Finish code refactoring to generate initial positions (untested)
[xogo.git] / base_rules.js
... / ...
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1import {Random} from "/utils/alea.js";
2import {ArrayFun} from "/utils/array.js";
3import {FenUtil} from "/utils/setupPieces.js";
4import PiPo from "/utils/PiPo.js";
5import Move from "/utils/Move.js";
6
7// Helper class for move animation
8class TargetObj {
9
10 constructor(callOnComplete) {
11 this.value = 0;
12 this.target = 0;
13 this.callOnComplete = callOnComplete;
14 }
15 increment() {
16 if (++this.value == this.target)
17 this.callOnComplete();
18 }
19
20};
21
22// NOTE: x coords: top to bottom (white perspective); y: left to right
23// NOTE: ChessRules is aliased as window.C, and variants as window.V
24export default class ChessRules {
25
26 static get Aliases() {
27 return {'C': ChessRules};
28 }
29
30 /////////////////////////
31 // VARIANT SPECIFICATIONS
32
33 // Some variants have specific options, like the number of pawns in Monster,
34 // or the board size for Pandemonium.
35 // Users can generally select a randomness level from 0 to 2.
36 static get Options() {
37 return {
38 select: [{
39 label: "Randomness",
40 variable: "randomness",
41 defaut: 0,
42 options: [
43 {label: "Deterministic", value: 0},
44 {label: "Symmetric random", value: 1},
45 {label: "Asymmetric random", value: 2}
46 ]
47 }],
48 input: [
49 {
50 label: "Capture king",
51 variable: "taking",
52 type: "checkbox",
53 defaut: false
54 },
55 {
56 label: "Falling pawn",
57 variable: "pawnfall",
58 type: "checkbox",
59 defaut: false
60 }
61 ],
62 // Game modifiers (using "elementary variants"). Default: false
63 styles: [
64 "atomic",
65 "balance", //takes precedence over doublemove & progressive
66 "cannibal",
67 "capture",
68 "crazyhouse",
69 "cylinder", //ok with all
70 "dark",
71 "doublemove",
72 "madrasi",
73 "progressive", //(natural) priority over doublemove
74 "recycle",
75 "rifle",
76 "teleport",
77 "zen"
78 ]
79 };
80 }
81
82 get pawnPromotions() {
83 return ['q', 'r', 'n', 'b'];
84 }
85
86 // Some variants don't have flags:
87 get hasFlags() {
88 return true;
89 }
90 // Or castle
91 get hasCastle() {
92 return this.hasFlags;
93 }
94
95 // En-passant captures allowed?
96 get hasEnpassant() {
97 return true;
98 }
99
100 get hasReserve() {
101 return (
102 !!this.options["crazyhouse"] ||
103 (!!this.options["recycle"] && !this.options["teleport"])
104 );
105 }
106 // Some variants do not store reserve state (Align4, Chakart...)
107 get hasReserveFen() {
108 return this.hasReserve;
109 }
110
111 get noAnimate() {
112 return !!this.options["dark"];
113 }
114
115 // Some variants use only click information
116 get clickOnly() {
117 return false;
118 }
119
120 // Some variants reveal moves only after both players played
121 get hideMoves() {
122 return false;
123 }
124
125 // Some variants use click infos:
126 doClick(coords) {
127 if (typeof coords.x != "number")
128 return null; //click on reserves
129 if (
130 this.options["teleport"] && this.subTurnTeleport == 2 &&
131 this.board[coords.x][coords.y] == ""
132 ) {
133 let res = new Move({
134 start: {x: this.captured.x, y: this.captured.y},
135 appear: [
136 new PiPo({
137 x: coords.x,
138 y: coords.y,
139 c: this.captured.c,
140 p: this.captured.p
141 })
142 ],
143 vanish: []
144 });
145 res.drag = {c: this.captured.c, p: this.captured.p};
146 return res;
147 }
148 return null;
149 }
150
151 ////////////////////
152 // COORDINATES UTILS
153
154 // 3a --> {x:3, y:10}
155 static SquareToCoords(sq) {
156 return ArrayFun.toObject(["x", "y"],
157 [0, 1].map(i => parseInt(sq[i], 36)));
158 }
159
160 // {x:11, y:12} --> bc
161 static CoordsToSquare(cd) {
162 return Object.values(cd).map(c => c.toString(36)).join("");
163 }
164
165 coordsToId(cd) {
166 if (typeof cd.x == "number") {
167 return (
168 `${this.containerId}|sq-${cd.x.toString(36)}-${cd.y.toString(36)}`
169 );
170 }
171 // Reserve :
172 return `${this.containerId}|rsq-${cd.x}-${cd.y}`;
173 }
174
175 idToCoords(targetId) {
176 if (!targetId)
177 return null; //outside page, maybe...
178 const idParts = targetId.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
179 if (
180 idParts.length < 2 ||
181 idParts[0] != this.containerId ||
182 !idParts[1].match(/sq-[0-9a-zA-Z]-[0-9a-zA-Z]/)
183 ) {
184 return null;
185 }
186 const squares = idParts[1].split('-');
187 if (squares[0] == "sq")
188 return {x: parseInt(squares[1], 36), y: parseInt(squares[2], 36)};
189 // squares[0] == "rsq" : reserve, 'c' + 'p' (letters color & piece)
190 return {x: squares[1], y: squares[2]};
191 }
192
193 /////////////
194 // FEN UTILS
195
196 // Turn "wb" into "B" (for FEN)
197 board2fen(b) {
198 return (b[0] == "w" ? b[1].toUpperCase() : b[1]);
199 }
200
201 // Turn "p" into "bp" (for board)
202 fen2board(f) {
203 return (f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f);
204 }
205
206 genRandInitFen(seed) {
207 Random.setSeed(seed); //may be unused
208 let baseFen = this.genRandInitBaseFen();
209 baseFen.o = Object.assign({init: true}, baseFen.o);
210 const parts = this.getPartFen(baseFen.o);
211 return (
212 baseFen.fen + " w 0" +
213 (Object.keys(parts).length > 0 ? (" " + JSON.stringify(parts)) : "")
214 );
215 }
216
217 // Setup the initial random-or-not (asymmetric-or-not) position
218 genRandInitBaseFen() {
219 const s = FenUtil.setupPieces(
220 ['r', 'n', 'b', 'q', 'k', 'b', 'n', 'r'],
221 {
222 between: {p1: 'k', p2: 'r'},
223 diffCol: ['b'],
224 flags: ['r']
225 }
226 );
227 return {
228 fen: s.b.join("") + "/pppppppp/8/8/8/8/PPPPPPPP/" +
229 s.w.join("").toUpperCase(),
230 o: {flags: s.flags}
231 };
232 }
233
234 // "Parse" FEN: just return untransformed string data
235 parseFen(fen) {
236 const fenParts = fen.split(" ");
237 let res = {
238 position: fenParts[0],
239 turn: fenParts[1],
240 movesCount: fenParts[2]
241 };
242 if (fenParts.length > 3)
243 res = Object.assign(res, JSON.parse(fenParts[3]));
244 return res;
245 }
246
247 // Return current fen (game state)
248 getFen() {
249 const parts = this.getPartFen({});
250 return (
251 this.getBaseFen() +
252 (Object.keys(parts).length > 0 ? (" " + JSON.stringify(parts)) : "")
253 );
254 }
255
256 getBaseFen() {
257 return this.getPosition() + " " + this.turn + " " + this.movesCount;
258 }
259
260 getPartFen(o) {
261 let parts = {};
262 if (this.hasFlags)
263 parts["flags"] = o.init ? o.flags : this.getFlagsFen();
264 if (this.hasEnpassant)
265 parts["enpassant"] = o.init ? "-" : this.getEnpassantFen();
266 if (this.hasReserveFen)
267 parts["reserve"] = this.getReserveFen(o);
268 if (this.options["crazyhouse"])
269 parts["ispawn"] = this.getIspawnFen(o);
270 return parts;
271 }
272
273 static FenEmptySquares(count) {
274 // if more than 9 consecutive free spaces, break the integer,
275 // otherwise FEN parsing will fail.
276 if (count <= 9)
277 return count;
278 // Most boards of size < 18:
279 if (count <= 18)
280 return "9" + (count - 9);
281 // Except Gomoku:
282 return "99" + (count - 18);
283 }
284
285 // Position part of the FEN string
286 getPosition() {
287 let position = "";
288 for (let i = 0; i < this.size.y; i++) {
289 let emptyCount = 0;
290 for (let j = 0; j < this.size.x; j++) {
291 if (this.board[i][j] == "")
292 emptyCount++;
293 else {
294 if (emptyCount > 0) {
295 // Add empty squares in-between
296 position += C.FenEmptySquares(emptyCount);
297 emptyCount = 0;
298 }
299 position += this.board2fen(this.board[i][j]);
300 }
301 }
302 if (emptyCount > 0)
303 // "Flush remainder"
304 position += C.FenEmptySquares(emptyCount);
305 if (i < this.size.y - 1)
306 position += "/"; //separate rows
307 }
308 return position;
309 }
310
311 // Flags part of the FEN string
312 getFlagsFen() {
313 return ["w", "b"].map(c => {
314 return this.castleFlags[c].map(x => x.toString(36)).join("");
315 }).join("");
316 }
317
318 // Enpassant part of the FEN string
319 getEnpassantFen() {
320 if (!this.epSquare)
321 return "-";
322 return C.CoordsToSquare(this.epSquare);
323 }
324
325 getReserveFen(o) {
326 if (o.init)
327 return "000000000000";
328 return (
329 ["w","b"].map(c => Object.values(this.reserve[c]).join("")).join("")
330 );
331 }
332
333 getIspawnFen(o) {
334 if (o.init)
335 // NOTE: cannot merge because this.ispawn doesn't exist yet
336 return "-";
337 const squares = Object.keys(this.ispawn);
338 if (squares.length == 0)
339 return "-";
340 return squares.join(",");
341 }
342
343 // Set flags from fen (castle: white a,h then black a,h)
344 setFlags(fenflags) {
345 this.castleFlags = {
346 w: [0, 1].map(i => parseInt(fenflags.charAt(i), 36)),
347 b: [2, 3].map(i => parseInt(fenflags.charAt(i), 36))
348 };
349 }
350
351 //////////////////
352 // INITIALIZATION
353
354 constructor(o) {
355 this.options = o.options;
356 // Fill missing options (always the case if random challenge)
357 (V.Options.select || []).concat(V.Options.input || []).forEach(opt => {
358 if (this.options[opt.variable] === undefined)
359 this.options[opt.variable] = opt.defaut;
360 });
361
362 // Some variables
363 this.playerColor = o.color;
364 this.afterPlay = o.afterPlay; //trigger some actions after playing a move
365 this.containerId = o.element;
366 this.isDiagram = o.diagram;
367 this.marks = o.marks;
368
369 // Initializations
370 if (!o.fen)
371 o.fen = this.genRandInitFen(o.seed);
372 this.re_initFromFen(o.fen);
373 this.graphicalInit();
374 }
375
376 re_initFromFen(fen, oldBoard) {
377 const fenParsed = this.parseFen(fen);
378 this.board = oldBoard || this.getBoard(fenParsed.position);
379 this.turn = fenParsed.turn;
380 this.movesCount = parseInt(fenParsed.movesCount, 10);
381 this.setOtherVariables(fenParsed);
382 }
383
384 // Turn position fen into double array ["wb","wp","bk",...]
