aa499f84f9275a5d1a980ac2bc6c98e9c6f78bc9
1 import {Random
} from "/utils/alea.js";
2 import {ArrayFun
} from "/utils/array.js";
3 import {FenUtil
} from "/utils/setupPieces.js";
4 import PiPo
from "/utils/PiPo.js";
5 import Move
from "/utils/Move.js";
7 // Helper class for move animation
10 constructor(callOnComplete
) {
13 this.callOnComplete
= callOnComplete
;
16 if (++this.value
== this.target
)
17 this.callOnComplete();
22 // NOTE: x coords: top to bottom (white perspective); y: left to right
23 // NOTE: ChessRules is aliased as window.C, and variants as window.V
24 export default class ChessRules
{
26 static get Aliases() {
27 return {'C': ChessRules
};
30 /////////////////////////
31 // VARIANT SPECIFICATIONS
33 // Some variants have specific options, like the number of pawns in Monster,
34 // or the board size for Pandemonium.
35 // Users can generally select a randomness level from 0 to 2.
36 static get Options() {
40 variable: "randomness",
43 {label: "Deterministic", value: 0},
44 {label: "Symmetric random", value: 1},
45 {label: "Asymmetric random", value: 2}
50 label: "Capture king",
56 label: "Falling pawn",
62 // Game modifiers (using "elementary variants"). Default: false
65 "balance", //takes precedence over doublemove & progressive
69 "cylinder", //ok with all
73 "progressive", //(natural) priority over doublemove
82 get pawnPromotions() {
83 return ['q', 'r', 'n', 'b'];
86 // Some variants don't have flags:
95 // En-passant captures allowed?
102 !!this.options
["crazyhouse"] ||
103 (!!this.options
["recycle"] && !this.options
["teleport"])
106 // Some variants do not store reserve state (Align4, Chakart...)
107 get hasReserveFen() {
108 return this.hasReserve
;
112 return !!this.options
["dark"];
115 // Some variants use only click information
120 // Some variants reveal moves only after both players played
125 // Some variants use click infos:
127 if (typeof coords
.x
!= "number")
128 return null; //click on reserves
130 this.options
["teleport"] && this.subTurnTeleport
== 2 &&
131 this.board
[coords
.x
][coords
.y
] == ""
134 start: {x: this.captured
.x
, y: this.captured
.y
},
145 res
.drag
= {c: this.captured
.c
, p: this.captured
.p
};
154 // 3a --> {x:3, y:10}
155 static SquareToCoords(sq
) {
156 return ArrayFun
.toObject(["x", "y"],
157 [0, 1].map(i
=> parseInt(sq
[i
], 36)));
160 // {x:11, y:12} --> bc
161 static CoordsToSquare(cd
) {
162 return Object
.values(cd
).map(c
=> c
.toString(36)).join("");
166 if (typeof cd
.x
== "number") {
168 `${this.containerId}|sq-${cd.x.toString(36)}-${cd.y.toString(36)}`
172 return `${this.containerId}|rsq-${cd.x}-${cd.y}`;
175 idToCoords(targetId
) {
177 return null; //outside page, maybe...
178 const idParts
= targetId
.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
180 idParts
.length
< 2 ||
181 idParts
[0] != this.containerId
||
182 !idParts
[1].match(/sq-[0-9a-zA-Z]-[0-9a-zA-Z]/)
186 const squares
= idParts
[1].split('-');
187 if (squares
[0] == "sq")
188 return {x: parseInt(squares
[1], 36), y: parseInt(squares
[2], 36)};
189 // squares[0] == "rsq" : reserve, 'c' + 'p' (letters color & piece)
190 return {x: squares
[1], y: squares
[2]};
196 // Turn "wb" into "B" (for FEN)
198 return (b
[0] == "w" ? b
[1].toUpperCase() : b
[1]);
201 // Turn "p" into "bp" (for board)
203 return (f
.charCodeAt(0) <= 90 ? "w" + f
.toLowerCase() : "b" + f
);
206 genRandInitFen(seed
) {
207 Random
.setSeed(seed
); //may be unused
208 let baseFen
= this.genRandInitBaseFen();
209 baseFen
.o
= Object
.assign({init: true}, baseFen
.o
);
210 const parts
= this.getPartFen(baseFen
.o
);
212 baseFen
.fen
+ " w 0" +
213 (Object
.keys(parts
).length
> 0 ? (" " + JSON
.stringify(parts
)) : "")
217 // Setup the initial random-or-not (asymmetric-or-not) position
218 genRandInitBaseFen() {
219 const s
= FenUtil
.setupPieces(
220 ['r', 'n', 'b', 'q', 'k', 'b', 'n', 'r'],
222 randomness: this.options
["randomness"],
223 between: {p1: 'k', p2: 'r'},
229 fen: s
.b
.join("") + "/pppppppp/8/8/8/8/PPPPPPPP/" +
230 s
.w
.join("").toUpperCase(),
235 // "Parse" FEN: just return untransformed string data
237 const fenParts
= fen
.split(" ");
239 position: fenParts
[0],
241 movesCount: fenParts
[2]
243 if (fenParts
.length
> 3)
244 res
= Object
.assign(res
, JSON
.parse(fenParts
[3]));
248 // Return current fen (game state)
250 const parts
= this.getPartFen({});
253 (Object
.keys(parts
).length
> 0 ? (" " + JSON
.stringify(parts
)) : "")
258 return this.getPosition() + " " + this.turn
+ " " + this.movesCount
;
264 parts
["flags"] = o
.init
? o
.flags : this.getFlagsFen();
265 if (this.hasEnpassant
)
266 parts
["enpassant"] = o
.init
? "-" : this.getEnpassantFen();
267 if (this.hasReserveFen
)
268 parts
["reserve"] = this.getReserveFen(o
);
269 if (this.options
["crazyhouse"])
270 parts
["ispawn"] = this.getIspawnFen(o
);
274 static FenEmptySquares(count
) {
275 // if more than 9 consecutive free spaces, break the integer,
276 // otherwise FEN parsing will fail.
279 // Most boards of size < 18:
281 return "9" + (count
- 9);
283 return "99" + (count
- 18);
286 // Position part of the FEN string
289 for (let i
= 0; i
< this.size
.x
; i
++) {
291 for (let j
= 0; j
< this.size
.y
; j
++) {
292 if (this.board
[i
][j
] == "")
295 if (emptyCount
> 0) {
296 // Add empty squares in-between
297 position
+= C
.FenEmptySquares(emptyCount
);
300 position
+= this.board2fen(this.board
[i
][j
]);
305 position
+= C
.FenEmptySquares(emptyCount
);
306 if (i
< this.size
.x
- 1)
307 position
+= "/"; //separate rows
312 // Flags part of the FEN string
314 return ["w", "b"].map(c
=> {
315 return this.castleFlags
[c
].map(x
=> x
.toString(36)).join("");
319 // Enpassant part of the FEN string
323 return C
.CoordsToSquare(this.epSquare
);
328 return "000000000000";
330 ["w","b"].map(c
=> Object
.values(this.reserve
[c
]).join("")).join("")
336 // NOTE: cannot merge because this.ispawn doesn't exist yet
338 const squares
= Object
.keys(this.ispawn
);
339 if (squares
.length
== 0)
341 return squares
.join(",");
344 // Set flags from fen (castle: white a,h then black a,h)
347 w: [0, 1].map(i
=> parseInt(fenflags
.charAt(i
), 36)),
348 b: [2, 3].map(i
=> parseInt(fenflags
.charAt(i
), 36))
356 this.options
= o
.options
;
357 // Fill missing options (always the case if random challenge)
358 (V
.Options
.select
|| []).concat(V
.Options
.input
|| []).forEach(opt
=> {
359 if (this.options
[opt
.variable
] === undefined)
360 this.options
[opt
.variable
] = opt
.defaut
;
364 this.playerColor
= o
.color
;
365 this.afterPlay
= o
.afterPlay
; //trigger some actions after playing a move
366 this.containerId
= o
.element
;
367 this.isDiagram
= o
.diagram
;
368 this.marks
= o
.marks
;
372 o
.fen
= this.genRandInitFen(o
.seed
);
373 this.re_initFromFen(o
.fen
);
374 this.graphicalInit();
377 re_initFromFen(fen
, oldBoard
) {
378 const fenParsed
= this.parseFen(fen
);
379 this.board
= oldBoard
|| this.getBoard(fenParsed
.position
);
380 this.turn
= fenParsed
.turn
;
381 this.movesCount
= parseInt(fenParsed
.movesCount
, 10);
382 this.setOtherVariables(fenParsed
);
385 // Turn position fen into double array ["wb","wp","bk",...]
