6a68f84dbef6f98b575f756f5b614c686ab79a2f
1 import { Random
} from "/utils/alea.js";
2 import { ArrayFun
} from "/utils/array.js";
3 import PiPo
from "/utils/PiPo.js";
4 import Move
from "/utils/Move.js";
6 // Helper class for move animation
9 constructor(callOnComplete
) {
12 this.callOnComplete
= callOnComplete
;
15 if (++this.value
== this.target
)
16 this.callOnComplete();
21 // NOTE: x coords: top to bottom (white perspective); y: left to right
22 // NOTE: ChessRules is aliased as window.C, and variants as window.V
23 export default class ChessRules
{
25 static get Aliases() {
26 return {'C': ChessRules
};
29 /////////////////////////
30 // VARIANT SPECIFICATIONS
32 // Some variants have specific options, like the number of pawns in Monster,
33 // or the board size for Pandemonium.
34 // Users can generally select a randomness level from 0 to 2.
35 static get Options() {
39 variable: "randomness",
42 {label: "Deterministic", value: 0},
43 {label: "Symmetric random", value: 1},
44 {label: "Asymmetric random", value: 2}
49 label: "Capture king",
55 label: "Falling pawn",
61 // Game modifiers (using "elementary variants"). Default: false
64 "balance", //takes precedence over doublemove & progressive
68 "cylinder", //ok with all
72 "progressive", //(natural) priority over doublemove
81 get pawnPromotions() {
82 return ['q', 'r', 'n', 'b'];
85 // Some variants don't have flags:
94 // En-passant captures allowed?
101 !!this.options
["crazyhouse"] ||
102 (!!this.options
["recycle"] && !this.options
["teleport"])
105 // Some variants do not store reserve state (Align4, Chakart...)
106 get hasReserveFen() {
107 return this.hasReserve
;
111 return !!this.options
["dark"];
114 // Some variants use only click information
119 // Some variants use click infos:
121 if (typeof coords
.x
!= "number")
122 return null; //click on reserves
124 this.options
["teleport"] && this.subTurnTeleport
== 2 &&
125 this.board
[coords
.x
][coords
.y
] == ""
128 start: {x: this.captured
.x
, y: this.captured
.y
},
139 res
.drag
= {c: this.captured
.c
, p: this.captured
.p
};
148 // 3a --> {x:3, y:10}
149 static SquareToCoords(sq
) {
150 return ArrayFun
.toObject(["x", "y"],
151 [0, 1].map(i
=> parseInt(sq
[i
], 36)));
154 // {x:11, y:12} --> bc
155 static CoordsToSquare(cd
) {
156 return Object
.values(cd
).map(c
=> c
.toString(36)).join("");
160 if (typeof cd
.x
== "number") {
162 `${this.containerId}|sq-${cd.x.toString(36)}-${cd.y.toString(36)}`
166 return `${this.containerId}|rsq-${cd.x}-${cd.y}`;
169 idToCoords(targetId
) {
171 return null; //outside page, maybe...
172 const idParts
= targetId
.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
174 idParts
.length
< 2 ||
175 idParts
[0] != this.containerId
||
176 !idParts
[1].match(/sq-[0-9a-zA-Z]-[0-9a-zA-Z]/)
180 const squares
= idParts
[1].split('-');
181 if (squares
[0] == "sq")
182 return {x: parseInt(squares
[1], 36), y: parseInt(squares
[2], 36)};
183 // squares[0] == "rsq" : reserve, 'c' + 'p' (letters color & piece)
184 return {x: squares
[1], y: squares
[2]};
190 // Turn "wb" into "B" (for FEN)
192 return (b
[0] == "w" ? b
[1].toUpperCase() : b
[1]);
195 // Turn "p" into "bp" (for board)
197 return (f
.charCodeAt(0) <= 90 ? "w" + f
.toLowerCase() : "b" + f
);
200 // Setup the initial random-or-not (asymmetric-or-not) position
201 genRandInitFen(seed
) {
202 let fen
, flags
= "0707";
203 if (!this.options
.randomness
)
205 fen
= "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0";
209 Random
.setSeed(seed
);
210 let pieces
= {w: new Array(8), b: new Array(8)};
212 // Shuffle pieces on first (and last rank if randomness == 2)
213 for (let c
of ["w", "b"]) {
214 if (c
== 'b' && this.options
.randomness
== 1) {
215 pieces
['b'] = pieces
['w'];
220 let positions
= ArrayFun
.range(8);
222 // Get random squares for bishops
223 let randIndex
= 2 * Random
.randInt(4);
224 const bishop1Pos
= positions
[randIndex
];
225 // The second bishop must be on a square of different color
226 let randIndex_tmp
= 2 * Random
.randInt(4) + 1;
227 const bishop2Pos
= positions
[randIndex_tmp
];
228 // Remove chosen squares
229 positions
.splice(Math
.max(randIndex
, randIndex_tmp
), 1);
230 positions
.splice(Math
.min(randIndex
, randIndex_tmp
), 1);
232 // Get random squares for knights
233 randIndex
= Random
.randInt(6);
234 const knight1Pos
= positions
[randIndex
];
235 positions
.splice(randIndex
, 1);
236 randIndex
= Random
.randInt(5);
237 const knight2Pos
= positions
[randIndex
];
238 positions
.splice(randIndex
, 1);
240 // Get random square for queen
241 randIndex
= Random
.randInt(4);
242 const queenPos
= positions
[randIndex
];
243 positions
.splice(randIndex
, 1);
245 // Rooks and king positions are now fixed,
246 // because of the ordering rook-king-rook
247 const rook1Pos
= positions
[0];
248 const kingPos
= positions
[1];
249 const rook2Pos
= positions
[2];
251 // Finally put the shuffled pieces in the board array
252 pieces
[c
][rook1Pos
] = "r";
253 pieces
[c
][knight1Pos
] = "n";
254 pieces
[c
][bishop1Pos
] = "b";
255 pieces
[c
][queenPos
] = "q";
256 pieces
[c
][kingPos
] = "k";
257 pieces
[c
][bishop2Pos
] = "b";
258 pieces
[c
][knight2Pos
] = "n";
259 pieces
[c
][rook2Pos
] = "r";
260 flags
+= rook1Pos
.toString() + rook2Pos
.toString();
263 pieces
["b"].join("") +
264 "/pppppppp/8/8/8/8/PPPPPPPP/" +
265 pieces
["w"].join("").toUpperCase() +
269 // Add turn + flags + enpassant (+ reserve)
272 parts
.push(`"flags":"${flags}"`);
273 if (this.hasEnpassant
)
274 parts
.push('"enpassant":"-"');
275 if (this.hasReserveFen
)
276 parts
.push('"reserve":"000000000000"');
277 if (this.options
["crazyhouse"])
278 parts
.push('"ispawn":"-"');
279 if (parts
.length
>= 1)
280 fen
+= " {" + parts
.join(",") + "}";
284 // "Parse" FEN: just return untransformed string data
286 const fenParts
= fen
.split(" ");
288 position: fenParts
[0],
290 movesCount: fenParts
[2]
292 if (fenParts
.length
> 3)
293 res
= Object
.assign(res
, JSON
.parse(fenParts
[3]));
297 // Return current fen (game state)
300 this.getPosition() + " " +
301 this.getTurnFen() + " " +
306 parts
.push(`"flags":"${this.getFlagsFen()}"`);
307 if (this.hasEnpassant
)
308 parts
.push(`"enpassant":"${this.getEnpassantFen()}"`);
309 if (this.hasReserveFen
)
310 parts
.push(`"reserve":"${this.getReserveFen()}"`);
311 if (this.options
["crazyhouse"])
312 parts
.push(`"ispawn":"${this.getIspawnFen()}"`);
313 if (parts
.length
>= 1)
314 fen
+= " {" + parts
.join(",") + "}";
318 static FenEmptySquares(count
) {
319 // if more than 9 consecutive free spaces, break the integer,
320 // otherwise FEN parsing will fail.
323 // Most boards of size < 18:
325 return "9" + (count
- 9);
327 return "99" + (count
- 18);
330 // Position part of the FEN string
333 for (let i
= 0; i
< this.size
.y
; i
++) {
335 for (let j
= 0; j
< this.size
.x
; j
++) {
336 if (this.board
[i
][j
] == "")
339 if (emptyCount
> 0) {
340 // Add empty squares in-between
341 position
+= C
.FenEmptySquares(emptyCount
);
344 position
+= this.board2fen(this.board
[i
][j
]);
349 position
+= C
.FenEmptySquares(emptyCount
);
350 if (i
< this.size
.y
- 1)
351 position
+= "/"; //separate rows
360 // Flags part of the FEN string
362 return ["w", "b"].map(c
=> {
363 return this.castleFlags
[c
].map(x
=> x
.toString(36)).join("");
367 // Enpassant part of the FEN string
370 return "-"; //no en-passant
371 return C
.CoordsToSquare(this.epSquare
);
376 ["w","b"].map(c
=> Object
.values(this.reserve
[c
]).join("")).join("")
381 const squares
= Object
.keys(this.ispawn
);
382 if (squares
.length
== 0)
384 return squares
.join(",");
387 // Set flags from fen (castle: white a,h then black a,h)
390 w: [0, 1].map(i
=> parseInt(fenflags
.charAt(i
), 36)),
391 b: [2, 3].map(i
=> parseInt(fenflags
.charAt(i
), 36))
399 this.options
= o
.options
;
400 // Fill missing options (always the case if random challenge)
401 (V
.Options
.select
|| []).concat(V
.Options
.input
|| []).forEach(opt
=> {
402 if (this.options
[opt
.variable
] === undefined)
403 this.options
[opt
.variable
] = opt
.defaut
;
406 // This object will be used only for initial FEN generation
408 this.playerColor
= o
.color
;
409 this.afterPlay
= o
.afterPlay
; //trigger some actions after playing a move
411 // Fen string fully describes the game state
413 o
.fen
= this.genRandInitFen(o
.seed
);
414 this.re_initFromFen(o
.fen
);
416 // Graphical (can use variables defined above)
417 this.containerId
= o
.element
;
418 this.graphicalInit();
421 re_initFromFen(fen
, oldBoard
) {
422 const fenParsed
= this.parseFen(fen
);
423 this.board
= oldBoard
|| this.getBoard(fenParsed
.position
);
424 this.turn
= fenParsed
.turn
;
425 this.movesCount
= parseInt(fenParsed
.movesCount
, 10);
426 this.setOtherVariables(fenParsed
);
429 // Turn position fen into double array ["wb","wp","bk",...]