385 getBoard(position) {
386 const rows = position.split("/");
387 let board = ArrayFun.init(this.size.x, this.size.y, "");
388 for (let i = 0; i < rows.length; i++) {
389 let j = 0;
390 for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) {
391 const character = rows[i][indexInRow];
392 const num = parseInt(character, 10);
393 // If num is a number, just shift j:
394 if (!isNaN(num))
395 j += num;
396 // Else: something at position i,j
397 else
398 board[i][j++] = this.fen2board(character);
399 }
400 }
401 return board;
402 }
403
404 // Some additional variables from FEN (variant dependant)
405 setOtherVariables(fenParsed) {
406 // Set flags and enpassant:
407 if (this.hasFlags)
408 this.setFlags(fenParsed.flags);
409 if (this.hasEnpassant)
410 this.epSquare = this.getEpSquare(fenParsed.enpassant);
411 if (this.hasReserve && !this.isDiagram)
412 this.initReserves(fenParsed.reserve);
413 if (this.options["crazyhouse"])
414 this.initIspawn(fenParsed.ispawn);
415 if (this.options["teleport"]) {
416 this.subTurnTeleport = 1;
417 this.captured = null;
418 }
419 if (this.options["dark"]) {
420 // Setup enlightened: squares reachable by player side
421 this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
422 this.updateEnlightened();
423 }
424 this.subTurn = 1; //may be unused
425 if (!this.moveStack) //avoid resetting (unwanted)
426 this.moveStack = [];
427 }
428
429 // ordering as in pieces() p,r,n,b,q,k
430 initReserves(reserveStr, pieceArray) {
431 if (!pieceArray)
432 pieceArray = ['p', 'r', 'n', 'b', 'q', 'k'];
433 const counts = reserveStr.split("").map(c => parseInt(c, 36));
434 const L = pieceArray.length;
435 this.reserve = {
436 w: ArrayFun.toObject(pieceArray, counts.slice(0, L)),
437 b: ArrayFun.toObject(pieceArray, counts.slice(L, 2 * L))
438 };
439 }
440
441 initIspawn(ispawnStr) {
442 if (ispawnStr != "-")
443 this.ispawn = ArrayFun.toObject(ispawnStr.split(","), true);
444 else
445 this.ispawn = {};
446 }
447
448 ////////////////
449 // VISUAL UTILS
450
451 getPieceWidth(rwidth) {
452 return (rwidth / this.size.y);
453 }
454
455 getReserveSquareSize(rwidth, nbR) {
456 const sqSize = this.getPieceWidth(rwidth);
457 return Math.min(sqSize, rwidth / nbR);
458 }
459
460 getReserveNumId(color, piece) {
461 return `${this.containerId}|rnum-${color}${piece}`;
462 }
463
464 getNbReservePieces(color) {
465 return (
466 Object.values(this.reserve[color]).reduce(
467 (oldV,newV) => oldV + (newV > 0 ? 1 : 0), 0)
468 );
469 }
470
471 getRankInReserve(c, p) {
472 const pieces = Object.keys(this.pieces());
473 const lastIndex = pieces.findIndex(pp => pp == p)
474 let toTest = pieces.slice(0, lastIndex);
475 return toTest.reduce(
476 (oldV,newV) => oldV + (this.reserve[c][newV] > 0 ? 1 : 0), 0);
477 }
478
479 static AddClass_es(elt, class_es) {
480 if (!Array.isArray(class_es))
481 class_es = [class_es];
482 class_es.forEach(cl => elt.classList.add(cl));
483 }
484
485 static RemoveClass_es(elt, class_es) {
486 if (!Array.isArray(class_es))
487 class_es = [class_es];
488 class_es.forEach(cl => elt.classList.remove(cl));
489 }
490
491 // Generally light square bottom-right
492 getSquareColorClass(x, y) {
493 return ((x+y) % 2 == 0 ? "light-square": "dark-square");
494 }
495
496 getMaxDistance(r) {
497 // Works for all rectangular boards:
498 return Math.sqrt(r.width ** 2 + r.height ** 2);
499 }
500
501 getDomPiece(x, y) {
502 return (typeof x == "string" ? this.r_pieces : this.g_pieces)[x][y];
503 }
504
505 //////////////////
506 // VISUAL METHODS
507
508 graphicalInit() {
509 const g_init = () => {
510 this.re_drawBoardElements();
511 if (!this.isDiagram && !this.mouseListeners && !this.touchListeners)
512 this.initMouseEvents();
513 };
514 let container = document.getElementById(this.containerId);
515 this.windowResizeObs = new ResizeObserver(g_init);
516 this.windowResizeObs.observe(container);
517 }
518
519 re_drawBoardElements() {
520 const board = this.getSvgChessboard();
521 const oppCol = C.GetOppCol(this.playerColor);
522 const container = document.getElementById(this.containerId);
523 const rc = container.getBoundingClientRect();
524 let chessboard = container.querySelector(".chessboard");
525 chessboard.innerHTML = "";
526 chessboard.insertAdjacentHTML('beforeend', board);
527 // Compare window ratio width / height to aspectRatio:
528 const windowRatio = rc.width / rc.height;
529 let cbWidth, cbHeight;
530 const vRatio = this.size.ratio || 1;
531 if (windowRatio <= vRatio) {
532 // Limiting dimension is width:
533 cbWidth = Math.min(rc.width, 767);
534 cbHeight = cbWidth / vRatio;
535 }
536 else {
537 // Limiting dimension is height:
538 cbHeight = Math.min(rc.height, 767);
539 cbWidth = cbHeight * vRatio;
540 }
541 if (this.hasReserve && !this.isDiagram) {
542 const sqSize = cbWidth / this.size.y;
543 // NOTE: allocate space for reserves (up/down) even if they are empty
544 // Cannot use getReserveSquareSize() here, but sqSize is an upper bound.
545 if ((rc.height - cbHeight) / 2 < sqSize + 5) {
546 cbHeight = rc.height - 2 * (sqSize + 5);
547 cbWidth = cbHeight * vRatio;
548 }
549 }
550 chessboard.style.width = cbWidth + "px";
551 chessboard.style.height = cbHeight + "px";
552 // Center chessboard:
553 const spaceLeft = (rc.width - cbWidth) / 2,
554 spaceTop = (rc.height - cbHeight) / 2;
555 chessboard.style.left = spaceLeft + "px";
556 chessboard.style.top = spaceTop + "px";
557 // Give sizes instead of recomputing them,
558 // because chessboard might not be drawn yet.
559 this.setupPieces({
560 width: cbWidth,
561 height: cbHeight,
562 x: spaceLeft,
563 y: spaceTop
564 });
565 }
566
567 // Get SVG board (background, no pieces)
568 getSvgChessboard() {
569 const flipped = (this.playerColor == 'b');
570 let board = `
571 <svg
572 viewBox="0 0 ${10*this.size.y} ${10*this.size.x}"
573 class="chessboard_SVG">`;
574 for (let i=0; i < this.size.x; i++) {
575 for (let j=0; j < this.size.y; j++) {
576 if (!this.onBoard(i, j))
577 continue;
578 const ii = (flipped ? this.size.x - 1 - i : i);
579 const jj = (flipped ? this.size.y - 1 - j : j);
580 let classes = this.getSquareColorClass(ii, jj);
581 if (this.enlightened && !this.enlightened[ii][jj])
582 classes += " in-shadow";
583 // NOTE: x / y reversed because coordinates system is reversed.
584 board += `
585 <rect
586 class="${classes}"
587 id="${this.coordsToId({x: ii, y: jj})}"
588 width="10"
589 height="10"
590 x="${10*j}"
591 y="${10*i}"
592 />`;
593 }
594 }
595 board += "</svg>";
596 return board;
597 }
598
599 setupPieces(r) {
600 let chessboard =
601 document.getElementById(this.containerId).querySelector(".chessboard");
602 if (!r)
603 r = chessboard.getBoundingClientRect();
604 const pieceWidth = this.getPieceWidth(r.width);
605 const addPiece = (i, j, arrName, classes) => {
606 this[arrName][i][j] = document.createElement("piece");
607 C.AddClass_es(this[arrName][i][j], classes);
608 this[arrName][i][j].style.width = pieceWidth + "px";
609 this[arrName][i][j].style.height = pieceWidth + "px";
610 let [ip, jp] = this.getPixelPosition(i, j, r);
611 // Translate coordinates to use chessboard as reference:
612 this[arrName][i][j].style.transform =
613 `translate(${ip - r.x}px,${jp - r.y}px)`;
614 chessboard.appendChild(this[arrName][i][j]);
615 };
616 const conditionalReset = (arrName) => {
617 if (this[arrName]) {
618 // Refreshing: delete old pieces first. This isn't necessary,
619 // but simpler (this method isn't called many times)
620 for (let i=0; i<this.size.x; i++) {
621 for (let j=0; j<this.size.y; j++) {
622 if (this[arrName][i][j]) {
623 this[arrName][i][j].remove();
624 this[arrName][i][j] = null;
625 }
626 }
627 }
628 }
629 else
630 this[arrName] = ArrayFun.init(this.size.x, this.size.y, null);
631 if (arrName == "d_pieces")
632 this.marks.forEach(([i, j]) => addPiece(i, j, arrName, "mark"));
633 };
634 if (this.marks)
635 conditionalReset("d_pieces");
636 conditionalReset("g_pieces");
637 for (let i=0; i < this.size.x; i++) {
638 for (let j=0; j < this.size.y; j++) {
639 if (this.board[i][j] != "") {
640 const color = this.getColor(i, j);
641 const piece = this.getPiece(i, j);
642 addPiece(i, j, "g_pieces", this.pieces(color, i, j)[piece]["class"]);
643 this.g_pieces[i][j].classList.add(C.GetColorClass(color));
644 if (this.enlightened && !this.enlightened[i][j])
645 this.g_pieces[i][j].classList.add("hidden");
646 }
647 if (this.marks && this.d_pieces[i][j]) {
648 let classes = ["mark"];
649 if (this.board[i][j] != "")
650 classes.push("transparent");
651 addPiece(i, j, "d_pieces", classes);
652 }
653 }
654 }
655 if (this.hasReserve && !this.isDiagram)
656 this.re_drawReserve(['w', 'b'], r);
657 }
658
659 // NOTE: assume this.reserve != null
660 re_drawReserve(colors, r) {
661 if (this.r_pieces) {
662 // Remove (old) reserve pieces
663 for (let c of colors) {
664 Object.keys(this.r_pieces[c]).forEach(p => {
665 this.r_pieces[c][p].remove();
666 delete this.r_pieces[c][p];
667 const numId = this.getReserveNumId(c, p);
668 document.getElementById(numId).remove();
669 });
670 }
671 }
672 else
673 this.r_pieces = { w: {}, b: {} };
674 let container = document.getElementById(this.containerId);
675 if (!r)
676 r = container.querySelector(".chessboard").getBoundingClientRect();
677 for (let c of colors) {
678 let reservesDiv = document.getElementById("reserves_" + c);
679 if (reservesDiv)
680 reservesDiv.remove();
681 if (!this.reserve[c])
682 continue;
683 const nbR = this.getNbReservePieces(c);
684 if (nbR == 0)
685 continue;
686 const sqResSize = this.getReserveSquareSize(r.width, nbR);
687 let ridx = 0;
688 const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
689 const [i0, j0] = [r.x, r.y + vShift];
690 let rcontainer = document.createElement("div");
691 rcontainer.id = "reserves_" + c;
692 rcontainer.classList.add("reserves");
693 rcontainer.style.left = i0 + "px";
694 rcontainer.style.top = j0 + "px";
695 // NOTE: +1 fix display bug on Firefox at least
696 rcontainer.style.width = (nbR * sqResSize + 1) + "px";
697 rcontainer.style.height = sqResSize + "px";
698 container.appendChild(rcontainer);
699 for (let p of Object.keys(this.reserve[c])) {
700 if (this.reserve[c][p] == 0)
701 continue;
702 let r_cell = document.createElement("div");
703 r_cell.id = this.coordsToId({x: c, y: p});
704 r_cell.classList.add("reserve-cell");
705 r_cell.style.width = sqResSize + "px";
706 r_cell.style.height = sqResSize + "px";
707 rcontainer.appendChild(r_cell);
708 let piece = document.createElement("piece");
709 C.AddClass_es(piece, this.pieces(c, c, p)[p]["class"]);
710 piece.classList.add(C.GetColorClass(c));
711 piece.style.width = "100%";
712 piece.style.height = "100%";
713 this.r_pieces[c][p] = piece;
714 r_cell.appendChild(piece);
715 let number = document.createElement("div");
716 number.textContent = this.reserve[c][p];
