[1]);
+ }
+ if (
+ this.onBoard(i, j) &&
+ this.getColor(i, j) == oppCol &&
+ this.getPieceType(i, j) == piece
+ ) {
+ return true;
+ }
}
}
return false;
// Generic method to find possible moves of "sliding or jumping" pieces
getPotentialMovesOf(piece, [x, y]) {
const color = this.getColor(x, y);
- const stepSpec = this.pieces(color)[piece];
- let [steps, range] = [stepSpec.steps, stepSpec.range];
+ const stepSpec = this.pieces(color, x, y)[piece];
let moves = [];
let explored = {}; //for Cylinder mode
- outerLoop: for (let step of steps) {
- let [i, j] = [x + step[0], this.computeY(y + step[1])];
- let stepCounter = 1;
- while (
- this.onBoard(i, j) &&
- this.board[i][j] == "" &&
- !explored[i + "." + j]
- ) {
- explored[i + "." + j] = true;
- moves.push(this.getBasicMove([x, y], [i, j]));
- if (range <= stepCounter++)
- continue outerLoop;
- i += step[0];
- j = this.computeY(j + step[1]);
- }
- if (
- this.onBoard(i, j) &&
- (
- !this.options["zen"] ||
- this.getPieceType(i, j) == "k" ||
- this.getColor(i, j) == color //OK for Recycle and Teleport
- ) &&
- this.canTake([x, y], [i, j]) &&
- !explored[i + "." + j]
- ) {
- explored[i + "." + j] = true;
- moves.push(this.getBasicMove([x, y], [i, j]));
+
+ const findAddMoves = (type, stepArray) => {
+ for (let s of stepArray) {
+ outerLoop: for (let step of s.steps) {
+ let [i, j] = [x + step[0], this.computeY(y + step[1])];
+ let stepCounter = 1;
+ while (this.onBoard(i, j) && this.board[i][j] == "") {
+ if (type != "attack" && !explored[i + "." + j]) {
+ explored[i + "." + j] = true;
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ }
+ if (s.range <= stepCounter++)
+ continue outerLoop;
+ i += step[0];
+ j = this.computeY(j + step[1]);
+ }
+ 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"
+ )
+ )
+ ) {
+ explored[i + "." + j] = true;
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ }
+ }
}
- }
+ };
+
+ 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.getZenCaptures(x, y));
+ Array.prototype.push.apply(moves, this.findCapturesOn([x, y], true));
return moves;
}
- getZenCaptures(x, y) {
+ findCapturesOn([x, y], zen) {
let moves = [];
// Find reverse captures (opponent takes)
const color = this.getColor(x, y);
const pieceType = this.getPieceType(x, y);
const oppCol = C.GetOppCol(color);
- const pieces = this.pieces(oppCol);
- Object.keys(pieces).forEach(p => {
- if (
- p == "k" ||
- (this.options["cannibal"] && C.CannibalKings[p])
- ) {
- return; //king isn't captured this way
- }
- const steps = pieces[p].attack || pieces[p].steps;
- if (!steps)
- return; //cannibal king for example (TODO...)
- const range = pieces[p].range;
- steps.forEach(s => {
- // From x,y: revert step
- let [i, j] = [x - s[0], this.computeY(y - s[1])];
- let stepCounter = 1;
- while (this.onBoard(i, j) && this.board[i][j] == "") {
- if (range <= stepCounter++)
- return;
- i -= s[0];
- j = this.computeY(j - s[1]);
- }
- if (
- this.onBoard(i, j) &&
- this.getPieceType(i, j) == p &&
- this.getColor(i, j) == oppCol && //condition for Recycle & Teleport
- this.canTake([i, j], [x, y])
- ) {
- if (pieceType != "p")
- moves.push(this.getBasicMove([x, y], [i, j]));
- else
- this.addPawnMoves([x, y], [i, j], 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.canTake([i, j], [x, y])) {
+ const piece = this.getPieceType(i, j);
+ if (zen && C.CannibalKingCode[piece])
+ continue; //king not captured in this way
+ const stepSpec = this.pieces(oppCol, i, j)[piece];
+ const attacks = stepSpec.attack || stepSpec.moves;
+ for (let a of attacks) {
+ for (let s of a.steps) {
+ // Quick check: if step isn't compatible, don't even try
+ const rx = (x - i) / s[0],
+ ry = (y - j) / s[1];
+ if (
+ (!Number.isFinite(rx) && !Number.isNaN(rx)) ||
+ (!Number.isFinite(ry) && !Number.isNaN(ry))
+ ) {
+ continue;
+ }
+ let distance = (Number.isNaN(rx) ? ry : rx);
+ // TODO: 1e-7 here is totally arbitrary
+ if (Math.abs(distance - Math.round(distance)) > 1e-7)
+ continue;
+ distance = Math.round(distance); //in case of (numerical...)