431 const rows
= position
.split("/");
432 let board
= ArrayFun
.init(this.size
.x
, this.size
.y
, "");
433 for (let i
= 0; i
< rows
.length
; i
++) {
435 for (let indexInRow
= 0; indexInRow
< rows
[i
].length
; indexInRow
++) {
436 const character
= rows
[i
][indexInRow
];
437 const num
= parseInt(character
, 10);
438 // If num is a number, just shift j:
441 // Else: something at position i,j
443 board
[i
][j
++] = this.fen2board(character
);
449 // Some additional variables from FEN (variant dependant)
450 setOtherVariables(fenParsed
) {
451 // Set flags and enpassant:
453 this.setFlags(fenParsed
.flags
);
454 if (this.hasEnpassant
)
455 this.epSquare
= this.getEpSquare(fenParsed
.enpassant
);
457 this.initReserves(fenParsed
.reserve
);
458 if (this.options
["crazyhouse"])
459 this.initIspawn(fenParsed
.ispawn
);
460 if (this.options
["teleport"]) {
461 this.subTurnTeleport
= 1;
462 this.captured
= null;
464 if (this.options
["dark"]) {
465 // Setup enlightened: squares reachable by player side
466 this.enlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
, false);
467 this.updateEnlightened();
469 this.subTurn
= 1; //may be unused
470 if (!this.moveStack
) //avoid resetting (unwanted)
474 // ordering as in pieces() p,r,n,b,q,k
475 initReserves(reserveStr
) {
476 const counts
= reserveStr
.split("").map(c
=> parseInt(c
, 36));
477 this.reserve
= { w: {}, b: {} };
478 const pieceName
= ['p', 'r', 'n', 'b', 'q', 'k'];
479 const L
= pieceName
.length
;
480 for (let i
of ArrayFun
.range(2 * L
)) {
482 this.reserve
['w'][pieceName
[i
]] = counts
[i
];
484 this.reserve
['b'][pieceName
[i
-L
]] = counts
[i
];
488 initIspawn(ispawnStr
) {
489 if (ispawnStr
!= "-")
490 this.ispawn
= ArrayFun
.toObject(ispawnStr
.split(","), true);
498 getPieceWidth(rwidth
) {
499 return (rwidth
/ this.size
.y
);
502 getReserveSquareSize(rwidth
, nbR
) {
503 const sqSize
= this.getPieceWidth(rwidth
);
504 return Math
.min(sqSize
, rwidth
/ nbR
);
507 getReserveNumId(color
, piece
) {
508 return `${this.containerId}|rnum-${color}${piece}`;
511 getNbReservePieces(color
) {
513 Object
.values(this.reserve
[color
]).reduce(
514 (oldV
,newV
) => oldV
+ (newV
> 0 ? 1 : 0), 0)
518 getRankInReserve(c
, p
) {
519 const pieces
= Object
.keys(this.pieces());
520 const lastIndex
= pieces
.findIndex(pp
=> pp
== p
)
521 let toTest
= pieces
.slice(0, lastIndex
);
522 return toTest
.reduce(
523 (oldV
,newV
) => oldV
+ (this.reserve
[c
][newV
] > 0 ? 1 : 0), 0);
526 static AddClass_es(piece
, class_es
) {
527 if (!Array
.isArray(class_es
))
528 class_es
= [class_es
];
529 class_es
.forEach(cl
=> {
530 piece
.classList
.add(cl
);
534 static RemoveClass_es(piece
, class_es
) {
535 if (!Array
.isArray(class_es
))
536 class_es
= [class_es
];
537 class_es
.forEach(cl
=> {
538 piece
.classList
.remove(cl
);
542 // Generally light square bottom-right
543 getSquareColorClass(x
, y
) {
544 return ((x
+y
) % 2 == 0 ? "light-square": "dark-square");
548 // Works for all rectangular boards:
549 return Math
.sqrt(r
.width
** 2 + r
.height
** 2);
553 return (typeof x
== "string" ? this.r_pieces : this.g_pieces
)[x
][y
];
560 // NOTE: not window.onresize = this.re_drawBoardElts because scope (this)
561 window
.onresize
= () => this.re_drawBoardElements();
562 this.re_drawBoardElements();
563 this.initMouseEvents();
565 document
.getElementById(this.containerId
).querySelector(".chessboard");
568 re_drawBoardElements() {
569 const board
= this.getSvgChessboard();
570 const oppCol
= C
.GetOppCol(this.playerColor
);
572 document
.getElementById(this.containerId
).querySelector(".chessboard");
573 chessboard
.innerHTML
= "";
574 chessboard
.insertAdjacentHTML('beforeend', board
);
575 // Compare window ratio width / height to aspectRatio:
576 const windowRatio
= window
.innerWidth
/ window
.innerHeight
;
577 let cbWidth
, cbHeight
;
578 const vRatio
= this.size
.ratio
|| 1;
579 if (windowRatio
<= vRatio
) {
580 // Limiting dimension is width:
581 cbWidth
= Math
.min(window
.innerWidth
, 767);
582 cbHeight
= cbWidth
/ vRatio
;
585 // Limiting dimension is height:
586 cbHeight
= Math
.min(window
.innerHeight
, 767);
587 cbWidth
= cbHeight
* vRatio
;
589 if (this.hasReserve
) {
590 const sqSize
= cbWidth
/ this.size
.y
;
591 // NOTE: allocate space for reserves (up/down) even if they are empty
592 // Cannot use getReserveSquareSize() here, but sqSize is an upper bound.
593 if ((window
.innerHeight
- cbHeight
) / 2 < sqSize
+ 5) {
594 cbHeight
= window
.innerHeight
- 2 * (sqSize
+ 5);
595 cbWidth
= cbHeight
* vRatio
;
598 chessboard
.style
.width
= cbWidth
+ "px";
599 chessboard
.style
.height
= cbHeight
+ "px";
600 // Center chessboard:
601 const spaceLeft
= (window
.innerWidth
- cbWidth
) / 2,
602 spaceTop
= (window
.innerHeight
- cbHeight
) / 2;
603 chessboard
.style
.left
= spaceLeft
+ "px";
604 chessboard
.style
.top
= spaceTop
+ "px";
605 // Give sizes instead of recomputing them,
606 // because chessboard might not be drawn yet.
615 // Get SVG board (background, no pieces)
617 const flipped
= (this.playerColor
== 'b');
620 viewBox="0 0 ${10*this.size.y} ${10*this.size.x}"
621 class="chessboard_SVG">`;
622 for (let i
=0; i
< this.size
.x
; i
++) {
623 for (let j
=0; j
< this.size
.y
; j
++) {
624 const ii
= (flipped
? this.size
.x
- 1 - i : i
);
625 const jj
= (flipped
? this.size
.y
- 1 - j : j
);
626 let classes
= this.getSquareColorClass(ii
, jj
);
627 if (this.enlightened
&& !this.enlightened
[ii
][jj
])
628 classes
+= " in-shadow";
629 // NOTE: x / y reversed because coordinates system is reversed.