717 number.classList.add("reserve-num");
718 number.id = this.getReserveNumId(c, p);
719 const fontSize = "1.3em";
720 number.style.fontSize = fontSize;
721 number.style.fontSize = fontSize;
722 r_cell.appendChild(number);
723 ridx++;
724 }
725 }
726 }
727
728 updateReserve(color, piece, count) {
729 if (this.options["cannibal"] && C.CannibalKings[piece])
730 piece = "k"; //capturing cannibal king: back to king form
731 const oldCount = this.reserve[color][piece];
732 this.reserve[color][piece] = count;
733 // Redrawing is much easier if count==0 (or undefined)
734 if ([oldCount, count].some(item => !item))
735 this.re_drawReserve([color]);
736 else {
737 const numId = this.getReserveNumId(color, piece);
738 document.getElementById(numId).textContent = count;
739 }
740 }
741
742 // Resize board: no need to destroy/recreate pieces
743 rescale(mode) {
744 const container = document.getElementById(this.containerId);
745 let chessboard = container.querySelector(".chessboard");
746 const rc = container.getBoundingClientRect(),
747 r = chessboard.getBoundingClientRect();
748 const multFact = (mode == "up" ? 1.05 : 0.95);
749 let [newWidth, newHeight] = [multFact * r.width, multFact * r.height];
750 // Stay in window:
751 const vRatio = this.size.ratio || 1;
752 if (newWidth > rc.width) {
753 newWidth = rc.width;
754 newHeight = newWidth / vRatio;
755 }
756 if (newHeight > rc.height) {
757 newHeight = rc.height;
758 newWidth = newHeight * vRatio;
759 }
760 chessboard.style.width = newWidth + "px";
761 chessboard.style.height = newHeight + "px";
762 const newX = (rc.width - newWidth) / 2;
763 chessboard.style.left = newX + "px";
764 const newY = (rc.height - newHeight) / 2;
765 chessboard.style.top = newY + "px";
766 const newR = {x: newX, y: newY, width: newWidth, height: newHeight};
767 const pieceWidth = this.getPieceWidth(newWidth);
768 // NOTE: next "if" for variants which use squares filling
769 // instead of "physical", moving pieces
770 if (this.g_pieces) {
771 for (let i=0; i < this.size.x; i++) {
772 for (let j=0; j < this.size.y; j++) {
773 if (this.g_pieces[i][j]) {
774 // NOTE: could also use CSS transform "scale"
775 this.g_pieces[i][j].style.width = pieceWidth + "px";
776 this.g_pieces[i][j].style.height = pieceWidth + "px";
777 const [ip, jp] = this.getPixelPosition(i, j, newR);
778 // Translate coordinates to use chessboard as reference:
779 this.g_pieces[i][j].style.transform =
780 `translate(${ip - newX}px,${jp - newY}px)`;
781 }
782 }
783 }
784 }
785 if (this.hasReserve)
786 this.rescaleReserve(newR);
787 }
788
789 rescaleReserve(r) {
790 for (let c of ['w','b']) {
791 if (!this.reserve[c])
792 continue;
793 const nbR = this.getNbReservePieces(c);
794 if (nbR == 0)
795 continue;
796 // Resize container first
797 const sqResSize = this.getReserveSquareSize(r.width, nbR);
798 const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
799 const [i0, j0] = [r.x, r.y + vShift];
800 let rcontainer = document.getElementById("reserves_" + c);
801 rcontainer.style.left = i0 + "px";
802 rcontainer.style.top = j0 + "px";
803 rcontainer.style.width = (nbR * sqResSize + 1) + "px";
804 rcontainer.style.height = sqResSize + "px";
805 // And then reserve cells:
806 const rpieceWidth = this.getReserveSquareSize(r.width, nbR);
807 Object.keys(this.reserve[c]).forEach(p => {
808 if (this.reserve[c][p] == 0)
809 return;
810 let r_cell = document.getElementById(this.coordsToId({x: c, y: p}));
811 r_cell.style.width = sqResSize + "px";
812 r_cell.style.height = sqResSize + "px";
813 });
814 }
815 }
816
817 // Return the absolute pixel coordinates given current position.
818 // Our coordinate system differs from CSS one (x <--> y).
819 // We return here the CSS coordinates (more useful).
820 getPixelPosition(i, j, r) {
821 if (i < 0 || j < 0)
822 return [0, 0]; //piece vanishes
823 let x, y;
824 if (typeof i == "string") {
825 // Reserves: need to know the rank of piece
826 const nbR = this.getNbReservePieces(i);
827 const rsqSize = this.getReserveSquareSize(r.width, nbR);
828 x = this.getRankInReserve(i, j) * rsqSize;
829 y = (this.playerColor == i ? y = r.height + 5 : - 5 - rsqSize);
830 }
831 else {
832 const sqSize = r.width / this.size.y;
833 const flipped = (this.playerColor == 'b');
834 x = (flipped ? this.size.y - 1 - j : j) * sqSize;
835 y = (flipped ? this.size.x - 1 - i : i) * sqSize;
836 }
837 return [r.x + x, r.y + y];
838 }
839
840 initMouseEvents() {
841 let container = document.getElementById(this.containerId);
842 let chessboard = container.querySelector(".chessboard");
843
844 const getOffset = e => {
845 if (e.clientX)
846 // Mouse
847 return {x: e.clientX, y: e.clientY};
848 let touchLocation = null;
849 if (e.targetTouches && e.targetTouches.length >= 1)
850 // Touch screen, dragstart
851 touchLocation = e.targetTouches[0];
852 else if (e.changedTouches && e.changedTouches.length >= 1)
853 // Touch screen, dragend
854 touchLocation = e.changedTouches[0];
855 if (touchLocation)
856 return {x: touchLocation.clientX, y: touchLocation.clientY};
857 return {x: 0, y: 0}; //shouldn't reach here =)
858 }
859
860 const centerOnCursor = (piece, e) => {
861 const centerShift = this.getPieceWidth(r.width) / 2;
862 const offset = getOffset(e);
863 piece.style.left = (offset.x - centerShift) + "px";
864 piece.style.top = (offset.y - centerShift) + "px";
865 }
866
867 let start = null,
868 r = null,
869 startPiece, curPiece = null,
870 pieceWidth;
871 const mousedown = (e) => {
872 // Disable zoom on smartphones:
873 if (e.touches && e.touches.length > 1)
874 e.preventDefault();
875 r = chessboard.getBoundingClientRect();
876 pieceWidth = this.getPieceWidth(r.width);
877 const cd = this.idToCoords(e.target.id);
878 if (cd) {
879 const move = this.doClick(cd);
880 if (move)
881 this.buildMoveStack(move, r);
882 else if (!this.clickOnly) {
883 const [x, y] = Object.values(cd);
884 if (typeof x != "number")
885 startPiece = this.r_pieces[x][y];
886 else
887 startPiece = this.g_pieces[x][y];
888 if (startPiece && this.canIplay(x, y)) {
889 e.preventDefault();
890 start = cd;
891 curPiece = startPiece.cloneNode();
892 curPiece.style.transform = "none";
893 curPiece.style.zIndex = 5;
894 curPiece.style.width = pieceWidth + "px";
895 curPiece.style.height = pieceWidth + "px";
896 centerOnCursor(curPiece, e);
897 container.appendChild(curPiece);
898 startPiece.style.opacity = "0.4";
899 chessboard.style.cursor = "none";
900 }
901 }
902 }
903 };
904
905 const mousemove = (e) => {
906 if (start) {
907 e.preventDefault();
908 centerOnCursor(curPiece, e);
909 }
910 else if (e.changedTouches && e.changedTouches.length >= 1)
911 // Attempt to prevent horizontal swipe...
912 e.preventDefault();
913 };
914
915 const mouseup = (e) => {
916 if (!start)
917 return;
918 const [x, y] = [start.x, start.y];
919 start = null;
920 e.preventDefault();
921 chessboard.style.cursor = "pointer";
922 startPiece.style.opacity = "1";
923 const offset = getOffset(e);
924 const landingElt = document.elementFromPoint(offset.x, offset.y);
925 const cd =
926 (landingElt ? this.idToCoords(landingElt.id) : undefined);
927 if (cd) {
928 // NOTE: clearly suboptimal, but much easier, and not a big deal.
929 const potentialMoves = this.getPotentialMovesFrom([x, y])
930 .filter(m => m.end.x == cd.x && m.end.y == cd.y);
931 const moves = this.filterValid(potentialMoves);
932 if (moves.length >= 2)
933 this.showChoices(moves, r);
934 else if (moves.length == 1)
935 this.buildMoveStack(moves[0], r);
936 }
937 curPiece.remove();
938 };
939
940 const resize = (e) => this.rescale(e.deltaY < 0 ? "up" : "down");
941
942 if ('onmousedown' in window) {
943 this.mouseListeners = [
944 {type: "mousedown", listener: mousedown},
945 {type: "mousemove", listener: mousemove},
946 {type: "mouseup", listener: mouseup},
947 {type: "wheel", listener: resize}
948 ];
949 this.mouseListeners.forEach(ml => {
950 document.addEventListener(ml.type, ml.listener);
951 });
952 }
953 if ('ontouchstart' in window) {
954 this.touchListeners = [
955 {type: "touchstart", listener: mousedown},
956 {type: "touchmove", listener: mousemove},
957 {type: "touchend", listener: mouseup}
958 ];
959 this.touchListeners.forEach(tl => {
960 // https://stackoverflow.com/a/42509310/12660887
961 document.addEventListener(tl.type, tl.listener, {passive: false});
962 });
963 }
964 // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
965 }
966
967 // NOTE: not called if isDiagram
968 removeListeners() {
969 let container = document.getElementById(this.containerId);
970 this.windowResizeObs.unobserve(container);
971 if ('onmousedown' in window) {
972 this.mouseListeners.forEach(ml => {
973 document.removeEventListener(ml.type, ml.listener);
974 });
975 }
976 if ('ontouchstart' in window) {
977 this.touchListeners.forEach(tl => {
978 // https://stackoverflow.com/a/42509310/12660887
979 document.removeEventListener(tl.type, tl.listener);
980 });
981 }
982 }
983
984 showChoices(moves, r) {
985 let container = document.getElementById(this.containerId);
986 let chessboard = container.querySelector(".chessboard");
987 let choices = document.createElement("div");
988 choices.id = "choices";
989 if (!r)
990 r = chessboard.getBoundingClientRect();
991 choices.style.width = r.width + "px";
992 choices.style.height = r.height + "px";
993 choices.style.left = r.x + "px";
994 choices.style.top = r.y + "px";
995 chessboard.style.opacity = "0.5";
996 container.appendChild(choices);
997 const squareWidth = r.width / this.size.y;
998 const firstUpLeft = (r.width - (moves.length * squareWidth)) / 2;
999 const firstUpTop = (r.height - squareWidth) / 2;
1000 const color = moves[0].appear[0].c;
1001 const callback = (m) => {
1002 chessboard.style.opacity = "1";
1003 container.removeChild(choices);
1004 this.buildMoveStack(m, r);
1005 }
1006 for (let i=0; i < moves.length; i++) {
1007 let choice = document.createElement("div");
1008 choice.classList.add("choice");
1009 choice.style.width = squareWidth + "px";
1010 choice.style.height = squareWidth + "px";
1011 choice.style.left = (firstUpLeft + i * squareWidth) + "px";
1012 choice.style.top = firstUpTop + "px";
1013 choice.style.backgroundColor = "lightyellow";
1014 choice.onclick = () => callback(moves[i]);
1015 const piece = document.createElement("piece");
1016 const cdisp = moves[i].choice || moves[i].appear[0].p;
1017 C.AddClass_es(piece,
1018 this.pieces(color, moves[i].end.x, moves[i].end.y)[cdisp]["class"]);
1019 piece.classList.add(C.GetColorClass(color));
1020 piece.style.width = "100%";
1021 piece.style.height = "100%";
1022 choice.appendChild(piece);
1023 choices.appendChild(choice);
1024 }
1025 }
1026
1027 displayMessage(elt, msg, classe_s, timeout) {
1028 if (elt)
1029 // Fixed element, e.g. for Dice Chess
1030 elt.innerHTML = msg;
1031 else {
1032 // Temporary div (Chakart, Apocalypse...)