+ if (a.range < distance)
+ continue;
+ // Finally verify that nothing stand in-between
+ let [ii, jj] = [i + s[0], this.computeY(j + s[1])];
+ let stepCounter = 1;
+ while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
+ ii += s[0];
+ jj = this.computeY(jj + s[1]);
+ }
+ if (ii == x && jj == y) {
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ if (!zen)
+ return moves; //test for underCheck
+ }
+ }
+ }
}
- });
- });
+ }
+ }
return moves;
}
}
// Special case of en-passant captures: treated separately
- getEnpassantCaptures([x, y], shiftX) {
+ getEnpassantCaptures([x, y]) {
const color = this.getColor(x, y);
+ const shiftX = (color == 'w' ? -1 : 1);
const oppCol = C.GetOppCol(color);
let enpassantMove = null;
if (
return !!enpassantMove ? [enpassantMove] : [];
}
- // Consider all potential promotions.
- // NOTE: "promotions" arg = special override for Hiddenqueen variant
- addPawnMoves([x1, y1], [x2, y2], moves, promotions) {
- let finalPieces = ["p"];
- const color = this.getColor(x1, y1);
- const oppCol = C.GetOppCol(color);
- const lastRank = (color == "w" ? 0 : this.size.x - 1);
- const promotionOk =
- x2 == lastRank && (!this.options["rifle"] || this.board[x2][y2] == "");
- if (promotionOk && !this.options["pawnfall"]) {
- if (
- this.options["cannibal"] &&
- this.board[x2][y2] != "" &&
- this.getColor(x2, y2) == oppCol
- ) {
- finalPieces = [this.getPieceType(x2, y2)];
- }
- else if (promotions)
- finalPieces = promotions;
- else if (this.pawnSpecs.promotions)
- finalPieces = this.pawnSpecs.promotions;
- }
- for (let piece of finalPieces) {
- const tr = !this.options["pawnfall"] && piece != "p"
- ? { c: color, p: piece }
- : null;
- let newMove = this.getBasicMove([x1, y1], [x2, y2], tr);
- if (promotionOk && this.options["pawnfall"]) {
- newMove.appear.shift();
- newMove.pawnfall = true; //required in prePlay()
- }
- moves.push(newMove);
- }
- }
-
- // What are the pawn moves from square x,y ?
- getPotentialPawnMoves([x, y], promotions) {
- const color = this.getColor(x, y); //this.turn doesn't work for Dark mode
- const [sizeX, sizeY] = [this.size.x, this.size.y];
- const pawnShiftX = this.pawnSpecs.directions[color];
- const firstRank = (color == "w" ? sizeX - 1 : 0);
- const forward = (color == 'w' ? -1 : 1);
-
- // Pawn movements in shiftX direction:
- const getPawnMoves = (shiftX) => {
- let moves = [];
- // NOTE: next condition is generally true (no pawn on last rank)
- if (x + shiftX >= 0 && x + shiftX < sizeX) {
- if (this.board[x + shiftX][y] == "") {
- // One square forward (or backward)
- this.addPawnMoves([x, y], [x + shiftX, y], moves, promotions);
- // Next condition because pawns on 1st rank can generally jump
- if (
- this.pawnSpecs.twoSquares &&
- (
- (
- color == 'w' &&
- x >= this.size.x - 1 - this.pawnSpecs.initShift['w']
- )
- ||
- (color == 'b' && x <= this.pawnSpecs.initShift['b'])
- )
- ) {
- if (
- shiftX == forward &&
- this.board[x + 2 * shiftX][y] == ""
- ) {
- // Two squares jump
- moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
- if (
- this.pawnSpecs.threeSquares &&
- this.board[x + 3 * shiftX, y] == ""
- ) {
- // Three squares jump
- moves.push(this.getBasicMove([x, y], [x + 3 * shiftX, y]));
- }
- }
- }
- }
- // Captures
- if (this.pawnSpecs.canCapture) {
- for (let shiftY of [-1, 1]) {
- const yCoord = this.computeY(y + shiftY);
- if (yCoord >= 0 && yCoord < sizeY) {
- if (
- this.board[x + shiftX][yCoord] != "" &&
- this.canTake([x, y], [x + shiftX, yCoord]) &&
- (
- !this.options["zen"] ||
- this.getPieceType(x + shiftX, yCoord) == "k"
- )
- ) {
- this.addPawnMoves(
- [x, y], [x + shiftX, yCoord],
- moves, promotions
- );
- }
- if (
- this.pawnSpecs.captureBackward && shiftX == forward &&
- x - shiftX >= 0 && x - shiftX < this.size.x &&
- this.board[x - shiftX][yCoord] != "" &&
- this.canTake([x, y], [x - shiftX, yCoord]) &&
- (
- !this.options["zen"] ||
- this.getPieceType(x + shiftX, yCoord) == "k"
- )
- ) {
- this.addPawnMoves(
- [x, y], [x - shiftX, yCoord],
- moves, promotions
- );
- }
- }
- }
- }
- }
- return moves;
- }
-
- let pMoves = getPawnMoves(pawnShiftX);
- if (this.pawnSpecs.bidirectional)
- pMoves = pMoves.concat(getPawnMoves(-pawnShiftX));
-
- if (this.hasEnpassant) {
- // NOTE: backward en-passant captures are not considered
- // because no rules define them (for now).
