-//import { randInt, sample } from "@/utils/alea";
-import ChessRules from "/base_rules.js";
-//PiPo, Move ?
+// TODO: not all !!!
+import {Random} from "/utils/alea.js";
+import {ArrayFun} from "/utils/array.js";
+import {FenUtil} from "/utils/setupPieces.js";
+import PiPo from "/utils/PiPo.js";
+import Move from "/utils/Move.js";
-export default class EightpiecesRules extends ChessRules {
+export default class DynamoRules extends ChessRules {
static get Options() {
return {
select: C.Options.select,
- input: [],
- styles: ["doublemove", "progressive"]
+ input: C.Options.input,
+ styles: ["crazyhouse", "cylinder", "doublemove", "progressive",
+ "recycle", "rifle", "teleport", "zen"]
};
}
- static get LANCER_STEP() {
+ get pawnPromotions(x, y) {
+ const base_pieces = ['q', 'r', 'n', 'b', 'j', 's'];
+ let lancers = [];
+ if (y > 0)
+ lancers.push('m');
+ if (y < this.size.y)
+ lancers.push('e');
+ if (x == 0) {
+ lancers.push('g');
+ if (y > 0)
+ lancers.push('h');
+ if (y < this.size.y)
+ lancers.push('f');
+ }
+ else { //x == this.size.x (8)
+ lancers.push('c');
+ if (y > 0)
+ lancers.push('o');
+ if (y < this.size.y)
+ lancers.push('d');
+ }
+ return ['q', 'r', 'n', 'b', 'j', 's', 'l'];
+ }
+
+ // Setup the initial random-or-not (asymmetric-or-not) position
+ genRandInitBaseFen() {
+ const s = FenUtil.setupPieces(
+ ['j', 'l', 's', 'q', 'k', 'b', 'n', 'r'],
+ {
+ randomness: this.options["randomness"],
+ between: [{p1: 'k', p2: ['r', 'j']}],
+ diffCol: ['bs'],
+ range: {'s': [2, 3, 4, 5]},
+ flags: ['r', 'j']
+ }
+ );
+ return {
+ fen: s.b.join("") + "/pppppppp/8/8/8/8/PPPPPPPP/" +
+ s.w.join("").toUpperCase(),
+ o: {flags: s.flags}
+ };
+ }
+
+
+
+// TODO: from here
+
+
+
+ //////////////////
+ // INITIALIZATION
+
+ constructor(o) {
+ this.options = o.options;
+ // Fill missing options (always the case if random challenge)
+ (V.Options.select || []).concat(V.Options.input || []).forEach(opt => {
+ if (this.options[opt.variable] === undefined)
+ this.options[opt.variable] = opt.defaut;
+ });
+
+ // Some variables
+ this.playerColor = o.color;
+ this.afterPlay = o.afterPlay; //trigger some actions after playing a move
+ this.containerId = o.element;
+ this.isDiagram = o.diagram;
+ this.marks = o.marks;
+
+ // Initializations
+ if (!o.fen)
+ o.fen = this.genRandInitFen(o.seed);
+ this.re_initFromFen(o.fen);
+ this.graphicalInit();
+ }
+
+ re_initFromFen(fen, oldBoard) {
+ const fenParsed = this.parseFen(fen);
+ this.board = oldBoard || this.getBoard(fenParsed.position);
+ this.turn = fenParsed.turn;
+ this.movesCount = parseInt(fenParsed.movesCount, 10);
+ this.setOtherVariables(fenParsed);
+ }
+
+ // Turn position fen into double array ["wb","wp","bk",...]
+ getBoard(position) {
+ const rows = position.split("/");
+ let board = ArrayFun.init(this.size.x, this.size.y, "");
+ for (let i = 0; i < rows.length; i++) {
+ let j = 0;
+ for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) {
+ const character = rows[i][indexInRow];
+ const num = parseInt(character, 10);
+ // If num is a number, just shift j:
+ if (!isNaN(num))
+ j += num;
+ // Else: something at position i,j
+ else
+ board[i][j++] = this.fen2board(character);
+ }
+ }
+ return board;
+ }
+
+ // Some additional variables from FEN (variant dependant)
+ setOtherVariables(fenParsed) {
+ // Set flags and enpassant:
+ if (this.hasFlags)
+ this.setFlags(fenParsed.flags);
+ if (this.hasEnpassant)
+ this.epSquare = this.getEpSquare(fenParsed.enpassant);
+ if (this.hasReserve && !this.isDiagram)
+ this.initReserves(fenParsed.reserve);
+ if (this.options["crazyhouse"])
+ this.initIspawn(fenParsed.ispawn);
+ if (this.options["teleport"]) {
+ this.subTurnTeleport = 1;
+ this.captured = null;
+ }
+ if (this.options["dark"]) {
+ // Setup enlightened: squares reachable by player side
+ this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
+ this.updateEnlightened();
+ }
+ this.subTurn = 1; //may be unused
+ if (!this.moveStack) //avoid resetting (unwanted)
+ this.moveStack = [];
+ }
+
+ // ordering as in pieces() p,r,n,b,q,k
+ static get ReserveArray() {
+ return ['p', 'r', 'n', 'b', 'q', 'k'];
+ }
+
+ initReserves(reserveStr) {
+ const counts = reserveStr.split("").map(c => parseInt(c, 36));
+ const L = V.ReserveArray.length;
+ this.reserve = {
+ w: ArrayFun.toObject(V.ReserveArray, counts.slice(0, L)),
+ b: ArrayFun.toObject(V.ReserveArray, counts.slice(L, 2 * L))
+ };
+ }
+
+ initIspawn(ispawnStr) {
+ if (ispawnStr != "-")
+ this.ispawn = ArrayFun.toObject(ispawnStr.split(","), true);
+ else
+ this.ispawn = {};
+ }
+
+ ////////////////
+ // VISUAL UTILS
+
+ getPieceWidth(rwidth) {
+ return (rwidth / Math.max(this.size.x, this.size.y));
+ }
+
+ getReserveSquareSize(rwidth, nbR) {
+ const sqSize = this.getPieceWidth(rwidth);
+ return Math.min(sqSize, rwidth / nbR);
+ }
+
+ getReserveNumId(color, piece) {
+ return `${this.containerId}|rnum-${color}${piece}`;
+ }
+
+ getNbReservePieces(color) {
+ return (
+ Object.values(this.reserve[color]).reduce(
+ (oldV,newV) => oldV + (newV > 0 ? 1 : 0), 0)
+ );
+ }
+
+ getRankInReserve(c, p) {
+ const pieces = Object.keys(this.pieces(c, c, p));
+ const lastIndex = pieces.findIndex(pp => pp == p)
+ let toTest = pieces.slice(0, lastIndex);
+ return toTest.reduce(
+ (oldV,newV) => oldV + (this.reserve[c][newV] > 0 ? 1 : 0), 0);
+ }
+
+ static AddClass_es(elt, class_es) {
+ if (!Array.isArray(class_es))
+ class_es = [class_es];
+ class_es.forEach(cl => elt.classList.add(cl));
+ }
+
+ static RemoveClass_es(elt, class_es) {
+ if (!Array.isArray(class_es))
+ class_es = [class_es];
+ class_es.forEach(cl => elt.classList.remove(cl));
+ }
+
+ // Generally light square bottom-right
+ getSquareColorClass(x, y) {
+ return ((x+y) % 2 == 0 ? "light-square": "dark-square");
+ }
+
+ getMaxDistance(r) {
+ // Works for all rectangular boards:
+ return Math.sqrt(r.width ** 2 + r.height ** 2);
+ }
+
+ getDomPiece(x, y) {
+ return (typeof x == "string" ? this.r_pieces : this.g_pieces)[x][y];
+ }
+
+ //////////////////
+ // VISUAL METHODS
+
+ graphicalInit() {
+ const g_init = () => {
+ this.re_drawBoardElements();
+ if (!this.isDiagram && !this.mouseListeners && !this.touchListeners)
+ this.initMouseEvents();
+ };
+ let container = document.getElementById(this.containerId);
+ this.windowResizeObs = new ResizeObserver(g_init);
+ this.windowResizeObs.observe(container);
+ }
+
+ re_drawBoardElements() {
+ const board = this.getSvgChessboard();
+ const container = document.getElementById(this.containerId);
+ const rc = container.getBoundingClientRect();
+ let chessboard = container.querySelector(".chessboard");
+ chessboard.innerHTML = "";
+ chessboard.insertAdjacentHTML('beforeend', board);
+ // Compare window ratio width / height to aspectRatio:
+ const windowRatio = rc.width / rc.height;
+ let cbWidth, cbHeight;
+ const vRatio = this.size.ratio || 1;
+ if (windowRatio <= vRatio) {
+ // Limiting dimension is width:
+ cbWidth = Math.min(rc.width, 767);
+ cbHeight = cbWidth / vRatio;
+ }
+ else {
+ // Limiting dimension is height:
+ cbHeight = Math.min(rc.height, 767);
+ cbWidth = cbHeight * vRatio;
+ }
+ if (this.hasReserve && !this.isDiagram) {
+ const sqSize = cbWidth / this.size.y;
+ // NOTE: allocate space for reserves (up/down) even if they are empty
+ // Cannot use getReserveSquareSize() here, but sqSize is an upper bound.
+ if ((rc.height - cbHeight) / 2 < sqSize + 5) {
+ cbHeight = rc.height - 2 * (sqSize + 5);
+ cbWidth = cbHeight * vRatio;
+ }
+ }
+ chessboard.style.width = cbWidth + "px";
+ chessboard.style.height = cbHeight + "px";
+ // Center chessboard:
+ const spaceLeft = (rc.width - cbWidth) / 2,
+ spaceTop = (rc.height - cbHeight) / 2;
+ chessboard.style.left = spaceLeft + "px";
+ chessboard.style.top = spaceTop + "px";
+ // Give sizes instead of recomputing them,
+ // because chessboard might not be drawn yet.
+ this.setupVisualPieces({
+ width: cbWidth,
+ height: cbHeight,
+ x: spaceLeft,
+ y: spaceTop
+ });
+ }
+
+ // Get SVG board (background, no pieces)
+ getSvgChessboard() {
+ let board = `
+ <svg
+ viewBox="0 0 ${10*this.size.y} ${10*this.size.x}"
+ class="chessboard_SVG">`;
+ board += this.getBaseSvgChessboard();
+ board += "</svg>";
+ return board;
+ }
+
+ getBaseSvgChessboard() {
+ let board = "";
+ const flipped = this.flippedBoard;
+ for (let i=0; i < this.size.x; i++) {
+ for (let j=0; j < this.size.y; j++) {
+ if (!this.onBoard(i, j))
+ continue;
+ const ii = (flipped ? this.size.x - 1 - i : i);
+ const jj = (flipped ? this.size.y - 1 - j : j);
+ let classes = this.getSquareColorClass(ii, jj);
+ if (this.enlightened && !this.enlightened[ii][jj])
+ classes += " in-shadow";
+ // NOTE: x / y reversed because coordinates system is reversed.