1033 let divMsg = document.createElement("div");
1034 C.AddClass_es(divMsg, classe_s);
1035 divMsg.innerHTML = msg;
1036 let container = document.getElementById(this.containerId);
1037 container.appendChild(divMsg);
1038 setTimeout(() => container.removeChild(divMsg), timeout);
1039 }
1040 }
1041
1042 ////////////////
1043 // DARK METHODS
1044
1045 updateEnlightened() {
1046 this.oldEnlightened = this.enlightened;
1047 this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
1048 // Add pieces positions + all squares reachable by moves (includes Zen):
1049 for (let x=0; x<this.size.x; x++) {
1050 for (let y=0; y<this.size.y; y++) {
1051 if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor)
1052 {
1053 this.enlightened[x][y] = true;
1054 this.getPotentialMovesFrom([x, y]).forEach(m => {
1055 this.enlightened[m.end.x][m.end.y] = true;
1056 });
1057 }
1058 }
1059 }
1060 if (this.epSquare)
1061 this.enlightEnpassant();
1062 }
1063
1064 // Include square of the en-passant capturing square:
1065 enlightEnpassant() {
1066 // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
1067 const steps = this.pieces(this.playerColor)["p"].attack[0].steps;
1068 for (let step of steps) {
1069 const x = this.epSquare.x - step[0],
1070 y = this.getY(this.epSquare.y - step[1]);
1071 if (
1072 this.onBoard(x, y) &&
1073 this.getColor(x, y) == this.playerColor &&
1074 this.getPieceType(x, y) == "p"
1075 ) {
1076 this.enlightened[x][this.epSquare.y] = true;
1077 break;
1078 }
1079 }
1080 }
1081
1082 // Apply diff this.enlightened --> oldEnlightened on board
1083 graphUpdateEnlightened() {
1084 let chessboard =
1085 document.getElementById(this.containerId).querySelector(".chessboard");
1086 const r = chessboard.getBoundingClientRect();
1087 const pieceWidth = this.getPieceWidth(r.width);
1088 for (let x=0; x<this.size.x; x++) {
1089 for (let y=0; y<this.size.y; y++) {
1090 if (!this.enlightened[x][y] && this.oldEnlightened[x][y]) {
1091 let elt = document.getElementById(this.coordsToId({x: x, y: y}));
1092 elt.classList.add("in-shadow");
1093 if (this.g_pieces[x][y])
1094 this.g_pieces[x][y].classList.add("hidden");
1095 }
1096 else if (this.enlightened[x][y] && !this.oldEnlightened[x][y]) {
1097 let elt = document.getElementById(this.coordsToId({x: x, y: y}));
1098 elt.classList.remove("in-shadow");
1099 if (this.g_pieces[x][y])
1100 this.g_pieces[x][y].classList.remove("hidden");
1101 }
1102 }
1103 }
1104 }
1105
1106 //////////////
1107 // BASIC UTILS
1108
1109 get size() {
1110 return {
1111 x: 8,
1112 y: 8,
1113 ratio: 1 //for rectangular board = y / x (optional, 1 = default)
1114 };
1115 }
1116
1117 // Color of thing on square (i,j). '' if square is empty
1118 getColor(i, j) {
1119 if (typeof i == "string")
1120 return i; //reserves
1121 return this.board[i][j].charAt(0);
1122 }
1123
1124 static GetColorClass(c) {
1125 if (c == 'w')
1126 return "white";
1127 if (c == 'b')
1128 return "black";
1129 return "other-color"; //unidentified color
1130 }
1131
1132 // Piece on i,j. '' if square is empty
1133 getPiece(i, j) {
1134 if (typeof j == "string")
1135 return j; //reserves
1136 return this.board[i][j].charAt(1);
1137 }
1138
1139 // Piece type on square (i,j)
1140 getPieceType(x, y, p) {
1141 if (!p)
1142 p = this.getPiece(x, y);
1143 return this.pieces()[p].moveas || p;
1144 }
1145
1146 isKing(x, y, p) {
1147 if (!p)
1148 p = this.getPiece(x, y);
1149 if (!this.options["cannibal"])
1150 return p == 'k';
1151 return !!C.CannibalKings[p];
1152 }
1153
1154 // Get opponent color
1155 static GetOppCol(color) {
1156 return (color == "w" ? "b" : "w");
1157 }
1158
1159 // Is (x,y) on the chessboard?
1160 onBoard(x, y) {
1161 return (x >= 0 && x < this.size.x &&
1162 y >= 0 && y < this.size.y);
1163 }
1164
1165 // Am I allowed to move thing at square x,y ?
1166 canIplay(x, y) {
1167 return (this.playerColor == this.turn && this.getColor(x, y) == this.turn);
1168 }
1169
1170 ////////////////////////
1171 // PIECES SPECIFICATIONS
1172
1173 pieces(color, x, y) {
1174 const pawnShift = (color == "w" ? -1 : 1);
1175 // NOTE: jump 2 squares from first rank (pawns can be here sometimes)
1176 const initRank = ((color == 'w' && x >= 6) || (color == 'b' && x <= 1));
1177 return {
1178 'p': {
1179 "class": "pawn",
1180 moves: [
1181 {
1182 steps: [[pawnShift, 0]],
1183 range: (initRank ? 2 : 1)
1184 }
1185 ],
1186 attack: [
1187 {
1188 steps: [[pawnShift, 1], [pawnShift, -1]],
1189 range: 1
1190 }
1191 ]
1192 },
1193 'r': {
1194 "class": "rook",
1195 both: [
1196 {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
1197 ]
1198 },
1199 'n': {
1200 "class": "knight",
1201 both: [
1202 {
1203 steps: [
1204 [1, 2], [1, -2], [-1, 2], [-1, -2],
1205 [2, 1], [-2, 1], [2, -1], [-2, -1]
1206 ],
1207 range: 1
1208 }
1209 ]
1210 },
1211 'b': {
1212 "class": "bishop",
1213 both: [
1214 {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
1215 ]
1216 },
1217 'q': {
1218 "class": "queen",
1219 both: [
1220 {
1221 steps: [
1222 [0, 1], [0, -1], [1, 0], [-1, 0],
1223 [1, 1], [1, -1], [-1, 1], [-1, -1]
1224 ]
1225 }
1226 ]
1227 },
1228 'k': {
1229 "class": "king",
1230 both: [
1231 {
1232 steps: [
1233 [0, 1], [0, -1], [1, 0], [-1, 0],
1234 [1, 1], [1, -1], [-1, 1], [-1, -1]
1235 ],
1236 range: 1
1237 }
1238 ]
1239 },
1240 // Cannibal kings:
1241 '!': {"class": "king-pawn", moveas: "p"},
1242 '#': {"class": "king-rook", moveas: "r"},
1243 '$': {"class": "king-knight", moveas: "n"},
1244 '%': {"class": "king-bishop", moveas: "b"},
1245 '*': {"class": "king-queen", moveas: "q"}
1246 };
1247 }
1248
1249 // NOTE: using special symbols to not interfere with variants' pieces codes
1250 static get CannibalKings() {
1251 return {
1252 "!": "p",
1253 "#": "r",
1254 "$": "n",
1255 "%": "b",
1256 "*": "q",
1257 "k": "k"
1258 };
1259 }
1260
1261 static get CannibalKingCode() {
1262 return {
1263 "p": "!",
1264 "r": "#",
1265 "n": "$",
1266 "b": "%",
1267 "q": "*",
1268 "k": "k"
1269 };
1270 }
1271
1272 //////////////////////////
1273 // MOVES GENERATION UTILS
1274
1275 // For Cylinder: get Y coordinate
1276 getY(y) {
1277 if (!this.options["cylinder"])
1278 return y;
1279 let res = y % this.size.y;
1280 if (res < 0)
1281 res += this.size.y;
1282 return res;
1283 }
1284
1285 getSegments(curSeg, segStart, segEnd) {
1286 if (curSeg.length == 0)
1287 return undefined;
1288 let segments = JSON.parse(JSON.stringify(curSeg)); //not altering
1289 segments.push([[segStart[0], segStart[1]], [segEnd[0], segEnd[1]]]);
1290 return segments;
1291 }
1292
1293 getStepSpec(color, x, y, piece) {
1294 let pieceType = piece;
1295 let allSpecs = this.pieces(color, x, y);
1296 if (!piece)
1297 pieceType = this.getPieceType(x, y);
1298 else if (allSpecs[piece].moveas)
1299 pieceType = allSpecs[piece].moveas;
1300 let res = allSpecs[pieceType];
1301 if (!res["both"])
1302 res.both = [];
1303 if (!res["moves"])
1304 res.moves = [];
1305 if (!res["attack"])
1306 res.attack = [];
1307 return res;
1308 }
1309
1310 // Can thing on square1 capture thing on square2?
1311 canTake([x1, y1], [x2, y2]) {
1312 return this.getColor(x1, y1) !== this.getColor(x2, y2);
1313 }
1314
1315 canStepOver(i, j, p) {
1316 // In some variants, objects on boards don't stop movement (Chakart)
1317 return this.board[i][j] == "";
1318 }
1319
1320 canDrop([c, p], [i, j]) {
1321 return (
1322 this.board[i][j] == "" &&
1323 (!this.enlightened || this.enlightened[i][j]) &&
1324 (
1325 p != "p" ||
1326 (c == 'w' && i < this.size.x - 1) ||
1327 (c == 'b' && i > 0)
1328 )
1329 );
1330 }
1331
1332 // For Madrasi:
1333 // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
1334 isImmobilized([x, y]) {
1335 if (!this.options["madrasi"])
1336 return false;
1337 const color = this.getColor(x, y);
1338 const oppCol = C.GetOppCol(color);
1339 const piece = this.getPieceType(x, y);
1340 const stepSpec = this.getStepSpec(color, x, y, piece);
1341 const attacks = stepSpec.both.concat(stepSpec.attack);
1342 for (let a of attacks) {
1343 outerLoop: for (let step of a.steps) {
1344 let [i, j] = [x + step[0], y + step[1]];
1345 let stepCounter = 1;
1346 while (this.onBoard(i, j) && this.board[i][j] == "") {
1347 if (a.range <= stepCounter++)
1348 continue outerLoop;
1349 i += step[0];
1350 j = this.getY(j + step[1]);
1351 }
1352 if (
1353 this.onBoard(i, j) &&
1354 this.getColor(i, j) == oppCol &&
1355 this.getPieceType(i, j) == piece
1356 ) {
1357 return true;
1358 }
1359 }
1360 }
1361 return false;
1362 }
1363
1364 // Stop at the first capture found
1365 atLeastOneCapture(color) {
1366 const oppCol = C.GetOppCol(color);
1367 const allowed = (sq1, sq2) => {
1368 return (
1369 // NOTE: canTake is reversed for Zen.