387 const rows
= position
.split("/");
388 let board
= ArrayFun
.init(this.size
.x
, this.size
.y
, "");
389 for (let i
= 0; i
< rows
.length
; i
++) {
391 for (let indexInRow
= 0; indexInRow
< rows
[i
].length
; indexInRow
++) {
392 const character
= rows
[i
][indexInRow
];
393 const num
= parseInt(character
, 10);
394 // If num is a number, just shift j:
397 // Else: something at position i,j
399 board
[i
][j
++] = this.fen2board(character
);
405 // Some additional variables from FEN (variant dependant)
406 setOtherVariables(fenParsed
) {
407 // Set flags and enpassant:
409 this.setFlags(fenParsed
.flags
);
410 if (this.hasEnpassant
)
411 this.epSquare
= this.getEpSquare(fenParsed
.enpassant
);
412 if (this.hasReserve
&& !this.isDiagram
)
413 this.initReserves(fenParsed
.reserve
);
414 if (this.options
["crazyhouse"])
415 this.initIspawn(fenParsed
.ispawn
);
416 if (this.options
["teleport"]) {
417 this.subTurnTeleport
= 1;
418 this.captured
= null;
420 if (this.options
["dark"]) {
421 // Setup enlightened: squares reachable by player side
422 this.enlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
, false);
423 this.updateEnlightened();
425 this.subTurn
= 1; //may be unused
426 if (!this.moveStack
) //avoid resetting (unwanted)
430 // ordering as in pieces() p,r,n,b,q,k
431 initReserves(reserveStr
, pieceArray
) {
433 pieceArray
= ['p', 'r', 'n', 'b', 'q', 'k'];
434 const counts
= reserveStr
.split("").map(c
=> parseInt(c
, 36));
435 const L
= pieceArray
.length
;
437 w: ArrayFun
.toObject(pieceArray
, counts
.slice(0, L
)),
438 b: ArrayFun
.toObject(pieceArray
, counts
.slice(L
, 2 * L
))
442 initIspawn(ispawnStr
) {
443 if (ispawnStr
!= "-")
444 this.ispawn
= ArrayFun
.toObject(ispawnStr
.split(","), true);
452 getPieceWidth(rwidth
) {
453 return (rwidth
/ this.size
.y
);
456 getReserveSquareSize(rwidth
, nbR
) {
457 const sqSize
= this.getPieceWidth(rwidth
);
458 return Math
.min(sqSize
, rwidth
/ nbR
);
461 getReserveNumId(color
, piece
) {
462 return `${this.containerId}|rnum-${color}${piece}`;
465 getNbReservePieces(color
) {
467 Object
.values(this.reserve
[color
]).reduce(
468 (oldV
,newV
) => oldV
+ (newV
> 0 ? 1 : 0), 0)
472 getRankInReserve(c
, p
) {
473 const pieces
= Object
.keys(this.pieces(c
, c
, p
));
474 const lastIndex
= pieces
.findIndex(pp
=> pp
== p
)
475 let toTest
= pieces
.slice(0, lastIndex
);
476 return toTest
.reduce(
477 (oldV
,newV
) => oldV
+ (this.reserve
[c
][newV
] > 0 ? 1 : 0), 0);
480 static AddClass_es(elt
, class_es
) {
481 if (!Array
.isArray(class_es
))
482 class_es
= [class_es
];
483 class_es
.forEach(cl
=> elt
.classList
.add(cl
));
486 static RemoveClass_es(elt
, class_es
) {
487 if (!Array
.isArray(class_es
))
488 class_es
= [class_es
];
489 class_es
.forEach(cl
=> elt
.classList
.remove(cl
));
492 // Generally light square bottom-right
493 getSquareColorClass(x
, y
) {
494 return ((x
+y
) % 2 == 0 ? "light-square": "dark-square");
498 // Works for all rectangular boards:
499 return Math
.sqrt(r
.width
** 2 + r
.height
** 2);
503 return (typeof x
== "string" ? this.r_pieces : this.g_pieces
)[x
][y
];
510 const g_init
= () => {
511 this.re_drawBoardElements();
512 if (!this.isDiagram
&& !this.mouseListeners
&& !this.touchListeners
)
513 this.initMouseEvents();
515 let container
= document
.getElementById(this.containerId
);
516 this.windowResizeObs
= new ResizeObserver(g_init
);
517 this.windowResizeObs
.observe(container
);
520 re_drawBoardElements() {
521 const board
= this.getSvgChessboard();
522 const container
= document
.getElementById(this.containerId
);
523 const rc
= container
.getBoundingClientRect();
524 let chessboard
= container
.querySelector(".chessboard");
525 chessboard
.innerHTML
= "";
526 chessboard
.insertAdjacentHTML('beforeend', board
);
527 // Compare window ratio width / height to aspectRatio:
528 const windowRatio
= rc
.width
/ rc
.height
;
529 let cbWidth
, cbHeight
;
530 const vRatio
= this.size
.ratio
|| 1;
531 if (windowRatio
<= vRatio
) {
532 // Limiting dimension is width:
533 cbWidth
= Math
.min(rc
.width
, 767);
534 cbHeight
= cbWidth
/ vRatio
;
537 // Limiting dimension is height:
538 cbHeight
= Math
.min(rc
.height
, 767);
539 cbWidth
= cbHeight
* vRatio
;
541 if (this.hasReserve
&& !this.isDiagram
) {
542 const sqSize
= cbWidth
/ this.size
.y
;
543 // NOTE: allocate space for reserves (up/down) even if they are empty
544 // Cannot use getReserveSquareSize() here, but sqSize is an upper bound.
545 if ((rc
.height
- cbHeight
) / 2 < sqSize
+ 5) {
546 cbHeight
= rc
.height
- 2 * (sqSize
+ 5);
547 cbWidth
= cbHeight
* vRatio
;
550 chessboard
.style
.width
= cbWidth
+ "px";
551 chessboard
.style
.height
= cbHeight
+ "px";
552 // Center chessboard:
553 const spaceLeft
= (rc
.width
- cbWidth
) / 2,
554 spaceTop
= (rc
.height
- cbHeight
) / 2;
555 chessboard
.style
.left
= spaceLeft
+ "px";
556 chessboard
.style
.top
= spaceTop
+ "px";
557 // Give sizes instead of recomputing them,
558 // because chessboard might not be drawn yet.
559 this.setupVisualPieces({
567 // Get SVG board (background, no pieces)
569 const flipped
= (this.playerColor
== 'b');
572 viewBox="0 0 ${10*this.size.y} ${10*this.size.x}"
573 class="chessboard_SVG">`;
574 for (let i
=0; i
< this.size
.x
; i
++) {
575 for (let j
=0; j
< this.size
.y
; j
++) {
576 if (!this.onBoard(i
, j
))
578 const ii
= (flipped
? this.size
.x
- 1 - i : i
);
579 const jj
= (flipped
? this.size
.y
- 1 - j : j
);
580 let classes
= this.getSquareColorClass(ii
, jj
);
581 if (this.enlightened
&& !this.enlightened
[ii
][jj
])
582 classes
+= " in-shadow";
583 // NOTE: x / y reversed because coordinates system is reversed.
587 id="${this.coordsToId({x: ii, y: jj})}"
599 setupVisualPieces(r
) {
601 document
.getElementById(this.containerId
).querySelector(".chessboard");
603 r
= chessboard
.getBoundingClientRect();
604 const pieceWidth
= this.getPieceWidth(r
.width
);
605 const addPiece
= (i
, j
, arrName
, classes
) => {
606 this[arrName
][i
][j
] = document
.createElement("piece");
607 C
.AddClass_es(this[arrName
][i
][j
], classes
);
608 this[arrName
][i
][j
].style
.width
= pieceWidth
+ "px";
609 this[arrName
][i
][j
].style
.height
= pieceWidth
+ "px";
610 let [ip
, jp
] = this.getPixelPosition(i
, j
, r
);
611 // Translate coordinates to use chessboard as reference:
612 this[arrName
][i
][j
].style
.transform
=
613 `translate(${ip - r.x}px,${jp - r.y}px)`;
614 chessboard
.appendChild(this[arrName
][i
][j
]);
616 const conditionalReset
= (arrName
) => {
618 // Refreshing: delete old pieces first. This isn't necessary,
619 // but simpler (this method isn't called many times)
620 for (let i
=0; i
<this.size
.x
; i
++) {
621 for (let j
=0; j
<this.size
.y
; j
++) {
622 if (this[arrName
][i
][j
]) {
623 this[arrName
][i
][j
].remove();
624 this[arrName
][i
][j
] = null;
630 this[arrName
] = ArrayFun
.init(this.size
.x
, this.size
.y
, null);
631 if (arrName
== "d_pieces")
632 this.marks
.forEach(([i
, j
]) => addPiece(i
, j
, arrName
, "mark"));
635 conditionalReset("d_pieces");
636 conditionalReset("g_pieces");
637 for (let i
=0; i
< this.size
.x
; i
++) {
638 for (let j
=0; j
< this.size
.y
; j
++) {
639 if (this.board
[i
][j
] != "") {
640 const color
= this.getColor(i
, j
);
641 const piece
= this.getPiece(i
, j
);
642 addPiece(i
, j
, "g_pieces", this.pieces(color
, i
, j
)[piece
]["class"]);
643 this.g_pieces
[i
][j
].classList
.add(C
.GetColorClass(color
));
644 if (this.enlightened
&& !this.enlightened
[i
][j
])
645 this.g_pieces
[i
][j
].classList
.add("hidden");
647 if (this.marks
&& this.d_pieces
[i
][j
]) {
648 let classes
= ["mark"];
649 if (this.board
[i
][j
] != "")
650 classes
.push("transparent");
651 addPiece(i
, j
, "d_pieces", classes
);
655 if (this.hasReserve
&& !this.isDiagram
)
656 this.re_drawReserve(['w', 'b'], r
);
659 // NOTE: assume this.reserve != null
660 re_drawReserve(colors
, r
) {
662 // Remove (old) reserve pieces
663 for (let c
of colors
) {
664 Object
.keys(this.r_pieces
[c
]).forEach(p
=> {
665 this.r_pieces
[c
][p
].remove();
666 delete this.r_pieces
[c
][p
];
667 const numId
= this.getReserveNumId(c
, p
);
668 document
.getElementById(numId
).remove();
673 this.r_pieces
= { w: {}, b: {} };
674 let container
= document