+ board += `
+ <rect
+ class="${classes}"
+ id="${this.coordsToId({x: ii, y: jj})}"
+ width="10"
+ height="10"
+ x="${10*j}"
+ y="${10*i}"
+ />`;
+ }
+ }
+ return board;
+ }
+
+ setupVisualPieces(r) {
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ if (!r)
+ r = chessboard.getBoundingClientRect();
+ const pieceWidth = this.getPieceWidth(r.width);
+ const addPiece = (i, j, arrName, classes) => {
+ this[arrName][i][j] = document.createElement("piece");
+ C.AddClass_es(this[arrName][i][j], classes);
+ this[arrName][i][j].style.width = pieceWidth + "px";
+ this[arrName][i][j].style.height = pieceWidth + "px";
+ let [ip, jp] = this.getPixelPosition(i, j, r);
+ // Translate coordinates to use chessboard as reference:
+ this[arrName][i][j].style.transform =
+ `translate(${ip - r.x}px,${jp - r.y}px)`;
+ chessboard.appendChild(this[arrName][i][j]);
+ };
+ const conditionalReset = (arrName) => {
+ if (this[arrName]) {
+ // Refreshing: delete old pieces first. This isn't necessary,
+ // but simpler (this method isn't called many times)
+ for (let i=0; i<this.size.x; i++) {
+ for (let j=0; j<this.size.y; j++) {
+ if (this[arrName][i][j]) {
+ this[arrName][i][j].remove();
+ this[arrName][i][j] = null;
+ }
+ }
+ }
+ }
+ else
+ this[arrName] = ArrayFun.init(this.size.x, this.size.y, null);
+ if (arrName == "d_pieces")
+ this.marks.forEach((m) => {
+ const mCoords = this.coordsFromUsual(m);
+ addPiece(mCoords.x, mCoords.y, arrName, "mark");
+ });
+ };
+ if (this.marks)
+ conditionalReset("d_pieces");
+ conditionalReset("g_pieces");
+ for (let i=0; i < this.size.x; i++) {
+ for (let j=0; j < this.size.y; j++) {
+ if (this.board[i][j] != "") {
+ const color = this.getColor(i, j);
+ const piece = this.getPiece(i, j);
+ addPiece(i, j, "g_pieces", this.pieces(color, i, j)[piece]["class"]);
+ this.g_pieces[i][j].classList.add(V.GetColorClass(color));
+ if (this.enlightened && !this.enlightened[i][j])
+ this.g_pieces[i][j].classList.add("hidden");
+ }
+ if (this.marks && this.d_pieces[i][j]) {
+ let classes = ["mark"];
+ if (this.board[i][j] != "")
+ classes.push("transparent");
+ addPiece(i, j, "d_pieces", classes);
+ }
+ }
+ }
+ if (this.hasReserve && !this.isDiagram)
+ this.re_drawReserve(['w', 'b'], r);
+ }
+
+ // NOTE: assume this.reserve != null
+ re_drawReserve(colors, r) {
+ if (this.r_pieces) {
+ // Remove (old) reserve pieces
+ for (let c of colors) {
+ Object.keys(this.r_pieces[c]).forEach(p => {
+ this.r_pieces[c][p].remove();
+ delete this.r_pieces[c][p];
+ const numId = this.getReserveNumId(c, p);
+ document.getElementById(numId).remove();
+ });
+ }
+ }
+ else
+ this.r_pieces = { w: {}, b: {} };
+ let container = document.getElementById(this.containerId);
+ if (!r)
+ r = container.querySelector(".chessboard").getBoundingClientRect();
+ for (let c of colors) {
+ let reservesDiv = document.getElementById("reserves_" + c);
+ if (reservesDiv)
+ reservesDiv.remove();
+ if (!this.reserve[c])
+ continue;
+ const nbR = this.getNbReservePieces(c);
+ if (nbR == 0)
+ continue;
+ const sqResSize = this.getReserveSquareSize(r.width, nbR);
+ let ridx = 0;
+ const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
+ const [i0, j0] = [r.x, r.y + vShift];
+ let rcontainer = document.createElement("div");
+ rcontainer.id = "reserves_" + c;
+ rcontainer.classList.add("reserves");
+ rcontainer.style.left = i0 + "px";
+ rcontainer.style.top = j0 + "px";
+ // NOTE: +1 fix display bug on Firefox at least
+ rcontainer.style.width = (nbR * sqResSize + 1) + "px";
+ rcontainer.style.height = sqResSize + "px";
+ container.appendChild(rcontainer);
+ for (let p of Object.keys(this.reserve[c])) {
+ if (this.reserve[c][p] == 0)
+ continue;
+ let r_cell = document.createElement("div");
+ r_cell.id = this.coordsToId({x: c, y: p});
+ r_cell.classList.add("reserve-cell");
+ r_cell.style.width = sqResSize + "px";
+ r_cell.style.height = sqResSize + "px";
+ rcontainer.appendChild(r_cell);
+ let piece = document.createElement("piece");
+ C.AddClass_es(piece, this.pieces(c, c, p)[p]["class"]);
+ piece.classList.add(V.GetColorClass(c));
+ piece.style.width = "100%";
+ piece.style.height = "100%";
+ this.r_pieces[c][p] = piece;
+ r_cell.appendChild(piece);
+ let number = document.createElement("div");
+ number.textContent = this.reserve[c][p];
+ number.classList.add("reserve-num");
+ number.id = this.getReserveNumId(c, p);
+ const fontSize = "1.3em";
+ number.style.fontSize = fontSize;
+ number.style.fontSize = fontSize;
+ r_cell.appendChild(number);
+ ridx++;
+ }
+ }
+ }
+
+ updateReserve(color, piece, count) {
+ if (this.options["cannibal"] && C.CannibalKings[piece])
+ piece = "k"; //capturing cannibal king: back to king form
+ const oldCount = this.reserve[color][piece];
+ this.reserve[color][piece] = count;
+ // Redrawing is much easier if count==0 (or undefined)
+ if ([oldCount, count].some(item => !item))
+ this.re_drawReserve([color]);
+ else {
+ const numId = this.getReserveNumId(color, piece);
+ document.getElementById(numId).textContent = count;
+ }
+ }
+
+ // Resize board: no need to destroy/recreate pieces
+ rescale(mode) {
+ const container = document.getElementById(this.containerId);
+ let chessboard = container.querySelector(".chessboard");
+ const rc = container.getBoundingClientRect(),
+ r = chessboard.getBoundingClientRect();
+ const multFact = (mode == "up" ? 1.05 : 0.95);
+ let [newWidth, newHeight] = [multFact * r.width, multFact * r.height];
+ // Stay in window:
+ const vRatio = this.size.ratio || 1;
+ if (newWidth > rc.width) {
+ newWidth = rc.width;
+ newHeight = newWidth / vRatio;
+ }
+ if (newHeight > rc.height) {
+ newHeight = rc.height;
+ newWidth = newHeight * vRatio;
+ }
+ chessboard.style.width = newWidth + "px";
+ chessboard.style.height = newHeight + "px";
+ const newX = (rc.width - newWidth) / 2;
+ chessboard.style.left = newX + "px";
+ const newY = (rc.height - newHeight) / 2;
+ chessboard.style.top = newY + "px";
+ const newR = {x: newX, y: newY, width: newWidth, height: newHeight};
+ const pieceWidth = this.getPieceWidth(newWidth);
+ // NOTE: next "if" for variants which use squares filling
+ // instead of "physical", moving pieces
+ if (this.g_pieces) {
+ for (let i=0; i < this.size.x; i++) {
+ for (let j=0; j < this.size.y; 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";
+ const [ip, jp] = this.getPixelPosition(i, j, newR);
+ // Translate coordinates to use chessboard as reference:
+ this.g_pieces[i][j].style.transform =
+ `translate(${ip - newX}px,${jp - newY}px)`;
+ }
+ }
+ }
+ }
+ if (this.hasReserve)
+ this.rescaleReserve(newR);
+ }
+
+ rescaleReserve(r) {
+ for (let c of ['w','b']) {
+ if (!this.reserve[c])
+ continue;
+ const nbR = this.getNbReservePieces(c);
+ if (nbR == 0)
+ continue;
+ // Resize container first
+ const sqResSize = this.getReserveSquareSize(r.width, nbR);
+ const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
+ const [i0, j0] = [r.x, r.y + vShift];
+ let rcontainer = document.getElementById("reserves_" + c);
+ rcontainer.style.left = i0 + "px";
+ rcontainer.style.top = j0 + "px";
+ rcontainer.style.width = (nbR * sqResSize + 1) + "px";
+ rcontainer.style.height = sqResSize + "px";
+ // And then reserve cells:
+ const rpieceWidth = this.getReserveSquareSize(r.width, nbR);
+ Object.keys(this.reserve[c]).forEach(p => {
+ if (this.reserve[c][p] == 0)
+ return;
+ let r_cell = document.getElementById(this.coordsToId({x: c, y: p}));
+ r_cell.style.width = sqResSize + "px";
+ r_cell.style.height = sqResSize + "px";
+ });
+ }
+ }
+
+ // Return the absolute pixel coordinates given current position.
+ // Our coordinate system differs from CSS one (x <--> y).
+ // We return here the CSS coordinates (more useful).
+ getPixelPosition(i, j, r) {
+ if (i < 0 || j < 0)
+ return [0, 0]; //piece vanishes
+ let x, y;
+ if (typeof i == "string") {
+ // Reserves: need to know the rank of piece
+ const nbR = this.getNbReservePieces(i);
+ const rsqSize = this.getReserveSquareSize(r.width, nbR);
+ x = this.getRankInReserve(i, j) * rsqSize;
+ y = (this.playerColor == i ? y = r.height + 5 : - 5 - rsqSize);
+ }
+ else {
+ const sqSize = r.width / Math.max(this.size.x, this.size.y);
+ const flipped = this.flippedBoard;
+ x = (flipped ? this.size.y - 1 - j : j) * sqSize +
+ Math.abs(this.size.x - this.size.y) * sqSize / 2;
+ y = (flipped ? this.size.x - 1 - i : i) * sqSize;
+ }
+ return [r.x + x, r.y + y];
+ }
+
+ initMouseEvents() {
+ let container = document.getElementById(this.containerId);
+ let chessboard = container.querySelector(".chessboard");
+
+ const getOffset = e => {
+ if (e.clientX)
+ // Mouse
+ return {x: e.clientX, y: e.clientY};
+ let touchLocation = null;
+ if (e.targetTouches && e.targetTouches.length >= 1)
+ // Touch screen, dragstart
+ touchLocation = e.targetTouches[0];
+ else if (e.changedTouches && e.changedTouches.length >= 1)
+ // Touch screen, dragend
+ touchLocation = e.changedTouches[0];
+ if (touchLocation)
+ return {x: touchLocation.clientX, y: touchLocation.clientY};
+ return {x: 0, y: 0}; //shouldn't reach here =)
+ }
+
+ const centerOnCursor = (piece, e) => {
+ const centerShift = this.getPieceWidth(r.width) / 2;
+ const offset = getOffset(e);
+ piece.style.left = (offset.x - centerShift) + "px";
+ piece.style.top = (offset.y - centerShift) + "px";
+ }
+
+ let start = null,
+ r = null,
+ startPiece, curPiece = null,
+ pieceWidth;
+ const mousedown = (e) => {
+ // Disable zoom on smartphones:
+ if (e.touches && e.touches.length > 1)
+ e.preventDefault();
+ r = chessboard.getBoundingClientRect();
+ pieceWidth = this.getPieceWidth(r.width);
+ const cd = this.idToCoords(e.target.id);
+ if (cd) {
+ const move = this.doClick(cd);
+ if (move)
+ this.buildMoveStack(move, r);
+ else if (!this.clickOnly) {
+ const [x, y] = Object.values(cd);
+ if (typeof x != "number")
+ startPiece = this.r_pieces[x][y];
+ else
+ startPiece = this.g_pieces[x][y];
+ if (startPiece && this.canIplay(x, y)) {
+ e.preventDefault();
+ start = cd;
+ curPiece = startPiece.cloneNode();
+ curPiece.style.transform = "none";
+ curPiece.style.zIndex = 5;
+ curPiece.style.width = pieceWidth + "px";
+ curPiece.style.height = pieceWidth + "px";
+ centerOnCursor(curPiece, e);
+ container.appendChild(curPiece);
+ startPiece.style.opacity = "0.4";
+ chessboard.style.cursor = "none";
+ }
+ }
+ }
+ };
+
+ const mousemove = (e) => {
+ if (start) {
+ e.preventDefault();
+ centerOnCursor(curPiece, e);
+ }
+ else if (e.changedTouches && e.changedTouches.length >= 1)
+ // Attempt to prevent horizontal swipe...
+ e.preventDefault();
+ };
+
+ const mouseup = (e) => {
+ if (!start)
+ return;
+ const [x, y] = [start.x, start.y];
+ start = null;
+ e.preventDefault();
+ chessboard.style.cursor = "pointer";
+ startPiece.style.opacity = "1";
+ const offset = getOffset(e);
+ const landingElt = document.elementFromPoint(offset.x, offset.y);
+ const cd =
+ (landingElt ? this.idToCoords(landingElt.id) : undefined);
+ if (cd) {
+ // NOTE: clearly suboptimal, but much easier, and not a big deal.
+ const potentialMoves = this.getPotentialMovesFrom([x, y])
+ .filter(m => m.end.x == cd.x && m.end.y == cd.y);
+ const moves = this.filterValid(potentialMoves);
+ if (moves.length >= 2)
+ this.showChoices(moves, r);
+ else if (moves.length == 1)
+ this.buildMoveStack(moves[0], r);
+ }
+ curPiece.remove();
+ };
+
+ const resize = (e) => this.rescale(e.deltaY < 0 ? "up" : "down");
+
+ if ('onmousedown' in window) {
+ this.mouseListeners = [
+ {type: "mousedown", listener: mousedown},
+ {type: "mousemove", listener: mousemove},
+ {type: "mouseup", listener: mouseup},
+ {type: "wheel", listener: resize}
+ ];
+ this.mouseListeners.forEach(ml => {
+ document.addEventListener(ml.type, ml.listener);
+ });
+ }
+ if ('ontouchstart' in window) {
+ this.touchListeners = [
+ {type: "touchstart", listener: mousedown},
+ {type: "touchmove", listener: mousemove},
+ {type: "touchend", listener: mouseup}
+ ];
+ this.touchListeners.forEach(tl => {
+ // https://stackoverflow.com/a/42509310/12660887
+ document.addEventListener(tl.type, tl.listener, {passive: false});
+ });
+ }
+ // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
+ }
+
+ // NOTE: not called if isDiagram
+ removeListeners() {
+ let container = document.getElementById(this.containerId);
+ this.windowResizeObs.unobserve(container);
+ if ('onmousedown' in window) {
+ this.mouseListeners.forEach(ml => {
+ document.removeEventListener(ml.type, ml.listener);
+ });
+ }
+ if ('ontouchstart' in window) {
+ this.touchListeners.forEach(tl => {
+ // https://stackoverflow.com/a/42509310/12660887
+ document.removeEventListener(tl.type, tl.listener);
+ });
+ }
+ }
+
+ showChoices(moves, r) {
+ let container = document.getElementById(this.containerId);
+ let chessboard = container.querySelector(".chessboard");
+ let choices = document.createElement("div");
+ choices.id = "choices";
+ if (!r)
+ r = chessboard.getBoundingClientRect();
+ choices.style.width = r.width + "px";
+ choices.style.height = r.height + "px";
+ choices.style.left = r.x + "px";
+ choices.style.top = r.y + "px";
+ chessboard.style.opacity = "0.5";
+ container.appendChild(choices);
+ const squareWidth = r.width / this.size.y;
+ const firstUpLeft = (r.width - (moves.length * squareWidth)) / 2;
+ const firstUpTop = (r.height - squareWidth) / 2;
+ const color = moves[0].appear[0].c;
+ const callback = (m) => {
+ chessboard.style.opacity = "1";
+ container.removeChild(choices);
+ this.buildMoveStack(m, r);
+ }
+ for (let i=0; i < moves.length; i++) {
+ let choice = document.createElement("div");
+ choice.classList.add("choice");
+ choice.style.width = squareWidth + "px";
+ choice.style.height = squareWidth + "px";
+ choice.style.left = (firstUpLeft + i * squareWidth) + "px";
+ choice.style.top = firstUpTop + "px";
+ choice.style.backgroundColor = "lightyellow";
+ choice.onclick = () => callback(moves[i]);
+ const piece = document.createElement("piece");
+ const cdisp = moves[i].choice || moves[i].appear[0].p;
+ C.AddClass_es(piece,
+ this.pieces(color, moves[i].end.x, moves[i].end.y)[cdisp]["class"]);
+ piece.classList.add(V.GetColorClass(color));
+ piece.style.width = "100%";
+ piece.style.height = "100%";
+ choice.appendChild(piece);
+ choices.appendChild(choice);
+ }
+ }
+
+ displayMessage(elt, msg, classe_s, timeout) {
+ if (elt)
+ // Fixed element, e.g. for Dice Chess
+ elt.innerHTML = msg;
+ else {
+ // Temporary div (Chakart, Apocalypse...)