- Array.prototype.push.apply(
- pMoves,
- this.getEnpassantCaptures([x, y], pawnShiftX)
- );
- }
-
- if (this.options["zen"])
- Array.prototype.push.apply(pMoves, this.getZenCaptures(x, y));
-
- return pMoves;
- }
-
// "castleInCheck" arg to let some variants castle under check
getCastleMoves([x, y], finalSquares, castleInCheck, castleWith) {
const c = this.getColor(x, y);
],
end:
Math.abs(y - rookPos) <= 2
- ? { x: x, y: rookPos }
- : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
+ ? {x: x, y: rookPos}
+ : {x: x, y: y + 2 * (castleSide == 0 ? -1 : 1)}
})
);
}
underCheck([x, y], color) {
if (this.options["taking"] || this.options["dark"])
return false;
- color = color || C.GetOppCol(this.getColor(x, y));
- const pieces = this.pieces(color);
- return Object.keys(pieces).some(p => {
- return this.isAttackedBy([x, y], p, color, pieces[p]);
- });
- }
-
- isAttackedBy([x, y], piece, color, stepSpec) {
- const steps = stepSpec.attack || stepSpec.steps;
- if (!steps)
- return false; //cannibal king, for example
- const range = stepSpec.range;
- let explored = {}; //for Cylinder mode
- outerLoop: for (let step of steps) {
- let rx = x - step[0],
- ry = this.computeY(y - step[1]);
- let stepCounter = 1;
- while (
- this.onBoard(rx, ry) &&
- this.board[rx][ry] == "" &&
- !explored[rx + "." + ry]
- ) {
- explored[rx + "." + ry] = true;
- if (range <= stepCounter++)
- continue outerLoop;
- rx -= step[0];
- ry = this.computeY(ry - step[1]);
- }
- if (
- this.onBoard(rx, ry) &&
- this.board[rx][ry] != "" &&
- this.getPieceType(rx, ry) == piece &&
- this.getColor(rx, ry) == color &&
- (!this.options["madrasi"] || !this.isImmobilized([rx, ry]))
- ) {
- return true;
- }
- }
- return false;
+ return (this.findCapturesOn([x, y]).length >= 1);
}
// Stop at first king found (TODO: multi-kings)
const color = this.turn;
const oppCol = C.GetOppCol(color);
if (this.options["dark"])
- this.updateEnlightened(true);
+ this.updateEnlightened();
if (this.options["teleport"]) {
if (
this.subTurnTeleport == 1 &&
if (this.atLeastOneMove())
return "*";
// No valid move: stalemate or checkmate?
- if (!this.underCheck(kingPos, color))
+ if (!this.underCheck(kingPos[0], color))
return "1/2";
// OK, checkmate
return (color == "w" ? "0-1" : "1-0");
// NOTE: quite suboptimal for eg. Benedict (not a big deal I think)
playVisual(move, r) {
move.vanish.forEach(v => {
- if (!this.enlightened || this.enlightened[v.x][v.y]) {
- // TODO: next "if" shouldn't be required
- if (this.g_pieces[v.x][v.y])
- this.g_pieces[v.x][v.y].remove();
- this.g_pieces[v.x][v.y] = null;
- }
+ // TODO: next "if" shouldn't be required
+ if (this.g_pieces[v.x][v.y])
+ this.g_pieces[v.x][v.y].remove();
+ this.g_pieces[v.x][v.y] = null;
});
let chessboard =
document.getElementById(this.containerId).querySelector(".chessboard");
r = chessboard.getBoundingClientRect();
const pieceWidth = this.getPieceWidth(r.width);
move.appear.forEach(a => {
- if (this.enlightened && !this.enlightened[a.x][a.y])
- return;
this.g_pieces[a.x][a.y] = document.createElement("piece");
this.g_pieces[a.x][a.y].classList.add(this.pieces()[a.p]["class"]);
this.g_pieces[a.x][a.y].classList.add(a.c == "w" ? "white" : "black");
this.g_pieces[a.x][a.y].style.height = pieceWidth + "px";
const [ip, jp] = this.getPixelPosition(a.x, a.y, r);
this.g_pieces[a.x][a.y].style.transform = `translate(${ip}px,${jp}px)`;
+ if (this.enlightened && !this.enlightened[a.x][a.y])
+ this.g_pieces[a.x][a.y].classList.add("hidden");
chessboard.appendChild(this.g_pieces[a.x][a.y]);
});
+ if (this.options["dark"])
+ this.graphUpdateEnlightened();
}
playPlusVisual(move, r) {
- this.playVisual(move, r);
this.play(move);
+ this.playVisual(move, r);
this.afterPlay(move); //user method
}