1370 // Generally ok because of the symmetry. TODO?
1371 this.canTake(sq1, sq2) &&
1372 this.filterValid(
1373 [this.getBasicMove(sq1, sq2)]).length >= 1
1374 );
1375 };
1376 for (let i=0; i<this.size.x; i++) {
1377 for (let j=0; j<this.size.y; j++) {
1378 if (this.getColor(i, j) == color) {
1379 if (
1380 (
1381 !this.options["zen"] &&
1382 this.findDestSquares(
1383 [i, j],
1384 {
1385 attackOnly: true,
1386 one: true,
1387 segments: this.options["cylinder"]
1388 },
1389 allowed
1390 )
1391 )
1392 ||
1393 (
1394 (
1395 this.options["zen"] &&
1396 this.findCapturesOn(
1397 [i, j],
1398 {
1399 one: true,
1400 segments: this.options["cylinder"]
1401 },
1402 allowed
1403 )
1404 )
1405 )
1406 ) {
1407 return true;
1408 }
1409 }
1410 }
1411 }
1412 return false;
1413 }
1414
1415 compatibleStep([x1, y1], [x2, y2], step, range) {
1416 const epsilon = 1e-7; //arbitrary small value
1417 let shifts = [0];
1418 if (this.options["cylinder"])
1419 Array.prototype.push.apply(shifts, [-this.size.y, this.size.y]);
1420 for (let sh of shifts) {
1421 const rx = (x2 - x1) / step[0],
1422 ry = (y2 + sh - y1) / step[1];
1423 if (
1424 // Zero step but non-zero interval => impossible
1425 (!Number.isFinite(rx) && !Number.isNaN(rx)) ||
1426 (!Number.isFinite(ry) && !Number.isNaN(ry)) ||
1427 // Negative number of step (impossible)
1428 (rx < 0 || ry < 0) ||
1429 // Not the same number of steps in both directions:
1430 (!Number.isNaN(rx) && !Number.isNaN(ry) && Math.abs(rx - ry) > epsilon)
1431 ) {
1432 continue;
1433 }
1434 let distance = (Number.isNaN(rx) ? ry : rx);
1435 if (Math.abs(distance - Math.round(distance)) > epsilon)
1436 continue;
1437 distance = Math.round(distance); //in case of (numerical...)
1438 if (!range || range >= distance)
1439 return true;
1440 }
1441 return false;
1442 }
1443
1444 ////////////////////
1445 // MOVES GENERATION
1446
1447 getDropMovesFrom([c, p]) {
1448 // NOTE: by design, this.reserve[c][p] >= 1 on user click
1449 // (but not necessarily otherwise: atLeastOneMove() etc)
1450 if (this.reserve[c][p] == 0)
1451 return [];
1452 let moves = [];
1453 for (let i=0; i<this.size.x; i++) {
1454 for (let j=0; j<this.size.y; j++) {
1455 if (this.onBoard(i, j) && this.canDrop([c, p], [i, j])) {
1456 let mv = new Move({
1457 start: {x: c, y: p},
1458 end: {x: i, y: j},
1459 appear: [new PiPo({x: i, y: j, c: c, p: p})],
1460 vanish: []
1461 });
1462 if (this.board[i][j] != "") {
1463 mv.vanish.push(new PiPo({
1464 x: i,
1465 y: j,
1466 c: this.getColor(i, j),
1467 p: this.getPiece(i, j)
1468 }));
1469 }
1470 moves.push(mv);
1471 }
1472 }
1473 }
1474 return moves;
1475 }
1476
1477 // All possible moves from selected square
1478 getPotentialMovesFrom([x, y], color) {
1479 if (this.subTurnTeleport == 2)
1480 return [];
1481 if (typeof x == "string")
1482 return this.getDropMovesFrom([x, y]);
1483 if (this.isImmobilized([x, y]))
1484 return [];
1485 const piece = this.getPieceType(x, y);
1486 let moves = this.getPotentialMovesOf(piece, [x, y]);
1487 if (piece == "p" && this.hasEnpassant && this.epSquare)
1488 Array.prototype.push.apply(moves, this.getEnpassantCaptures([x, y]));
1489 if (
1490 this.isKing(0, 0, piece) && this.hasCastle &&
1491 this.castleFlags[color || this.turn].some(v => v < this.size.y)
1492 ) {
1493 Array.prototype.push.apply(moves, this.getCastleMoves([x, y]));
1494 }
1495 return this.postProcessPotentialMoves(moves);
1496 }
1497
1498 postProcessPotentialMoves(moves) {
1499 if (moves.length == 0)
1500 return [];
1501 const color = this.getColor(moves[0].start.x, moves[0].start.y);
1502 const oppCol = C.GetOppCol(color);
1503
1504 if (this.options["capture"] && this.atLeastOneCapture(color))
1505 moves = this.capturePostProcess(moves, oppCol);
1506
1507 if (this.options["atomic"])
1508 moves = this.atomicPostProcess(moves, color, oppCol);
1509
1510 if (
1511 moves.length > 0 &&
1512 this.getPieceType(moves[0].start.x, moves[0].start.y) == "p"
1513 ) {
1514 moves = this.pawnPostProcess(moves, color, oppCol);
1515 }
1516
1517 if (this.options["cannibal"] && this.options["rifle"])
1518 // In this case a rifle-capture from last rank may promote a pawn
1519 moves = this.riflePromotePostProcess(moves, color);
1520
1521 return moves;
1522 }
1523
1524 capturePostProcess(moves, oppCol) {
1525 // Filter out non-capturing moves (not using m.vanish because of
1526 // self captures of Recycle and Teleport).
1527 return moves.filter(m => {
1528 return (
1529 this.board[m.end.x][m.end.y] != "" &&
1530 this.getColor(m.end.x, m.end.y) == oppCol
1531 );
1532 });
1533 }
1534
1535 atomicPostProcess(moves, color, oppCol) {
1536 moves.forEach(m => {
1537 if (
1538 this.board[m.end.x][m.end.y] != "" &&
1539 this.getColor(m.end.x, m.end.y) == oppCol
1540 ) {
1541 // Explosion!
1542 let steps = [
1543 [-1, -1],
1544 [-1, 0],
1545 [-1, 1],
1546 [0, -1],
1547 [0, 1],
1548 [1, -1],
1549 [1, 0],
1550 [1, 1]
1551 ];
1552 let mNext = new Move({
1553 start: m.end,
1554 end: m.end,
1555 appear: [],
1556 vanish: []
1557 });
1558 for (let step of steps) {
1559 let x = m.end.x + step[0];
1560 let y = this.getY(m.end.y + step[1]);
1561 if (
1562 this.onBoard(x, y) &&
1563 this.board[x][y] != "" &&
1564 (x != m.start.x || y != m.start.y) &&
1565 this.getPieceType(x, y) != "p"
1566 ) {
1567 mNext.vanish.push(
1568 new PiPo({
1569 p: this.getPiece(x, y),
1570 c: this.getColor(x, y),
1571 x: x,
1572 y: y
1573 })
1574 );
1575 }
1576 }
1577 if (!this.options["rifle"]) {
1578 // The moving piece also vanish
1579 mNext.vanish.unshift(
1580 new PiPo({
1581 x: m.end.x,
1582 y: m.end.y,
1583 c: color,
1584 p: this.getPiece(m.start.x, m.start.y)
1585 })
1586 );
1587 }
1588 m.next = mNext;
1589 }
1590 });
1591 return moves;
1592 }
1593
1594 pawnPostProcess(moves, color, oppCol) {
1595 let moreMoves = [];
1596 const lastRank = (color == "w" ? 0 : this.size.x - 1);
1597 const initPiece = this.getPiece(moves[0].start.x, moves[0].start.y);
1598 moves.forEach(m => {
1599 const [x1, y1] = [m.start.x, m.start.y];
1600 const [x2, y2] = [m.end.x, m.end.y];
1601 const promotionOk = (
1602 x2 == lastRank &&
1603 (!this.options["rifle"] || this.board[x2][y2] == "")
1604 );
1605 if (!promotionOk)
1606 return; //nothing to do
1607 if (this.options["pawnfall"]) {
1608 m.appear.shift();
1609 return;
1610 }
1611 let finalPieces;
1612 if (
1613 this.options["cannibal"] &&
1614 this.board[x2][y2] != "" &&
1615 this.getColor(x2, y2) == oppCol
1616 ) {
1617 finalPieces = [this.getPieceType(x2, y2)];
1618 }
1619 else
1620 finalPieces = this.pawnPromotions;
1621 m.appear[0].p = finalPieces[0];
1622 if (initPiece == "!") //cannibal king-pawn
1623 m.appear[0].p = C.CannibalKingCode[finalPieces[0]];
1624 for (let i=1; i<finalPieces.length; i++) {
1625 let newMove = JSON.parse(JSON.stringify(m));
1626 const piece = finalPieces[i];
1627 m.appear[0].p = (initPiece != "!" ? piece : C.CannibalKingCode[piece]);
1628 moreMoves.push(newMove);
1629 }
1630 });
1631 return moves.concat(moreMoves);
1632 }
1633
1634 riflePromotePostProcess(moves, color) {
1635 const lastRank = (color == "w" ? 0 : this.size.x - 1);
1636 let newMoves = [];
1637 moves.forEach(m => {
1638 if (
1639 m.start.x == lastRank &&
1640 m.appear.length >= 1 &&
1641 m.appear[0].p == "p" &&
1642 m.appear[0].x == m.start.x &&
1643 m.appear[0].y == m.start.y
1644 ) {
1645 m.appear[0].p = this.pawnPromotions[0];
1646 for (let i=1; i<this.pawnPromotions.length; i++) {
1647 let newMv = JSON.parse(JSON.stringify(m));
1648 newMv.appear[0].p = this.pawnSpecs.promotions[i];
1649 newMoves.push(newMv);
1650 }
1651 }
1652 });
1653 return moves.concat(newMoves);
1654 }
1655
1656 // Generic method to find possible moves of "sliding or jumping" pieces
1657 getPotentialMovesOf(piece, [x, y]) {
1658 const color = this.getColor(x, y);
1659 const stepSpec = this.getStepSpec(color, x, y, piece);
1660 let squares = [];
1661 if (stepSpec.attack) {
1662 squares = this.findDestSquares(
1663 [x, y],
1664 {
1665 attackOnly: true,
1666 segments: this.options["cylinder"],
1667 stepSpec: stepSpec
1668 },
1669 ([i1, j1], [i2, j2]) => {
1670 return (
1671 (!this.options["zen"] || this.isKing(i2, j2)) &&
1672 this.canTake([i1, j1], [i2, j2])
1673 );
1674 }
1675 );
1676 }
1677 const noSpecials = this.findDestSquares(
1678 [x, y],
1679 {
1680 moveOnly: !!stepSpec.attack || this.options["zen"],
1681 segments: this.options["cylinder"],
1682 stepSpec: stepSpec
1683 }
1684 );
1685 Array.prototype.push.apply(squares, noSpecials);
1686 if (this.options["zen"]) {
1687 let zenCaptures = this.findCapturesOn(
1688 [x, y],
1689 {}, //byCol: default is ok
1690 ([i1, j1], [i2, j2]) =>
1691 !this.isKing(i1, j1) && this.canTake([i2, j2], [i1, j1])
1692 );
1693 // Technical step: segments (if any) are reversed
1694 if (this.options["cylinder"]) {
1695 zenCaptures.forEach(z => {
1696 z.segments = z.segments.reverse().map(s => s.reverse())
1697 });
1698 }
1699 Array.prototype.push.apply(squares, zenCaptures);
1700 }
1701 if (
1702 this.options["recycle"] ||
1703 (this.options["teleport"] && this.subTurnTeleport == 1)
1704 ) {
1705 const selfCaptures = this.findDestSquares(
1706 [x, y],
1707 {