+ let divMsg = document.createElement("div");
+ C.AddClass_es(divMsg, classe_s);
+ divMsg.innerHTML = msg;
+ let container = document.getElementById(this.containerId);
+ container.appendChild(divMsg);
+ setTimeout(() => container.removeChild(divMsg), timeout);
+ }
+ }
+
+ ////////////////
+ // DARK METHODS
+
+ updateEnlightened() {
+ this.oldEnlightened = this.enlightened;
+ this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
+ // Add pieces positions + all squares reachable by moves (includes Zen):
+ for (let x=0; x<this.size.x; x++) {
+ for (let y=0; y<this.size.y; y++) {
+ if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor)
+ {
+ this.enlightened[x][y] = true;
+ this.getPotentialMovesFrom([x, y]).forEach(m => {
+ this.enlightened[m.end.x][m.end.y] = true;
+ });
+ }
+ }
+ }
+ if (this.epSquare)
+ this.enlightEnpassant();
+ }
+
+ // Include square of the en-passant capturing square:
+ enlightEnpassant() {
+ // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
+ // TODO: (0, 0) is wrong, would need to place an attacker here...
+ const steps = this.pieces(this.playerColor, 0, 0)["p"].attack[0].steps;
+ for (let step of steps) {
+ const x = this.epSquare.x - step[0], //NOTE: epSquare.x not on edge
+ y = this.getY(this.epSquare.y - step[1]);
+ if (
+ this.onBoard(x, y) &&
+ this.getColor(x, y) == this.playerColor &&
+ this.getPieceType(x, y) == "p"
+ ) {
+ this.enlightened[x][this.epSquare.y] = true;
+ break;
+ }
+ }
+ }
+
+ // Apply diff this.enlightened --> oldEnlightened on board
+ graphUpdateEnlightened() {
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ const r = chessboard.getBoundingClientRect();
+ const pieceWidth = this.getPieceWidth(r.width);
+ for (let x=0; x<this.size.x; x++) {
+ for (let y=0; y<this.size.y; y++) {
+ if (!this.enlightened[x][y] && this.oldEnlightened[x][y]) {
+ let elt = document.getElementById(this.coordsToId({x: x, y: y}));
+ elt.classList.add("in-shadow");
+ if (this.g_pieces[x][y])
+ this.g_pieces[x][y].classList.add("hidden");
+ }
+ else if (this.enlightened[x][y] && !this.oldEnlightened[x][y]) {
+ let elt = document.getElementById(this.coordsToId({x: x, y: y}));
+ elt.classList.remove("in-shadow");
+ if (this.g_pieces[x][y])
+ this.g_pieces[x][y].classList.remove("hidden");
+ }
+ }
+ }
+ }
+
+ //////////////
+ // BASIC UTILS
+
+ get size() {
return {
- 'N': [-1, 0],
- 'NE': [-1, 1],
- 'E': [0, 1],
- 'SE': [1, 1],
- 'S': [1, 0],
- 'SO': [1, 61],
- 'O': [0, -1],
- 'NO': [-1, -1]
+ x: 8,
+ y: 8,
+ ratio: 1 //for rectangular board = y / x (optional, 1 = default)
};
}
- encodeSquare(x, y) {
- return (x*this.size.y+y).toString();
+ // Color of thing on square (i,j). '' if square is empty
+ getColor(i, j) {
+ if (typeof i == "string")
+ return i; //reserves : 'wb'
+ return this.board[i][j].charAt(0);
+ }
+
+ static GetColorClass(c) {
+ if (c == 'w')
+ return "white";
+ if (c == 'b')
+ return "black";
+ return "other-color"; //unidentified color
+ }
+
+ // Piece on i,j. '' if square is empty
+ getPiece(i, j) {
+ if (typeof j == "string")
+ return j; //reserves : 'bq'
+ return this.board[i][j].charAt(1);
+ }
+
+ // Piece type on square (i,j)
+ getPieceType(x, y, p) {
+ if (!p)
+ p = this.getPiece(x, y);
+ return this.pieces(this.getColor(x, y), x, y)[p].moveas || p;
+ }
+
+ isKing(x, y, p) {
+ if (!p)
+ p = this.getPiece(x, y);
+ if (!this.options["cannibal"])
+ return p == 'k';
+ return !!C.CannibalKings[p];
+ }
+
+ static GetOppTurn(color) {
+ return (color == 'w' ? 'b' : 'w');
+ }
+
+ // Get opponent color(s): may differ from turn (e.g. Checkered)
+ getOppCols(color) {
+ return [ (color == "w" ? "b" : "w") ];
+ }
+
+ // Is (x,y) on the chessboard?
+ onBoard(x, y) {
+ return (x >= 0 && x < this.size.x &&
+ y >= 0 && y < this.size.y);
+ }
+
+ // Am I allowed to move thing at square x,y ?
+ canIplay(x, y) {
+ return (this.playerColor == this.turn && this.getColor(x, y) == this.turn);
+ }
+
+ ////////////////////////
+ // PIECES SPECIFICATIONS
+
+ getPawnShift(color) {
+ return (color == "w" ? -1 : 1);
+ }
+ isPawnInitRank(x, color) {
+ return (color == 'w' && x >= 6) || (color == 'b' && x <= 1);
}
pieces(color, x, y) {
- let basePieces = super.pieces(color, x, y);
- const extension = {
- 'j': {
- "class": "jailer",
+ const pawnShift = this.getPawnShift(color || 'w');
+ return {
+ 'p': {
+ "class": "pawn",
moves: [
{
- steps: [[1, 0], [0, 1], [-1, 0], [0, -1]]
+ steps: [[pawnShift, 0]],
+ range: (this.isPawnInitRank(x, color) ? 2 : 1)
+ }
+ ],
+ attack: [
+ {
+ steps: [[pawnShift, 1], [pawnShift, -1]],
+ range: 1
}
]
},
- 's': {
- "class": "sentry",
- moves: [
+ 'r': {
+ "class": "rook",
+ both: [
+ {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
+ ]
+ },
+ 'n': {
+ "class": "knight",
+ both: [
{
- steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]
+ steps: [
+ [1, 2], [1, -2], [-1, 2], [-1, -2],
+ [2, 1], [-2, 1], [2, -1], [-2, -1]
+ ],
+ range: 1
}
]
},
- 'l': {
- "class": "lancer",
+ 'b': {
+ "class": "bishop",
+ both: [
+ {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
+ ]
+ },
+ 'q': {
+ "class": "queen",
both: [
{
- steps: [ V.LANCER_STEP [
- this.lancer_orient[this.encodeSquare(x, y)] ]
+ steps: [
+ [0, 1], [0, -1], [1, 0], [-1, 0],
+ [1, 1], [1, -1], [-1, 1], [-1, -1]
]
}
]
- }
+ },
+ 'k': {
+ "class": "king",
+ both: [
+ {
+ steps: [
+ [0, 1], [0, -1], [1, 0], [-1, 0],
+ [1, 1], [1, -1], [-1, 1], [-1, -1]
+ ],
+ range: 1
+ }
+ ]
+ },
+ // Cannibal kings:
+ '!': {"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"}
};
}
- // TODO: need argument x, y to know which orientations are allowed
- get pawnPromotions(x, y) {
- // TODO: lancer orientation = backward vertical from promotion square?
- // So that user can choose orientation later when moving it.
- return ['q', 'r', 'n', 'b', 'j', 's', 'l']; //TODO
+ // NOTE: using special symbols to not interfere with variants' pieces codes
+ static get CannibalKings() {
+ return {
+ "!": "p",
+ "#": "r",
+ "$": "n",
+ "%": "b",
+ "*": "q",
+ "k": "k"
+ };
}
- // lorient : "{z1:NO,z2:SE, ...etc}"
- setOtherVariables(fenParsed) {
- super.setOtherVariables(fenParsed);
- this.lancer_orient = JSON.parse(fenParsed.lorient);
- // subTurn == 2 only when a sentry moved, and is about to push something
- this.subTurn = 1;
- // Sentry position just after a "capture" (subTurn from 1 to 2)
- this.sentryPos = null;
- // Stack pieces' forbidden squares after a sentry move at each turn
- if (fenParsed.sentrypush == "-")
- this.sentryPush = [null];
- else {
- // Expand init + dest squares into a full path:
- const init = C.SquareToCoords(fenParsed.sentrypush.substr(0, 2)),
- dest = C.SquareToCoords(fenParsed.sentrypush.substr(2));
- let newPath = [init];
- const delta = ['x', 'y'].map(i => Math.abs(dest[i] - init[i]));
- // Check that it's not a knight movement:
- if (delta[0] == 0 || delta[1] == 0 || delta[0] == delta[1]) {
- const step = ['x', 'y'].map((i, idx) => {
- return (dest[i] - init[i]) / delta[idx] || 0
- });
- let x = init.x + step[0],
- y = init.y + step[1];
- while (x != dest.x || y != dest.y) {
- newPath.push({ x: x, y: y });
- x += step[0];
- y += step[1];
- }
- }
- newPath.push(dest);
- this.sentryPush = [newPath];
- }
+ static get CannibalKingCode() {
+ return {
+ "p": "!",
+ "r": "#",
+ "n": "$",
+ "b": "%",
+ "q": "*",
+ "k": "k"
+ };
}
- getPartFen(o) {
- return Object.assign({},
- super.getPartFen(o),
- {
- "lorient": o.init ? "TODO" : JSON.encode(this.lancer_orient),
- "sentrypush": o.init ? "-" : this.getSentrypushFen()
- }
- );
+ //////////////////////////
+ // MOVES GENERATION UTILS
+
+ // For Cylinder: get Y coordinate
+ getY(y) {
+ if (!this.options["cylinder"])
+ return y;
+ let res = y % this.size.y;
+ if (res < 0)
+ res += this.size.y;
+ return res;
+ }
+ // Circular?
+ getX(x) {
+ return x; //generally, no
}
- // TODO: from here --> L1500 in base -- moves generation
- getSentrypushFen() {
- const L = this.sentryPush.length;
- if (!this.sentryPush[L-1]) return "-";
- let res = "";
- const spL = this.sentryPush[L-1].length;
- // Condensate path: just need initial and final squares:
- return [0, spL - 1]
- .map(i => V.CoordsToSquare(this.sentryPush[L-1][i]))
- .join("");
+ increment([x, y], step) {
+ return [
+ this.getX(x + step[0]),
+ this.getY(y + step[1])
+ ];
}
+ getSegments(curSeg, segStart, segEnd) {
+ if (curSeg.length == 0)
+ return undefined;
+ let segments = JSON.parse(JSON.stringify(curSeg)); //not altering
+ segments.push([[segStart[0], segStart[1]], [segEnd[0], segEnd[1]]]);
+ return segments;
+ }
+ getStepSpec(color, x, y, piece) {
+ let pieceType = piece;
+ let allSpecs = this.pieces(color, x, y);
+ if (!piece)
+ pieceType = this.getPieceType(x, y);
+ else if (allSpecs[piece].moveas)
+ pieceType = allSpecs[piece].moveas;
+ let res = allSpecs[pieceType];
+ if (!res["both"])
+ res.both = [];
+ if (!res["moves"])
+ res.moves = [];
+ if (!res["attack"])
+ res.attack = [];
+ return res;
+ }
+ // Can thing on square1 capture thing on square2?
+ canTake([x1, y1], [x2, y2]) {
+ return this.getColor(x1, y1) !== this.getColor(x2, y2);
+ }
+ // Teleport & Recycle. Assumption: color(x1,y1) == color(x2,y2)
+ canSelfTake([x1, y1], [x2, y2]) {
+ return !this.isKing(x2, y2);
+ }
- static GenRandInitFen(options) {
- if (options.randomness == 0)
- return "jfsqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JDSQKBNR w 0 ahah - -";
+ canStepOver(i, j, p) {
+ // In some variants, objects on boards don't stop movement (Chakart)
+ return this.board[i][j] == "";
+ }
- const baseFen = ChessRules.GenRandInitFen(options);
- const fenParts = baseFen.split(' ');
- const posParts = fenParts[0].split('/');
+ canDrop([c, p], [i, j]) {
+ return (
+ this.board[i][j] == "" &&
+ (!this.enlightened || this.enlightened[i][j]) &&
+ (
+ p != "p" ||
+ (c == 'w' && i < this.size.x - 1) ||
+ (c == 'b' && i > 0)
+ )
+ );
+ }
- // Replace one bishop by sentry, so that sentries on different colors
- // Also replace one random rook by jailer,
- // and one random knight by lancer (facing north/south)
- let pieceLine = { b: posParts[0], w: posParts[7].toLowerCase() };
- let posBlack = { r: -1, n: -1, b: -1 };
- const mapP = { r: 'j', n: 'l', b: 's' };
- ['b', 'w'].forEach(c => {
- ['r', 'n', 'b'].forEach(p => {
- let pl = pieceLine[c];
- let pos = -1;
- if (options.randomness == 2 || c == 'b')
- pos = (randInt(2) == 0 ? pl.indexOf(p) : pl.lastIndexOf(p));
- else pos = posBlack[p];
- pieceLine[c] =
- pieceLine[c].substr(0, pos) + mapP[p] + pieceLine[c].substr(pos+1);
- if (options.randomness == 1 && c == 'b') posBlack[p] = pos;
- });
- });
- // Rename 'l' into 'g' (black) or 'c' (white)
- pieceLine['w'] = pieceLine['w'].replace('l', 'c');
- pieceLine['b'] = pieceLine['b'].replace('l', 'g');
- if (options.randomness == 2) {
- const ws = pieceLine['w'].indexOf('s');
- const bs = pieceLine['b'].indexOf('s');
- if (ws % 2 != bs % 2) {
- // Fix sentry: should be on different colors.