633 id="${this.coordsToId({x: ii, y: jj})}"
647 // Refreshing: delete old pieces first
648 for (let i
=0; i
<this.size
.x
; i
++) {
649 for (let j
=0; j
<this.size
.y
; j
++) {
650 if (this.g_pieces
[i
][j
]) {
651 this.g_pieces
[i
][j
].remove();
652 this.g_pieces
[i
][j
] = null;
658 this.g_pieces
= ArrayFun
.init(this.size
.x
, this.size
.y
, null);
660 document
.getElementById(this.containerId
).querySelector(".chessboard");
662 r
= chessboard
.getBoundingClientRect();
663 const pieceWidth
= this.getPieceWidth(r
.width
);
664 for (let i
=0; i
< this.size
.x
; i
++) {
665 for (let j
=0; j
< this.size
.y
; j
++) {
666 if (this.board
[i
][j
] != "") {
667 const color
= this.getColor(i
, j
);
668 const piece
= this.getPiece(i
, j
);
669 this.g_pieces
[i
][j
] = document
.createElement("piece");
670 C
.AddClass_es(this.g_pieces
[i
][j
],
671 this.pieces(color
, i
, j
)[piece
]["class"]);
672 this.g_pieces
[i
][j
].classList
.add(C
.GetColorClass(color
));
673 this.g_pieces
[i
][j
].style
.width
= pieceWidth
+ "px";
674 this.g_pieces
[i
][j
].style
.height
= pieceWidth
+ "px";
675 let [ip
, jp
] = this.getPixelPosition(i
, j
, r
);
676 // Translate coordinates to use chessboard as reference:
677 this.g_pieces
[i
][j
].style
.transform
=
678 `translate(${ip - r.x}px,${jp - r.y}px)`;
679 if (this.enlightened
&& !this.enlightened
[i
][j
])
680 this.g_pieces
[i
][j
].classList
.add("hidden");
681 chessboard
.appendChild(this.g_pieces
[i
][j
]);
686 this.re_drawReserve(['w', 'b'], r
);
689 // NOTE: assume this.reserve != null
690 re_drawReserve(colors
, r
) {
692 // Remove (old) reserve pieces
693 for (let c
of colors
) {
694 Object
.keys(this.r_pieces
[c
]).forEach(p
=> {
695 this.r_pieces
[c
][p
].remove();
696 delete this.r_pieces
[c
][p
];
697 const numId
= this.getReserveNumId(c
, p
);
698 document
.getElementById(numId
).remove();
703 this.r_pieces
= { w: {}, b: {} };
704 let container
= document
.getElementById(this.containerId
);
706 r
= container
.querySelector(".chessboard").getBoundingClientRect();
707 for (let c
of colors
) {
708 let reservesDiv
= document
.getElementById("reserves_" + c
);
710 reservesDiv
.remove();
711 if (!this.reserve
[c
])
713 const nbR
= this.getNbReservePieces(c
);
716 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
718 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
719 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
720 let rcontainer
= document
.createElement("div");
721 rcontainer
.id
= "reserves_" + c
;
722 rcontainer
.classList
.add("reserves");
723 rcontainer
.style
.left
= i0
+ "px";
724 rcontainer
.style
.top
= j0
+ "px";
725 // NOTE: +1 fix display bug on Firefox at least
726 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
727 rcontainer
.style
.height
= sqResSize
+ "px";
728 container
.appendChild(rcontainer
);
729 for (let p
of Object
.keys(this.reserve
[c
])) {
730 if (this.reserve
[c
][p
] == 0)
732 let r_cell
= document
.createElement("div");
733 r_cell
.id
= this.coordsToId({x: c
, y: p
});
734 r_cell
.classList
.add("reserve-cell");
735 r_cell
.style
.width
= sqResSize
+ "px";
736 r_cell
.style
.height
= sqResSize
+ "px";
737 rcontainer
.appendChild(r_cell
);
738 let piece
= document
.createElement("piece");
739 C
.AddClass_es(piece
, this.pieces(c
, c
, p
)[p
]["class"]);
740 piece
.classList
.add(C
.GetColorClass(c
));
741 piece
.style
.width
= "100%";
742 piece
.style
.height
= "100%";
743 this.r_pieces
[c
][p
] = piece
;
744 r_cell
.appendChild(piece
);
745 let number
= document
.createElement("div");
746 number
.textContent
= this.reserve
[c
][p
];
747 number
.classList
.add("reserve-num");
748 number
.id
= this.getReserveNumId(c
, p
);
749 const fontSize
= "1.3em";
750 number
.style
.fontSize
= fontSize
;
751 number
.style
.fontSize
= fontSize
;
752 r_cell
.appendChild(number
);
758 updateReserve(color
, piece
, count
) {
759 if (this.options
["cannibal"] && C
.CannibalKings
[piece
])
760 piece
= "k"; //capturing cannibal king: back to king form
761 const oldCount
= this.reserve
[color
][piece
];
762 this.reserve
[color
][piece
] = count
;
763 // Redrawing is much easier if count==0
764 if ([oldCount
, count
].includes(0))
765 this.re_drawReserve([color
]);
767 const numId
= this.getReserveNumId(color
, piece
);
768 document
.getElementById(numId
).textContent
= count
;
772 // Resize board: no need to destroy/recreate pieces
775 document
.getElementById(this.containerId
).querySelector(".chessboard");
776 const r
= chessboard
.getBoundingClientRect();
777 const multFact
= (mode
== "up" ? 1.05 : 0.95);
778 let [newWidth
, newHeight
] = [multFact
* r
.width
, multFact
* r
.height
];
780 const vRatio
= this.size
.ratio
|| 1;
781 if (newWidth
> window
.innerWidth
) {
782 newWidth
= window
.innerWidth
;
783 newHeight
= newWidth
/ vRatio
;
785 if (newHeight
> window
.innerHeight
) {
786 newHeight
= window
.innerHeight
;
787 newWidth
= newHeight
* vRatio
;
789 chessboard
.style
.width
= newWidth
+ "px";
790 chessboard
.style
.height
= newHeight
+ "px";
791 const newX
= (window
.innerWidth
- newWidth
) / 2;
792 chessboard
.style
.left
= newX
+ "px";
793 const newY
= (window
.innerHeight
- newHeight
) / 2;
794 chessboard
.style
.top
= newY
+ "px";
795 const newR
= {x: newX
, y: newY
, width: newWidth
, height: newHeight
};
796 const pieceWidth
= this.getPieceWidth(newWidth
);
797 // NOTE: next "if" for variants which use squares filling
798 // instead of "physical", moving pieces
800 for (let i
=0; i
< this.size
.x
; i
++) {
801 for (let j
=0; j
< this.size
.y
; j
++) {
802 if (this.g_pieces
[i
][j
]) {
803 // NOTE: could also use CSS transform "scale"
804 this.g_pieces
[i
][j
].style
.width
= pieceWidth
+ "px";
805 this.g_pieces
[i
][j
].style
.height
= pieceWidth
+ "px";
806 const [ip
, jp
] = this.getPixelPosition(i
, j
, newR
);
807 // Translate coordinates to use chessboard as reference:
808 this.g_pieces
[i
][j
].style
.transform
=
809 `translate(${ip - newX}px,${jp - newY}px)`;
815 this.rescaleReserve(newR
);
819 for (let c
of ['w','b']) {
820 if (!this.reserve
[c
])
822 const nbR
= this.getNbReservePieces(c
);
825 // Resize container first
826 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
827 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
828 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
829 let rcontainer
= document
.getElementById("reserves_" + c
);
830 rcontainer
.style
.left
= i0
+ "px";
831 rcontainer
.style
.top
= j0
+ "px";
832 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
833 rcontainer
.style
.height
= sqResSize
+ "px";
834 // And then reserve cells:
835 const rpieceWidth
= this.getReserveSquareSize(r
.width
, nbR
);
836 Object
.keys(this.reserve
[c
]).forEach(p
=> {
837 if (this.reserve
[c
][p
] == 0)
839 let r_cell
= document
.getElementById(this.coordsToId({x: c
, y: p
}));
840 r_cell
.style
.width
= sqResSize
+ "px";
841 r_cell
.style
.height
= sqResSize
+ "px";
846 // Return the absolute pixel coordinates given current position.
847 // Our coordinate system differs from CSS one (x <--> y).
848 // We return here the CSS coordinates (more useful).
849 getPixelPosition(i
, j
, r
) {
851 return [0, 0]; //piece vanishes
853 if (typeof i
== "string") {
854 // Reserves: need to know the rank of piece
855 const nbR
= this.getNbReservePieces(i
);
856 const rsqSize
= this.getReserveSquareSize(r
.width
, nbR
);
857 x
= this.getRankInReserve(i
, j
) * rsqSize
;
858 y
= (this.playerColor
== i
? y
= r
.height
+ 5 : - 5 - rsqSize
);
861 const sqSize
= r
.width
/ this.size
.y
;
862 const flipped
= (this.playerColor
== 'b');
863 x
= (flipped
? this.size
.y
- 1 - j : j
) * sqSize
;
864 y
= (flipped
? this.size
.x
- 1 - i : i
) * sqSize
;
866 return [r
.x
+ x
, r
.y
+ y
];
870 let container
= document
.getElementById(this.containerId
);
871 let chessboard
= container
.querySelector(".chessboard");
873 const getOffset
= e
=> {
876 return {x: e
.clientX
, y: e
.clientY
};
877 let touchLocation
= null;
878 if (e
.targetTouches
&& e
.targetTouches
.length
>= 1)
879 // Touch screen, dragstart
880 touchLocation
= e
.targetTouches
[0];
881 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
882 // Touch screen, dragend
883 touchLocation
= e
.changedTouches
[0];
885 return {x: touchLocation
.clientX
, y: touchLocation
.clientY
};
886 return {x: 0, y: 0}; //shouldn't reach here =)
889 const centerOnCursor
= (piece
, e
) => {
890 const centerShift
= this.getPieceWidth(r
.width
) / 2;
891 const offset
= getOffset(e
);
892 piece
.style
.left
= (offset
.x
- centerShift
) + "px";
893 piece
.style
.top
= (offset
.y
- centerShift
) + "px";
898 startPiece
, curPiece
= null,
900 const mousedown
= (e
) => {
901 // Disable zoom on smartphones:
902 if (e
.touches
&& e
.touches
.length
> 1)
904 r
= chessboard
.getBoundingClientRect();
905 pieceWidth
= this.getPieceWidth(r
.width
);
906 const cd
= this.idToCoords(e
.target
.id
);
908 const move = this.doClick(cd
);
910 this.buildMoveStack(move, r
);
911 else if (!this.clickOnly
) {
912 const [x
, y
] = Object
.values(cd
);
913 if (typeof x
!= "number")
914 startPiece
= this.r_pieces
[x
][y
];
916 startPiece
= this.g_pieces
[x
][y
];
917 if (startPiece
&& this.canIplay(x
, y
)) {
920 curPiece
= startPiece
.cloneNode();
921 curPiece
.style
.transform
= "none";
922 curPiece
.style
.zIndex
= 5;
923 curPiece
.style
.width
= pieceWidth
+ "px";
924 curPiece
.style
.height
= pieceWidth
+ "px";
925 centerOnCursor(curPiece
, e
);
926 container
.appendChild(curPiece
);
927 startPiece
.style
.opacity
= "0.4";
928 chessboard
.style
.cursor
= "none";
934 const mousemove
= (e
) => {
937 centerOnCursor(curPiece
, e
);
939 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
940 // Attempt to prevent horizontal swipe...
944 const mouseup
= (e
) => {
947 const [x
, y
] = [start
.x
, start
.y
];
950 chessboard
.style
.cursor
= "pointer";
951 startPiece
.style
.opacity
= "1";
952 const offset
= getOffset(e
);
953 const landingElt
= document
.elementFromPoint(offset
.x
, offset
.y
);
955 (landingElt
? this.idToCoords(landingElt
.id
) : undefined);
957 // NOTE: clearly suboptimal, but much easier, and not a big deal.