.getElementById(this.containerId
);
676 r
= container
.querySelector(".chessboard").getBoundingClientRect();
677 for (let c
of colors
) {
678 let reservesDiv
= document
.getElementById("reserves_" + c
);
680 reservesDiv
.remove();
681 if (!this.reserve
[c
])
683 const nbR
= this.getNbReservePieces(c
);
686 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
688 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
689 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
690 let rcontainer
= document
.createElement("div");
691 rcontainer
.id
= "reserves_" + c
;
692 rcontainer
.classList
.add("reserves");
693 rcontainer
.style
.left
= i0
+ "px";
694 rcontainer
.style
.top
= j0
+ "px";
695 // NOTE: +1 fix display bug on Firefox at least
696 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
697 rcontainer
.style
.height
= sqResSize
+ "px";
698 container
.appendChild(rcontainer
);
699 for (let p
of Object
.keys(this.reserve
[c
])) {
700 if (this.reserve
[c
][p
] == 0)
702 let r_cell
= document
.createElement("div");
703 r_cell
.id
= this.coordsToId({x: c
, y: p
});
704 r_cell
.classList
.add("reserve-cell");
705 r_cell
.style
.width
= sqResSize
+ "px";
706 r_cell
.style
.height
= sqResSize
+ "px";
707 rcontainer
.appendChild(r_cell
);
708 let piece
= document
.createElement("piece");
709 C
.AddClass_es(piece
, this.pieces(c
, c
, p
)[p
]["class"]);
710 piece
.classList
.add(C
.GetColorClass(c
));
711 piece
.style
.width
= "100%";
712 piece
.style
.height
= "100%";
713 this.r_pieces
[c
][p
] = piece
;
714 r_cell
.appendChild(piece
);
715 let number
= document
.createElement("div");
716 number
.textContent
= this.reserve
[c
][p
];
717 number
.classList
.add("reserve-num");
718 number
.id
= this.getReserveNumId(c
, p
);
719 const fontSize
= "1.3em";
720 number
.style
.fontSize
= fontSize
;
721 number
.style
.fontSize
= fontSize
;
722 r_cell
.appendChild(number
);
728 updateReserve(color
, piece
, count
) {
729 if (this.options
["cannibal"] && C
.CannibalKings
[piece
])
730 piece
= "k"; //capturing cannibal king: back to king form
731 const oldCount
= this.reserve
[color
][piece
];
732 this.reserve
[color
][piece
] = count
;
733 // Redrawing is much easier if count==0 (or undefined)
734 if ([oldCount
, count
].some(item
=> !item
))
735 this.re_drawReserve([color
]);
737 const numId
= this.getReserveNumId(color
, piece
);
738 document
.getElementById(numId
).textContent
= count
;
742 // Resize board: no need to destroy/recreate pieces
744 const container
= document
.getElementById(this.containerId
);
745 let chessboard
= container
.querySelector(".chessboard");
746 const rc
= container
.getBoundingClientRect(),
747 r
= chessboard
.getBoundingClientRect();
748 const multFact
= (mode
== "up" ? 1.05 : 0.95);
749 let [newWidth
, newHeight
] = [multFact
* r
.width
, multFact
* r
.height
];
751 const vRatio
= this.size
.ratio
|| 1;
752 if (newWidth
> rc
.width
) {
754 newHeight
= newWidth
/ vRatio
;
756 if (newHeight
> rc
.height
) {
757 newHeight
= rc
.height
;
758 newWidth
= newHeight
* vRatio
;
760 chessboard
.style
.width
= newWidth
+ "px";
761 chessboard
.style
.height
= newHeight
+ "px";
762 const newX
= (rc
.width
- newWidth
) / 2;
763 chessboard
.style
.left
= newX
+ "px";
764 const newY
= (rc
.height
- newHeight
) / 2;
765 chessboard
.style
.top
= newY
+ "px";
766 const newR
= {x: newX
, y: newY
, width: newWidth
, height: newHeight
};
767 const pieceWidth
= this.getPieceWidth(newWidth
);
768 // NOTE: next "if" for variants which use squares filling
769 // instead of "physical", moving pieces
771 for (let i
=0; i
< this.size
.x
; i
++) {
772 for (let j
=0; j
< this.size
.y
; j
++) {
773 if (this.g_pieces
[i
][j
]) {
774 // NOTE: could also use CSS transform "scale"
775 this.g_pieces
[i
][j
].style
.width
= pieceWidth
+ "px";
776 this.g_pieces
[i
][j
].style
.height
= pieceWidth
+ "px";
777 const [ip
, jp
] = this.getPixelPosition(i
, j
, newR
);
778 // Translate coordinates to use chessboard as reference:
779 this.g_pieces
[i
][j
].style
.transform
=
780 `translate(${ip - newX}px,${jp - newY}px)`;
786 this.rescaleReserve(newR
);
790 for (let c
of ['w','b']) {
791 if (!this.reserve
[c
])
793 const nbR
= this.getNbReservePieces(c
);
796 // Resize container first
797 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
798 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
799 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
800 let rcontainer
= document
.getElementById("reserves_" + c
);
801 rcontainer
.style
.left
= i0
+ "px";
802 rcontainer
.style
.top
= j0
+ "px";
803 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
804 rcontainer
.style
.height
= sqResSize
+ "px";
805 // And then reserve cells:
806 const rpieceWidth
= this.getReserveSquareSize(r
.width
, nbR
);
807 Object
.keys(this.reserve
[c
]).forEach(p
=> {
808 if (this.reserve
[c
][p
] == 0)
810 let r_cell
= document
.getElementById(this.coordsToId({x: c
, y: p
}));
811 r_cell
.style
.width
= sqResSize
+ "px";
812 r_cell
.style
.height
= sqResSize
+ "px";
817 // Return the absolute pixel coordinates given current position.
818 // Our coordinate system differs from CSS one (x <--> y).
819 // We return here the CSS coordinates (more useful).
820 getPixelPosition(i
, j
, r
) {
822 return [0, 0]; //piece vanishes
824 if (typeof i
== "string") {
825 // Reserves: need to know the rank of piece
826 const nbR
= this.getNbReservePieces(i
);
827 const rsqSize
= this.getReserveSquareSize(r
.width
, nbR
);
828 x
= this.getRankInReserve(i
, j
) * rsqSize
;
829 y
= (this.playerColor
== i
? y
= r
.height
+ 5 : - 5 - rsqSize
);
832 const sqSize
= r
.width
/ this.size
.y
;
833 const flipped
= (this.playerColor
== 'b');
834 x
= (flipped
? this.size
.y
- 1 - j : j
) * sqSize
;
835 y
= (flipped
? this.size
.x
- 1 - i : i
) * sqSize
;
837 return [r
.x
+ x
, r
.y
+ y
];
841 let container
= document
.getElementById(this.containerId
);
842 let chessboard
= container
.querySelector(".chessboard");
844 const getOffset
= e
=> {
847 return {x: e
.clientX
, y: e
.clientY
};
848 let touchLocation
= null;
849 if (e
.targetTouches
&& e
.targetTouches
.length
>= 1)
850 // Touch screen, dragstart
851 touchLocation
= e
.targetTouches
[0];
852 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
853 // Touch screen, dragend
854 touchLocation
= e
.changedTouches
[0];
856 return {x: touchLocation
.clientX
, y: touchLocation
.clientY
};
857 return {x: 0, y: 0}; //shouldn't reach here =)
860 const centerOnCursor
= (piece
, e
) => {
861 const centerShift
= this.getPieceWidth(r
.width
) / 2;
862 const offset
= getOffset(e
);
863 piece
.style
.left
= (offset
.x
- centerShift
) + "px";
864 piece
.style
.top
= (offset
.y
- centerShift
) + "px";
869 startPiece
, curPiece
= null,
871 const mousedown
= (e
) => {
872 // Disable zoom on smartphones:
873 if (e
.touches
&& e
.touches
.length
> 1)
875 r
= chessboard
.getBoundingClientRect();
876 pieceWidth
= this.getPieceWidth(r
.width
);
877 const cd
= this.idToCoords(e
.target
.id
);
879 const move = this.doClick(cd
);
881 this.buildMoveStack(move, r
);
882 else if (!this.clickOnly
) {
883 const [x
, y
] = Object
.values(cd
);
884 if (typeof x
!= "number")
885 startPiece
= this.r_pieces
[x
][y
];
887 startPiece
= this.g_pieces
[x
][y
];
888 if (startPiece
&& this.canIplay(x
, y
)) {
891 curPiece
= startPiece
.cloneNode();
892 curPiece
.style
.transform
= "none";
893 curPiece
.style
.zIndex
= 5;
894 curPiece
.style
.width
= pieceWidth
+ "px";
895 curPiece
.style
.height
= pieceWidth
+ "px";
896 centerOnCursor(curPiece
, e
);
897 container
.appendChild(curPiece
);
898 startPiece
.style
.opacity
= "0.4";
899 chessboard
.style
.cursor
= "none";
905 const mousemove
= (e
) => {
908 centerOnCursor(curPiece
, e
);
910 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
911 // Attempt to prevent horizontal swipe...
915 const mouseup
= (e
) => {
918 const [x
, y
] = [start
.x
, start
.y
];
921 chessboard
.style
.cursor
= "pointer";
922 startPiece
.style
.opacity
= "1";
923 const offset
= getOffset(e
);
924 const landingElt
= document
.elementFromPoint(offset
.x
, offset
.y
);
926 (landingElt
? this.idToCoords(landingElt
.id
) : undefined);
928 // NOTE: clearly suboptimal, but much easier, and not a big deal.