- // => move sentry on other bishop for random color
- const c = sample(['w', 'b'], 1);
- pieceLine[c] = pieceLine[c]
- .replace('b', 't') //tmp
- .replace('s', 'b')
- .replace('t', 's');
+ // For Madrasi:
+ // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
+ isImmobilized([x, y]) {
+ if (!this.options["madrasi"])
+ return false;
+ const color = this.getColor(x, y);
+ const oppCols = this.getOppCols(color);
+ const piece = this.getPieceType(x, y);
+ const stepSpec = this.getStepSpec(color, x, y, piece);
+ const attacks = stepSpec.both.concat(stepSpec.attack);
+ for (let a of attacks) {
+ outerLoop: for (let step of a.steps) {
+ let [i, j] = this.increment([x, y], step);
+ let stepCounter = 0;
+ while (this.onBoard(i, j) && this.board[i][j] == "") {
+ if (a.range <= stepCounter++)
+ continue outerLoop;
+ [i, j] = this.increment([i, j], step);
+ }
+ if (
+ this.onBoard(i, j) &&
+ oppCols.includes(this.getColor(i, j)) &&
+ this.getPieceType(i, j) == piece
+ ) {
+ return true;
+ }
}
}
+ return false;
+ }
- return (
- pieceLine['b'] + "/" +
- posParts.slice(1, 7).join('/') + "/" +
- pieceLine['w'].toUpperCase() + " " +
- fenParts.slice(1, 5).join(' ') + " -"
- );
+ // Stop at the first capture found
+ atLeastOneCapture(color) {
+ const allowed = (sq1, sq2) => {
+ return (
+ // NOTE: canTake is reversed for Zen.
+ // Generally ok because of the symmetry. TODO?
+ this.canTake(sq1, sq2) &&
+ this.filterValid(
+ [this.getBasicMove(sq1, sq2)]).length >= 1
+ );
+ };
+ for (let i=0; i<this.size.x; i++) {
+ for (let j=0; j<this.size.y; j++) {
+ if (this.getColor(i, j) == color) {
+ if (
+ (
+ !this.options["zen"] &&
+ this.findDestSquares(
+ [i, j],
+ {
+ attackOnly: true,
+ one: true,
+ },
+ allowed
+ )
+ )
+ ||
+ (
+ (
+ this.options["zen"] &&
+ this.findCapturesOn(
+ [i, j],
+ {one: true},
+ allowed
+ )
+ )
+ )
+ ) {
+ return true;
+ }
+ }
+ }
+ }
+ return false;
}
- canTake([x1, y1], [x2, y2]) {
- if (this.subTurn == 2)
- // Only self captures on this subturn:
- return this.getColor(x1, y1) == this.getColor(x2, y2);
- return super.canTake([x1, y1], [x2, y2]);
+ compatibleStep([x1, y1], [x2, y2], step, range) {
+ const epsilon = 1e-7; //arbitrary small value
+ let shifts = [0];
+ if (this.options["cylinder"])
+ Array.prototype.push.apply(shifts, [-this.size.y, this.size.y]);
+ for (let sh of shifts) {
+ const rx = (x2 - x1) / step[0],
+ ry = (y2 + sh - y1) / step[1];
+ if (
+ // Zero step but non-zero interval => impossible
+ (!Number.isFinite(rx) && !Number.isNaN(rx)) ||
+ (!Number.isFinite(ry) && !Number.isNaN(ry)) ||
+ // Negative number of step (impossible)
+ (rx < 0 || ry < 0) ||
+ // Not the same number of steps in both directions:
+ (!Number.isNaN(rx) && !Number.isNaN(ry) && Math.abs(rx - ry) > epsilon)
+ ) {
+ continue;
+ }
+ let distance = (Number.isNaN(rx) ? ry : rx);
+ if (Math.abs(distance - Math.round(distance)) > epsilon)
+ continue;
+ distance = Math.round(distance); //in case of (numerical...)
+ if (!range || range >= distance)
+ return true;
+ }
+ return false;
}
+ ////////////////////
+ // MOVES GENERATION
+ getDropMovesFrom([c, p]) {
+ // NOTE: by design, this.reserve[c][p] >= 1 on user click
+ // (but not necessarily otherwise: atLeastOneMove() etc)
+ if (this.reserve[c][p] == 0)
+ return [];
+ let moves = [];
+ for (let i=0; i<this.size.x; i++) {
+ for (let j=0; j<this.size.y; j++) {
+ if (this.onBoard(i, j) && this.canDrop([c, p], [i, j])) {
+ let mv = new Move({
+ start: {x: c, y: p},
+ end: {x: i, y: j},
+ appear: [new PiPo({x: i, y: j, c: c, p: p})],
+ vanish: []
+ });
+ if (this.board[i][j] != "") {
+ mv.vanish.push(new PiPo({
+ x: i,
+ y: j,
+ c: this.getColor(i, j),
+ p: this.getPiece(i, j)
+ }));
+ }
+ moves.push(mv);
+ }
+ }
+ }
+ return moves;
+ }
+ // All possible moves from selected square
+ // TODO: generalize usage if arg "color" (e.g. Checkered)
+ getPotentialMovesFrom([x, y], color) {
+ if (this.subTurnTeleport == 2)
+ return [];
+ if (typeof x == "string")
+ return this.getDropMovesFrom([x, y]);
+ if (this.isImmobilized([x, y]))
+ return [];
+ const piece = this.getPieceType(x, y);
+ let moves = this.getPotentialMovesOf(piece, [x, y]);
+ if (piece == "p" && this.hasEnpassant && this.epSquare)
+ Array.prototype.push.apply(moves, this.getEnpassantCaptures([x, y]));
+ if (this.isKing(0, 0, piece) && this.hasCastle)
+ Array.prototype.push.apply(moves, this.getCastleMoves([x, y]));
+ return this.postProcessPotentialMoves(moves);
+ }
+ postProcessPotentialMoves(moves) {
+ if (moves.length == 0)
+ return [];
+ const color = this.getColor(moves[0].start.x, moves[0].start.y);
+ const oppCols = this.getOppCols(color);
+ if (this.options["capture"] && this.atLeastOneCapture(color))
+ moves = this.capturePostProcess(moves, oppCols);
+ if (this.options["atomic"])
+ moves = this.atomicPostProcess(moves, color, oppCols);
- // Is piece on square (x,y) immobilized?
- isImmobilized([x, y]) {
- const color = this.getColor(x, y);
- const oppCol = V.GetOppCol(color);
- for (let step of V.steps[V.ROOK]) {
- const [i, j] = [x + step[0], y + step[1]];
- if (
- V.OnBoard(i, j) &&
- this.board[i][j] != V.EMPTY &&
- this.getColor(i, j) == oppCol
- ) {
- if (this.getPiece(i, j) == V.JAILER) return [i, j];
- }
+ if (
+ moves.length > 0 &&
+ this.getPieceType(moves[0].start.x, moves[0].start.y) == "p"
+ ) {
+ moves = this.pawnPostProcess(moves, color, oppCols);
}
- return null;
+
+ if (this.options["cannibal"] && this.options["rifle"])
+ // In this case a rifle-capture from last rank may promote a pawn
+ moves = this.riflePromotePostProcess(moves, color);
+
+ return moves;
}
- canIplay(side, [x, y]) {
- return (
- (this.subTurn == 1 && this.turn == side && this.getColor(x, y) == side)
- ||
- (this.subTurn == 2 && x == this.sentryPos.x && y == this.sentryPos.y)
- );
+ capturePostProcess(moves, oppCols) {
+ // Filter out non-capturing moves (not using m.vanish because of
+ // self captures of Recycle and Teleport).
+ return moves.filter(m => {
+ return (
+ this.board[m.end.x][m.end.y] != "" &&
+ oppCols.includes(this.getColor(m.end.x, m.end.y))
+ );
+ });
}
- getPotentialMovesFrom([x, y]) {
- const piece = this.getPiece(x, y);
- const L = this.sentryPush.length;
- // At subTurn == 2, jailers aren't effective (Jeff K)
- if (this.subTurn == 1) {
- const jsq = this.isImmobilized([x, y]);
- if (!!jsq) {
- let moves = [];
- // Special pass move if king:
- if (piece == V.KING) {
- moves.push(
- new Move({
- appear: [],
- vanish: [],
- start: { x: x, y: y },
- end: { x: jsq[0], y: jsq[1] }
+ atomicPostProcess(moves, color, oppCols) {
+ moves.forEach(m => {
+ if (
+ this.board[m.end.x][m.end.y] != "" &&
+ oppCols.includes(this.getColor(m.end.x, m.end.y))
+ ) {
+ // Explosion!
+ let steps = [
+ [-1, -1],
+ [-1, 0],
+ [-1, 1],
+ [0, -1],
+ [0, 1],
+ [1, -1],
+ [1, 0],
+ [1, 1]
+ ];
+ let mNext = new Move({
+ start: m.end,
+ end: m.end,
+ appear: [],
+ vanish: []
+ });
+ for (let step of steps) {
+ let [x, y] = this.increment([m.end.x, m.end.y], step);
+ if (
+ this.onBoard(x, y) &&
+ this.board[x][y] != "" &&
+ (x != m.start.x || y != m.start.y) &&
+ this.getPieceType(x, y) != "p"
+ ) {
+ mNext.vanish.push(
+ new PiPo({
+ p: this.getPiece(x, y),
+ c: this.getColor(x, y),
+ x: x,
+ y: y
+ })
+ );
+ }
+ }
+ if (!this.options["rifle"]) {
+ // The moving piece also vanish
+ mNext.vanish.unshift(
+ new PiPo({
+ x: m.end.x,
+ y: m.end.y,
+ c: color,
+ p: this.getPiece(m.start.x, m.start.y)
})
);
}
- else if (piece == V.LANCER && !!this.sentryPush[L-1]) {
- // A pushed lancer next to the jailer: reorient
- const color = this.getColor(x, y);
- const curDir = this.board[x][y].charAt(1);
- Object.keys(V.LANCER_DIRS).forEach(k => {
- moves.push(
- new Move({
- appear: [{ x: x, y: y, c: color, p: k }],
- vanish: [{ x: x, y: y, c: color, p: curDir }],
- start: { x: x, y: y },
- end: { x: jsq[0], y: jsq[1] }
- })
- );
- });
+ m.next = mNext;
+ }
+ });
+ return moves;
+ }
+
+ pawnPostProcess(moves, color, oppCols) {
+ 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 => {
+ 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"]) {
+ m.appear.shift();
+ return;
+ }
+ let finalPieces;
+ if (
+ this.options["cannibal"] &&
+ this.board[x2][y2] != "" &&
+ oppCols.includes(this.getColor(x2, y2))
+ ) {
+ 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++) {
+ let newMove = JSON.parse(JSON.stringify(m));
+ const piece = finalPieces[i];
+ m.appear[0].p = (initPiece != "!" ? piece : C.CannibalKingCode[piece]);
+ moreMoves.push(newMove);
+ }
+ });
+ return moves.concat(moreMoves);
+ }
+
+ riflePromotePostProcess(moves, color) {
+ const lastRank = (color == "w" ? 0 : this.size.x - 1);
+ let newMoves = [];
+ moves.forEach(m => {
+ if (
+ m.start.x == lastRank &&
+ m.appear.length >= 1 &&
+ m.appear[0].p == "p" &&
+ m.appear[0].x == m.start.x &&
+ m.appear[0].y == m.start.y
+ ) {
+ 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.pawnPromotions[i];
+ newMoves.push(newMv);
}
- return moves;
}
+ });
+ return moves.concat(newMoves);
+ }
+
+ // Generic method to find possible moves of "sliding or jumping" pieces
+ getPotentialMovesOf(piece, [x, y]) {
+ const color = this.getColor(x, y);
+ const stepSpec = this.getStepSpec(color, x, y, piece);
+ let squares = [];
+ if (stepSpec.attack) {
+ squares = this.findDestSquares(
+ [x, y],
+ {
+ attackOnly: true,
+ stepSpec: stepSpec
+ },
+ ([i1, j1], [i2, j2]) => {
+ return (
+ (!this.options["zen"] || this.isKing(i2, j2)) &&
+ this.canTake([i1, j1], [i2, j2])
+ );
+ }
+ );
}
- let moves = [];
- switch (piece) {
- case V.JAILER:
- moves = this.getPotentialJailerMoves([x, y]);
- break;
- case V.SENTRY:
- moves = this.getPotentialSentryMoves([x, y]);
- break;
- case V.LANCER:
- moves = this.getPotentialLancerMoves([x, y]);
- break;
- default:
- moves = super.getPotentialMovesFrom([x, y]);
- break;
+ const noSpecials = this.findDestSquares(
+ [x, y],
+ {
+ moveOnly: !!stepSpec.attack || this.options["zen"],
+ stepSpec: stepSpec
+ }
+ );
+ Array.prototype.push.apply(squares, noSpecials);
+ if (this.options["zen"]) {
+ let zenCaptures = this.findCapturesOn(
+ [x, y],
+ {}, //byCol: default is ok
+ ([i1, j1], [i2, j2]) =>
+ !this.isKing(i1, j1) && this.canTake([i2, j2], [i1, j1])
+ );
+ // Technical step: segments (if any) are reversed
+ zenCaptures.forEach(z => {
+ if (!!z.segments)
+ z.segments = z.segments.reverse().map(s => s.reverse())
+ });
+ Array.prototype.push.apply(squares, zenCaptures);
}
- if (!!this.sentryPush[L-1]) {
- // Delete moves walking back on sentry push path,
- // only if not a pawn, and the piece is the pushed one.