958 const potentialMoves
= this.getPotentialMovesFrom([x
, y
])
959 .filter(m
=> m
.end
.x
== cd
.x
&& m
.end
.y
== cd
.y
);
960 const moves
= this.filterValid(potentialMoves
);
961 if (moves
.length
>= 2)
962 this.showChoices(moves
, r
);
963 else if (moves
.length
== 1)
964 this.buildMoveStack(moves
[0], r
);
969 const resize
= (e
) => this.rescale(e
.deltaY
< 0 ? "up" : "down");
971 if ('onmousedown' in window
) {
972 this.mouseListeners
= [
973 {type: "mousedown", listener: mousedown
},
974 {type: "mousemove", listener: mousemove
},
975 {type: "mouseup", listener: mouseup
},
976 {type: "wheel", listener: resize
}
978 this.mouseListeners
.forEach(ml
=> {
979 document
.addEventListener(ml
.type
, ml
.listener
);
982 if ('ontouchstart' in window
) {
983 this.touchListeners
= [
984 {type: "touchstart", listener: mousedown
},
985 {type: "touchmove", listener: mousemove
},
986 {type: "touchend", listener: mouseup
}
988 this.touchListeners
.forEach(tl
=> {
989 // https://stackoverflow.com/a/42509310/12660887
990 document
.addEventListener(tl
.type
, tl
.listener
, {passive: false});
993 // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
997 if ('onmousedown' in window
) {
998 this.mouseListeners
.forEach(ml
=> {
999 document
.removeEventListener(ml
.type
, ml
.listener
);
1002 if ('ontouchstart' in window
) {
1003 this.touchListeners
.forEach(tl
=> {
1004 // https://stackoverflow.com/a/42509310/12660887
1005 document
.removeEventListener(tl
.type
, tl
.listener
);
1010 showChoices(moves
, r
) {
1011 let container
= document
.getElementById(this.containerId
);
1012 let chessboard
= container
.querySelector(".chessboard");
1013 let choices
= document
.createElement("div");
1014 choices
.id
= "choices";
1016 r
= chessboard
.getBoundingClientRect();
1017 choices
.style
.width
= r
.width
+ "px";
1018 choices
.style
.height
= r
.height
+ "px";
1019 choices
.style
.left
= r
.x
+ "px";
1020 choices
.style
.top
= r
.y
+ "px";
1021 chessboard
.style
.opacity
= "0.5";
1022 container
.appendChild(choices
);
1023 const squareWidth
= r
.width
/ this.size
.y
;
1024 const firstUpLeft
= (r
.width
- (moves
.length
* squareWidth
)) / 2;
1025 const firstUpTop
= (r
.height
- squareWidth
) / 2;
1026 const color
= moves
[0].appear
[0].c
;
1027 const callback
= (m
) => {
1028 chessboard
.style
.opacity
= "1";
1029 container
.removeChild(choices
);
1030 this.buildMoveStack(m
, r
);
1032 for (let i
=0; i
< moves
.length
; i
++) {
1033 let choice
= document
.createElement("div");
1034 choice
.classList
.add("choice");
1035 choice
.style
.width
= squareWidth
+ "px";
1036 choice
.style
.height
= squareWidth
+ "px";
1037 choice
.style
.left
= (firstUpLeft
+ i
* squareWidth
) + "px";
1038 choice
.style
.top
= firstUpTop
+ "px";
1039 choice
.style
.backgroundColor
= "lightyellow";
1040 choice
.onclick
= () => callback(moves
[i
]);
1041 const piece
= document
.createElement("piece");
1042 const cdisp
= moves
[i
].choice
|| moves
[i
].appear
[0].p
;
1043 C
.AddClass_es(piece
,
1044 this.pieces(color
, moves
[i
].end
.x
, moves
[i
].end
.y
)[cdisp
]["class"]);
1045 piece
.classList
.add(C
.GetColorClass(color
));
1046 piece
.style
.width
= "100%";
1047 piece
.style
.height
= "100%";
1048 choice
.appendChild(piece
);
1049 choices
.appendChild(choice
);
1056 updateEnlightened() {
1057 this.oldEnlightened
= this.enlightened
;
1058 this.enlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
, false);
1059 // Add pieces positions + all squares reachable by moves (includes Zen):
1060 for (let x
=0; x
<this.size
.x
; x
++) {
1061 for (let y
=0; y
<this.size
.y
; y
++) {
1062 if (this.board
[x
][y
] != "" && this.getColor(x
, y
) == this.playerColor
)
1064 this.enlightened
[x
][y
] = true;
1065 this.getPotentialMovesFrom([x
, y
]).forEach(m
=> {
1066 this.enlightened
[m
.end
.x
][m
.end
.y
] = true;
1072 this.enlightEnpassant();
1075 // Include square of the en-passant capturing square:
1076 enlightEnpassant() {
1077 // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
1078 const steps
= this.pieces(this.playerColor
)["p"].attack
[0].steps
;
1079 for (let step
of steps
) {
1080 const x
= this.epSquare
.x
- step
[0],
1081 y
= this.getY(this.epSquare
.y
- step
[1]);
1083 this.onBoard(x
, y
) &&
1084 this.getColor(x
, y
) == this.playerColor
&&
1085 this.getPieceType(x
, y
) == "p"
1087 this.enlightened
[x
][this.epSquare
.y
] = true;
1093 // Apply diff this.enlightened --> oldEnlightened on board
1094 graphUpdateEnlightened() {
1096 document
.getElementById(this.containerId
).querySelector(".chessboard");
1097 const r
= chessboard
.getBoundingClientRect();
1098 const pieceWidth
= this.getPieceWidth(r
.width
);
1099 for (let x
=0; x
<this.size
.x
; x
++) {
1100 for (let y
=0; y
<this.size
.y
; y
++) {
1101 if (!this.enlightened
[x
][y
] && this.oldEnlightened
[x
][y
]) {
1102 let elt
= document
.getElementById(this.coordsToId({x: x
, y: y
}));
1103 elt
.classList
.add("in-shadow");
1104 if (this.g_pieces
[x
][y
])
1105 this.g_pieces
[x
][y
].classList
.add("hidden");
1107 else if (this.enlightened
[x
][y
] && !this.oldEnlightened
[x
][y
]) {
1108 let elt
= document
.getElementById(this.coordsToId({x: x
, y: y
}));
1109 elt
.classList
.remove("in-shadow");
1110 if (this.g_pieces
[x
][y
])
1111 this.g_pieces
[x
][y
].classList
.remove("hidden");
1124 ratio: 1 //for rectangular board = y / x (optional, 1 = default)
1128 // Color of thing on square (i,j). '' if square is empty
1130 if (typeof i
== "string")
1131 return i
; //reserves
1132 return this.board
[i
][j
].charAt(0);
1135 static GetColorClass(c
) {
1140 return "other-color"; //unidentified color
1143 // Piece on i,j. '' if square is empty
1145 if (typeof j
== "string")
1146 return j
; //reserves
1147 return this.board
[i
][j
].charAt(1);
1150 // Piece type on square (i,j)
1151 getPieceType(x
, y
, p
) {
1153 p
= this.getPiece(x
, y
);
1154 return this.pieces()[p
].moveas
|| p
;
1159 p
= this.getPiece(x
, y
);
1160 if (!this.options
["cannibal"])
1162 return !!C
.CannibalKings
[p
];
1165 // Get opponent color
1166 static GetOppCol(color
) {
1167 return (color
== "w" ? "b" : "w");
1170 // Is (x,y) on the chessboard?
1172 return (x
>= 0 && x
< this.size
.x
&&
1173 y
>= 0 && y
< this.size
.y
);
1176 // Am I allowed to move thing at square x,y ?
1178 return (this.playerColor
== this.turn
&& this.getColor(x
, y
) == this.turn
);
1181 ////////////////////////
1182 // PIECES SPECIFICATIONS
1184 pieces(color
, x
, y
) {
1185 const pawnShift
= (color
== "w" ? -1 : 1);
1186 // NOTE: jump 2 squares from first rank (pawns can be here sometimes)
1187 const initRank
= ((color
== 'w' && x
>= 6) || (color
== 'b' && x
<= 1));
1193 steps: [[pawnShift
, 0]],
1194 range: (initRank
? 2 : 1)
1199 steps: [[pawnShift
, 1], [pawnShift
, -1]],
1207 {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
1215 [1, 2], [1, -2], [-1, 2], [-1, -2],
1216 [2, 1], [-2, 1], [2, -1], [-2, -1]
1225 {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
1233 [0, 1], [0, -1], [1, 0], [-1, 0],
1234 [1, 1], [1, -1], [-1, 1], [-1, -1]
1244 [0, 1], [0, -1], [1, 0], [-1, 0],
1245 [1, 1], [1, -1], [-1, 1], [-1, -1]
1252 '!': {"class": "king-pawn", moveas: "p"},
1253 '#': {"class": "king-rook", moveas: "r"},
1254 '$': {"class": "king-knight", moveas: "n"},
1255 '%': {"class": "king-bishop", moveas: "b"},
1256 '*': {"class": "king-queen", moveas: "q"}
1260 // NOTE: using special symbols to not interfere with variants' pieces codes
1261 static get CannibalKings() {
1272 static get CannibalKingCode() {
1283 //////////////////////////
1284 // MOVES GENERATION UTILS
1286 // For Cylinder: get Y coordinate
1288 if (!this.options
["cylinder"])
1290 let res
= y
% this.size
.y
;
1296 getSegments(curSeg
, segStart
, segEnd
) {
1297 if (curSeg
.length
== 0)
1299 let segments
= JSON
.parse(JSON
.stringify(curSeg
)); //not altering
1300 segments
.push([[segStart
[0], segStart
[1]], [segEnd
[0], segEnd
[1]]]);
1304 getStepSpec(color
, x
, y
, piece
) {
1305 return this.pieces(color
, x
, y
)[piece
|| this.getPieceType(x
, y
)];
1308 // Can thing on square1 capture thing on square2?