929 const potentialMoves
= this.getPotentialMovesFrom([x
, y
])
930 .filter(m
=> m
.end
.x
== cd
.x
&& m
.end
.y
== cd
.y
);
931 const moves
= this.filterValid(potentialMoves
);
932 if (moves
.length
>= 2)
933 this.showChoices(moves
, r
);
934 else if (moves
.length
== 1)
935 this.buildMoveStack(moves
[0], r
);
940 const resize
= (e
) => this.rescale(e
.deltaY
< 0 ? "up" : "down");
942 if ('onmousedown' in window
) {
943 this.mouseListeners
= [
944 {type: "mousedown", listener: mousedown
},
945 {type: "mousemove", listener: mousemove
},
946 {type: "mouseup", listener: mouseup
},
947 {type: "wheel", listener: resize
}
949 this.mouseListeners
.forEach(ml
=> {
950 document
.addEventListener(ml
.type
, ml
.listener
);
953 if ('ontouchstart' in window
) {
954 this.touchListeners
= [
955 {type: "touchstart", listener: mousedown
},
956 {type: "touchmove", listener: mousemove
},
957 {type: "touchend", listener: mouseup
}
959 this.touchListeners
.forEach(tl
=> {
960 // https://stackoverflow.com/a/42509310/12660887
961 document
.addEventListener(tl
.type
, tl
.listener
, {passive: false});
964 // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
967 // NOTE: not called if isDiagram
969 let container
= document
.getElementById(this.containerId
);
970 this.windowResizeObs
.unobserve(container
);
971 if ('onmousedown' in window
) {
972 this.mouseListeners
.forEach(ml
=> {
973 document
.removeEventListener(ml
.type
, ml
.listener
);
976 if ('ontouchstart' in window
) {
977 this.touchListeners
.forEach(tl
=> {
978 // https://stackoverflow.com/a/42509310/12660887
979 document
.removeEventListener(tl
.type
, tl
.listener
);
984 showChoices(moves
, r
) {
985 let container
= document
.getElementById(this.containerId
);
986 let chessboard
= container
.querySelector(".chessboard");
987 let choices
= document
.createElement("div");
988 choices
.id
= "choices";
990 r
= chessboard
.getBoundingClientRect();
991 choices
.style
.width
= r
.width
+ "px";
992 choices
.style
.height
= r
.height
+ "px";
993 choices
.style
.left
= r
.x
+ "px";
994 choices
.style
.top
= r
.y
+ "px";
995 chessboard
.style
.opacity
= "0.5";
996 container
.appendChild(choices
);
997 const squareWidth
= r
.width
/ this.size
.y
;
998 const firstUpLeft
= (r
.width
- (moves
.length
* squareWidth
)) / 2;
999 const firstUpTop
= (r
.height
- squareWidth
) / 2;
1000 const color
= moves
[0].appear
[0].c
;
1001 const callback
= (m
) => {
1002 chessboard
.style
.opacity
= "1";
1003 container
.removeChild(choices
);
1004 this.buildMoveStack(m
, r
);
1006 for (let i
=0; i
< moves
.length
; i
++) {
1007 let choice
= document
.createElement("div");
1008 choice
.classList
.add("choice");
1009 choice
.style
.width
= squareWidth
+ "px";
1010 choice
.style
.height
= squareWidth
+ "px";
1011 choice
.style
.left
= (firstUpLeft
+ i
* squareWidth
) + "px";
1012 choice
.style
.top
= firstUpTop
+ "px";
1013 choice
.style
.backgroundColor
= "lightyellow";
1014 choice
.onclick
= () => callback(moves
[i
]);
1015 const piece
= document
.createElement("piece");
1016 const cdisp
= moves
[i
].choice
|| moves
[i
].appear
[0].p
;
1017 C
.AddClass_es(piece
,
1018 this.pieces(color
, moves
[i
].end
.x
, moves
[i
].end
.y
)[cdisp
]["class"]);
1019 piece
.classList
.add(C
.GetColorClass(color
));
1020 piece
.style
.width
= "100%";
1021 piece
.style
.height
= "100%";
1022 choice
.appendChild(piece
);
1023 choices
.appendChild(choice
);
1027 displayMessage(elt
, msg
, classe_s
, timeout
) {
1029 // Fixed element, e.g. for Dice Chess
1030 elt
.innerHTML
= msg
;
1032 // Temporary div (Chakart, Apocalypse...)
1033 let divMsg
= document
.createElement("div");
1034 C
.AddClass_es(divMsg
, classe_s
);
1035 divMsg
.innerHTML
= msg
;
1036 let container
= document
.getElementById(this.containerId
);
1037 container
.appendChild(divMsg
);
1038 setTimeout(() => container
.removeChild(divMsg
), timeout
);
1045 updateEnlightened() {
1046 this.oldEnlightened
= this.enlightened
;
1047 this.enlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
, false);
1048 // Add pieces positions + all squares reachable by moves (includes Zen):
1049 for (let x
=0; x
<this.size
.x
; x
++) {
1050 for (let y
=0; y
<this.size
.y
; y
++) {
1051 if (this.board
[x
][y
] != "" && this.getColor(x
, y
) == this.playerColor
)
1053 this.enlightened
[x
][y
] = true;
1054 this.getPotentialMovesFrom([x
, y
]).forEach(m
=> {
1055 this.enlightened
[m
.end
.x
][m
.end
.y
] = true;
1061 this.enlightEnpassant();
1064 // Include square of the en-passant capturing square:
1065 enlightEnpassant() {
1066 // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
1067 // TODO: (0, 0) is wrong, would need to place an attacker here...
1068 const steps
= this.pieces(this.playerColor
, 0, 0)["p"].attack
[0].steps
;
1069 for (let step
of steps
) {
1070 const x
= this.epSquare
.x
- step
[0],
1071 y
= this.getY(this.epSquare
.y
- step
[1]);
1073 this.onBoard(x
, y
) &&
1074 this.getColor(x
, y
) == this.playerColor
&&
1075 this.getPieceType(x
, y
) == "p"
1077 this.enlightened
[x
][this.epSquare
.y
] = true;
1083 // Apply diff this.enlightened --> oldEnlightened on board
1084 graphUpdateEnlightened() {
1086 document
.getElementById(this.containerId
).querySelector(".chessboard");
1087 const r
= chessboard
.getBoundingClientRect();
1088 const pieceWidth
= this.getPieceWidth(r
.width
);
1089 for (let x
=0; x
<this.size
.x
; x
++) {
1090 for (let y
=0; y
<this.size
.y
; y
++) {
1091 if (!this.enlightened
[x
][y
] && this.oldEnlightened
[x
][y
]) {
1092 let elt
= document
.getElementById(this.coordsToId({x: x
, y: y
}));
1093 elt
.classList
.add("in-shadow");
1094 if (this.g_pieces
[x
][y
])
1095 this.g_pieces
[x
][y
].classList
.add("hidden");
1097 else if (this.enlightened
[x
][y
] && !this.oldEnlightened
[x
][y
]) {
1098 let elt
= document
.getElementById(this.coordsToId({x: x
, y: y
}));
1099 elt
.classList
.remove("in-shadow");
1100 if (this.g_pieces
[x
][y
])
1101 this.g_pieces
[x
][y
].classList
.remove("hidden");
1114 ratio: 1 //for rectangular board = y / x (optional, 1 = default)
1118 // Color of thing on square (i,j). '' if square is empty
1120 if (typeof i
== "string")
1121 return i
; //reserves
1122 return this.board
[i
][j
].charAt(0);
1125 static GetColorClass(c
) {
1130 return "other-color"; //unidentified color
1133 // Piece on i,j. '' if square is empty
1135 if (typeof j
== "string")
1136 return j
; //reserves
1137 return this.board
[i
][j
].charAt(1);
1140 // Piece type on square (i,j)
1141 getPieceType(x
, y
, p
) {
1143 p
= this.getPiece(x
, y
);
1144 return this.pieces(this.getColor(x
, y
), x
, y
)[p
].moveas
|| p
;
1149 p
= this.getPiece(x
, y
);
1150 if (!this.options
["cannibal"])
1152 return !!C
.CannibalKings
[p
];
1155 static GetOppTurn(color
) {
1156 return (color
== 'w' ? 'b' : 'w');
1159 // Get opponent color(s): may differ from turn (e.g. Checkered)
1161 return (color
== "w" ? "b" : "w");
1164 // Is (x,y) on the chessboard?
1166 return (x
>= 0 && x
< this.size
.x
&&
1167 y
>= 0 && y
< this.size
.y
);
1170 // Am I allowed to move thing at square x,y ?
1172 return (this.playerColor
== this.turn
&& this.getColor(x
, y
) == this.turn
);
1175 ////////////////////////
1176 // PIECES SPECIFICATIONS
1178 getPawnShift(color
) {
1179 return (color
== "w" ? -1 : 1);
1182 pieces(color
, x
, y
) {
1183 const pawnShift
= this.getPawnShift(color
);
1184 // NOTE: jump 2 squares from first rank (pawns can be here sometimes)
1185 const initRank
= ((color
== 'w' && x
>= 6) || (color
== 'b' && x
<= 1));
1191 steps: [[pawnShift
, 0]],
1192 range: (initRank
? 2 : 1)
1197 steps: [[pawnShift
, 1], [pawnShift
, -1]],
1205 {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
1213 [1, 2], [1, -2], [-1, 2], [-1, -2],
1214 [2, 1], [-2, 1], [2, -1], [-2, -1]
1223 {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
1231 [0, 1], [0, -1], [1, 0], [-1, 0],
1232 [1, 1], [1, -1], [-1, 1], [-1, -1]
1242 [0, 1], [0, -1], [1, 0], [-1, 0],
1243 [1, 1], [1, -1], [-1, 1], [-1, -1]
1250 '!': {"class": "king-pawn", moveas: "p"},
1251 '#': {"class": "king-rook", moveas: "r"},
1252 '$': {"class": "king-knight", moveas: "n"},
1253 '%': {"class": "king-bishop", moveas: "b"},
1254 '*': {"class": "king-queen", moveas: "q"}
1258 // NOTE: using special symbols to not interfere with variants' pieces codes
1259 static get CannibalKings() {
1270 static get CannibalKingCode() {
1281 //////////////////////////
1282 // MOVES GENERATION UTILS
1284 // For Cylinder: get Y coordinate
1286 if (!this.options
["cylinder"])
1288 let res
= y
% this.size
.y
;
1294 getSegments(curSeg
, segStart
, segEnd
) {
1295 if (curSeg
.length
== 0)
1297 let segments
= JSON
.parse(JSON
.stringify(curSeg
)); //not altering
1298 segments
.push([[segStart
[0], segStart
[1]], [segEnd
[0], segEnd
[1]]]);
1302 getStepSpec(color
, x
, y
, piece
) {
1303 let pieceType
= piece
;
1304 let allSpecs
= this.pieces(color
, x
, y
);
1306 pieceType
= this.getPieceType(x
, y
);
1307 else if (allSpecs
[piece
].moveas
)
1308 pieceType
= allSpecs
[piece
].moveas
;
1309 let res
= allSpecs
[pieceType
];
1319 // Can thing on square1 capture thing on square2?
1320 canTake([x1
, y1
], [x2
, y2
]) {
1321 return this.getColor(x1
, y1
) !== this.getColor(x2
, y2
);
1324 canStepOver(i
, j
, p
) {
1325 // In some variants, objects on boards don't stop movement (Chakart)
1326 return this.board
[i
][j
] == "";
1329 canDrop([c
, p
], [i
, j
]) {
1331 this.board
[i
][j
] == "" &&
1332 (!this.enlightened
|| this.enlightened
[i
][j
]) &&
1335 (c
== 'w' && i
< this.size
.x
- 1) ||
1342 // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
1343 isImmobilized([x
, y
]) {
1344 if (!this.options
["madrasi"])
1346 const color
= this.getColor(x
, y
);
1347 const oppCols
= this.getOppCols(color
);
1348 const piece
= this.getPieceType(x
, y
);
1349 const stepSpec
= this.getStepSpec(color
, x
, y
, piece
);
1350 const attacks
= stepSpec
.both
.concat(stepSpec
.attack
);
1351 for (let a
of attacks
) {
1352 outerLoop: for (let step
of a
.steps
) {
1353 let [i
, j
] = [x
+ step
[0], y
+ step
[1]];
1354 let stepCounter
= 1;
1355 while (this.onBoard(i
, j
) && this.board
[i
][j
] == "") {
1356 if (a
.range
<= stepCounter
++)
1359 j
= this.getY(j
+ step
[1]);
1362 this.onBoard(i
, j
) &&
1363 oppCols
.includes(this.getColor(i
, j
)) &&
1364 this.getPieceType(i
, j
) == piece
1373 // Stop at the first capture found
1374 atLeastOneCapture(color
) {
1375 const allowed
= (sq1
, sq2
) => {
1377 // NOTE: canTake is reversed for Zen.