- const pl = this.sentryPush[L-1].length;
- const finalPushedSq = this.sentryPush[L-1][pl-1];
- moves = moves.filter(m => {
+ if (this.hasSelfCaptures) {
+ const selfCaptures = this.findDestSquares(
+ [x, y],
+ {
+ attackOnly: true,
+ stepSpec: stepSpec
+ },
+ ([i1, j1], [i2, j2]) => {
+ return (
+ this.getColor(i2, j2) == color &&
+ this.canSelfTake([i1, j1], [i2, j2])
+ );
+ }
+ );
+ Array.prototype.push.apply(squares, selfCaptures);
+ }
+ return squares.map(s => {
+ let mv = this.getBasicMove([x, y], s.sq);
+ if (!!s.segments)
+ mv.segments = s.segments;
+ return mv;
+ });
+ }
+
+ findDestSquares([x, y], o, allowed) {
+ if (!allowed)
+ allowed = (sq1, sq2) => this.canTake(sq1, sq2);
+ const apparentPiece = this.getPiece(x, y); //how it looks
+ let res = [];
+ // Next 3 for Cylinder mode or circular (useless otherwise)
+ let explored = {};
+ let segments = [];
+ let segStart = [];
+ const addSquare = ([i, j]) => {
+ let elt = {sq: [i, j]};
+ if (segments.length >= 1)
+ elt.segments = this.getSegments(segments, segStart, [i, j]);
+ res.push(elt);
+ };
+ const exploreSteps = (stepArray, mode) => {
+ for (let s of stepArray) {
+ outerLoop: for (let step of s.steps) {
+ segments = [];
+ segStart = [x, y];
+ let [i, j] = [x, y];
+ let stepCounter = 0;
+ while (
+ this.onBoard(i, j) &&
+ ((i == x && j == y) || this.canStepOver(i, j, apparentPiece))
+ ) {
+ if (!explored[i + "." + j] && (i != x || j != y)) {
+ explored[i + "." + j] = true;
+ if (
+ !o.captureTarget ||
+ (o.captureTarget[0] == i && o.captureTarget[1] == j)
+ ) {
+ if (o.one && mode != "attack")
+ return true;
+ if (mode != "attack")
+ addSquare(!o.captureTarget ? [i, j] : [x, y]);
+ if (o.captureTarget)
+ return res[0];
+ }
+ }
+ if (s.range <= stepCounter++)
+ continue outerLoop;
+ const oldIJ = [i, j];
+ [i, j] = this.increment([i, j], step);
+ if (
+ Math.abs(i - oldIJ[0]) != Math.abs(step[0]) ||
+ Math.abs(j - oldIJ[1]) != Math.abs(step[1])
+ ) {
+ // Boundary between segments (cylinder or circular mode)
+ segments.push([[segStart[0], segStart[1]], oldIJ]);
+ segStart = [i, j];
+ }
+ }
+ if (!this.onBoard(i, j))
+ continue;
+ const pieceIJ = this.getPieceType(i, j);
+ if (!explored[i + "." + j]) {
+ explored[i + "." + j] = true;
+ if (allowed([x, y], [i, j])) {
+ if (o.one && mode != "moves")
+ return true;
+ if (mode != "moves")
+ addSquare(!o.captureTarget ? [i, j] : [x, y]);
+ if (
+ o.captureTarget &&
+ o.captureTarget[0] == i && o.captureTarget[1] == j
+ ) {
+ return res[0];
+ }
+ }
+ }
+ }
+ }
+ return undefined; //default, but let's explicit it
+ };
+ if (o.captureTarget)
+ return exploreSteps(o.captureSteps, "attack");
+ else {
+ const stepSpec =
+ o.stepSpec || this.getStepSpec(this.getColor(x, y), x, y);
+ let outOne = false;
+ if (!o.attackOnly)
+ outOne = exploreSteps(stepSpec.both.concat(stepSpec.moves), "moves");
+ if (!outOne && !o.moveOnly)
+ outOne = exploreSteps(stepSpec.both.concat(stepSpec.attack), "attack");
+ return (o.one ? outOne : res);
+ }
+ }
+
+ // Search for enemy (or not) pieces attacking [x, y]
+ findCapturesOn([x, y], o, allowed) {
+ if (!o.byCol)
+ o.byCol = this.getOppCols(this.getColor(x, y) || this.turn);
+ let res = [];
+ for (let i=0; i<this.size.x; i++) {
+ for (let j=0; j<this.size.y; j++) {
+ const colIJ = this.getColor(i, j);
if (
- m.vanish[0].p != V.PAWN &&
- m.start.x == finalPushedSq.x && m.start.y == finalPushedSq.y &&
- this.sentryPush[L-1].some(sq => sq.x == m.end.x && sq.y == m.end.y)
+ this.board[i][j] != "" &&
+ o.byCol.includes(colIJ) &&
+ !this.isImmobilized([i, j])
) {
- return false;
+ const apparentPiece = this.getPiece(i, j);
+ // Quick check: does this potential attacker target x,y ?
+ if (this.canStepOver(x, y, apparentPiece))
+ continue;
+ const stepSpec = this.getStepSpec(colIJ, i, j);
+ const attacks = stepSpec.attack.concat(stepSpec.both);
+ for (let a of attacks) {
+ for (let s of a.steps) {
+ // Quick check: if step isn't compatible, don't even try
+ if (!this.compatibleStep([i, j], [x, y], s, a.range))
+ continue;
+ // Finally verify that nothing stand in-between
+ const out = this.findDestSquares(
+ [i, j],
+ {
+ captureTarget: [x, y],
+ captureSteps: [{steps: [s], range: a.range}],
+ },
+ allowed
+ );
+ if (out) {
+ if (o.one)
+ return true;
+ res.push(out);
+ }
+ }
+ }
}
- return true;
- });
- }
- else if (this.subTurn == 2) {
- // Put back the sentinel on board:
- const color = this.turn;
- moves.forEach(m => {
- m.appear.push({x: x, y: y, p: V.SENTRY, c: color});
- });
+ }
}
- return moves;
+ return (o.one ? false : res);
}
- getPotentialPawnMoves([x, y]) {
- const color = this.getColor(x, y);
- let moves = [];
- const [sizeX, sizeY] = [V.size.x, V.size.y];
- let shiftX = (color == "w" ? -1 : 1);
- if (this.subTurn == 2) shiftX *= -1;
- const firstRank = color == "w" ? sizeX - 1 : 0;
- const startRank = color == "w" ? sizeX - 2 : 1;
- const lastRank = color == "w" ? 0 : sizeX - 1;
-
- // Pawns might be pushed on 1st rank and attempt to move again:
- if (!V.OnBoard(x + shiftX, y)) return [];
-
- // A push cannot put a pawn on last rank (it goes backward)
- let finalPieces = [V.PAWN];
- if (x + shiftX == lastRank) {
- // Only allow direction facing inside board:
- const allowedLancerDirs =
- lastRank == 0
- ? ['e', 'f', 'g', 'h', 'm']
- : ['c', 'd', 'e', 'm', 'o'];
- finalPieces =
- allowedLancerDirs
- .concat([V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.SENTRY, V.JAILER]);
- }
- if (this.board[x + shiftX][y] == V.EMPTY) {
- // One square forward
- for (let piece of finalPieces) {
- moves.push(
- this.getBasicMove([x, y], [x + shiftX, y], {
- c: color,
- p: piece
- })
- );
- }
- if (
- // 2-squares jumps forbidden if pawn push
- this.subTurn == 1 &&
- [startRank, firstRank].includes(x) &&
- this.board[x + 2 * shiftX][y] == V.EMPTY
- ) {
- // Two squares jump
- moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
- }
+ // Build a regular move from its initial and destination squares.
+ // tr: transformation
+ getBasicMove([sx, sy], [ex, ey], tr) {
+ const initColor = this.getColor(sx, sy);
+ const initPiece = this.getPiece(sx, sy);
+ const destColor = (this.board[ex][ey] != "" ? this.getColor(ex, ey) : "");
+ let mv = new Move({
+ appear: [],
+ vanish: [],
+ start: {x: sx, y: sy},
+ end: {x: ex, y: ey}
+ });
+ if (
+ !this.options["rifle"] ||
+ this.board[ex][ey] == "" ||
+ destColor == initColor //Recycle, Teleport
+ ) {
+ mv.appear = [
+ new PiPo({
+ x: ex,
+ y: ey,
+ c: !!tr ? tr.c : initColor,
+ p: !!tr ? tr.p : initPiece
+ })
+ ];
+ mv.vanish = [
+ new PiPo({
+ x: sx,
+ y: sy,
+ c: initColor,
+ p: initPiece
+ })
+ ];
}
- // Captures
- for (let shiftY of [-1, 1]) {
- if (
- y + shiftY >= 0 &&
- y + shiftY < sizeY &&
- this.board[x + shiftX][y + shiftY] != V.EMPTY &&
- this.canTake([x, y], [x + shiftX, y + shiftY])
- ) {
- for (let piece of finalPieces) {
- moves.push(
- this.getBasicMove([x, y], [x + shiftX, y + shiftY], {
- c: color,
- p: piece
+ if (this.board[ex][ey] != "") {
+ mv.vanish.push(
+ new PiPo({
+ x: ex,
+ y: ey,
+ c: this.getColor(ex, ey),
+ p: this.getPiece(ex, ey)
+ })
+ );
+ if (this.options["cannibal"] && destColor != initColor) {
+ const lastIdx = mv.vanish.length - 1; //think "Rifle+Cannibal"
+ let trPiece = mv.vanish[lastIdx].p;
+ if (this.isKing(sx, sy))
+ trPiece = C.CannibalKingCode[trPiece];
+ if (mv.appear.length >= 1)
+ mv.appear[0].p = trPiece;
+ else if (this.options["rifle"]) {
+ mv.appear.unshift(
+ new PiPo({
+ x: sx,
+ y: sy,
+ c: initColor,
+ p: trPiece
+ })
+ );
+ mv.vanish.unshift(
+ new PiPo({
+ x: sx,
+ y: sy,
+ c: initColor,
+ p: initPiece
})
);
}
}
}
+ return mv;
+ }
- // En passant: only on subTurn == 1
- const Lep = this.epSquares.length;
- const epSquare = this.epSquares[Lep - 1];
+ // En-passant square, if any
+ getEpSquare(moveOrSquare) {
+ if (typeof moveOrSquare === "string") {
+ const square = moveOrSquare;
+ if (square == "-")
+ return undefined;
+ return C.SquareToCoords(square);
+ }
+ // Argument is a move:
+ const move = moveOrSquare;
+ const s = move.start,
+ e = move.end;
if (
- this.subTurn == 1 &&
- !!epSquare &&
- epSquare.x == x + shiftX &&
- Math.abs(epSquare.y - y) == 1
+ s.y == e.y &&
+ Math.abs(s.x - e.x) == 2 &&
+ // Next conditions for variants like Atomic or Rifle, Recycle...
+ (
+ move.appear.length > 0 &&
+ this.getPieceType(0, 0, move.appear[0].p) == 'p'
+ )
+ &&
+ (
+ move.vanish.length > 0 &&
+ this.getPieceType(0, 0, move.vanish[0].p) == 'p'
+ )
) {
- let enpassantMove = this.getBasicMove([x, y], [epSquare.x, epSquare.y]);
- enpassantMove.vanish.push({
- x: x,
- y: epSquare.y,
- p: "p",
- c: this.getColor(x, epSquare.y)
- });
- moves.push(enpassantMove);
+ return {
+ x: (s.x + e.x) / 2,
+ y: s.y
+ };
}
-
- return moves;
+ return undefined; //default
}
- doClick(square) {
- if (isNaN(square[0])) return null;
- const L = this.sentryPush.length;
- const [x, y] = [square[0], square[1]];
- const color = this.turn;
+ // Special case of en-passant captures: treated separately
+ getEnpassantCaptures([x, y]) {
+ const color = this.getColor(x, y);
+ const shiftX = (color == 'w' ? -1 : 1);
+ const oppCols = this.getOppCols(color);
if (
- this.subTurn == 2 ||
- this.board[x][y] == V.EMPTY ||
- this.getPiece(x, y) != V.LANCER ||
- this.getColor(x, y) != color ||
- !!this.sentryPush[L-1]
+ this.epSquare &&
+ this.epSquare.x == x + shiftX && //NOTE: epSquare.x not on edge
+ Math.abs(this.getY(this.epSquare.y - y)) == 1 &&
+ // Doublemove (and Progressive?) guards:
+ this.board[this.epSquare.x][this.epSquare.y] == "" &&
+ oppCols.includes(this.getColor(x, this.epSquare.y))
) {
- return null;
- }
- // Stuck lancer?
- const orientation = this.board[x][y][1];
- const step = V.LANCER_DIRS[orientation];
- if (!V.OnBoard(x + step[0], y + step[1])) {
- let choices = [];
- Object.keys(V.LANCER_DIRS).forEach(k => {
- const dir = V.LANCER_DIRS[k];
- if (
- (dir[0] != step[0] || dir[1] != step[1]) &&
- V.OnBoard(x + dir[0], y + dir[1])
- ) {
- choices.push(
- new Move({
- vanish: [
- new PiPo({
- x: x,
- y: y,
- c: color,
- p: orientation
- })
- ],
- appear: [
- new PiPo({
- x: x,
- y: y,
- c: color,
- p: k
- })
- ],
- start: { x: x, y : y },
- end: { x: -1, y: -1 }
- })
- );
- }
- });
- return choices;
+ const [epx, epy] = [this.epSquare.x, this.epSquare.y];
+ this.board[epx][epy] = this.board[x][this.epSquare.y];
+ let enpassantMove = this.getBasicMove([x, y], [epx, epy]);
+ this.board[epx][epy] = "";
+ const lastIdx = enpassantMove.vanish.length - 1; //think Rifle
+ enpassantMove.vanish[lastIdx].x = x;
+ return [enpassantMove];
}
- return null;
+ return [];
}
- // Obtain all lancer moves in "step" direction
- getPotentialLancerMoves_aux([x, y], step, tr) {
- let moves = [];
- // Add all moves to vacant squares until opponent is met:
- const color = this.getColor(x, y);
- const oppCol =
- this.subTurn == 1
- ? V.GetOppCol(color)
- // at subTurn == 2, consider own pieces as opponent
- : color;
- let sq = [x + step[0], y + step[1]];
- while (V.OnBoard(sq[0], sq[1]) && this.getColor(sq[0], sq[1]) != oppCol) {
- if (this.board[sq[0]][sq[1]] == V.EMPTY)
- moves.push(this.getBasicMove([x, y], sq, tr));
- sq[0] += step[0];
- sq[1] += step[1];
- }
- if (V.OnBoard(sq[0], sq[1]))
- // Add capturing move
- moves.push(this.getBasicMove([x, y], sq, tr));
- return moves;
- }
+ getCastleMoves([x, y], finalSquares, castleWith, castleFlags) {
+ const c = this.getColor(x, y);
+ castleFlags = castleFlags || this.castleFlags[c];
- getPotentialLancerMoves([x, y]) {
+ // Castling ?
+ const oppCols = this.getOppCols(c);
let moves = [];
- // Add all lancer possible orientations, similar to pawn promotions.