1309 canTake([x1
, y1
], [x2
, y2
]) {
1310 return this.getColor(x1
, y1
) !== this.getColor(x2
, y2
);
1313 canStepOver(i
, j
, p
) {
1314 // In some variants, objects on boards don't stop movement (Chakart)
1315 return this.board
[i
][j
] == "";
1318 canDrop([c
, p
], [i
, j
]) {
1320 this.board
[i
][j
] == "" &&
1321 (!this.enlightened
|| this.enlightened
[i
][j
]) &&
1324 (c
== 'w' && i
< this.size
.x
- 1) ||
1331 // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
1332 isImmobilized([x
, y
]) {
1333 if (!this.options
["madrasi"])
1335 const color
= this.getColor(x
, y
);
1336 const oppCol
= C
.GetOppCol(color
);
1337 const piece
= this.getPieceType(x
, y
);
1338 const stepSpec
= this.getStepSpec(color
, x
, y
, piece
);
1339 const attacks
= stepSpec
.attack
|| stepSpec
.moves
;
1340 for (let a
of attacks
) {
1341 outerLoop: for (let step
of a
.steps
) {
1342 let [i
, j
] = [x
+ step
[0], y
+ step
[1]];
1343 let stepCounter
= 1;
1344 while (this.onBoard(i
, j
) && this.board
[i
][j
] == "") {
1345 if (a
.range
<= stepCounter
++)
1348 j
= this.getY(j
+ step
[1]);
1351 this.onBoard(i
, j
) &&
1352 this.getColor(i
, j
) == oppCol
&&
1353 this.getPieceType(i
, j
) == piece
1362 // Stop at the first capture found
1363 atLeastOneCapture(color
) {
1364 const oppCol
= C
.GetOppCol(color
);
1365 const allowed
= (sq1
, sq2
) => {
1367 // NOTE: canTake is reversed for Zen.
1368 // Generally ok because of the symmetry. TODO?
1369 this.canTake(sq1
, sq2
) &&
1371 [this.getBasicMove(sq1
, sq2
)]).length
>= 1
1374 for (let i
=0; i
<this.size
.x
; i
++) {
1375 for (let j
=0; j
<this.size
.y
; j
++) {
1376 if (this.getColor(i
, j
) == color
) {
1379 !this.options
["zen"] &&
1380 this.findDestSquares(
1385 segments: this.options
["cylinder"]
1393 this.options
["zen"] &&
1394 this.findCapturesOn(
1398 segments: this.options
["cylinder"]
1413 compatibleStep([x1
, y1
], [x2
, y2
], step
, range
) {
1414 const epsilon
= 1e-7; //arbitrary small value
1416 if (this.options
["cylinder"])
1417 Array
.prototype.push
.apply(shifts
, [-this.size
.y
, this.size
.y
]);
1418 for (let sh
of shifts
) {
1419 const rx
= (x2
- x1
) / step
[0],
1420 ry
= (y2
+ sh
- y1
) / step
[1];
1422 // Zero step but non-zero interval => impossible
1423 (!Number
.isFinite(rx
) && !Number
.isNaN(rx
)) ||
1424 (!Number
.isFinite(ry
) && !Number
.isNaN(ry
)) ||
1425 // Negative number of step (impossible)
1426 (rx
< 0 || ry
< 0) ||
1427 // Not the same number of steps in both directions:
1428 (!Number
.isNaN(rx
) && !Number
.isNaN(ry
) && Math
.abs(rx
- ry
) > epsilon
)
1432 let distance
= (Number
.isNaN(rx
) ? ry : rx
);
1433 if (Math
.abs(distance
- Math
.round(distance
)) > epsilon
)
1435 distance
= Math
.round(distance
); //in case of (numerical...)
1436 if (!range
|| range
>= distance
)
1442 ////////////////////
1445 getDropMovesFrom([c
, p
]) {
1446 // NOTE: by design, this.reserve[c][p] >= 1 on user click
1447 // (but not necessarily otherwise: atLeastOneMove() etc)
1448 if (this.reserve
[c
][p
] == 0)
1451 for (let i
=0; i
<this.size
.x
; i
++) {
1452 for (let j
=0; j
<this.size
.y
; j
++) {
1453 if (this.canDrop([c
, p
], [i
, j
])) {
1455 start: {x: c
, y: p
},
1457 appear: [new PiPo({x: i
, y: j
, c: c
, p: p
})],
1460 if (this.board
[i
][j
] != "") {
1461 mv
.vanish
.push(new PiPo({
1464 c: this.getColor(i
, j
),
1465 p: this.getPiece(i
, j
)
1475 // All possible moves from selected square
1476 getPotentialMovesFrom([x
, y
], color
) {
1477 if (this.subTurnTeleport
== 2)
1479 if (typeof x
== "string")
1480 return this.getDropMovesFrom([x
, y
]);
1481 if (this.isImmobilized([x
, y
]))
1483 const piece
= this.getPieceType(x
, y
);
1484 let moves
= this.getPotentialMovesOf(piece
, [x
, y
]);
1485 if (piece
== "p" && this.hasEnpassant
&& this.epSquare
)
1486 Array
.prototype.push
.apply(moves
, this.getEnpassantCaptures([x
, y
]));
1488 piece
== "k" && this.hasCastle
&&
1489 this.castleFlags
[color
|| this.turn
].some(v
=> v
< this.size
.y
)
1491 Array
.prototype.push
.apply(moves
, this.getCastleMoves([x
, y
]));
1493 return this.postProcessPotentialMoves(moves
);
1496 postProcessPotentialMoves(moves
) {
1497 if (moves
.length
== 0)
1499 const color
= this.getColor(moves
[0].start
.x
, moves
[0].start
.y
);
1500 const oppCol
= C
.GetOppCol(color
);
1502 if (this.options
["capture"] && this.atLeastOneCapture(color
))
1503 moves
= this.capturePostProcess(moves
, oppCol
);
1505 if (this.options
["atomic"])
1506 this.atomicPostProcess(moves
, color
, oppCol
);
1510 this.getPieceType(moves
[0].start
.x
, moves
[0].start
.y
) == "p"
1512 this.pawnPostProcess(moves
, color
, oppCol
);
1515 if (this.options
["cannibal"] && this.options
["rifle"])
1516 // In this case a rifle-capture from last rank may promote a pawn
1517 this.riflePromotePostProcess(moves
, color
);
1522 capturePostProcess(moves
, oppCol
) {
1523 // Filter out non-capturing moves (not using m.vanish because of
1524 // self captures of Recycle and Teleport).
1525 return moves
.filter(m
=> {
1527 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1528 this.getColor(m
.end
.x
, m
.end
.y
) == oppCol
1533 atomicPostProcess(moves
, color
, oppCol
) {
1534 moves
.forEach(m
=> {
1536 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1537 this.getColor(m
.end
.x
, m
.end
.y
) == oppCol
1550 let mNext
= new Move({
1556 for (let step
of steps
) {
1557 let x
= m
.end
.x
+ step
[0];
1558 let y
= this.getY(m
.end
.y
+ step
[1]);
1560 this.onBoard(x
, y
) &&
1561 this.board
[x
][y
] != "" &&
1562 (x
!= m
.start
.x
|| y
!= m
.start
.y
) &&
1563 this.getPieceType(x
, y
) != "p"
1567 p: this.getPiece(x
, y
),
1568 c: this.getColor(x
, y
),
1575 if (!this.options
["rifle"]) {
1576 // The moving piece also vanish
1577 mNext
.vanish
.unshift(
1582 p: this.getPiece(m
.start
.x
, m
.start
.y
)
1591 pawnPostProcess(moves
, color
, oppCol
) {
1593 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1594 const initPiece
= this.getPiece(moves
[0].start
.x
, moves
[0].start
.y
);
1595 moves
.forEach(m
=> {
1596 const [x1
, y1
] = [m
.start
.x
, m
.start
.y
];
1597 const [x2
, y2
] = [m
.end
.x
, m
.end
.y
];
1598 const promotionOk
= (
1600 (!this.options
["rifle"] || this.board
[x2
][y2
] == "")
1603 return; //nothing to do
1604 if (this.options
["pawnfall"]) {
1608 let finalPieces
= ["p"];
1610 this.options
["cannibal"] &&
1611 this.board
[x2
][y2
] != "" &&
1612 this.getColor(x2
, y2
) == oppCol
1614 finalPieces
= [this.getPieceType(x2
, y2
)];
1617 finalPieces
= this.pawnPromotions
;
1618 m
.appear
[0].p
= finalPieces
[0];
1619 if (initPiece
== "!") //cannibal king-pawn
1620 m
.appear
[0].p
= C
.CannibalKingCode
[finalPieces
[0]];
1621 for (let i
=1; i
<finalPieces
.length
; i
++) {
1622 const piece
= finalPieces
[i
];
1625 p: (initPiece
!= "!" ? piece : C
.CannibalKingCode
[piece
])
1627 let newMove
= this.getBasicMove([x1
, y1
], [x2
, y2
], tr
);
1628 moreMoves
.push(newMove
);
1631 Array
.prototype.push
.apply(moves
, moreMoves
);
1634 riflePromotePostProcess(moves
, color
) {
1635 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1637 moves
.forEach(m
=> {
1639 m
.start
.x
== lastRank
&&
1640 m
.appear
.length
>= 1 &&
1641 m
.appear
[0].p
== "p" &&
1642 m
.appear
[0].x
== m
.start
.x
&&
1643 m
.appear
[0].y
== m
.start
.y
1645 m
.appear
[0].p
= this.pawnPromotions
[0];
1646 for (let i
=1; i
<this.pawnPromotions
.length
; i
++) {
1647 let newMv
= JSON
.parse(JSON
.stringify(m
));
1648 newMv
.appear
[0].p
= this.pawnSpecs
.promotions
[i
];
1649 newMoves
.push(newMv
);
1653 Array
.prototype.push
.apply(moves
, newMoves
);
1656 // Generic method to find possible moves of "sliding or jumping" pieces
1657 getPotentialMovesOf(piece
, [x
, y
]) {
1658 const color
= this.getColor(x
, y
);
1659 const stepSpec
= this.getStepSpec(color
, x
, y
, piece
);
1661 if (stepSpec
.attack
) {
1662 squares
= this.findDestSquares(
1666 segments: this.options
["cylinder"],
1669 ([i1
, j1
], [i2
, j2
]) => {
1671 (!this.options
["zen"] || this.isKing(i2
, j2
)) &&