1708 attackOnly: true,
1709 segments: this.options["cylinder"],
1710 stepSpec: stepSpec
1711 },
1712 ([i1, j1], [i2, j2]) =>
1713 this.getColor(i2, j2) == color && !this.isKing(i2, j2)
1714 );
1715 Array.prototype.push.apply(squares, selfCaptures);
1716 }
1717 return squares.map(s => {
1718 let mv = this.getBasicMove([x, y], s.sq);
1719 if (this.options["cylinder"] && s.segments.length >= 2)
1720 mv.segments = s.segments;
1721 return mv;
1722 });
1723 }
1724
1725 findDestSquares([x, y], o, allowed) {
1726 if (!allowed)
1727 allowed = (sq1, sq2) => this.canTake(sq1, sq2);
1728 const apparentPiece = this.getPiece(x, y); //how it looks
1729 let res = [];
1730 // Next 3 for Cylinder mode: (unused if !o.segments)
1731 let explored = {};
1732 let segments = [];
1733 let segStart = [];
1734 const addSquare = ([i, j]) => {
1735 let elt = {sq: [i, j]};
1736 if (o.segments)
1737 elt.segments = this.getSegments(segments, segStart, end);
1738 res.push(elt);
1739 };
1740 const exploreSteps = (stepArray, mode) => {
1741 for (let s of stepArray) {
1742 outerLoop: for (let step of s.steps) {
1743 if (o.segments) {
1744 segments = [];
1745 segStart = [x, y];
1746 }
1747 let [i, j] = [x, y];
1748 let stepCounter = 0;
1749 while (
1750 this.onBoard(i, j) &&
1751 ((i == x && j == y) || this.canStepOver(i, j, apparentPiece))
1752 ) {
1753 if (!explored[i + "." + j] && (i != x || j != y)) {
1754 explored[i + "." + j] = true;
1755 if (
1756 !o.captureTarget ||
1757 (o.captureTarget[0] == i && o.captureTarget[1] == j)
1758 ) {
1759 if (o.one && mode != "attack")
1760 return true;
1761 if (mode != "attack")
1762 addSquare(!o.captureTarget ? [i, j] : [x, y]);
1763 if (o.captureTarget)
1764 return res[0];
1765 }
1766 }
1767 if (s.range <= stepCounter++)
1768 continue outerLoop;
1769 const oldIJ = [i, j];
1770 i += step[0];
1771 j = this.getY(j + step[1]);
1772 if (o.segments && Math.abs(j - oldIJ[1]) > 1) {
1773 // Boundary between segments (cylinder mode)
1774 segments.push([[segStart[0], segStart[1]], oldIJ]);
1775 segStart = [i, j];
1776 }
1777 }
1778 if (!this.onBoard(i, j))
1779 continue;
1780 const pieceIJ = this.getPieceType(i, j);
1781 if (!explored[i + "." + j]) {
1782 explored[i + "." + j] = true;
1783 if (allowed([x, y], [i, j])) {
1784 if (o.one && mode != "moves")
1785 return true;
1786 if (mode != "moves")
1787 addSquare(!o.captureTarget ? [i, j] : [x, y]);
1788 if (
1789 o.captureTarget &&
1790 o.captureTarget[0] == i && o.captureTarget[1] == j
1791 ) {
1792 return res[0];
1793 }
1794 }
1795 }
1796 }
1797 }
1798 return undefined; //default, but let's explicit it
1799 };
1800 if (o.captureTarget)
1801 return exploreSteps(o.captureSteps, "attack");
1802 else {
1803 const stepSpec =
1804 o.stepSpec || this.getStepSpec(this.getColor(x, y), x, y);
1805 let outOne = false;
1806 if (!o.attackOnly)
1807 outOne = exploreSteps(stepSpec.both.concat(stepSpec.moves), "moves");
1808 if (!outOne && !o.moveOnly)
1809 outOne = exploreSteps(stepSpec.both.concat(stepSpec.attack), "attack");
1810 return (o.one ? outOne : res);
1811 }
1812 }
1813
1814 // Search for enemy (or not) pieces attacking [x, y]
1815 findCapturesOn([x, y], o, allowed) {
1816 if (!o.byCol)
1817 o.byCol = [C.GetOppCol(this.getColor(x, y) || this.turn)];
1818 let res = [];
1819 for (let i=0; i<this.size.x; i++) {
1820 for (let j=0; j<this.size.y; j++) {
1821 const colIJ = this.getColor(i, j);
1822 if (
1823 this.board[i][j] != "" &&
1824 o.byCol.includes(colIJ) &&
1825 !this.isImmobilized([i, j])
1826 ) {
1827 const apparentPiece = this.getPiece(i, j);
1828 // Quick check: does this potential attacker target x,y ?
1829 if (this.canStepOver(x, y, apparentPiece))
1830 continue;
1831 const stepSpec = this.getStepSpec(colIJ, i, j);
1832 const attacks = stepSpec.attack.concat(stepSpec.both);
1833 for (let a of attacks) {
1834 for (let s of a.steps) {
1835 // Quick check: if step isn't compatible, don't even try
1836 if (!this.compatibleStep([i, j], [x, y], s, a.range))
1837 continue;
1838 // Finally verify that nothing stand in-between
1839 const out = this.findDestSquares(
1840 [i, j],
1841 {
1842 captureTarget: [x, y],
1843 captureSteps: [{steps: [s], range: a.range}],
1844 segments: o.segments,
1845 attackOnly: true,
1846 one: false //one and captureTarget are mutually exclusive
1847 },
1848 allowed
1849 );
1850 if (out) {
1851 if (o.one)
1852 return true;
1853 res.push(out);
1854 }
1855 }
1856 }
1857 }
1858 }
1859 }
1860 return (o.one ? false : res);
1861 }
1862
1863 // Build a regular move from its initial and destination squares.
1864 // tr: transformation
1865 getBasicMove([sx, sy], [ex, ey], tr) {
1866 const initColor = this.getColor(sx, sy);
1867 const initPiece = this.getPiece(sx, sy);
1868 const destColor = (this.board[ex][ey] != "" ? this.getColor(ex, ey) : "");
1869 let mv = new Move({
1870 appear: [],
1871 vanish: [],
1872 start: {x: sx, y: sy},
1873 end: {x: ex, y: ey}
1874 });
1875 if (
1876 !this.options["rifle"] ||
1877 this.board[ex][ey] == "" ||
1878 destColor == initColor //Recycle, Teleport
1879 ) {
1880 mv.appear = [
1881 new PiPo({
1882 x: ex,
1883 y: ey,
1884 c: !!tr ? tr.c : initColor,
1885 p: !!tr ? tr.p : initPiece
1886 })
1887 ];
1888 mv.vanish = [
1889 new PiPo({
1890 x: sx,
1891 y: sy,
1892 c: initColor,
1893 p: initPiece
1894 })
1895 ];
1896 }
1897 if (this.board[ex][ey] != "") {
1898 mv.vanish.push(
1899 new PiPo({
1900 x: ex,
1901 y: ey,
1902 c: this.getColor(ex, ey),
1903 p: this.getPiece(ex, ey)
1904 })
1905 );
1906 if (this.options["cannibal"] && destColor != initColor) {
1907 const lastIdx = mv.vanish.length - 1; //think "Rifle+Cannibal"
1908 let trPiece = mv.vanish[lastIdx].p;
1909 if (this.isKing(sx, sy))
1910 trPiece = C.CannibalKingCode[trPiece];
1911 if (mv.appear.length >= 1)
1912 mv.appear[0].p = trPiece;
1913 else if (this.options["rifle"]) {
1914 mv.appear.unshift(
1915 new PiPo({
1916 x: sx,
1917 y: sy,
1918 c: initColor,
1919 p: trPiece
1920 })
1921 );
1922 mv.vanish.unshift(
1923 new PiPo({
1924 x: sx,
1925 y: sy,
1926 c: initColor,
1927 p: initPiece
1928 })
1929 );
1930 }
1931 }
1932 }
1933 return mv;
1934 }
1935
1936 // En-passant square, if any
1937 getEpSquare(moveOrSquare) {
1938 if (typeof moveOrSquare === "string") {
1939 const square = moveOrSquare;
1940 if (square == "-")
1941 return undefined;
1942 return C.SquareToCoords(square);
1943 }
1944 // Argument is a move:
1945 const move = moveOrSquare;
1946 const s = move.start,
1947 e = move.end;
1948 if (
1949 s.y == e.y &&
1950 Math.abs(s.x - e.x) == 2 &&
1951 // Next conditions for variants like Atomic or Rifle, Recycle...
1952 (
1953 move.appear.length > 0 &&
1954 this.getPieceType(0, 0, move.appear[0].p) == 'p'
1955 )
1956 &&
1957 (
1958 move.vanish.length > 0 &&
1959 this.getPieceType(0, 0, move.vanish[0].p) == 'p'
1960 )
1961 ) {
1962 return {
1963 x: (s.x + e.x) / 2,
1964 y: s.y
1965 };
1966 }
1967 return undefined; //default
1968 }
1969
1970 // Special case of en-passant captures: treated separately
1971 getEnpassantCaptures([x, y]) {
1972 const color = this.getColor(x, y);
1973 const shiftX = (color == 'w' ? -1 : 1);
1974 const oppCol = C.GetOppCol(color);
1975 if (
1976 this.epSquare &&
1977 this.epSquare.x == x + shiftX &&
1978 Math.abs(this.getY(this.epSquare.y - y)) == 1 &&
1979 // Doublemove (and Progressive?) guards:
1980 this.board[this.epSquare.x][this.epSquare.y] == "" &&
1981 this.getColor(x, this.epSquare.y) == oppCol
1982 ) {
1983 const [epx, epy] = [this.epSquare.x, this.epSquare.y];
1984 this.board[epx][epy] = oppCol + 'p';
1985 let enpassantMove = this.getBasicMove([x, y], [epx, epy]);
1986 this.board[epx][epy] = "";
1987 const lastIdx = enpassantMove.vanish.length - 1; //think Rifle
1988 enpassantMove.vanish[lastIdx].x = x;
1989 return [enpassantMove];
1990 }
1991 return [];
1992 }
1993
1994 getCastleMoves([x, y], finalSquares, castleWith) {
1995 const c = this.getColor(x, y);
1996
1997 // Castling ?
1998 const oppCol = C.GetOppCol(c);
1999 let moves = [];
2000 // King, then rook:
2001 finalSquares =
2002 finalSquares || [ [2, 3], [this.size.y - 2, this.size.y - 3] ];
2003 const castlingKing = this.getPiece(x, y);
2004 castlingCheck: for (
2005 let castleSide = 0;
2006 castleSide < 2;
2007 castleSide++ //large, then small
2008 ) {
2009 if (this.castleFlags[c][castleSide] >= this.size.y)
2010 continue;
2011 // If this code is reached, rook and king are on initial position
2012
2013 // NOTE: in some variants this is not a rook
2014 const rookPos = this.castleFlags[c][castleSide];
2015 const castlingPiece = this.getPiece(x, rookPos);
2016 if (
2017 this.board[x][rookPos] == "" ||
2018 this.getColor(x, rookPos) != c ||
2019 (castleWith && !castleWith.includes(castlingPiece))
2020 ) {
2021 // Rook is not here, or changed color (see Benedict)
2022 continue;
2023 }
2024 // Nothing on the path of the king ? (and no checks)
2025 const finDist = finalSquares[castleSide][0] - y;
2026 let step = finDist / Math.max(1, Math.abs(finDist));
2027 let i = y;
2028 do {
2029 if (
2030 // NOTE: next weird test because underCheck() verification
2031 // will be executed in filterValid() later.