- // Except if just after a push: allow all movements from init square then
- const L = this.sentryPush.length;
- const color = this.getColor(x, y);
- const dirCode = this.board[x][y][1];
- const curDir = V.LANCER_DIRS[dirCode];
- if (!!this.sentryPush[L-1]) {
- // Maybe I was pushed
- const pl = this.sentryPush[L-1].length;
+ // King, then rook:
+ finalSquares =
+ finalSquares || [ [2, 3], [this.size.y - 2, this.size.y - 3] ];
+ const castlingKing = this.getPiece(x, y);
+ castlingCheck: for (
+ let castleSide = 0;
+ castleSide < 2;
+ castleSide++ //large, then small
+ ) {
+ if (castleFlags[castleSide] >= this.size.y)
+ continue;
+ // If this code is reached, rook and king are on initial position
+
+ // NOTE: in some variants this is not a rook
+ const rookPos = castleFlags[castleSide];
+ const castlingPiece = this.getPiece(x, rookPos);
if (
- this.sentryPush[L-1][pl-1].x == x &&
- this.sentryPush[L-1][pl-1].y == y
+ this.board[x][rookPos] == "" ||
+ this.getColor(x, rookPos) != c ||
+ (castleWith && !castleWith.includes(castlingPiece))
) {
- // I was pushed: allow all directions (for this move only), but
- // do not change direction after moving, *except* if I keep the
- // same orientation in which I was pushed.
- // Also allow simple reorientation ("capturing king"):
- if (!V.OnBoard(x + curDir[0], y + curDir[1])) {
- const kp = this.kingPos[color];
- let reorientMoves = [];
- Object.keys(V.LANCER_DIRS).forEach(k => {
- const dir = V.LANCER_DIRS[k];
- if (
- (dir[0] != curDir[0] || dir[1] != curDir[1]) &&
- V.OnBoard(x + dir[0], y + dir[1])
- ) {
- reorientMoves.push(
- new Move({
- vanish: [
- new PiPo({
- x: x,
- y: y,
- c: color,
- p: dirCode
- })
- ],
- appear: [
- new PiPo({
- x: x,
- y: y,
- c: color,
- p: k
- })
- ],
- start: { x: x, y : y },
- end: { x: kp[0], y: kp[1] }
- })
- );
- }
- });
- Array.prototype.push.apply(moves, reorientMoves);
- }
- Object.values(V.LANCER_DIRS).forEach(step => {
- const dirCode = Object.keys(V.LANCER_DIRS).find(k => {
- return (
- V.LANCER_DIRS[k][0] == step[0] &&
- V.LANCER_DIRS[k][1] == step[1]
- );
- });
- const dirMoves =
- this.getPotentialLancerMoves_aux(
- [x, y],
- step,
- { p: dirCode, c: color }
- );
- if (curDir[0] == step[0] && curDir[1] == step[1]) {
- // Keeping same orientation: can choose after
- let chooseMoves = [];
- dirMoves.forEach(m => {
- Object.keys(V.LANCER_DIRS).forEach(k => {
- const newDir = V.LANCER_DIRS[k];
- // Prevent orientations toward outer board:
- if (V.OnBoard(m.end.x + newDir[0], m.end.y + newDir[1])) {
- let mk = JSON.parse(JSON.stringify(m));
- mk.appear[0].p = k;
- chooseMoves.push(mk);
- }
- });
- });
- Array.prototype.push.apply(moves, chooseMoves);
- }
- else Array.prototype.push.apply(moves, dirMoves);
- });
- return moves;
+ // Rook is not here, or changed color (see Benedict)
+ continue;
}
- }
- // I wasn't pushed: standard lancer move
- const monodirMoves =
- this.getPotentialLancerMoves_aux([x, y], V.LANCER_DIRS[dirCode]);
- // Add all possible orientations aftermove except if I'm being pushed
- if (this.subTurn == 1) {
- monodirMoves.forEach(m => {
- Object.keys(V.LANCER_DIRS).forEach(k => {
- const newDir = V.LANCER_DIRS[k];
- // Prevent orientations toward outer board:
- if (V.OnBoard(m.end.x + newDir[0], m.end.y + newDir[1])) {
- let mk = JSON.parse(JSON.stringify(m));
- mk.appear[0].p = k;
- moves.push(mk);
- }
- });
- });
- return moves;
- }
- else {
- // I'm pushed: add potential nudges, except for current orientation
- let potentialNudges = [];
- for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
+ // Nothing on the path of the king ? (and no checks)
+ const finDist = finalSquares[castleSide][0] - y;
+ let step = finDist / Math.max(1, Math.abs(finDist));
+ let i = y;
+ do {
if (
- (step[0] != curDir[0] || step[1] != curDir[1]) &&
- V.OnBoard(x + step[0], y + step[1]) &&
- this.board[x + step[0]][y + step[1]] == V.EMPTY
+ // NOTE: next weird test because underCheck() verification
+ // will be executed in filterValid() later.
+ (
+ i != finalSquares[castleSide][0] &&
+ this.underCheck([[x, i]], oppCols)
+ )
+ ||
+ (
+ this.board[x][i] != "" &&
+ // NOTE: next check is enough, because of chessboard constraints
+ (this.getColor(x, i) != c || ![rookPos, y].includes(i))
+ )
) {
- const newDirCode = Object.keys(V.LANCER_DIRS).find(k => {
- const codeStep = V.LANCER_DIRS[k];
- return (codeStep[0] == step[0] && codeStep[1] == step[1]);
- });
- potentialNudges.push(
- this.getBasicMove(
- [x, y],
- [x + step[0], y + step[1]],
- { c: color, p: newDirCode }
- )
- );
+ continue castlingCheck;
}
+ i += step;
+ } while (i != finalSquares[castleSide][0]);
+ // Nothing on the path to the rook?
+ step = (castleSide == 0 ? -1 : 1);
+ for (i = y + step; i != rookPos; i += step) {
+ if (this.board[x][i] != "")
+ continue castlingCheck;
}
- return monodirMoves.concat(potentialNudges);
- }
- }
- getPotentialSentryMoves([x, y]) {
- // The sentry moves a priori like a bishop:
- let moves = super.getPotentialBishopMoves([x, y]);
- // ...but captures are replaced by special move, if and only if
- // "captured" piece can move now, considered as the capturer unit.
- // --> except is subTurn == 2, in this case I don't push anything.
- if (this.subTurn == 2) return moves.filter(m => m.vanish.length == 1);
- moves.forEach(m => {
- if (m.vanish.length == 2) {
- // Temporarily cancel the sentry capture:
- m.appear.pop();
- m.vanish.pop();
- }
- });
- const color = this.getColor(x, y);
- const fMoves = moves.filter(m => {
- // Can the pushed unit make any move? ...resulting in a non-self-check?
- if (m.appear.length == 0) {
- let res = false;
- this.play(m);
- let moves2 = this.getPotentialMovesFrom([m.end.x, m.end.y]);
- for (let m2 of moves2) {
- this.play(m2);
- res = !this.underCheck(color);
- this.undo(m2);
- if (res) break;
+ // Nothing on final squares, except maybe king and castling rook?
+ for (i = 0; i < 2; i++) {
+ if (
+ finalSquares[castleSide][i] != rookPos &&
+ this.board[x][finalSquares[castleSide][i]] != "" &&
+ (
+ finalSquares[castleSide][i] != y ||
+ this.getColor(x, finalSquares[castleSide][i]) != c
+ )
+ ) {
+ continue castlingCheck;
}
- this.undo(m);
- return res;
}
- return true;
- });
- return fMoves;
- }
- getPotentialJailerMoves([x, y]) {
- return super.getPotentialRookMoves([x, y]).filter(m => {
- // Remove jailer captures
- return m.vanish[0].p != V.JAILER || m.vanish.length == 1;
- });
+ // If this code is reached, castle is potentially valid
+ moves.push(
+ new Move({
+ appear: [
+ new PiPo({
+ x: x,
+ y: finalSquares[castleSide][0],
+ p: castlingKing,
+ c: c
+ }),
+ new PiPo({
+ x: x,
+ y: finalSquares[castleSide][1],
+ p: castlingPiece,
+ c: c
+ })
+ ],
+ vanish: [
+ // King might be initially disguised (Titan...)
+ new PiPo({ x: x, y: y, p: castlingKing, c: c }),
+ new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c })
+ ],
+ end:
+ Math.abs(y - rookPos) <= 2
+ ? {x: x, y: rookPos}
+ : {x: x, y: y + 2 * (castleSide == 0 ? -1 : 1)}
+ })
+ );
+ }
+
+ return moves;
}
- getPotentialKingMoves(sq) {
- const moves = this.getSlideNJumpMoves(
- sq, V.steps[V.ROOK].concat(V.steps[V.BISHOP]), 1);
+ ////////////////////
+ // MOVES VALIDATION
+
+ // Is piece (or square) at given position attacked by "oppCol(s)" ?
+ underAttack([x, y], oppCols) {
+ // An empty square is considered as king,
+ // since it's used only in getCastleMoves (TODO?)
+ const king = this.board[x][y] == "" || this.isKing(x, y);
return (
- this.subTurn == 1
- ? moves.concat(this.getCastleMoves(sq))
- : moves
+ (
+ (!this.options["zen"] || king) &&
+ this.findCapturesOn(
+ [x, y],
+ {
+ byCol: oppCols,
+ one: true
+ }
+ )
+ )
+ ||
+ (
+ (!!this.options["zen"] && !king) &&
+ this.findDestSquares(
+ [x, y],
+ {
+ attackOnly: true,
+ one: true
+ },
+ ([i1, j1], [i2, j2]) => oppCols.includes(this.getColor(i2, j2))
+ )
+ )
);
}
- atLeastOneMove() {
- // If in second-half of a move, we already know that a move is possible
- if (this.subTurn == 2) return true;
- return super.atLeastOneMove();
+ // Argument is (very generally) an array of squares (= arrays)
+ underCheck(square_s, oppCols) {
+ if (this.options["taking"] || this.options["dark"])
+ return false;
+ return square_s.some(sq => this.underAttack(sq, oppCols));
+ }
+
+ // Scan board for king(s)
+ searchKingPos(color) {
+ let res = [];
+ for (let i=0; i < this.size.x; i++) {
+ for (let j=0; j < this.size.y; j++) {
+ if (this.getColor(i, j) == color && this.isKing(i, j))
+ res.push([i, j]);
+ }
+ }
+ return res;
+ }
+
+ // cb: callback returning a boolean (false if king missing)
+ trackKingWrap(move, kingPos, cb) {
+ if (move.appear.length == 0 && move.vanish.length == 0)
+ return true;
+ const color =
+ (move.vanish.length > 0 ? move.vanish[0].c : move.appear[0].c);
+ let newKingPP = null,
+ sqIdx = 0,
+ res = true; //a priori valid
+ const oldKingPP =
+ move.vanish.find(v => this.isKing(0, 0, v.p) && v.c == color);
+ if (oldKingPP) {
+ // Search king in appear array:
+ newKingPP =
+ move.appear.find(a => this.isKing(0, 0, a.p) && a.c == color);
+ if (newKingPP) {
+ sqIdx = kingPos.findIndex(kp =>
+ kp[0] == oldKingPP.x && kp[1] == oldKingPP.y);
+ kingPos[sqIdx] = [newKingPP.x, newKingPP.y];
+ }
+ else
+ res = false; //king vanished
+ }
+ res &&= cb(kingPos);
+ if (oldKingPP && newKingPP)
+ kingPos[sqIdx] = [oldKingPP.x, oldKingPP.y];
+ return res;
}
- filterValid(moves) {
- if (moves.length == 0) return [];
- const basicFilter = (m, c) => {
- this.play(m);
- const res = !this.underCheck(c);
- this.undo(m);
+ // 'color' arg because some variants (e.g. Refusal) check opponent moves
+ filterValid(moves, color) {
+ color = color || this.turn;
+ const oppCols = this.getOppCols(color);
+ let kingPos = this.searchKingPos(color);
+ return moves.filter(m => {
+ this.playOnBoard(m);
+ const res = this.trackKingWrap(m, kingPos, (kp) => {
+ return !this.underCheck(kp, oppCols);
+ });
+ this.undoOnBoard(m);
return res;
- };
- // Disable check tests for sentry pushes,
- // because in this case the move isn't finished
- let movesWithoutSentryPushes = [];
- let movesWithSentryPushes = [];
- moves.forEach(m => {
- // Second condition below for special king "pass" moves
- if (m.appear.length > 0 || m.vanish.length == 0)
- movesWithoutSentryPushes.push(m);
- else movesWithSentryPushes.push(m);
});
- const color = this.turn;
- const oppCol = V.GetOppCol(color);
- const filteredMoves =
- movesWithoutSentryPushes.filter(m => basicFilter(m, color));
- // If at least one full move made, everything is allowed.
- // Else: forbid checks and captures.
- return (
- this.movesCount >= 2
- ? filteredMoves
- : filteredMoves.filter(m => {
- return (m.vanish.length <= 1 && basicFilter(m, oppCol));
- })
- ).concat(movesWithSentryPushes);
}
- getAllValidMoves() {
- if (this.subTurn == 1) return super.getAllValidMoves();
- // Sentry push:
- const sentrySq = [this.sentryPos.x, this.sentryPos.y];
- return this.filterValid(this.getPotentialMovesFrom(sentrySq));
- }
+ /////////////////
+ // MOVES PLAYING
- isAttacked(sq, color) {
- return (
- super.isAttacked(sq, color) ||
- this.isAttackedByLancer(sq, color) ||
- this.isAttackedBySentry(sq, color)
- // The jailer doesn't capture.