1378 // Generally ok because of the symmetry. TODO?
1379 this.canTake(sq1
, sq2
) &&
1381 [this.getBasicMove(sq1
, sq2
)]).length
>= 1
1384 for (let i
=0; i
<this.size
.x
; i
++) {
1385 for (let j
=0; j
<this.size
.y
; j
++) {
1386 if (this.getColor(i
, j
) == color
) {
1389 !this.options
["zen"] &&
1390 this.findDestSquares(
1395 segments: this.options
["cylinder"]
1403 this.options
["zen"] &&
1404 this.findCapturesOn(
1408 segments: this.options
["cylinder"]
1423 compatibleStep([x1
, y1
], [x2
, y2
], step
, range
) {
1424 const epsilon
= 1e-7; //arbitrary small value
1426 if (this.options
["cylinder"])
1427 Array
.prototype.push
.apply(shifts
, [-this.size
.y
, this.size
.y
]);
1428 for (let sh
of shifts
) {
1429 const rx
= (x2
- x1
) / step
[0],
1430 ry
= (y2
+ sh
- y1
) / step
[1];
1432 // Zero step but non-zero interval => impossible
1433 (!Number
.isFinite(rx
) && !Number
.isNaN(rx
)) ||
1434 (!Number
.isFinite(ry
) && !Number
.isNaN(ry
)) ||
1435 // Negative number of step (impossible)
1436 (rx
< 0 || ry
< 0) ||
1437 // Not the same number of steps in both directions:
1438 (!Number
.isNaN(rx
) && !Number
.isNaN(ry
) && Math
.abs(rx
- ry
) > epsilon
)
1442 let distance
= (Number
.isNaN(rx
) ? ry : rx
);
1443 if (Math
.abs(distance
- Math
.round(distance
)) > epsilon
)
1445 distance
= Math
.round(distance
); //in case of (numerical...)
1446 if (!range
|| range
>= distance
)
1452 ////////////////////
1455 getDropMovesFrom([c
, p
]) {
1456 // NOTE: by design, this.reserve[c][p] >= 1 on user click
1457 // (but not necessarily otherwise: atLeastOneMove() etc)
1458 if (this.reserve
[c
][p
] == 0)
1461 for (let i
=0; i
<this.size
.x
; i
++) {
1462 for (let j
=0; j
<this.size
.y
; j
++) {
1463 if (this.onBoard(i
, j
) && this.canDrop([c
, p
], [i
, j
])) {
1465 start: {x: c
, y: p
},
1467 appear: [new PiPo({x: i
, y: j
, c: c
, p: p
})],
1470 if (this.board
[i
][j
] != "") {
1471 mv
.vanish
.push(new PiPo({
1474 c: this.getColor(i
, j
),
1475 p: this.getPiece(i
, j
)
1485 // All possible moves from selected square
1486 getPotentialMovesFrom([x
, y
], color
) {
1487 if (this.subTurnTeleport
== 2)
1489 if (typeof x
== "string")
1490 return this.getDropMovesFrom([x
, y
]);
1491 if (this.isImmobilized([x
, y
]))
1493 const piece
= this.getPieceType(x
, y
);
1494 let moves
= this.getPotentialMovesOf(piece
, [x
, y
]);
1495 if (piece
== "p" && this.hasEnpassant
&& this.epSquare
)
1496 Array
.prototype.push
.apply(moves
, this.getEnpassantCaptures([x
, y
]));
1498 this.isKing(0, 0, piece
) && this.hasCastle
&&
1499 this.castleFlags
[color
|| this.turn
].some(v
=> v
< this.size
.y
)
1501 Array
.prototype.push
.apply(moves
, this.getCastleMoves([x
, y
]));
1503 return this.postProcessPotentialMoves(moves
);
1506 postProcessPotentialMoves(moves
) {
1507 if (moves
.length
== 0)
1509 const color
= this.getColor(moves
[0].start
.x
, moves
[0].start
.y
);
1510 const oppCols
= this.getOppCols(color
);
1512 if (this.options
["capture"] && this.atLeastOneCapture(color
))
1513 moves
= this.capturePostProcess(moves
, oppCols
);
1515 if (this.options
["atomic"])
1516 moves
= this.atomicPostProcess(moves
, color
, oppCols
);
1520 this.getPieceType(moves
[0].start
.x
, moves
[0].start
.y
) == "p"
1522 moves
= this.pawnPostProcess(moves
, color
, oppCols
);
1525 if (this.options
["cannibal"] && this.options
["rifle"])
1526 // In this case a rifle-capture from last rank may promote a pawn
1527 moves
= this.riflePromotePostProcess(moves
, color
);
1532 capturePostProcess(moves
, oppCols
) {
1533 // Filter out non-capturing moves (not using m.vanish because of
1534 // self captures of Recycle and Teleport).
1535 return moves
.filter(m
=> {
1537 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1538 oppCols
.includes(this.getColor(m
.end
.x
, m
.end
.y
))
1543 atomicPostProcess(moves
, color
, oppCols
) {
1544 moves
.forEach(m
=> {
1546 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1547 oppCols
.includes(this.getColor(m
.end
.x
, m
.end
.y
))
1560 let mNext
= new Move({
1566 for (let step
of steps
) {
1567 let x
= m
.end
.x
+ step
[0];
1568 let y
= this.getY(m
.end
.y
+ step
[1]);
1570 this.onBoard(x
, y
) &&
1571 this.board
[x
][y
] != "" &&
1572 (x
!= m
.start
.x
|| y
!= m
.start
.y
) &&
1573 this.getPieceType(x
, y
) != "p"
1577 p: this.getPiece(x
, y
),
1578 c: this.getColor(x
, y
),
1585 if (!this.options
["rifle"]) {
1586 // The moving piece also vanish
1587 mNext
.vanish
.unshift(
1592 p: this.getPiece(m
.start
.x
, m
.start
.y
)
1602 pawnPostProcess(moves
, color
, oppCols
) {
1604 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1605 const initPiece
= this.getPiece(moves
[0].start
.x
, moves
[0].start
.y
);
1606 moves
.forEach(m
=> {
1607 const [x1
, y1
] = [m
.start
.x
, m
.start
.y
];
1608 const [x2
, y2
] = [m
.end
.x
, m
.end
.y
];
1609 const promotionOk
= (
1611 (!this.options
["rifle"] || this.board
[x2
][y2
] == "")
1614 return; //nothing to do
1615 if (this.options
["pawnfall"]) {
1621 this.options
["cannibal"] &&
1622 this.board
[x2
][y2
] != "" &&
1623 oppCols
.includes(this.getColor(x2
, y2
))
1625 finalPieces
= [this.getPieceType(x2
, y2
)];
1628 finalPieces
= this.pawnPromotions
;
1629 m
.appear
[0].p
= finalPieces
[0];
1630 if (initPiece
== "!") //cannibal king-pawn
1631 m
.appear
[0].p
= C
.CannibalKingCode
[finalPieces
[0]];
1632 for (let i
=1; i
<finalPieces
.length
; i
++) {
1633 let newMove
= JSON
.parse(JSON
.stringify(m
));
1634 const piece
= finalPieces
[i
];
1635 m
.appear
[0].p
= (initPiece
!= "!" ? piece : C
.CannibalKingCode
[piece
]);
1636 moreMoves
.push(newMove
);
1639 return moves
.concat(moreMoves
);
1642 riflePromotePostProcess(moves
, color
) {
1643 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1645 moves
.forEach(m
=> {
1647 m
.start
.x
== lastRank
&&
1648 m
.appear
.length
>= 1 &&
1649 m
.appear
[0].p
== "p" &&
1650 m
.appear
[0].x
== m
.start
.x
&&
1651 m
.appear
[0].y
== m
.start
.y
1653 m
.appear
[0].p
= this.pawnPromotions
[0];
1654 for (let i
=1; i
<this.pawnPromotions
.length
; i
++) {
1655 let newMv
= JSON
.parse(JSON
.stringify(m
));
1656 newMv
.appear
[0].p
= this.pawnSpecs
.promotions
[i
];
1657 newMoves
.push(newMv
);
1661 return moves
.concat(newMoves
);
1664 // Generic method to find possible moves of "sliding or jumping" pieces
1665 getPotentialMovesOf(piece
, [x
, y
]) {
1666 const color
= this.getColor(x
, y
);
1667 const stepSpec
= this.getStepSpec(color
, x
, y
, piece
);
1669 if (stepSpec
.attack
) {
1670 squares
= this.findDestSquares(
1674 segments: this.options
["cylinder"],
1677 ([i1
, j1
], [i2
, j2
]) => {
1679 (!this.options
["zen"] || this.isKing(i2
, j2
)) &&
1680 this.canTake([i1
, j1
], [i2
, j2
])
1685 const noSpecials
= this.findDestSquares(
1688 moveOnly: !!stepSpec
.attack
|| this.options
["zen"],
1689 segments: this.options
["cylinder"],
1693 Array
.prototype.push
.apply(squares
, noSpecials
);
1694 if (this.options
["zen"]) {
1695 let zenCaptures
= this.findCapturesOn(
1697 {}, //byCol: default is ok
1698 ([i1
, j1
], [i2
, j2
]) =>
1699 !this.isKing(i1
, j1
) && this.canTake([i2
, j2
], [i1
, j1
])
1701 // Technical step: segments (if any) are reversed
1702 if (this.options
["cylinder"]) {
1703 zenCaptures
.forEach(z
=> {
1704 z
.segments
= z
.segments
.reverse().map(s
=> s
.reverse())
1707 Array
.prototype.push
.apply(squares
, zenCaptures
);
1710 this.options
["recycle"] ||
1711 (this.options
["teleport"] && this.subTurnTeleport
== 1)
1713 const selfCaptures
= this.findDestSquares(
1717 segments: this.options
["cylinder"],