2032 (
2033 i != finalSquares[castleSide][0] &&
2034 this.underCheck([[x, i]], oppCol)
2035 )
2036 ||
2037 (
2038 this.board[x][i] != "" &&
2039 // NOTE: next check is enough, because of chessboard constraints
2040 (this.getColor(x, i) != c || ![rookPos, y].includes(i))
2041 )
2042 ) {
2043 continue castlingCheck;
2044 }
2045 i += step;
2046 } while (i != finalSquares[castleSide][0]);
2047 // Nothing on the path to the rook?
2048 step = (castleSide == 0 ? -1 : 1);
2049 for (i = y + step; i != rookPos; i += step) {
2050 if (this.board[x][i] != "")
2051 continue castlingCheck;
2052 }
2053
2054 // Nothing on final squares, except maybe king and castling rook?
2055 for (i = 0; i < 2; i++) {
2056 if (
2057 finalSquares[castleSide][i] != rookPos &&
2058 this.board[x][finalSquares[castleSide][i]] != "" &&
2059 (
2060 finalSquares[castleSide][i] != y ||
2061 this.getColor(x, finalSquares[castleSide][i]) != c
2062 )
2063 ) {
2064 continue castlingCheck;
2065 }
2066 }
2067
2068 // If this code is reached, castle is potentially valid
2069 moves.push(
2070 new Move({
2071 appear: [
2072 new PiPo({
2073 x: x,
2074 y: finalSquares[castleSide][0],
2075 p: castlingKing,
2076 c: c
2077 }),
2078 new PiPo({
2079 x: x,
2080 y: finalSquares[castleSide][1],
2081 p: castlingPiece,
2082 c: c
2083 })
2084 ],
2085 vanish: [
2086 // King might be initially disguised (Titan...)
2087 new PiPo({ x: x, y: y, p: castlingKing, c: c }),
2088 new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c })
2089 ],
2090 end:
2091 Math.abs(y - rookPos) <= 2
2092 ? {x: x, y: rookPos}
2093 : {x: x, y: y + 2 * (castleSide == 0 ? -1 : 1)}
2094 })
2095 );
2096 }
2097
2098 return moves;
2099 }
2100
2101 ////////////////////
2102 // MOVES VALIDATION
2103
2104 // Is piece (or square) at given position attacked by "oppCol" ?
2105 underAttack([x, y], oppCol) {
2106 // An empty square is considered as king,
2107 // since it's used only in getCastleMoves (TODO?)
2108 const king = this.board[x][y] == "" || this.isKing(x, y);
2109 return (
2110 (
2111 (!this.options["zen"] || king) &&
2112 this.findCapturesOn(
2113 [x, y],
2114 {
2115 byCol: [oppCol],
2116 segments: this.options["cylinder"],
2117 one: true
2118 }
2119 )
2120 )
2121 ||
2122 (
2123 (!!this.options["zen"] && !king) &&
2124 this.findDestSquares(
2125 [x, y],
2126 {
2127 attackOnly: true,
2128 segments: this.options["cylinder"],
2129 one: true
2130 },
2131 ([i1, j1], [i2, j2]) => this.getColor(i2, j2) == oppCol
2132 )
2133 )
2134 );
2135 }
2136
2137 // Argument is (very generally) an array of squares (= arrays)
2138 underCheck(square_s, oppCol) {
2139 if (this.options["taking"] || this.options["dark"])
2140 return false;
2141 return square_s.some(sq => this.underAttack(sq, oppCol));
2142 }
2143
2144 // Scan board for king(s)
2145 searchKingPos(color) {
2146 let res = [];
2147 for (let i=0; i < this.size.x; i++) {
2148 for (let j=0; j < this.size.y; j++) {
2149 if (this.getColor(i, j) == color && this.isKing(i, j))
2150 res.push([i, j]);
2151 }
2152 }
2153 return res;
2154 }
2155
2156 // 'color' arg because some variants (e.g. Refusal) check opponent moves
2157 filterValid(moves, color) {
2158 if (!color)
2159 color = this.turn;
2160 const oppCol = C.GetOppCol(color);
2161 let kingPos = this.searchKingPos(color);
2162 let filtered = {}; //avoid re-checking similar moves (promotions...)
2163 return moves.filter(m => {
2164 const key = m.start.x + m.start.y + '.' + m.end.x + m.end.y;
2165 if (!filtered[key]) {
2166 this.playOnBoard(m);
2167 let newKingPP = null,
2168 sqIdx = 0,
2169 res = true; //a priori valid
2170 const oldKingPP =
2171 m.vanish.find(v => this.isKing(0, 0, v.p) && v.c == color);
2172 if (oldKingPP) {
2173 // Search king in appear array:
2174 newKingPP =
2175 m.appear.find(a => this.isKing(0, 0, a.p) && a.c == color);
2176 if (newKingPP) {
2177 sqIdx = kingPos.findIndex(kp =>
2178 kp[0] == oldKingPP.x && kp[1] == oldKingPP.y);
2179 kingPos[sqIdx] = [newKingPP.x, newKingPP.y];
2180 }
2181 else
2182 res = false; //king vanished
2183 }
2184 res &&= !this.underCheck(kingPos, oppCol);
2185 if (oldKingPP && newKingPP)
2186 kingPos[sqIdx] = [oldKingPP.x, oldKingPP.y];
2187 this.undoOnBoard(m);
2188 filtered[key] = res;
2189 return res;
2190 }
2191 return filtered[key];
2192 });
2193 }
2194
2195 /////////////////
2196 // MOVES PLAYING
2197
2198 // Apply a move on board
2199 playOnBoard(move) {
2200 for (let psq of move.vanish)
2201 this.board[psq.x][psq.y] = "";
2202 for (let psq of move.appear)
2203 this.board[psq.x][psq.y] = psq.c + psq.p;
2204 }
2205 // Un-apply the played move
2206 undoOnBoard(move) {
2207 for (let psq of move.appear)
2208 this.board[psq.x][psq.y] = "";
2209 for (let psq of move.vanish)
2210 this.board[psq.x][psq.y] = psq.c + psq.p;
2211 }
2212
2213 updateCastleFlags(move) {
2214 // Update castling flags if start or arrive from/at rook/king locations
2215 move.appear.concat(move.vanish).forEach(psq => {
2216 if (this.isKing(0, 0, psq.p))
2217 this.castleFlags[psq.c] = [this.size.y, this.size.y];
2218 // NOTE: not "else if" because king can capture enemy rook...
2219 let c = "";
2220 if (psq.x == 0)
2221 c = "b";
2222 else if (psq.x == this.size.x - 1)
2223 c = "w";
2224 if (c != "") {
2225 const fidx = this.castleFlags[c].findIndex(f => f == psq.y);
2226 if (fidx >= 0)
2227 this.castleFlags[c][fidx] = this.size.y;
2228 }
2229 });
2230 }
2231
2232 prePlay(move) {
2233 if (
2234 this.hasCastle &&
2235 // If flags already off, no need to re-check:
2236 Object.values(this.castleFlags).some(cvals =>
2237 cvals.some(val => val < this.size.y))
2238 ) {
2239 this.updateCastleFlags(move);
2240 }
2241 if (this.options["crazyhouse"]) {
2242 move.vanish.forEach(v => {
2243 const square = C.CoordsToSquare({x: v.x, y: v.y});
2244 if (this.ispawn[square])
2245 delete this.ispawn[square];
2246 });
2247 if (move.appear.length > 0 && move.vanish.length > 0) {
2248 // Assumption: something is moving
2249 const initSquare = C.CoordsToSquare(move.start);
2250 const destSquare = C.CoordsToSquare(move.end);
2251 if (
2252 this.ispawn[initSquare] ||
2253 (move.vanish[0].p == 'p' && move.appear[0].p != 'p')
2254 ) {
2255 this.ispawn[destSquare] = true;
2256 }
2257 else if (
2258 this.ispawn[destSquare] &&
2259 this.getColor(move.end.x, move.end.y) != move.vanish[0].c
2260 ) {
2261 move.vanish[1].p = 'p';
2262 delete this.ispawn[destSquare];
2263 }
2264 }
2265 }
2266 const minSize = Math.min(move.appear.length, move.vanish.length);
2267 if (
2268 this.hasReserve &&
2269 // Warning; atomic pawn removal isn't a capture
2270 (!this.options["atomic"] || !this.rempawn || this.movesCount >= 1)
2271 ) {
2272 const color = this.turn;
2273 for (let i=minSize; i<move.appear.length; i++) {
2274 // Something appears = dropped on board (some exceptions, Chakart...)
2275 if (move.appear[i].c == color) {
2276 const piece = move.appear[i].p;
2277 this.updateReserve(color, piece, this.reserve[color][piece] - 1);
2278 }
2279 }
2280 for (let i=minSize; i<move.vanish.length; i++) {
2281 // Something vanish: add to reserve except if recycle & opponent
2282 if (
2283 this.options["crazyhouse"] ||
2284 (this.options["recycle"] && move.vanish[i].c == color)
2285 ) {
2286 const piece = move.vanish[i].p;
2287 this.updateReserve(color, piece, this.reserve[color][piece] + 1);
2288 }
2289 }
2290 }
2291 }
2292
2293 play(move) {
2294 this.prePlay(move);
2295 if (this.hasEnpassant)
2296 this.epSquare = this.getEpSquare(move);
2297 this.playOnBoard(move);
2298 this.postPlay(move);
2299 }
2300
2301 postPlay(move) {
2302 if (this.options["dark"])
2303 this.updateEnlightened();
2304 if (this.options["teleport"]) {
2305 if (
2306 this.subTurnTeleport == 1 &&
2307 move.vanish.length > move.appear.length &&
2308 move.vanish[1].c == this.turn
2309 ) {
2310 const v = move.vanish[move.vanish.length - 1];
2311 this.captured = {x: v.x, y: v.y, c: v.c, p: v.p};
2312 this.subTurnTeleport = 2;
2313 return;
2314 }
2315 this.subTurnTeleport = 1;
2316 this.captured = null;
2317 }
2318 this.tryChangeTurn(move);
2319 }
2320
2321 tryChangeTurn(move) {
2322 if (this.isLastMove(move)) {
2323 this.turn = C.GetOppCol(this.turn);
2324 this.movesCount++;
2325 this.subTurn = 1;
2326 }
2327 else if (!move.next)
2328 this.subTurn++;
2329 }
2330
2331 isLastMove(move) {
2332 if (move.next)
2333 return false;
2334 const color = this.turn;
2335 const oppKingPos = this.searchKingPos(C.GetOppCol(color));
2336 if (oppKingPos.length == 0 || this.underCheck(oppKingPos, color))
2337 return true;
2338 return (
2339 (
2340 !this.options["balance"] ||
2341 ![1, 2].includes(this.movesCount) ||
2342 this.subTurn == 2
2343 )
2344 &&
2345 (
2346 !this.options["doublemove"] ||
2347 this.movesCount == 0 ||
2348 this.subTurn == 2
2349 )
2350 &&
2351 (
2352 !this.options["progressive"] ||
2353 this.subTurn == this.movesCount + 1
2354 )
2355 );
2356 }
2357
2358 // "Stop at the first move found"
2359 atLeastOneMove(color) {
2360 for (let i = 0; i < this.size.x; i++) {
2361 for (let j = 0; j < this.size.y; j++) {
2362 if (this.board[i][j] != "" && this.getColor(i, j) == color) {
2363 // NOTE: in fact searching for all potential moves from i,j.
2364 // I don't believe this is an issue, for now at least.