1672 this.canTake([i1
, j1
], [i2
, j2
])
1677 const noSpecials
= this.findDestSquares(
1680 moveOnly: !!stepSpec
.attack
|| this.options
["zen"],
1681 segments: this.options
["cylinder"],
1685 Array
.prototype.push
.apply(squares
, noSpecials
);
1686 if (this.options
["zen"]) {
1687 let zenCaptures
= this.findCapturesOn(
1689 {}, //byCol: default is ok
1690 ([i1
, j1
], [i2
, j2
]) =>
1691 !this.isKing(i1
, j1
) && this.canTake([i2
, j2
], [i1
, j1
])
1693 // Technical step: segments (if any) are reversed
1694 if (this.options
["cylinder"]) {
1695 zenCaptures
.forEach(z
=> {
1696 z
.segments
= z
.segments
.reverse().map(s
=> s
.reverse())
1699 Array
.prototype.push
.apply(squares
, zenCaptures
);
1702 this.options
["recycle"] ||
1703 (this.options
["teleport"] && this.subTurnTeleport
== 1)
1705 const selfCaptures
= this.findDestSquares(
1709 segments: this.options
["cylinder"],
1712 ([i1
, j1
], [i2
, j2
]) =>
1713 this.getColor(i2
, j2
) == color
&& !this.isKing(i2
, j2
)
1715 Array
.prototype.push
.apply(squares
, selfCaptures
);
1717 return squares
.map(s
=> {
1718 let mv
= this.getBasicMove([x
, y
], s
.sq
);
1719 if (this.options
["cylinder"] && s
.segments
.length
>= 2)
1720 mv
.segments
= s
.segments
;
1725 findDestSquares([x
, y
], o
, allowed
) {
1727 allowed
= (sq1
, sq2
) => this.canTake(sq1
, sq2
);
1728 const apparentPiece
= this.getPiece(x
, y
); //how it looks
1730 // Next 3 for Cylinder mode: (unused if !o.segments)
1734 const addSquare
= ([i
, j
]) => {
1735 let elt
= {sq: [i
, j
]};
1737 elt
.segments
= this.getSegments(segments
, segStart
, end
);
1740 const exploreSteps
= (stepArray
) => {
1741 for (let s
of stepArray
) {
1742 outerLoop: for (let step
of s
.steps
) {
1747 let [i
, j
] = [x
, y
];
1748 let stepCounter
= 0;
1750 this.onBoard(i
, j
) &&
1751 ((i
== x
&& j
== y
) || this.canStepOver(i
, j
, apparentPiece
))
1753 if (!explored
[i
+ "." + j
] && (i
!= x
|| j
!= y
)) {
1754 explored
[i
+ "." + j
] = true;
1757 (o
.captureTarget
[0] == i
&& o
.captureTarget
[1] == j
)
1759 if (o
.one
&& !o
.attackOnly
)
1762 addSquare(!o
.captureTarget
? [i
, j
] : [x
, y
]);
1763 if (o
.captureTarget
)
1767 if (s
.range
<= stepCounter
++)
1769 const oldIJ
= [i
, j
];
1771 j
= this.getY(j
+ step
[1]);
1772 if (o
.segments
&& Math
.abs(j
- oldIJ
[1]) > 1) {
1773 // Boundary between segments (cylinder mode)
1774 segments
.push([[segStart
[0], segStart
[1]], oldIJ
]);
1778 if (!this.onBoard(i
, j
))
1780 const pieceIJ
= this.getPieceType(i
, j
);
1781 if (!explored
[i
+ "." + j
]) {
1782 explored
[i
+ "." + j
] = true;
1783 if (allowed([x
, y
], [i
, j
])) {
1784 if (o
.one
&& !o
.moveOnly
)
1787 addSquare(!o
.captureTarget
? [i
, j
] : [x
, y
]);
1790 o
.captureTarget
[0] == i
&& o
.captureTarget
[1] == j
1798 return undefined; //default, but let's explicit it
1800 if (o
.captureTarget
)
1801 return exploreSteps(o
.captureSteps
)
1804 o
.stepSpec
|| this.getStepSpec(this.getColor(x
, y
), x
, y
);
1806 if (!o
.attackOnly
|| !stepSpec
.attack
)
1807 outOne
= exploreSteps(stepSpec
.moves
);
1808 if (!outOne
&& !o
.moveOnly
&& !!stepSpec
.attack
) {
1809 o
.attackOnly
= true; //ok because o is always a temporary object
1810 outOne
= exploreSteps(stepSpec
.attack
);
1812 return (o
.one
? outOne : res
);
1816 // Search for enemy (or not) pieces attacking [x, y]
1817 findCapturesOn([x
, y
], o
, allowed
) {
1819 o
.byCol
= [C
.GetOppCol(this.getColor(x
, y
) || this.turn
)];
1821 for (let i
=0; i
<this.size
.x
; i
++) {
1822 for (let j
=0; j
<this.size
.y
; j
++) {
1823 const colIJ
= this.getColor(i
, j
);
1825 this.board
[i
][j
] != "" &&
1826 o
.byCol
.includes(colIJ
) &&
1827 !this.isImmobilized([i
, j
])
1829 const apparentPiece
= this.getPiece(i
, j
);
1830 // Quick check: does this potential attacker target x,y ?
1831 if (this.canStepOver(x
, y
, apparentPiece
))
1833 const stepSpec
= this.getStepSpec(colIJ
, i
, j
);
1834 const attacks
= stepSpec
.attack
|| stepSpec
.moves
;
1835 for (let a
of attacks
) {
1836 for (let s
of a
.steps
) {
1837 // Quick check: if step isn't compatible, don't even try
1838 if (!this.compatibleStep([i
, j
], [x
, y
], s
, a
.range
))
1840 // Finally verify that nothing stand in-between
1841 const out
= this.findDestSquares(
1844 captureTarget: [x
, y
],
1845 captureSteps: [{steps: [s
], range: a
.range
}],
1846 segments: o
.segments
,
1848 one: false //one and captureTarget are mutually exclusive
1862 return (o
.one
? false : res
);
1865 // Build a regular move from its initial and destination squares.
1866 // tr: transformation
1867 getBasicMove([sx
, sy
], [ex
, ey
], tr
) {
1868 const initColor
= this.getColor(sx
, sy
);
1869 const initPiece
= this.getPiece(sx
, sy
);
1870 const destColor
= (this.board
[ex
][ey
] != "" ? this.getColor(ex
, ey
) : "");
1874 start: {x: sx
, y: sy
},
1878 !this.options
["rifle"] ||
1879 this.board
[ex
][ey
] == "" ||
1880 destColor
== initColor
//Recycle, Teleport
1886 c: !!tr
? tr
.c : initColor
,
1887 p: !!tr
? tr
.p : initPiece
1899 if (this.board
[ex
][ey
] != "") {
1904 c: this.getColor(ex
, ey
),
1905 p: this.getPiece(ex
, ey
)
1908 if (this.options
["cannibal"] && destColor
!= initColor
) {
1909 const lastIdx
= mv
.vanish
.length
- 1; //think "Rifle+Cannibal"
1910 let trPiece
= mv
.vanish
[lastIdx
].p
;
1911 if (this.isKing(sx
, sy
))
1912 trPiece
= C
.CannibalKingCode
[trPiece
];
1913 if (mv
.appear
.length
>= 1)
1914 mv
.appear
[0].p
= trPiece
;
1915 else if (this.options
["rifle"]) {
1938 // En-passant square, if any
1939 getEpSquare(moveOrSquare
) {
1940 if (typeof moveOrSquare
=== "string") {
1941 const square
= moveOrSquare
;
1944 return C
.SquareToCoords(square
);
1946 // Argument is a move:
1947 const move = moveOrSquare
;
1948 const s
= move.start
,
1952 Math
.abs(s
.x
- e
.x
) == 2 &&
1953 // Next conditions for variants like Atomic or Rifle, Recycle...
1955 move.appear
.length
> 0 &&
1956 this.getPieceType(0, 0, move.appear
[0].p
) == 'p'
1960 move.vanish
.length
> 0 &&
1961 this.getPieceType(0, 0, move.vanish
[0].p
) == 'p'
1969 return undefined; //default
1972 // Special case of en-passant captures: treated separately
1973 getEnpassantCaptures([x
, y
]) {
1974 const color
= this.getColor(x
, y
);
1975 const shiftX
= (color
== 'w' ? -1 : 1);
1976 const oppCol
= C
.GetOppCol(color
);
1979 this.epSquare
.x
== x
+ shiftX
&&
1980 Math
.abs(this.getY(this.epSquare
.y
- y
)) == 1 &&
1981 // Doublemove (and Progressive?) guards:
1982 this.board
[this.epSquare
.x
][this.epSquare
.y
] == "" &&
1983 this.getColor(x
, this.epSquare
.y
) == oppCol
1985 const [epx
, epy
] = [this.epSquare
.x
, this.epSquare
.y
];
1986 this.board
[epx
][epy
] = oppCol
+ 'p';
1987 let enpassantMove
= this.getBasicMove([x
, y
], [epx
, epy
]);
1988 this.board
[epx
][epy
] = "";
1989 const lastIdx
= enpassantMove
.vanish
.length
- 1; //think Rifle
1990 enpassantMove
.vanish
[lastIdx
].x
= x
;
1991 return [enpassantMove
];
1996 getCastleMoves([x
, y
], finalSquares
, castleWith
) {
1997 const c
= this.getColor(x
, y
);
2000 const oppCol
= C
.GetOppCol(c
);
2004 finalSquares
|| [ [2, 3], [this.size
.y
- 2, this.size
.y
- 3] ];
2005 const castlingKing
= this.getPiece(x
, y
);
2006 castlingCheck: for (
2009 castleSide
++ //large, then small
2011 if (this.castleFlags
[c
][castleSide
] >= this.size
.y
)
2013 // If this code is reached, rook and king are on initial position
2015 // NOTE: in some variants this is not a rook
2016 const rookPos
= this.castleFlags
[c
][castleSide
];
2017 const castlingPiece
= this.getPiece(x
, rookPos
);
2019 this.board
[x
][rookPos
] == "" ||
2020 this.getColor(x
, rookPos
) != c
||
2021 (castleWith
&& !castleWith
.includes(castlingPiece
))
2023 // Rook is not here, or changed color (see Benedict)
2026 // Nothing on the path of the king ? (and no checks)
2027 const finDist
= finalSquares
[castleSide
][0] - y
;
2028 let step
= finDist
/ Math
.max(1, Math
.abs(finDist
));
2032 // NOTE: next weird test because underCheck() verification
2033 // will be executed in filterValid() later.