1720 ([i1
, j1
], [i2
, j2
]) =>
1721 this.getColor(i2
, j2
) == color
&& !this.isKing(i2
, j2
)
1723 Array
.prototype.push
.apply(squares
, selfCaptures
);
1725 return squares
.map(s
=> {
1726 let mv
= this.getBasicMove([x
, y
], s
.sq
);
1727 if (this.options
["cylinder"] && s
.segments
.length
>= 2)
1728 mv
.segments
= s
.segments
;
1733 findDestSquares([x
, y
], o
, allowed
) {
1735 allowed
= (sq1
, sq2
) => this.canTake(sq1
, sq2
);
1736 const apparentPiece
= this.getPiece(x
, y
); //how it looks
1738 // Next 3 for Cylinder mode: (unused if !o.segments)
1742 const addSquare
= ([i
, j
]) => {
1743 let elt
= {sq: [i
, j
]};
1745 elt
.segments
= this.getSegments(segments
, segStart
, end
);
1748 const exploreSteps
= (stepArray
, mode
) => {
1749 for (let s
of stepArray
) {
1750 outerLoop: for (let step
of s
.steps
) {
1755 let [i
, j
] = [x
, y
];
1756 let stepCounter
= 0;
1758 this.onBoard(i
, j
) &&
1759 ((i
== x
&& j
== y
) || this.canStepOver(i
, j
, apparentPiece
))
1761 if (!explored
[i
+ "." + j
] && (i
!= x
|| j
!= y
)) {
1762 explored
[i
+ "." + j
] = true;
1765 (o
.captureTarget
[0] == i
&& o
.captureTarget
[1] == j
)
1767 if (o
.one
&& mode
!= "attack")
1769 if (mode
!= "attack")
1770 addSquare(!o
.captureTarget
? [i
, j
] : [x
, y
]);
1771 if (o
.captureTarget
)
1775 if (s
.range
<= stepCounter
++)
1777 const oldIJ
= [i
, j
];
1779 j
= this.getY(j
+ step
[1]);
1780 if (o
.segments
&& Math
.abs(j
- oldIJ
[1]) > 1) {
1781 // Boundary between segments (cylinder mode)
1782 segments
.push([[segStart
[0], segStart
[1]], oldIJ
]);
1786 if (!this.onBoard(i
, j
))
1788 const pieceIJ
= this.getPieceType(i
, j
);
1789 if (!explored
[i
+ "." + j
]) {
1790 explored
[i
+ "." + j
] = true;
1791 if (allowed([x
, y
], [i
, j
])) {
1792 if (o
.one
&& mode
!= "moves")
1794 if (mode
!= "moves")
1795 addSquare(!o
.captureTarget
? [i
, j
] : [x
, y
]);
1798 o
.captureTarget
[0] == i
&& o
.captureTarget
[1] == j
1806 return undefined; //default, but let's explicit it
1808 if (o
.captureTarget
)
1809 return exploreSteps(o
.captureSteps
, "attack");
1812 o
.stepSpec
|| this.getStepSpec(this.getColor(x
, y
), x
, y
);
1815 outOne
= exploreSteps(stepSpec
.both
.concat(stepSpec
.moves
), "moves");
1816 if (!outOne
&& !o
.moveOnly
)
1817 outOne
= exploreSteps(stepSpec
.both
.concat(stepSpec
.attack
), "attack");
1818 return (o
.one
? outOne : res
);
1822 // Search for enemy (or not) pieces attacking [x, y]
1823 findCapturesOn([x
, y
], o
, allowed
) {
1825 o
.byCol
= this.getOppCols(this.getColor(x
, y
) || this.turn
);
1827 for (let i
=0; i
<this.size
.x
; i
++) {
1828 for (let j
=0; j
<this.size
.y
; j
++) {
1829 const colIJ
= this.getColor(i
, j
);
1831 this.board
[i
][j
] != "" &&
1832 o
.byCol
.includes(colIJ
) &&
1833 !this.isImmobilized([i
, j
])
1835 const apparentPiece
= this.getPiece(i
, j
);
1836 // Quick check: does this potential attacker target x,y ?
1837 if (this.canStepOver(x
, y
, apparentPiece
))
1839 const stepSpec
= this.getStepSpec(colIJ
, i
, j
);
1840 const attacks
= stepSpec
.attack
.concat(stepSpec
.both
);
1841 for (let a
of attacks
) {
1842 for (let s
of a
.steps
) {
1843 // Quick check: if step isn't compatible, don't even try
1844 if (!this.compatibleStep([i
, j
], [x
, y
], s
, a
.range
))
1846 // Finally verify that nothing stand in-between
1847 const out
= this.findDestSquares(
1850 captureTarget: [x
, y
],
1851 captureSteps: [{steps: [s
], range: a
.range
}],
1852 segments: o
.segments
,
1854 one: false //one and captureTarget are mutually exclusive
1868 return (o
.one
? false : res
);
1871 // Build a regular move from its initial and destination squares.
1872 // tr: transformation
1873 getBasicMove([sx
, sy
], [ex
, ey
], tr
) {
1874 const initColor
= this.getColor(sx
, sy
);
1875 const initPiece
= this.getPiece(sx
, sy
);
1876 const destColor
= (this.board
[ex
][ey
] != "" ? this.getColor(ex
, ey
) : "");
1880 start: {x: sx
, y: sy
},
1884 !this.options
["rifle"] ||
1885 this.board
[ex
][ey
] == "" ||
1886 destColor
== initColor
//Recycle, Teleport
1892 c: !!tr
? tr
.c : initColor
,
1893 p: !!tr
? tr
.p : initPiece
1905 if (this.board
[ex
][ey
] != "") {
1910 c: this.getColor(ex
, ey
),
1911 p: this.getPiece(ex
, ey
)
1914 if (this.options
["cannibal"] && destColor
!= initColor
) {
1915 const lastIdx
= mv
.vanish
.length
- 1; //think "Rifle+Cannibal"
1916 let trPiece
= mv
.vanish
[lastIdx
].p
;
1917 if (this.isKing(sx
, sy
))
1918 trPiece
= C
.CannibalKingCode
[trPiece
];
1919 if (mv
.appear
.length
>= 1)
1920 mv
.appear
[0].p
= trPiece
;
1921 else if (this.options
["rifle"]) {
1944 // En-passant square, if any
1945 getEpSquare(moveOrSquare
) {
1946 if (typeof moveOrSquare
=== "string") {
1947 const square
= moveOrSquare
;
1950 return C
.SquareToCoords(square
);
1952 // Argument is a move:
1953 const move = moveOrSquare
;
1954 const s
= move.start
,
1958 Math
.abs(s
.x
- e
.x
) == 2 &&
1959 // Next conditions for variants like Atomic or Rifle, Recycle...
1961 move.appear
.length
> 0 &&
1962 this.getPieceType(0, 0, move.appear
[0].p
) == 'p'
1966 move.vanish
.length
> 0 &&
1967 this.getPieceType(0, 0, move.vanish
[0].p
) == 'p'
1975 return undefined; //default
1978 // Special case of en-passant captures: treated separately
1979 getEnpassantCaptures([x
, y
]) {
1980 const color
= this.getColor(x
, y
);
1981 const shiftX
= (color
== 'w' ? -1 : 1);
1982 const oppCols
= this.getOppCols(color
);
1985 this.epSquare
.x
== x
+ shiftX
&&
1986 Math
.abs(this.getY(this.epSquare
.y
- y
)) == 1 &&
1987 // Doublemove (and Progressive?) guards:
1988 this.board
[this.epSquare
.x
][this.epSquare
.y
] == "" &&
1989 oppCols
.includes(this.getColor(x
, this.epSquare
.y
))
1991 const [epx
, epy
] = [this.epSquare
.x
, this.epSquare
.y
];
1992 this.board
[epx
][epy
] = this.board
[x
][this.epSquares
.y
];
1993 let enpassantMove
= this.getBasicMove([x
, y
], [epx
, epy
]);
1994 this.board
[epx
][epy
] = "";
1995 const lastIdx
= enpassantMove
.vanish
.length
- 1; //think Rifle
1996 enpassantMove
.vanish
[lastIdx
].x
= x
;
1997 return [enpassantMove
];
2002 getCastleMoves([x
, y
], finalSquares
, castleWith
) {
2003 const c
= this.getColor(x
, y
);
2006 const oppCols
= this.getOppCols(c
);
2010 finalSquares
|| [ [2, 3], [this.size
.y
- 2, this.size
.y
- 3] ];
2011 const castlingKing
= this.getPiece(x
, y
);
2012 castlingCheck: for (
2015 castleSide
++ //large, then small
2017 if (this.castleFlags
[c
][castleSide
] >= this.size
.y
)
2019 // If this code is reached, rook and king are on initial position
2021 // NOTE: in some variants this is not a rook
2022 const rookPos
= this.castleFlags
[c
][castleSide
];
2023 const castlingPiece
= this.getPiece(x
, rookPos
);
2025 this.board
[x
][rookPos
] == "" ||
2026 this.getColor(x
, rookPos
) != c
||
2027 (castleWith
&& !castleWith
.includes(castlingPiece
))
2029 // Rook is not here, or changed color (see Benedict)
2032 // Nothing on the path of the king ? (and no checks)
2033 const finDist
= finalSquares
[castleSide
][0] - y
;
2034 let step
= finDist
/ Math
.max(1, Math
.abs(finDist
));
2038 // NOTE: next weird test because underCheck() verification
2039 // will be executed in filterValid() later.
2041 i
!= finalSquares
[castleSide
][0] &&
2042 this.underCheck([[x
, i
]], oppCols
)
2046 this.board
[x
][i
] != "" &&
2047 // NOTE: next check is enough, because of chessboard constraints
2048 (this.getColor(x
, i
) != c
|| ![rookPos
, y
].includes(i
))
2051 continue castlingCheck
;
2054 } while (i
!= finalSquares
[castleSide
][0]);
2055 // Nothing on the path to the rook?