2365 const moves = this.getPotentialMovesFrom([i, j]);
2366 if (moves.some(m => this.filterValid([m]).length >= 1))
2367 return true;
2368 }
2369 }
2370 }
2371 if (this.hasReserve && this.reserve[color]) {
2372 for (let p of Object.keys(this.reserve[color])) {
2373 const moves = this.getDropMovesFrom([color, p]);
2374 if (moves.some(m => this.filterValid([m]).length >= 1))
2375 return true;
2376 }
2377 }
2378 return false;
2379 }
2380
2381 // What is the score ? (Interesting if game is over)
2382 getCurrentScore(move_s) {
2383 const move = move_s[move_s.length - 1];
2384 // Shortcut in case the score was computed before:
2385 if (move.result)
2386 return move.result;
2387 const color = this.turn;
2388 const oppCol = C.GetOppCol(color);
2389 const kingPos = {
2390 [color]: this.searchKingPos(color),
2391 [oppCol]: this.searchKingPos(oppCol)
2392 };
2393 if (kingPos[color].length == 0 && kingPos[oppCol].length == 0)
2394 return "1/2";
2395 if (kingPos[color].length == 0)
2396 return (color == "w" ? "0-1" : "1-0");
2397 if (kingPos[oppCol].length == 0)
2398 return (color == "w" ? "1-0" : "0-1");
2399 if (this.atLeastOneMove(color))
2400 return "*";
2401 // No valid move: stalemate or checkmate?
2402 if (!this.underCheck(kingPos[color], oppCol))
2403 return "1/2";
2404 // OK, checkmate
2405 return (color == "w" ? "0-1" : "1-0");
2406 }
2407
2408 playVisual(move, r) {
2409 move.vanish.forEach(v => {
2410 this.g_pieces[v.x][v.y].remove();
2411 this.g_pieces[v.x][v.y] = null;
2412 });
2413 let chessboard =
2414 document.getElementById(this.containerId).querySelector(".chessboard");
2415 if (!r)
2416 r = chessboard.getBoundingClientRect();
2417 const pieceWidth = this.getPieceWidth(r.width);
2418 move.appear.forEach(a => {
2419 this.g_pieces[a.x][a.y] = document.createElement("piece");
2420 C.AddClass_es(this.g_pieces[a.x][a.y],
2421 this.pieces(a.c, a.x, a.y)[a.p]["class"]);
2422 this.g_pieces[a.x][a.y].classList.add(C.GetColorClass(a.c));
2423 this.g_pieces[a.x][a.y].style.width = pieceWidth + "px";
2424 this.g_pieces[a.x][a.y].style.height = pieceWidth + "px";
2425 const [ip, jp] = this.getPixelPosition(a.x, a.y, r);
2426 // Translate coordinates to use chessboard as reference:
2427 this.g_pieces[a.x][a.y].style.transform =
2428 `translate(${ip - r.x}px,${jp - r.y}px)`;
2429 if (this.enlightened && !this.enlightened[a.x][a.y])
2430 this.g_pieces[a.x][a.y].classList.add("hidden");
2431 chessboard.appendChild(this.g_pieces[a.x][a.y]);
2432 });
2433 if (this.options["dark"])
2434 this.graphUpdateEnlightened();
2435 }
2436
2437 // TODO: send stack receive stack, or allow incremental? (good/bad points)
2438 buildMoveStack(move, r) {
2439 this.moveStack.push(move);
2440 this.computeNextMove(move);
2441 const then = () => {
2442 const newTurn = this.turn;
2443 if (this.moveStack.length == 1 && !this.hideMoves)
2444 this.playVisual(move, r);
2445 if (move.next) {
2446 this.gameState = {
2447 fen: this.getFen(),
2448 board: JSON.parse(JSON.stringify(this.board)) //easier
2449 };
2450 this.buildMoveStack(move.next, r);
2451 }
2452 else {
2453 if (this.moveStack.length == 1) {
2454 // Usual case (one normal move)
2455 this.afterPlay(this.moveStack, newTurn, {send: true, res: true});
2456 this.moveStack = [];
2457 }
2458 else {
2459 this.afterPlay(this.moveStack, newTurn, {send: true, res: false});
2460 this.re_initFromFen(this.gameState.fen, this.gameState.board);
2461 this.playReceivedMove(this.moveStack.slice(1), () => {
2462 this.afterPlay(this.moveStack, newTurn, {send: false, res: true});
2463 this.moveStack = [];
2464 });
2465 }
2466 }
2467 };
2468 // If hiding moves, then they are revealed in play() with callback
2469 this.play(move, this.hideMoves ? then : null);
2470 if (!this.hideMoves)
2471 then();
2472 }
2473
2474 // Implemented in variants using (automatic) moveStack
2475 computeNextMove(move) {}
2476
2477 animateMoving(start, end, drag, segments, cb) {
2478 let initPiece = this.getDomPiece(start.x, start.y);
2479 // NOTE: cloning often not required, but light enough, and simpler
2480 let movingPiece = initPiece.cloneNode();
2481 initPiece.style.opacity = "0";
2482 let container =
2483 document.getElementById(this.containerId)
2484 const r = container.querySelector(".chessboard").getBoundingClientRect();
2485 if (typeof start.x == "string") {
2486 // Need to bound width/height (was 100% for reserve pieces)
2487 const pieceWidth = this.getPieceWidth(r.width);
2488 movingPiece.style.width = pieceWidth + "px";
2489 movingPiece.style.height = pieceWidth + "px";
2490 }
2491 const maxDist = this.getMaxDistance(r);
2492 const apparentColor = this.getColor(start.x, start.y);
2493 const pieces = this.pieces(apparentColor, start.x, start.y);
2494 if (drag) {
2495 const startCode = this.getPiece(start.x, start.y);
2496 C.RemoveClass_es(movingPiece, pieces[startCode]["class"]);
2497 C.AddClass_es(movingPiece, pieces[drag.p]["class"]);
2498 if (apparentColor != drag.c) {
2499 movingPiece.classList.remove(C.GetColorClass(apparentColor));
2500 movingPiece.classList.add(C.GetColorClass(drag.c));
2501 }
2502 }
2503 container.appendChild(movingPiece);
2504 const animateSegment = (index, cb) => {
2505 // NOTE: move.drag could be generalized per-segment (usage?)
2506 const [i1, j1] = segments[index][0];
2507 const [i2, j2] = segments[index][1];
2508 const dep = this.getPixelPosition(i1, j1, r);
2509 const arr = this.getPixelPosition(i2, j2, r);
2510 movingPiece.style.transitionDuration = "0s";
2511 movingPiece.style.transform = `translate(${dep[0]}px, ${dep[1]}px)`;
2512 const distance =
2513 Math.sqrt((arr[0] - dep[0]) ** 2 + (arr[1] - dep[1]) ** 2);
2514 const duration = 0.2 + (distance / maxDist) * 0.3;
2515 // TODO: unclear why we need this new delay below:
2516 setTimeout(() => {
2517 movingPiece.style.transitionDuration = duration + "s";
2518 // movingPiece is child of container: no need to adjust coordinates
2519 movingPiece.style.transform = `translate(${arr[0]}px, ${arr[1]}px)`;
2520 setTimeout(cb, duration * 1000);
2521 }, 50);
2522 };
2523 let index = 0;
2524 const animateSegmentCallback = () => {
2525 if (index < segments.length)
2526 animateSegment(index++, animateSegmentCallback);
2527 else {
2528 movingPiece.remove();
2529 initPiece.style.opacity = "1";
2530 cb();
2531 }
2532 };
2533 animateSegmentCallback();
2534 }
2535
2536 // Input array of objects with at least fields x,y (e.g. PiPo)
2537 animateFading(arr, cb) {
2538 const animLength = 350; //TODO: 350ms? More? Less?
2539 arr.forEach(v => {
2540 let fadingPiece = this.getDomPiece(v.x, v.y);
2541 fadingPiece.style.transitionDuration = (animLength / 1000) + "s";
2542 fadingPiece.style.opacity = "0";
2543 });
2544 setTimeout(cb, animLength);
2545 }
2546
2547 animate(move, callback) {
2548 if (this.noAnimate || move.noAnimate) {
2549 callback();
2550 return;
2551 }
2552 let segments = move.segments;
2553 if (!segments)
2554 segments = [ [[move.start.x, move.start.y], [move.end.x, move.end.y]] ];
2555 let targetObj = new TargetObj(callback);
2556 if (move.start.x != move.end.x || move.start.y != move.end.y) {
2557 targetObj.target++;
2558 this.animateMoving(move.start, move.end, move.drag, segments,
2559 () => targetObj.increment());
2560 }
2561 if (move.vanish.length > move.appear.length) {
2562 const arr = move.vanish.slice(move.appear.length)
2563 // Ignore disappearing pieces hidden by some appearing ones:
2564 .filter(v => move.appear.every(a => a.x != v.x || a.y != v.y));
2565 if (arr.length > 0) {
2566 targetObj.target++;
2567 this.animateFading(arr, () => targetObj.increment());
2568 }
2569 }
2570 targetObj.target +=
2571 this.tryAnimateCastle(move, () => targetObj.increment());
2572 targetObj.target +=
2573 this.customAnimate(move, segments, () => targetObj.increment());
2574 if (targetObj.target == 0)
2575 callback();
2576 }
2577
2578 tryAnimateCastle(move, cb) {
2579 if (
2580 this.hasCastle &&
2581 move.vanish.length == 2 &&
2582 move.appear.length == 2 &&
2583 this.isKing(0, 0, move.vanish[0].p) &&
2584 this.isKing(0, 0, move.appear[0].p)
2585 ) {
2586 const start = {x: move.vanish[1].x, y: move.vanish[1].y},
2587 end = {x: move.appear[1].x, y: move.appear[1].y};
2588 const segments = [ [[start.x, start.y], [end.x, end.y]] ];
2589 this.animateMoving(start, end, null, segments, cb);
2590 return 1;
2591 }
2592 return 0;
2593 }
2594
2595 // Potential other animations (e.g. for Suction variant)
2596 customAnimate(move, segments, cb) {
2597 return 0; //nb of targets
2598 }
2599
2600 launchAnimation(moves, container, callback) {
2601 if (this.hideMoves) {
2602 for (let i=0; i<moves.length; i++)
2603 // If hiding moves, they are revealed into play():
2604 this.play(moves[i], i == moves.length - 1 ? callback : () => {});
2605 return;
2606 }
2607 const r = container.querySelector(".chessboard").getBoundingClientRect();
2608 const animateRec = i => {
2609 this.animate(moves[i], () => {
2610 this.play(moves[i]);
2611 this.playVisual(moves[i], r);
2612 if (i < moves.length - 1)
2613 setTimeout(() => animateRec(i+1), 300);
2614 else
2615 callback();
2616 });
2617 };
2618 animateRec(0);
2619 }
2620
2621 playReceivedMove(moves, callback) {
2622 // Delay if user wasn't focused:
2623 const checkDisplayThenAnimate = (delay) => {
2624 if (container.style.display == "none") {
2625 alert("New move! Let's go back to game...");
2626 document.getElementById("gameInfos").style.display = "none";
2627 container.style.display = "block";
2628 setTimeout(
2629 () => this.launchAnimation(moves, container, callback),
2630 700
2631 );
2632 }
2633 else {
2634 setTimeout(
2635 () => this.launchAnimation(moves, container, callback),
2636 delay || 0
2637 );
2638 }
2639 };
2640 let container = document.getElementById(this.containerId);
2641 if (document.hidden) {
2642 document.onvisibilitychange = () => {
2643 document.onvisibilitychange = undefined;
2644 checkDisplayThenAnimate(700);
2645 };
2646 }
2647 else
2648 checkDisplayThenAnimate();
2649 }
2650
2651};