- );
+ // Apply a move on board
+ playOnBoard(move) {
+ for (let psq of move.vanish)
+ this.board[psq.x][psq.y] = "";
+ for (let psq of move.appear)
+ this.board[psq.x][psq.y] = psq.c + psq.p;
+ }
+ // Un-apply the played move
+ undoOnBoard(move) {
+ for (let psq of move.appear)
+ this.board[psq.x][psq.y] = "";
+ for (let psq of move.vanish)
+ this.board[psq.x][psq.y] = psq.c + psq.p;
}
- isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) {
- for (let step of steps) {
- let rx = x + step[0],
- ry = y + step[1];
- while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) {
- rx += step[0];
- ry += step[1];
- }
- if (
- V.OnBoard(rx, ry) &&
- this.getPiece(rx, ry) == piece &&
- this.getColor(rx, ry) == color &&
- !this.isImmobilized([rx, ry])
- ) {
- return true;
- }
+ // NOTE: arg "castleFlags" for Coregal or Twokings
+ updateCastleFlags(move, castleFlags, king) {
+ castleFlags = castleFlags || this.castleFlags;
+ // If flags already off, no need to re-check:
+ if (
+ Object.values(castleFlags).every(cvals =>
+ cvals.every(val => val >= this.size.y))
+ ) {
+ return;
}
- return false;
+ // Update castling flags if start or arrive from/at rook/king locations
+ move.appear.concat(move.vanish).forEach(psq => {
+ if ((king && psq.p == king) || (!king && this.isKing(0, 0, psq.p)))
+ castleFlags[psq.c] = [this.size.y, this.size.y];
+ // NOTE: not "else if" because king can capture enemy rook...
+ let c = "";
+ if (psq.x == 0)
+ c = "b";
+ else if (psq.x == this.size.x - 1)
+ c = "w";
+ if (c != "") {
+ const fidx = castleFlags[c].findIndex(f => f == psq.y);
+ if (fidx >= 0)
+ castleFlags[c][fidx] = this.size.y;
+ }
+ });
}
- isAttackedByPawn([x, y], color) {
- const pawnShift = (color == "w" ? 1 : -1);
- if (x + pawnShift >= 0 && x + pawnShift < V.size.x) {
- for (let i of [-1, 1]) {
+ prePlay(move) {
+ if (this.hasCastle)
+ this.updateCastleFlags(move);
+ if (this.options["crazyhouse"]) {
+ if (move.appear.length > 0 && move.vanish.length > 0) {
+ // Assumption: something is moving
+ const initSquare = C.CoordsToSquare(move.start);
+ const destSquare = C.CoordsToSquare(move.end);
if (
- y + i >= 0 &&
- y + i < V.size.y &&
- this.getPiece(x + pawnShift, y + i) == V.PAWN &&
- this.getColor(x + pawnShift, y + i) == color &&
- !this.isImmobilized([x + pawnShift, y + i])
+ this.ispawn[initSquare] ||
+ (move.vanish[0].p == 'p' && move.appear[0].p != 'p')
) {
- return true;
+ this.ispawn[destSquare] = true;
+ }
+ else if (
+ this.ispawn[destSquare] &&
+ this.getColor(move.end.x, move.end.y) != move.vanish[0].c
+ ) {
+ move.vanish[1].p = 'p';
+ delete this.ispawn[destSquare];
}
}
+ move.vanish.forEach(v => {
+ const square = C.CoordsToSquare({x: v.x, y: v.y});
+ if (this.ispawn[square])
+ delete this.ispawn[square];
+ });
}
- return false;
- }
-
- isAttackedByLancer([x, y], color) {
- for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
- // If in this direction there are only enemy pieces and empty squares,
- // and we meet a lancer: can he reach us?
- // NOTE: do not stop at first lancer, there might be several!
- let coord = { x: x + step[0], y: y + step[1] };
- let lancerPos = [];
- while (
- V.OnBoard(coord.x, coord.y) &&
- (
- this.board[coord.x][coord.y] == V.EMPTY ||
- this.getColor(coord.x, coord.y) == color
- )
- ) {
- if (
- this.getPiece(coord.x, coord.y) == V.LANCER &&
- !this.isImmobilized([coord.x, coord.y])
- ) {
- lancerPos.push({x: coord.x, y: coord.y});
+ const minSize = Math.min(move.appear.length, move.vanish.length);
+ if (
+ this.hasReserve &&
+ // Warning; atomic pawn removal isn't a capture
+ (!this.options["atomic"] || !this.rempawn || this.movesCount >= 1)
+ ) {
+ const color = this.turn;
+ for (let i=minSize; i<move.appear.length; i++) {
+ // Something appears = dropped on board (some exceptions, Chakart...)
+ if (move.appear[i].c == color) {
+ const piece = move.appear[i].p;
+ this.updateReserve(color, piece, this.reserve[color][piece] - 1);
}
- coord.x += step[0];
- coord.y += step[1];
}
- const L = this.sentryPush.length;
- const pl = (!!this.sentryPush[L-1] ? this.sentryPush[L-1].length : 0);
- for (let xy of lancerPos) {
- const dir = V.LANCER_DIRS[this.board[xy.x][xy.y].charAt(1)];
+ for (let i=minSize; i<move.vanish.length; i++) {
+ // Something vanish: add to reserve except if recycle & opponent
if (
- (dir[0] == -step[0] && dir[1] == -step[1]) ||
- // If the lancer was just pushed, this is an attack too:
- (
- !!this.sentryPush[L-1] &&
- this.sentryPush[L-1][pl-1].x == xy.x &&
- this.sentryPush[L-1][pl-1].y == xy.y
- )
+ this.options["crazyhouse"] ||
+ (this.options["recycle"] && move.vanish[i].c == color)
) {
- return true;
+ const piece = move.vanish[i].p;
+ this.updateReserve(color, piece, this.reserve[color][piece] + 1);
}
}
}
- return false;
}
- // Helper to check sentries attacks:
- selfAttack([x1, y1], [x2, y2]) {
- const color = this.getColor(x1, y1);
- const oppCol = V.GetOppCol(color);
- const sliderAttack = (allowedSteps, lancer) => {
- const deltaX = x2 - x1,
- deltaY = y2 - y1;
- const absDeltaX = Math.abs(deltaX),
- absDeltaY = Math.abs(deltaY);
- const step = [ deltaX / absDeltaX || 0, deltaY / absDeltaY || 0 ];
+ play(move) {
+ this.prePlay(move);
+ if (this.hasEnpassant)
+ this.epSquare = this.getEpSquare(move);
+ this.playOnBoard(move);
+ this.postPlay(move);
+ }
+
+ postPlay(move) {
+ if (this.options["dark"])
+ this.updateEnlightened();
+ if (this.options["teleport"]) {
if (
- // Check that the step is a priori valid:
- (absDeltaX != absDeltaY && deltaX != 0 && deltaY != 0) ||
- allowedSteps.every(st => st[0] != step[0] || st[1] != step[1])
+ this.subTurnTeleport == 1 &&
+ move.vanish.length == 2 &&
+ move.appear.length == 1 &&
+ move.vanish[1].c == this.turn
) {
- return false;
- }
- let sq = [ x1 + step[0], y1 + step[1] ];
- while (sq[0] != x2 || sq[1] != y2) {
- // NOTE: no need to check OnBoard in this special case
- if (this.board[sq[0]][sq[1]] != V.EMPTY) {
- const p = this.getPiece(sq[0], sq[1]);
- const pc = this.getColor(sq[0], sq[1]);
- if (
- // Enemy sentry on the way will be gone:
- (p != V.SENTRY || pc != oppCol) &&
- // Lancer temporarily "changed color":
- (!lancer || pc == color)
- ) {
- return false;
- }
- }
- sq[0] += step[0];
- sq[1] += step[1];
- }
- return true;
- };
- switch (this.getPiece(x1, y1)) {
- case V.PAWN: {
- // Pushed pawns move as enemy pawns
- const shift = (color == 'w' ? 1 : -1);
- return (x1 + shift == x2 && Math.abs(y1 - y2) == 1);
+ const v = move.vanish[1];
+ this.captured = {x: v.x, y: v.y, c: v.c, p: v.p};
+ this.subTurnTeleport = 2;
+ return;
}
- case V.KNIGHT: {
- const deltaX = Math.abs(x1 - x2);
- const deltaY = Math.abs(y1 - y2);
- return (
- deltaX + deltaY == 3 &&
- [1, 2].includes(deltaX) &&
- [1, 2].includes(deltaY)
- );
- }
- case V.ROOK:
- return sliderAttack(V.steps[V.ROOK]);
- case V.BISHOP:
- return sliderAttack(V.steps[V.BISHOP]);
- case V.QUEEN:
- return sliderAttack(V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
- case V.LANCER: {
- // Special case: as long as no enemy units stands in-between,
- // it attacks (if it points toward the king).
- const allowedStep = V.LANCER_DIRS[this.board[x1][y1].charAt(1)];
- return sliderAttack([allowedStep], "lancer");
- }
- // No sentries or jailer tests: they cannot self-capture
+ this.subTurnTeleport = 1;
+ this.captured = null;
}
- return false;
+ this.tryChangeTurn(move);
}
- isAttackedBySentry([x, y], color) {
- // Attacked by sentry means it can self-take our king.
- // Just check diagonals of enemy sentry(ies), and if it reaches
- // one of our pieces: can I self-take?
- const myColor = V.GetOppCol(color);
- let candidates = [];
- for (let i=0; i<V.size.x; i++) {
- for (let j=0; j<V.size.y; j++) {
- if (
- this.getPiece(i,j) == V.SENTRY &&
- this.getColor(i,j) == color &&
- !this.isImmobilized([i, j])
- ) {
- for (let step of V.steps[V.BISHOP]) {
- let sq = [ i + step[0], j + step[1] ];
- while (
- V.OnBoard(sq[0], sq[1]) &&
- this.board[sq[0]][sq[1]] == V.EMPTY
- ) {
- sq[0] += step[0];
- sq[1] += step[1];
- }
- if (
- V.OnBoard(sq[0], sq[1]) &&
- this.getColor(sq[0], sq[1]) == myColor
- ) {
- candidates.push([ sq[0], sq[1] ]);
- }
- }
+ tryChangeTurn(move) {
+ if (this.isLastMove(move)) {
+ this.turn = C.GetOppTurn(this.turn);
+ this.movesCount++;
+ this.subTurn = 1;
+ }
+ else if (!move.next)
+ this.subTurn++;
+ }
+
+ isLastMove(move) {
+ if (move.next)
+ return false;
+ const color = this.turn;
+ const oppKingPos = this.searchKingPos(C.GetOppTurn(color));
+ if (oppKingPos.length == 0 || this.underCheck(oppKingPos, [color]))
+ return true;
+ return (
+ (
+ !this.options["balance"] ||
+ ![1, 2].includes(this.movesCount) ||
+ this.subTurn == 2
+ )
+ &&
+ (
+ !this.options["doublemove"] ||
+ this.movesCount == 0 ||
+ this.subTurn == 2
+ )
+ &&
+ (
+ !this.options["progressive"] ||
+ this.subTurn == this.movesCount + 1
+ )
+ );
+ }
+
+ // "Stop at the first move found"
+ atLeastOneMove(color) {
+ 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) {
+ // NOTE: in fact searching for all potential moves from i,j.
+ // I don't believe this is an issue, for now at least.
+ const moves = this.getPotentialMovesFrom([i, j], color);
+ if (moves.some(m => this.filterValid([m]).length >= 1))
+ return true;
}
}
}
- for (let c of candidates)
- if (this.selfAttack(c, [x, y])) return true;
+ if (this.hasReserve && this.reserve[color]) {
+ for (let p of Object.keys(this.reserve[color])) {
+ const moves = this.getDropMovesFrom([color, p]);
+ if (moves.some(m => this.filterValid([m]).length >= 1))
+ return true;
+ }
+ }
return false;
}
- // Jailer doesn't capture or give check
+ // What is the score ? (Interesting if game is over)
+ getCurrentScore(move_s) {
+ const move = move_s[move_s.length - 1];
+ // Shortcut in case the score was computed before:
+ if (move.result)
+ return move.result;
+ const oppTurn = C.GetOppTurn(this.turn);
+ const kingPos = {
+ w: this.searchKingPos('w'),
+ b: this.searchKingPos('b')
+ };
+ if (kingPos[this.turn].length == 0 && kingPos[oppTurn].length == 0)
+ return "1/2";
+ if (kingPos[this.turn].length == 0)
+ return (this.turn == "w" ? "0-1" : "1-0");
+ if (kingPos[oppTurn].length == 0)
+ return (this.turn == "w" ? "1-0" : "0-1");
+ if (this.atLeastOneMove(this.turn))
+ return "*";
+ // No valid move: stalemate or checkmate?