2056 step
= (castleSide
== 0 ? -1 : 1);
2057 for (i
= y
+ step
; i
!= rookPos
; i
+= step
) {
2058 if (this.board
[x
][i
] != "")
2059 continue castlingCheck
;
2062 // Nothing on final squares, except maybe king and castling rook?
2063 for (i
= 0; i
< 2; i
++) {
2065 finalSquares
[castleSide
][i
] != rookPos
&&
2066 this.board
[x
][finalSquares
[castleSide
][i
]] != "" &&
2068 finalSquares
[castleSide
][i
] != y
||
2069 this.getColor(x
, finalSquares
[castleSide
][i
]) != c
2072 continue castlingCheck
;
2076 // If this code is reached, castle is potentially valid
2082 y: finalSquares
[castleSide
][0],
2088 y: finalSquares
[castleSide
][1],
2094 // King might be initially disguised (Titan...)
2095 new PiPo({ x: x
, y: y
, p: castlingKing
, c: c
}),
2096 new PiPo({ x: x
, y: rookPos
, p: castlingPiece
, c: c
})
2099 Math
.abs(y
- rookPos
) <= 2
2100 ? {x: x
, y: rookPos
}
2101 : {x: x
, y: y
+ 2 * (castleSide
== 0 ? -1 : 1)}
2109 ////////////////////
2112 // Is piece (or square) at given position attacked by "oppCol(s)" ?
2113 underAttack([x
, y
], oppCols
) {
2114 // An empty square is considered as king,
2115 // since it's used only in getCastleMoves (TODO?)
2116 const king
= this.board
[x
][y
] == "" || this.isKing(x
, y
);
2119 (!this.options
["zen"] || king
) &&
2120 this.findCapturesOn(
2124 segments: this.options
["cylinder"],
2131 (!!this.options
["zen"] && !king
) &&
2132 this.findDestSquares(
2136 segments: this.options
["cylinder"],
2139 ([i1
, j1
], [i2
, j2
]) => oppCols
.includes(this.getColor(i2
, j2
))
2145 // Argument is (very generally) an array of squares (= arrays)
2146 underCheck(square_s
, oppCols
) {
2147 if (this.options
["taking"] || this.options
["dark"])
2149 return square_s
.some(sq
=> this.underAttack(sq
, oppCols
));
2152 // Scan board for king(s)
2153 searchKingPos(color
) {
2155 for (let i
=0; i
< this.size
.x
; i
++) {
2156 for (let j
=0; j
< this.size
.y
; j
++) {
2157 if (this.getColor(i
, j
) == color
&& this.isKing(i
, j
))
2164 // 'color' arg because some variants (e.g. Refusal) check opponent moves
2165 filterValid(moves
, color
) {
2168 const oppCols
= this.getOppCols(color
);
2169 let kingPos
= this.searchKingPos(color
);
2170 let filtered
= {}; //avoid re-checking similar moves (promotions...)
2171 return moves
.filter(m
=> {
2172 const key
= m
.start
.x
+ m
.start
.y
+ '.' + m
.end
.x
+ m
.end
.y
;
2173 if (!filtered
[key
]) {
2174 this.playOnBoard(m
);
2175 let newKingPP
= null,
2177 res
= true; //a priori valid
2179 m
.vanish
.find(v
=> this.isKing(0, 0, v
.p
) && v
.c
== color
);
2181 // Search king in appear array:
2183 m
.appear
.find(a
=> this.isKing(0, 0, a
.p
) && a
.c
== color
);
2185 sqIdx
= kingPos
.findIndex(kp
=>
2186 kp
[0] == oldKingPP
.x
&& kp
[1] == oldKingPP
.y
);
2187 kingPos
[sqIdx
] = [newKingPP
.x
, newKingPP
.y
];
2190 res
= false; //king vanished
2192 res
&&= !this.underCheck(kingPos
, oppCols
);
2193 if (oldKingPP
&& newKingPP
)
2194 kingPos
[sqIdx
] = [oldKingPP
.x
, oldKingPP
.y
];
2195 this.undoOnBoard(m
);
2196 filtered
[key
] = res
;
2199 return filtered
[key
];
2206 // Apply a move on board
2208 for (let psq
of move.vanish
)
2209 this.board
[psq
.x
][psq
.y
] = "";
2210 for (let psq
of move.appear
)
2211 this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
2213 // Un-apply the played move
2215 for (let psq
of move.appear
)
2216 this.board
[psq
.x
][psq
.y
] = "";
2217 for (let psq
of move.vanish
)
2218 this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
2221 updateCastleFlags(move) {
2222 // Update castling flags if start or arrive from/at rook/king locations
2223 move.appear
.concat(move.vanish
).forEach(psq
=> {
2224 if (this.isKing(0, 0, psq
.p
))
2225 this.castleFlags
[psq
.c
] = [this.size
.y
, this.size
.y
];
2226 // NOTE: not "else if" because king can capture enemy rook...
2230 else if (psq
.x
== this.size
.x
- 1)
2233 const fidx
= this.castleFlags
[c
].findIndex(f
=> f
== psq
.y
);
2235 this.castleFlags
[c
][fidx
] = this.size
.y
;
2243 // If flags already off, no need to re-check:
2244 Object
.values(this.castleFlags
).some(cvals
=>
2245 cvals
.some(val
=> val
< this.size
.y
))
2247 this.updateCastleFlags(move);
2249 if (this.options
["crazyhouse"]) {
2250 move.vanish
.forEach(v
=> {
2251 const square
= C
.CoordsToSquare({x: v
.x
, y: v
.y
});
2252 if (this.ispawn
[square
])
2253 delete this.ispawn
[square
];
2255 if (move.appear
.length
> 0 && move.vanish
.length
> 0) {
2256 // Assumption: something is moving
2257 const initSquare
= C
.CoordsToSquare(move.start
);
2258 const destSquare
= C
.CoordsToSquare(move.end
);
2260 this.ispawn
[initSquare
] ||
2261 (move.vanish
[0].p
== 'p' && move.appear
[0].p
!= 'p')
2263 this.ispawn
[destSquare
] = true;
2266 this.ispawn
[destSquare
] &&
2267 this.getColor(move.end
.x
, move.end
.y
) != move.vanish
[0].c
2269 move.vanish
[1].p
= 'p';
2270 delete this.ispawn
[destSquare
];
2274 const minSize
= Math
.min(move.appear
.length
, move.vanish
.length
);
2277 // Warning; atomic pawn removal isn't a capture
2278 (!this.options
["atomic"] || !this.rempawn
|| this.movesCount
>= 1)
2280 const color
= this.turn
;
2281 for (let i
=minSize
; i
<move.appear
.length
; i
++) {
2282 // Something appears = dropped on board (some exceptions, Chakart...)
2283 if (move.appear
[i
].c
== color
) {
2284 const piece
= move.appear
[i
].p
;
2285 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] - 1);
2288 for (let i
=minSize
; i
<move.vanish
.length
; i
++) {
2289 // Something vanish: add to reserve except if recycle & opponent
2291 this.options
["crazyhouse"] ||
2292 (this.options
["recycle"] && move.vanish
[i
].c
== color
)
2294 const piece
= move.vanish
[i
].p
;
2295 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] + 1);
2303 if (this.hasEnpassant
)
2304 this.epSquare
= this.getEpSquare(move);
2305 this.playOnBoard(move);
2306 this.postPlay(move);
2310 if (this.options
["dark"])
2311 this.updateEnlightened();
2312 if (this.options
["teleport"]) {
2314 this.subTurnTeleport
== 1 &&
2315 move.vanish
.length
> move.appear
.length
&&
2316 move.vanish
[1].c
== this.turn
2318 const v
= move.vanish
[move.vanish
.length
- 1];
2319 this.captured
= {x: v
.x
, y: v
.y
, c: v
.c
, p: v
.p
};
2320 this.subTurnTeleport
= 2;
2323 this.subTurnTeleport
= 1;
2324 this.captured
= null;
2326 this.tryChangeTurn(move);
2329 tryChangeTurn(move) {
2330 if (this.isLastMove(move)) {
2331 this.turn
= (this.turn
== 'w' ? 'b' : 'w');
2335 else if (!move.next
)
2342 const color
= this.turn
;
2343 const oppKingPos
= this.searchKingPos(C
.GetOppTurn(color
));
2344 if (oppKingPos
.length
== 0 || this.underCheck(oppKingPos
, [color
]))
2348 !this.options
["balance"] ||
2349 ![1, 2].includes(this.movesCount
) ||
2354 !this.options
["doublemove"] ||
2355 this.movesCount
== 0 ||
2360 !this.options
["progressive"] ||
2361 this.subTurn
== this.movesCount
+ 1
2366 // "Stop at the first move found"
2367 atLeastOneMove(color
) {
2368 for (let i
= 0; i
< this.size
.x
; i
++) {
2369 for (let j
= 0; j
< this.size
.y
; j
++) {
2370 if (this.board
[i
][j
] != "" && this.getColor(i
, j
) == color
) {
2371 // NOTE: in fact searching for all potential moves from i,j.
2372 // I don't believe this is an issue, for now at least.
2373 const moves
= this.getPotentialMovesFrom([i
, j
]);
2374 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1))
2379 if (this.hasReserve
&& this.reserve
[color
]) {
2380 for (let p
of Object
.keys(this.reserve
[color
])) {
2381 const moves
= this.getDropMovesFrom([color
, p
]);
2382 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1))
2389 // What is the score ? (Interesting if game is over)
2390 getCurrentScore(move_s
) {
2391 const move = move_s
[move_s
.length
- 1];
2392 // Shortcut in case the score was computed before:
2395 const oppTurn
= C
.GetOppTurn(this.turn
);
2397 w: this.searchKingPos('w'),
2398 b: this.searchKingPos('b')
2400 if (kingPos
[this.turn
].length
== 0 && kingPos
[oppTurn
].length
== 0)
2402 if (kingPos
[this.turn
].length
== 0)
2403 return (color
== "w" ? "0-1" : "1-0");
2404 if (kingPos
[oppTurn
].length
== 0)
2405 return (color
== "w" ? "1-0" : "0-1");
2406 if (this.atLeastOneMove(this.turn
))
2408 // No valid move: stalemate or checkmate?