2035 i
!= finalSquares
[castleSide
][0] &&
2036 this.underCheck([x
, i
], oppCol
)
2040 this.board
[x
][i
] != "" &&
2041 // NOTE: next check is enough, because of chessboard constraints
2042 (this.getColor(x
, i
) != c
|| ![rookPos
, y
].includes(i
))
2045 continue castlingCheck
;
2048 } while (i
!= finalSquares
[castleSide
][0]);
2049 // Nothing on the path to the rook?
2050 step
= (castleSide
== 0 ? -1 : 1);
2051 for (i
= y
+ step
; i
!= rookPos
; i
+= step
) {
2052 if (this.board
[x
][i
] != "")
2053 continue castlingCheck
;
2056 // Nothing on final squares, except maybe king and castling rook?
2057 for (i
= 0; i
< 2; i
++) {
2059 finalSquares
[castleSide
][i
] != rookPos
&&
2060 this.board
[x
][finalSquares
[castleSide
][i
]] != "" &&
2062 finalSquares
[castleSide
][i
] != y
||
2063 this.getColor(x
, finalSquares
[castleSide
][i
]) != c
2066 continue castlingCheck
;
2070 // If this code is reached, castle is potentially valid
2076 y: finalSquares
[castleSide
][0],
2082 y: finalSquares
[castleSide
][1],
2088 // King might be initially disguised (Titan...)
2089 new PiPo({ x: x
, y: y
, p: castlingKing
, c: c
}),
2090 new PiPo({ x: x
, y: rookPos
, p: castlingPiece
, c: c
})
2093 Math
.abs(y
- rookPos
) <= 2
2094 ? {x: x
, y: rookPos
}
2095 : {x: x
, y: y
+ 2 * (castleSide
== 0 ? -1 : 1)}
2103 ////////////////////
2106 // Is piece (or square) at given position attacked by "oppCol" ?
2107 underAttack([x
, y
], oppCol
) {
2108 // An empty square is considered as king,
2109 // since it's used only in getCastleMoves (TODO?)
2110 const king
= this.board
[x
][y
] == "" || this.isKing(x
, y
);
2113 (!this.options
["zen"] || king
) &&
2114 this.findCapturesOn(
2118 segments: this.options
["cylinder"],
2125 (!!this.options
["zen"] && !king
) &&
2126 this.findDestSquares(
2130 segments: this.options
["cylinder"],
2133 ([i1
, j1
], [i2
, j2
]) => this.getColor(i2
, j2
) == oppCol
2139 underCheck([x
, y
], oppCol
) {
2140 if (this.options
["taking"] || this.options
["dark"])
2142 return this.underAttack([x
, y
], oppCol
);
2145 // Stop at first king found (TODO: multi-kings)
2146 searchKingPos(color
) {
2147 for (let i
=0; i
< this.size
.x
; i
++) {
2148 for (let j
=0; j
< this.size
.y
; j
++) {
2149 if (this.getColor(i
, j
) == color
&& this.isKing(i
, j
))
2153 return [-1, -1]; //king not found
2156 // 'color' arg because some variants (e.g. Refusal) check opponent moves
2157 filterValid(moves
, color
) {
2160 const oppCol
= C
.GetOppCol(color
);
2161 const kingPos
= this.searchKingPos(color
);
2162 let filtered
= {}; //avoid re-checking similar moves (promotions...)
2163 return moves
.filter(m
=> {
2164 const key
= m
.start
.x
+ m
.start
.y
+ '.' + m
.end
.x
+ m
.end
.y
;
2165 if (!filtered
[key
]) {
2166 this.playOnBoard(m
);
2167 let square
= kingPos
,
2168 res
= true; //a priori valid
2169 if (m
.vanish
.some(v
=> this.isKing(0, 0, v
.p
) && v
.c
== color
)) {
2170 // Search king in appear array:
2172 m
.appear
.findIndex(a
=> this.isKing(0, 0, a
.p
) && a
.c
== color
);
2173 if (newKingIdx
>= 0)
2174 square
= [m
.appear
[newKingIdx
].x
, m
.appear
[newKingIdx
].y
];
2178 res
&&= !this.underCheck(square
, oppCol
);
2179 this.undoOnBoard(m
);
2180 filtered
[key
] = res
;
2183 return filtered
[key
];
2190 // Apply a move on board
2192 for (let psq
of move.vanish
)
2193 this.board
[psq
.x
][psq
.y
] = "";
2194 for (let psq
of move.appear
)
2195 this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
2197 // Un-apply the played move
2199 for (let psq
of move.appear
)
2200 this.board
[psq
.x
][psq
.y
] = "";
2201 for (let psq
of move.vanish
)
2202 this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
2205 updateCastleFlags(move) {
2206 // Update castling flags if start or arrive from/at rook/king locations
2207 move.appear
.concat(move.vanish
).forEach(psq
=> {
2208 if (this.isKing(0, 0, psq
.p
))
2209 this.castleFlags
[psq
.c
] = [this.size
.y
, this.size
.y
];
2210 // NOTE: not "else if" because king can capture enemy rook...
2214 else if (psq
.x
== this.size
.x
- 1)
2217 const fidx
= this.castleFlags
[c
].findIndex(f
=> f
== psq
.y
);
2219 this.castleFlags
[c
][fidx
] = this.size
.y
;
2227 // If flags already off, no need to re-check:
2228 Object
.values(this.castleFlags
).some(cvals
=>
2229 cvals
.some(val
=> val
< this.size
.y
))
2231 this.updateCastleFlags(move);
2233 if (this.options
["crazyhouse"]) {
2234 move.vanish
.forEach(v
=> {
2235 const square
= C
.CoordsToSquare({x: v
.x
, y: v
.y
});
2236 if (this.ispawn
[square
])
2237 delete this.ispawn
[square
];
2239 if (move.appear
.length
> 0 && move.vanish
.length
> 0) {
2240 // Assumption: something is moving
2241 const initSquare
= C
.CoordsToSquare(move.start
);
2242 const destSquare
= C
.CoordsToSquare(move.end
);
2244 this.ispawn
[initSquare
] ||
2245 (move.vanish
[0].p
== 'p' && move.appear
[0].p
!= 'p')
2247 this.ispawn
[destSquare
] = true;
2250 this.ispawn
[destSquare
] &&
2251 this.getColor(move.end
.x
, move.end
.y
) != move.vanish
[0].c
2253 move.vanish
[1].p
= 'p';
2254 delete this.ispawn
[destSquare
];
2258 const minSize
= Math
.min(move.appear
.length
, move.vanish
.length
);
2261 // Warning; atomic pawn removal isn't a capture
2262 (!this.options
["atomic"] || !this.rempawn
|| this.movesCount
>= 1)
2264 const color
= this.turn
;
2265 for (let i
=minSize
; i
<move.appear
.length
; i
++) {
2266 // Something appears = dropped on board (some exceptions, Chakart...)
2267 if (move.appear
[i
].c
== color
) {
2268 const piece
= move.appear
[i
].p
;
2269 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] - 1);
2272 for (let i
=minSize
; i
<move.vanish
.length
; i
++) {
2273 // Something vanish: add to reserve except if recycle & opponent
2275 this.options
["crazyhouse"] ||
2276 (this.options
["recycle"] && move.vanish
[i
].c
== color
)
2278 const piece
= move.vanish
[i
].p
;
2279 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] + 1);
2287 if (this.hasEnpassant
)
2288 this.epSquare
= this.getEpSquare(move);
2289 this.playOnBoard(move);
2290 this.postPlay(move);
2294 const color
= this.turn
;
2295 if (this.options
["dark"])
2296 this.updateEnlightened();
2297 if (this.options
["teleport"]) {
2299 this.subTurnTeleport
== 1 &&
2300 move.vanish
.length
> move.appear
.length
&&
2301 move.vanish
[1].c
== color
2303 const v
= move.vanish
[move.vanish
.length
- 1];
2304 this.captured
= {x: v
.x
, y: v
.y
, c: v
.c
, p: v
.p
};
2305 this.subTurnTeleport
= 2;
2308 this.subTurnTeleport
= 1;
2309 this.captured
= null;
2311 if (this.isLastMove(move)) {
2312 this.turn
= C
.GetOppCol(color
);
2316 else if (!move.next
)
2323 const color
= this.turn
;
2324 const oppKingPos
= this.searchKingPos(C
.GetOppCol(color
));
2325 if (oppKingPos
[0] < 0 || this.underCheck(oppKingPos
, color
))
2329 !this.options
["balance"] ||
2330 ![1, 2].includes(this.movesCount
) ||
2335 !this.options
["doublemove"] ||
2336 this.movesCount
== 0 ||
2341 !this.options
["progressive"] ||
2342 this.subTurn
== this.movesCount
+ 1
2347 // "Stop at the first move found"
2348 atLeastOneMove(color
) {
2349 for (let i
= 0; i
< this.size
.x
; i
++) {
2350 for (let j
= 0; j
< this.size
.y
; j
++) {
2351 if (this.board
[i
][j
] != "" && this.getColor(i
, j
) == color
) {
2352 // NOTE: in fact searching for all potential moves from i,j.