+ if (!this.underCheck(kingPos[this.turn], this.getOppCols(this.turn)))
+ return "1/2";
+ // OK, checkmate
+ return (this.turn == "w" ? "0-1" : "1-0");
+ }
+
+ playVisual(move, r) {
+ move.vanish.forEach(v => {
+ if (this.g_pieces[v.x][v.y]) //can be null (e.g. Apocalypse)
+ this.g_pieces[v.x][v.y].remove();
+ this.g_pieces[v.x][v.y] = null;
+ });
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ if (!r)
+ r = chessboard.getBoundingClientRect();
+ const pieceWidth = this.getPieceWidth(r.width);
+ move.appear.forEach(a => {
+ this.g_pieces[a.x][a.y] = document.createElement("piece");
+ C.AddClass_es(this.g_pieces[a.x][a.y],
+ this.pieces(a.c, a.x, a.y)[a.p]["class"]);
+ this.g_pieces[a.x][a.y].classList.add(V.GetColorClass(a.c));
+ this.g_pieces[a.x][a.y].style.width = pieceWidth + "px";
+ this.g_pieces[a.x][a.y].style.height = pieceWidth + "px";
+ const [ip, jp] = this.getPixelPosition(a.x, a.y, r);
+ // Translate coordinates to use chessboard as reference:
+ this.g_pieces[a.x][a.y].style.transform =
+ `translate(${ip - r.x}px,${jp - r.y}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();
+ }
- prePlay(move) {
- if (move.appear.length == 0 && move.vanish.length == 1)
- // The sentry is about to push a piece: subTurn goes from 1 to 2
- this.sentryPos = { x: move.end.x, y: move.end.y };
- if (this.subTurn == 2 && move.vanish[0].p != V.PAWN) {
- // A piece is pushed: forbid array of squares between start and end
- // of move, included (except if it's a pawn)
- let squares = [];
- if ([V.KNIGHT,V.KING].includes(move.vanish[0].p))
- // short-range pieces: just forbid initial square
- squares.push({ x: move.start.x, y: move.start.y });
+ // TODO: send stack receive stack, or allow incremental? (good/bad points)
+ buildMoveStack(move, r) {
+ this.moveStack.push(move);
+ this.computeNextMove(move);
+ const then = () => {
+ const newTurn = this.turn;
+ if (this.moveStack.length == 1 && !this.hideMoves)
+ this.playVisual(move, r);
+ if (move.next) {
+ this.gameState = {
+ fen: this.getFen(),
+ board: JSON.parse(JSON.stringify(this.board)) //easier
+ };
+ this.buildMoveStack(move.next, r);
+ }
else {
- const deltaX = move.end.x - move.start.x;
- const deltaY = move.end.y - move.start.y;
- const step = [
- deltaX / Math.abs(deltaX) || 0,
- deltaY / Math.abs(deltaY) || 0
- ];
- for (
- let sq = {x: move.start.x, y: move.start.y};
- sq.x != move.end.x || sq.y != move.end.y;
- sq.x += step[0], sq.y += step[1]
- ) {
- squares.push({ x: sq.x, y: sq.y });
+ if (this.moveStack.length == 1) {
+ // Usual case (one normal move)
+ this.afterPlay(this.moveStack, newTurn, {send: true, res: true});
+ this.moveStack = [];
+ }
+ else {
+ this.afterPlay(this.moveStack, newTurn, {send: true, res: false});
+ this.re_initFromFen(this.gameState.fen, this.gameState.board);
+ this.playReceivedMove(this.moveStack.slice(1), () => {
+ this.afterPlay(this.moveStack, newTurn, {send: false, res: true});
+ this.moveStack = [];
+ });
}
}
- // Add end square as well, to know if I was pushed (useful for lancers)
- squares.push({ x: move.end.x, y: move.end.y });
- this.sentryPush.push(squares);
- } else this.sentryPush.push(null);
+ };
+ // If hiding moves, then they are revealed in play() with callback
+ this.play(move, this.hideMoves ? then : null);
+ if (!this.hideMoves)
+ then();
}
- play(move) {
- this.prePlay(move);
- move.flags = JSON.stringify(this.aggregateFlags());
- this.epSquares.push(this.getEpSquare(move));
- V.PlayOnBoard(this.board, move);
- // Is it a sentry push? (useful for undo)
- move.sentryPush = (this.subTurn == 2);
- if (this.subTurn == 1) this.movesCount++;
- if (move.appear.length == 0 && move.vanish.length == 1) this.subTurn = 2;
- else {
- // Turn changes only if not a sentry "pre-push"
- this.turn = V.GetOppCol(this.turn);
- this.subTurn = 1;
+ // Implemented in variants using (automatic) moveStack
+ computeNextMove(move) {}
+
+ animateMoving(start, end, drag, segments, cb) {
+ let initPiece = this.getDomPiece(start.x, start.y);
+ if (!initPiece) { //TODO: shouldn't occur!
+ cb();
+ return;
}
- this.postPlay(move);
+ // NOTE: cloning often not required, but light enough, and simpler
+ let movingPiece = initPiece.cloneNode();
+ initPiece.style.opacity = "0";
+ let container =
+ document.getElementById(this.containerId)
+ const r = container.querySelector(".chessboard").getBoundingClientRect();
+ if (typeof start.x == "string") {
+ // Need to bound width/height (was 100% for reserve pieces)
+ const pieceWidth = this.getPieceWidth(r.width);
+ movingPiece.style.width = pieceWidth + "px";
+ movingPiece.style.height = pieceWidth + "px";
+ }
+ const maxDist = this.getMaxDistance(r);
+ const apparentColor = this.getColor(start.x, start.y);
+ const pieces = this.pieces(apparentColor, start.x, start.y);
+ if (drag) {
+ const startCode = this.getPiece(start.x, start.y);
+ C.RemoveClass_es(movingPiece, pieces[startCode]["class"]);
+ C.AddClass_es(movingPiece, pieces[drag.p]["class"]);
+ if (apparentColor != drag.c) {
+ movingPiece.classList.remove(V.GetColorClass(apparentColor));
+ movingPiece.classList.add(V.GetColorClass(drag.c));
+ }
+ }
+ container.appendChild(movingPiece);
+ const animateSegment = (index, cb) => {
+ // NOTE: move.drag could be generalized per-segment (usage?)
+ const [i1, j1] = segments[index][0];
+ const [i2, j2] = segments[index][1];
+ const dep = this.getPixelPosition(i1, j1, r);
+ const arr = this.getPixelPosition(i2, j2, r);
+ movingPiece.style.transitionDuration = "0s";
+ movingPiece.style.transform = `translate(${dep[0]}px, ${dep[1]}px)`;
+ const distance =
+ Math.sqrt((arr[0] - dep[0]) ** 2 + (arr[1] - dep[1]) ** 2);
+ const duration = 0.2 + (distance / maxDist) * 0.3;
+ // TODO: unclear why we need this new delay below:
+ setTimeout(() => {
+ movingPiece.style.transitionDuration = duration + "s";
+ // movingPiece is child of container: no need to adjust coordinates
+ movingPiece.style.transform = `translate(${arr[0]}px, ${arr[1]}px)`;
+ setTimeout(cb, duration * 1000);
+ }, 50);
+ };
+ let index = 0;
+ const animateSegmentCallback = () => {
+ if (index < segments.length)
+ animateSegment(index++, animateSegmentCallback);
+ else {
+ movingPiece.remove();
+ initPiece.style.opacity = "1";
+ cb();
+ }
+ };
+ animateSegmentCallback();
}
- postPlay(move) {
- if (move.vanish.length == 0 || this.subTurn == 2)
- // Special pass move of the king, or sentry pre-push: nothing to update
- return;
- const c = move.vanish[0].c;
- const piece = move.vanish[0].p;
- const firstRank = c == "w" ? V.size.x - 1 : 0;
-
- if (piece == V.KING) {
- this.kingPos[c][0] = move.appear[0].x;
- this.kingPos[c][1] = move.appear[0].y;
- this.castleFlags[c] = [V.size.y, V.size.y];
+ // Input array of objects with at least fields x,y (e.g. PiPo)
+ animateFading(arr, cb) {
+ const animLength = 350; //TODO: 350ms? More? Less?
+ arr.forEach(v => {
+ let fadingPiece = this.getDomPiece(v.x, v.y);
+ fadingPiece.style.transitionDuration = (animLength / 1000) + "s";
+ fadingPiece.style.opacity = "0";
+ });
+ setTimeout(cb, animLength);
+ }
+
+ animate(move, callback) {
+ if (this.noAnimate || move.noAnimate) {
+ callback();
return;
}
- // Update castling flags if rooks are moved
- const oppCol = V.GetOppCol(c);
- const oppFirstRank = V.size.x - 1 - firstRank;
- if (
- move.start.x == firstRank && //our rook moves?
- this.castleFlags[c].includes(move.start.y)
- ) {
- const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
- this.castleFlags[c][flagIdx] = V.size.y;
- } else if (
- move.end.x == oppFirstRank && //we took opponent rook?
- this.castleFlags[oppCol].includes(move.end.y)
- ) {
- const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1);
- this.castleFlags[oppCol][flagIdx] = V.size.y;
+ let segments = move.segments;
+ if (!segments)
+ segments = [ [[move.start.x, move.start.y], [move.end.x, move.end.y]] ];
+ let targetObj = new TargetObj(callback);
+ if (move.start.x != move.end.x || move.start.y != move.end.y) {
+ targetObj.target++;
+ this.animateMoving(move.start, move.end, move.drag, segments,
+ () => targetObj.increment());
+ }
+ if (move.vanish.length > move.appear.length) {
+ const arr = move.vanish.slice(move.appear.length)
+ // Ignore disappearing pieces hidden by some appearing ones:
+ .filter(v => move.appear.every(a => a.x != v.x || a.y != v.y));
+ if (arr.length > 0) {
+ targetObj.target++;
+ this.animateFading(arr, () => targetObj.increment());
+ }
}
+ targetObj.target +=
+ this.tryAnimateCastle(move, () => targetObj.increment());
+ targetObj.target +=
+ this.customAnimate(move, segments, () => targetObj.increment());
+ if (targetObj.target == 0)
+ callback();
}
- undo(move) {
- this.epSquares.pop();
- this.disaggregateFlags(JSON.parse(move.flags));
- V.UndoOnBoard(this.board, move);
- // Decrement movesCount except if the move is a sentry push
- if (!move.sentryPush) this.movesCount--;
- if (this.subTurn == 2) this.subTurn = 1;
- else {
- this.turn = V.GetOppCol(this.turn);
- if (move.sentryPush) this.subTurn = 2;
+ tryAnimateCastle(move, cb) {
+ if (
+ this.hasCastle &&
+ move.vanish.length == 2 &&
+ move.appear.length == 2 &&
+ this.isKing(0, 0, move.vanish[0].p) &&
+ this.isKing(0, 0, move.appear[0].p)
+ ) {
+ const start = {x: move.vanish[1].x, y: move.vanish[1].y},
+ end = {x: move.appear[1].x, y: move.appear[1].y};
+ const segments = [ [[start.x, start.y], [end.x, end.y]] ];
+ this.animateMoving(start, end, null, segments, cb);
+ return 1;
}
- this.postUndo(move);
+ return 0;
}
- postUndo(move) {
- super.postUndo(move);
- this.sentryPush.pop();
+ // Potential other animations (e.g. for Suction variant)
+ customAnimate(move, segments, cb) {
+ return 0; //nb of targets
}
- static get VALUES() {
- return Object.assign(
- { l: 4.8, s: 2.8, j: 3.8 }, //Jeff K. estimations
- ChessRules.VALUES
- );
+ launchAnimation(moves, container, callback) {
+ if (this.hideMoves) {
+ for (let i=0; i<moves.length; i++)
+ // If hiding moves, they are revealed into play():
+ this.play(moves[i], i == moves.length - 1 ? callback : () => {});
+ return;
+ }
+ const r = container.querySelector(".chessboard").getBoundingClientRect();
+ const animateRec = i => {
+ this.animate(moves[i], () => {
+ this.play(moves[i]);
+ this.playVisual(moves[i], r);
+ if (i < moves.length - 1)
+ setTimeout(() => animateRec(i+1), 300);
+ else
+ callback();
+ });
+ };
+ animateRec(0);
}
- getComputerMove() {
- const maxeval = V.INFINITY;
- const color = this.turn;
- let moves1 = this.getAllValidMoves();
-
- if (moves1.length == 0)
- // TODO: this situation should not happen
- return null;
-
- const setEval = (move, next) => {
- const score = this.getCurrentScore();
- const curEval = move.eval;
- if (score != "*") {
- move.eval =
- score == "1/2"
- ? 0
- : (score == "1-0" ? 1 : -1) * maxeval;
- } else move.eval = this.evalPosition();
- if (
- // "next" is defined after sentry pushes
- !!next && (
- !curEval ||
- color == 'w' && move.eval > curEval ||
- color == 'b' && move.eval < curEval
- )
- ) {
- move.second = next;
+ playReceivedMove(moves, callback) {
+ // Delay if user wasn't focused:
+ const checkDisplayThenAnimate = (delay) => {
+ if (container.style.display == "none") {
+ alert("New move! Let's go back to game...");
+ document.getElementById("gameInfos").style.display = "none";
+ container.style.display = "block";
+ setTimeout(
+ () => this.launchAnimation(moves, container, callback),
+ 700
+ );
}
- };
-
- // Just search_depth == 1 (because of sentries. TODO: can do better...)
- moves1.forEach(m1 => {
- this.play(m1);
- if (this.subTurn == 1) setEval(m1);
else {
- // Need to play every pushes and count:
- const moves2 = this.getAllValidMoves();
- moves2.forEach(m2 => {
- this.play(m2);
- setEval(m1, m2);
- this.undo(m2);
- });
+ setTimeout(
+ () => this.launchAnimation(moves, container, callback),
+ delay || 0
+ );
}
- this.undo(m1);
- });
-
- moves1.sort((a, b) => {
- return (color == "w" ? 1 : -1) * (b.eval - a.eval);
- });
- let candidates = [0];
- for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++)
- candidates.push(j);
- const choice = moves1[candidates[randInt(candidates.length)]];
- return (!choice.second ? choice : [choice, choice.second]);
- }
-
- // For moves notation:
- static get LANCER_DIRNAMES() {
- return {
- 'c': "N",
- 'd': "NE",
- 'e': "E",
- 'f': "SE",
- 'g': "S",
- 'h': "SW",
- 'm': "W",
- 'o': "NW"
};
- }
-
- getNotation(move) {
- // Special case "king takes jailer" is a pass move
- if (move.appear.length == 0 && move.vanish.length == 0) return "pass";
- let notation = undefined;
- if (this.subTurn == 2) {
- // Do not consider appear[1] (sentry) for sentry pushes
- const simpleMove = {
- appear: [move.appear[0]],
- vanish: move.vanish,
- start: move.start,
- end: move.end
+ let container = document.getElementById(this.containerId);
+ if (document.hidden) {
+ document.onvisibilitychange = () => {
+ // TODO here: page reload ?! (some issues if tab changed...)
+ document.onvisibilitychange = undefined;
+ checkDisplayThenAnimate(700);
};
- notation = super.getNotation(simpleMove);
}
- else if (
- move.appear.length > 0 &&
- move.vanish[0].x == move.appear[0].x &&
- move.vanish[0].y == move.appear[0].y
- ) {
- // Lancer in-place reorientation:
- notation = "L" + V.CoordsToSquare(move.start) + ":R";
- }
- else notation = super.getNotation(move);
- if (Object.keys(V.LANCER_DIRNAMES).includes(move.vanish[0].p))
- // Lancer: add direction info
- notation += "=" + V.LANCER_DIRNAMES[move.appear[0].p];
- else if (
- move.vanish[0].p == V.PAWN &&
- Object.keys(V.LANCER_DIRNAMES).includes(move.appear[0].p)
- ) {
- // Fix promotions in lancer:
- notation = notation.slice(0, -1) +
- "L:" + V.LANCER_DIRNAMES[move.appear[0].p];
- }
- return notation;
+ else
+ checkDisplayThenAnimate();
}
};
+