2409 if (!this.underCheck(kingPos
[this.turn
], this.getOppCols(this.turn
)))
2412 return (this.turn
== "w" ? "0-1" : "1-0");
2415 playVisual(move, r
) {
2416 move.vanish
.forEach(v
=> {
2417 this.g_pieces
[v
.x
][v
.y
].remove();
2418 this.g_pieces
[v
.x
][v
.y
] = null;
2421 document
.getElementById(this.containerId
).querySelector(".chessboard");
2423 r
= chessboard
.getBoundingClientRect();
2424 const pieceWidth
= this.getPieceWidth(r
.width
);
2425 move.appear
.forEach(a
=> {
2426 this.g_pieces
[a
.x
][a
.y
] = document
.createElement("piece");
2427 C
.AddClass_es(this.g_pieces
[a
.x
][a
.y
],
2428 this.pieces(a
.c
, a
.x
, a
.y
)[a
.p
]["class"]);
2429 this.g_pieces
[a
.x
][a
.y
].classList
.add(C
.GetColorClass(a
.c
));
2430 this.g_pieces
[a
.x
][a
.y
].style
.width
= pieceWidth
+ "px";
2431 this.g_pieces
[a
.x
][a
.y
].style
.height
= pieceWidth
+ "px";
2432 const [ip
, jp
] = this.getPixelPosition(a
.x
, a
.y
, r
);
2433 // Translate coordinates to use chessboard as reference:
2434 this.g_pieces
[a
.x
][a
.y
].style
.transform
=
2435 `translate(${ip - r.x}px,${jp - r.y}px)`;
2436 if (this.enlightened
&& !this.enlightened
[a
.x
][a
.y
])
2437 this.g_pieces
[a
.x
][a
.y
].classList
.add("hidden");
2438 chessboard
.appendChild(this.g_pieces
[a
.x
][a
.y
]);
2440 if (this.options
["dark"])
2441 this.graphUpdateEnlightened();
2444 // TODO: send stack receive stack, or allow incremental? (good/bad points)
2445 buildMoveStack(move, r
) {
2446 this.moveStack
.push(move);
2447 this.computeNextMove(move);
2448 const then
= () => {
2449 const newTurn
= this.turn
;
2450 if (this.moveStack
.length
== 1 && !this.hideMoves
)
2451 this.playVisual(move, r
);
2455 board: JSON
.parse(JSON
.stringify(this.board
)) //easier
2457 this.buildMoveStack(move.next
, r
);
2460 if (this.moveStack
.length
== 1) {
2461 // Usual case (one normal move)
2462 this.afterPlay(this.moveStack
, newTurn
, {send: true, res: true});
2463 this.moveStack
= [];
2466 this.afterPlay(this.moveStack
, newTurn
, {send: true, res: false});
2467 this.re_initFromFen(this.gameState
.fen
, this.gameState
.board
);
2468 this.playReceivedMove(this.moveStack
.slice(1), () => {
2469 this.afterPlay(this.moveStack
, newTurn
, {send: false, res: true});
2470 this.moveStack
= [];
2475 // If hiding moves, then they are revealed in play() with callback
2476 this.play(move, this.hideMoves
? then : null);
2477 if (!this.hideMoves
)
2481 // Implemented in variants using (automatic) moveStack
2482 computeNextMove(move) {}
2484 animateMoving(start
, end
, drag
, segments
, cb
) {
2485 let initPiece
= this.getDomPiece(start
.x
, start
.y
);
2486 // NOTE: cloning often not required, but light enough, and simpler
2487 let movingPiece
= initPiece
.cloneNode();
2488 initPiece
.style
.opacity
= "0";
2490 document
.getElementById(this.containerId
)
2491 const r
= container
.querySelector(".chessboard").getBoundingClientRect();
2492 if (typeof start
.x
== "string") {
2493 // Need to bound width/height (was 100% for reserve pieces)
2494 const pieceWidth
= this.getPieceWidth(r
.width
);
2495 movingPiece
.style
.width
= pieceWidth
+ "px";
2496 movingPiece
.style
.height
= pieceWidth
+ "px";
2498 const maxDist
= this.getMaxDistance(r
);
2499 const apparentColor
= this.getColor(start
.x
, start
.y
);
2500 const pieces
= this.pieces(apparentColor
, start
.x
, start
.y
);
2502 const startCode
= this.getPiece(start
.x
, start
.y
);
2503 C
.RemoveClass_es(movingPiece
, pieces
[startCode
]["class"]);
2504 C
.AddClass_es(movingPiece
, pieces
[drag
.p
]["class"]);
2505 if (apparentColor
!= drag
.c
) {
2506 movingPiece
.classList
.remove(C
.GetColorClass(apparentColor
));
2507 movingPiece
.classList
.add(C
.GetColorClass(drag
.c
));
2510 container
.appendChild(movingPiece
);
2511 const animateSegment
= (index
, cb
) => {
2512 // NOTE: move.drag could be generalized per-segment (usage?)
2513 const [i1
, j1
] = segments
[index
][0];
2514 const [i2
, j2
] = segments
[index
][1];
2515 const dep
= this.getPixelPosition(i1
, j1
, r
);
2516 const arr
= this.getPixelPosition(i2
, j2
, r
);
2517 movingPiece
.style
.transitionDuration
= "0s";
2518 movingPiece
.style
.transform
= `translate(${dep[0]}px, ${dep[1]}px)`;
2520 Math
.sqrt((arr
[0] - dep
[0]) ** 2 + (arr
[1] - dep
[1]) ** 2);
2521 const duration
= 0.2 + (distance
/ maxDist
) * 0.3;
2522 // TODO: unclear why we need this new delay below:
2524 movingPiece
.style
.transitionDuration
= duration
+ "s";
2525 // movingPiece is child of container: no need to adjust coordinates
2526 movingPiece
.style
.transform
= `translate(${arr[0]}px, ${arr[1]}px)`;
2527 setTimeout(cb
, duration
* 1000);
2531 const animateSegmentCallback
= () => {
2532 if (index
< segments
.length
)
2533 animateSegment(index
++, animateSegmentCallback
);
2535 movingPiece
.remove();
2536 initPiece
.style
.opacity
= "1";
2540 animateSegmentCallback();
2543 // Input array of objects with at least fields x,y (e.g. PiPo)
2544 animateFading(arr
, cb
) {
2545 const animLength
= 350; //TODO: 350ms? More? Less?
2547 let fadingPiece
= this.getDomPiece(v
.x
, v
.y
);
2548 fadingPiece
.style
.transitionDuration
= (animLength
/ 1000) + "s";
2549 fadingPiece
.style
.opacity
= "0";
2551 setTimeout(cb
, animLength
);
2554 animate(move, callback
) {
2555 if (this.noAnimate
|| move.noAnimate
) {
2559 let segments
= move.segments
;
2561 segments
= [ [[move.start
.x
, move.start
.y
], [move.end
.x
, move.end
.y
]] ];
2562 let targetObj
= new TargetObj(callback
);
2563 if (move.start
.x
!= move.end
.x
|| move.start
.y
!= move.end
.y
) {
2565 this.animateMoving(move.start
, move.end
, move.drag
, segments
,
2566 () => targetObj
.increment());
2568 if (move.vanish
.length
> move.appear
.length
) {
2569 const arr
= move.vanish
.slice(move.appear
.length
)
2570 // Ignore disappearing pieces hidden by some appearing ones:
2571 .filter(v
=> move.appear
.every(a
=> a
.x
!= v
.x
|| a
.y
!= v
.y
));
2572 if (arr
.length
> 0) {
2574 this.animateFading(arr
, () => targetObj
.increment());
2578 this.tryAnimateCastle(move, () => targetObj
.increment());
2580 this.customAnimate(move, segments
, () => targetObj
.increment());
2581 if (targetObj
.target
== 0)
2585 tryAnimateCastle(move, cb
) {
2588 move.vanish
.length
== 2 &&
2589 move.appear
.length
== 2 &&
2590 this.isKing(0, 0, move.vanish
[0].p
) &&
2591 this.isKing(0, 0, move.appear
[0].p
)
2593 const start
= {x: move.vanish
[1].x
, y: move.vanish
[1].y
},
2594 end
= {x: move.appear
[1].x
, y: move.appear
[1].y
};
2595 const segments
= [ [[start
.x
, start
.y
], [end
.x
, end
.y
]] ];
2596 this.animateMoving(start
, end
, null, segments
, cb
);
2602 // Potential other animations (e.g. for Suction variant)
2603 customAnimate(move, segments
, cb
) {
2604 return 0; //nb of targets
2607 launchAnimation(moves
, container
, callback
) {
2608 if (this.hideMoves
) {
2609 for (let i
=0; i
<moves
.length
; i
++)
2610 // If hiding moves, they are revealed into play():
2611 this.play(moves
[i
], i
== moves
.length
- 1 ? callback : () => {});
2614 const r
= container
.querySelector(".chessboard").getBoundingClientRect();
2615 const animateRec
= i
=> {
2616 this.animate(moves
[i
], () => {
2617 this.play(moves
[i
]);
2618 this.playVisual(moves
[i
], r
);
2619 if (i
< moves
.length
- 1)
2620 setTimeout(() => animateRec(i
+1), 300);
2628 playReceivedMove(moves
, callback
) {
2629 // Delay if user wasn't focused:
2630 const checkDisplayThenAnimate
= (delay
) => {
2631 if (container
.style
.display
== "none") {
2632 alert("New move! Let's go back to game...");
2633 document
.getElementById("gameInfos").style
.display
= "none";
2634 container
.style
.display
= "block";
2636 () => this.launchAnimation(moves
, container
, callback
),
2642 () => this.launchAnimation(moves
, container
, callback
),
2647 let container
= document
.getElementById(this.containerId
);
2648 if (document
.hidden
) {
2649 document
.onvisibilitychange
= () => {
2650 // TODO here: page reload ?! (some issues if tab changed...)
2651 document
.onvisibilitychange
= undefined;
2652 checkDisplayThenAnimate(700);
2656 checkDisplayThenAnimate();