2353 // I don't believe this is an issue, for now at least.
2354 const moves
= this.getPotentialMovesFrom([i
, j
]);
2355 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1))
2360 if (this.hasReserve
&& this.reserve
[color
]) {
2361 for (let p
of Object
.keys(this.reserve
[color
])) {
2362 const moves
= this.getDropMovesFrom([color
, p
]);
2363 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1))
2370 // What is the score ? (Interesting if game is over)
2371 getCurrentScore(move) {
2372 const color
= this.turn
;
2373 const oppCol
= C
.GetOppCol(color
);
2374 const kingPos
= [this.searchKingPos(color
), this.searchKingPos(oppCol
)];
2375 if (kingPos
[0][0] < 0 && kingPos
[1][0] < 0)
2377 if (kingPos
[0][0] < 0)
2378 return (color
== "w" ? "0-1" : "1-0");
2379 if (kingPos
[1][0] < 0)
2380 return (color
== "w" ? "1-0" : "0-1");
2381 if (this.atLeastOneMove(color
))
2383 // No valid move: stalemate or checkmate?
2384 if (!this.underCheck(kingPos
[0], oppCol
))
2387 return (color
== "w" ? "0-1" : "1-0");
2390 playVisual(move, r
) {
2391 move.vanish
.forEach(v
=> {
2392 this.g_pieces
[v
.x
][v
.y
].remove();
2393 this.g_pieces
[v
.x
][v
.y
] = null;
2396 document
.getElementById(this.containerId
).querySelector(".chessboard");
2398 r
= chessboard
.getBoundingClientRect();
2399 const pieceWidth
= this.getPieceWidth(r
.width
);
2400 move.appear
.forEach(a
=> {
2401 this.g_pieces
[a
.x
][a
.y
] = document
.createElement("piece");
2402 C
.AddClass_es(this.g_pieces
[a
.x
][a
.y
],
2403 this.pieces(a
.c
, a
.x
, a
.y
)[a
.p
]["class"]);
2404 this.g_pieces
[a
.x
][a
.y
].classList
.add(C
.GetColorClass(a
.c
));
2405 this.g_pieces
[a
.x
][a
.y
].style
.width
= pieceWidth
+ "px";
2406 this.g_pieces
[a
.x
][a
.y
].style
.height
= pieceWidth
+ "px";
2407 const [ip
, jp
] = this.getPixelPosition(a
.x
, a
.y
, r
);
2408 // Translate coordinates to use chessboard as reference:
2409 this.g_pieces
[a
.x
][a
.y
].style
.transform
=
2410 `translate(${ip - r.x}px,${jp - r.y}px)`;
2411 if (this.enlightened
&& !this.enlightened
[a
.x
][a
.y
])
2412 this.g_pieces
[a
.x
][a
.y
].classList
.add("hidden");
2413 chessboard
.appendChild(this.g_pieces
[a
.x
][a
.y
]);
2415 if (this.options
["dark"])
2416 this.graphUpdateEnlightened();
2419 // TODO: send stack receive stack, or allow incremental? (good/bad points)
2420 buildMoveStack(move, r
) {
2421 this.moveStack
.push(move);
2422 this.computeNextMove(move);
2424 const newTurn
= this.turn
;
2425 if (this.moveStack
.length
== 1)
2426 this.playVisual(move, r
);
2430 board: JSON
.parse(JSON
.stringify(this.board
)) //easier
2432 this.buildMoveStack(move.next
, r
);
2435 if (this.moveStack
.length
== 1) {
2436 // Usual case (one normal move)
2437 this.afterPlay(this.moveStack
, newTurn
, {send: true, res: true});
2441 this.afterPlay(this.moveStack
, newTurn
, {send: true, res: false});
2442 this.re_initFromFen(this.gameState
.fen
, this.gameState
.board
);
2443 this.playReceivedMove(this.moveStack
.slice(1), () => {
2444 this.afterPlay(this.moveStack
, newTurn
, {send: false, res: true});
2451 // Implemented in variants using (automatic) moveStack
2452 computeNextMove(move) {}
2454 animateMoving(start
, end
, drag
, segments
, cb
) {
2455 let initPiece
= this.getDomPiece(start
.x
, start
.y
);
2456 // NOTE: cloning often not required, but light enough, and simpler
2457 let movingPiece
= initPiece
.cloneNode();
2458 initPiece
.style
.opacity
= "0";
2460 document
.getElementById(this.containerId
)
2461 const r
= container
.querySelector(".chessboard").getBoundingClientRect();
2462 if (typeof start
.x
== "string") {
2463 // Need to bound width/height (was 100% for reserve pieces)
2464 const pieceWidth
= this.getPieceWidth(r
.width
);
2465 movingPiece
.style
.width
= pieceWidth
+ "px";
2466 movingPiece
.style
.height
= pieceWidth
+ "px";
2468 const maxDist
= this.getMaxDistance(r
);
2469 const apparentColor
= this.getColor(start
.x
, start
.y
);
2470 const pieces
= this.pieces(apparentColor
, start
.x
, start
.y
);
2472 const startCode
= this.getPiece(start
.x
, start
.y
);
2473 C
.RemoveClass_es(movingPiece
, pieces
[startCode
]["class"]);
2474 C
.AddClass_es(movingPiece
, pieces
[drag
.p
]["class"]);
2475 if (apparentColor
!= drag
.c
) {
2476 movingPiece
.classList
.remove(C
.GetColorClass(apparentColor
));
2477 movingPiece
.classList
.add(C
.GetColorClass(drag
.c
));
2480 container
.appendChild(movingPiece
);
2481 const animateSegment
= (index
, cb
) => {
2482 // NOTE: move.drag could be generalized per-segment (usage?)
2483 const [i1
, j1
] = segments
[index
][0];
2484 const [i2
, j2
] = segments
[index
][1];
2485 const dep
= this.getPixelPosition(i1
, j1
, r
);
2486 const arr
= this.getPixelPosition(i2
, j2
, r
);
2487 movingPiece
.style
.transitionDuration
= "0s";
2488 movingPiece
.style
.transform
= `translate(${dep[0]}px, ${dep[1]}px)`;
2490 Math
.sqrt((arr
[0] - dep
[0]) ** 2 + (arr
[1] - dep
[1]) ** 2);
2491 const duration
= 0.2 + (distance
/ maxDist
) * 0.3;
2492 // TODO: unclear why we need this new delay below:
2494 movingPiece
.style
.transitionDuration
= duration
+ "s";
2495 // movingPiece is child of container: no need to adjust coordinates
2496 movingPiece
.style
.transform
= `translate(${arr[0]}px, ${arr[1]}px)`;
2497 setTimeout(cb
, duration
* 1000);
2501 const animateSegmentCallback
= () => {
2502 if (index
< segments
.length
)
2503 animateSegment(index
++, animateSegmentCallback
);
2505 movingPiece
.remove();
2506 initPiece
.style
.opacity
= "1";
2510 animateSegmentCallback();
2513 // Input array of objects with at least fields x,y (e.g. PiPo)
2514 animateFading(arr
, cb
) {
2515 const animLength
= 350; //TODO: 350ms? More? Less?
2517 let fadingPiece
= this.getDomPiece(v
.x
, v
.y
);
2518 fadingPiece
.style
.transitionDuration
= (animLength
/ 1000) + "s";
2519 fadingPiece
.style
.opacity
= "0";
2521 setTimeout(cb
, animLength
);
2524 animate(move, callback
) {
2525 if (this.noAnimate
|| move.noAnimate
) {
2529 let segments
= move.segments
;
2531 segments
= [ [[move.start
.x
, move.start
.y
], [move.end
.x
, move.end
.y
]] ];
2532 let targetObj
= new TargetObj(callback
);
2533 if (move.start
.x
!= move.end
.x
|| move.start
.y
!= move.end
.y
) {
2535 this.animateMoving(move.start
, move.end
, move.drag
, segments
,
2536 () => targetObj
.increment());
2538 if (move.vanish
.length
> move.appear
.length
) {
2539 const arr
= move.vanish
.slice(move.appear
.length
)
2540 // Ignore disappearing pieces hidden by some appearing ones:
2541 .filter(v
=> move.appear
.every(a
=> a
.x
!= v
.x
|| a
.y
!= v
.y
));
2542 if (arr
.length
> 0) {
2544 this.animateFading(arr
, () => targetObj
.increment());
2548 this.customAnimate(move, segments
, () => targetObj
.increment());
2549 if (targetObj
.target
== 0)
2553 // Potential other animations (e.g. for Suction variant)
2554 customAnimate(move, segments
, cb
) {
2555 return 0; //nb of targets
2558 playReceivedMove(moves
, callback
) {
2559 const launchAnimation
= () => {
2560 const r
= container
.querySelector(".chessboard").getBoundingClientRect();
2561 const animateRec
= i
=> {
2562 this.animate(moves
[i
], () => {
2563 this.play(moves
[i
]);
2564 this.playVisual(moves
[i
], r
);
2565 if (i
< moves
.length
- 1)
2566 setTimeout(() => animateRec(i
+1), 300);
2573 // Delay if user wasn't focused:
2574 const checkDisplayThenAnimate
= (delay
) => {
2575 if (container
.style
.display
== "none") {
2576 alert("New move! Let's go back to game...");
2577 document
.getElementById("gameInfos").style
.display
= "none";
2578 container
.style
.display
= "block";
2579 setTimeout(launchAnimation
, 700);
2582 setTimeout(launchAnimation
, delay
|| 0);
2584 let container
= document
.getElementById(this.containerId
);
2585 if (document
.hidden
) {
2586 document
.onvisibilitychange
= () => {
2587 document
.onvisibilitychange
= undefined;
2588 checkDisplayThenAnimate(700);
2592 checkDisplayThenAnimate();