// NOTE: ChessRules is aliased as window.C, and variants as window.V
export default class ChessRules {
+ static get Aliases() {
+ return {'C': ChessRules};
+ }
+
/////////////////////////
// VARIANT SPECIFICATIONS
variable: "randomness",
defaut: 0,
options: [
- { label: "Deterministic", value: 0 },
- { label: "Symmetric random", value: 1 },
- { label: "Asymmetric random", value: 2 }
+ {label: "Deterministic", value: 0},
+ {label: "Symmetric random", value: 1},
+ {label: "Asymmetric random", value: 2}
]
}],
- check: [{
- label: "Capture king?",
- defaut: false,
- variable: "taking"
- }],
+ check: [
+ {
+ label: "Capture king",
+ defaut: false,
+ variable: "taking"
+ },
+ {
+ label: "Falling pawn",
+ defaut: false,
+ variable: "pawnfall"
+ }
+ ],
// Game modifiers (using "elementary variants"). Default: false
styles: [
"atomic",
// Pawns specifications
get pawnSpecs() {
return {
- directions: { 'w': -1, 'b': 1 },
- initShift: { w: 1, b: 1 },
+ directions: {w: -1, b: 1},
+ initShift: {w: 1, b: 1},
twoSquares: true,
threeSquares: false,
canCapture: true,
// Some variants use click infos:
doClick([x, y]) {
- if (typeof x != "number") return null; //click on reserves
+ if (typeof x != "number")
+ return null; //click on reserves
if (
this.options["teleport"] && this.subTurnTeleport == 2 &&
this.board[x][y] == ""
}
idToCoords(targetId) {
- if (!targetId) return null; //outside page, maybe...
+ if (!targetId)
+ return null; //outside page, maybe...
const idParts = targetId.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
if (
idParts.length < 2 ||
}
// Add turn + flags + enpassant (+ reserve)
let parts = [];
- if (this.hasFlags) parts.push(`"flags":"${flags}"`);
- if (this.hasEnpassant) parts.push('"enpassant":"-"');
- if (this.hasReserve) parts.push('"reserve":"000000000000"');
- if (this.options["crazyhouse"]) parts.push('"ispawn":"-"');
- if (parts.length >= 1) fen += " {" + parts.join(",") + "}";
+ if (this.hasFlags)
+ parts.push(`"flags":"${flags}"`);
+ if (this.hasEnpassant)
+ parts.push('"enpassant":"-"');
+ if (this.hasReserve)
+ parts.push('"reserve":"000000000000"');
+ if (this.options["crazyhouse"])
+ parts.push('"ispawn":"-"');
+ if (parts.length >= 1)
+ fen += " {" + parts.join(",") + "}";
return fen;
}
turn: fenParts[1],
movesCount: fenParts[2]
};
- if (fenParts.length > 3) res = Object.assign(res, JSON.parse(fenParts[3]));
+ if (fenParts.length > 3)
+ res = Object.assign(res, JSON.parse(fenParts[3]));
return res;
}
this.movesCount
);
let parts = [];
- if (this.hasFlags) parts.push(`"flags":"${this.getFlagsFen()}"`);
+ if (this.hasFlags)
+ parts.push(`"flags":"${this.getFlagsFen()}"`);
if (this.hasEnpassant)
parts.push(`"enpassant":"${this.getEnpassantFen()}"`);
- if (this.hasReserve) parts.push(`"reserve":"${this.getReserveFen()}"`);
+ if (this.hasReserve)
+ parts.push(`"reserve":"${this.getReserveFen()}"`);
if (this.options["crazyhouse"])
parts.push(`"ispawn":"${this.getIspawnFen()}"`);
- if (parts.length >= 1) fen += " {" + parts.join(",") + "}";
+ if (parts.length >= 1)
+ fen += " {" + parts.join(",") + "}";
return fen;
}
const format = (count) => {
// if more than 9 consecutive free spaces, break the integer,
// otherwise FEN parsing will fail.
- if (count <= 9) return count;
+ if (count <= 9)
+ return count;
// Most boards of size < 18:
- if (count <= 18) return "9" + (count - 9);
+ if (count <= 18)
+ return "9" + (count - 9);
// Except Gomoku:
return "99" + (count - 18);
};
for (let i = 0; i < this.size.y; i++) {
let emptyCount = 0;
for (let j = 0; j < this.size.x; j++) {
- if (this.board[i][j] == "") emptyCount++;
+ if (this.board[i][j] == "")
+ emptyCount++;
else {
if (emptyCount > 0) {
// Add empty squares in-between
if (emptyCount > 0)
// "Flush remainder"
position += format(emptyCount);
- if (i < this.size.y - 1) position += "/"; //separate rows
+ if (i < this.size.y - 1)
+ position += "/"; //separate rows
}
return position;
}
// Enpassant part of the FEN string
getEnpassantFen() {
- if (!this.epSquare) return "-"; //no en-passant
+ if (!this.epSquare)
+ return "-"; //no en-passant
return C.CoordsToSquare(this.epSquare);
}
getIspawnFen() {
const coords = Object.keys(this.ispawn);
- if (coords.length == 0) return "-";
- return coords.map(C.CoordsToSquare).join(",");
+ if (coords.length == 0)
+ return "-";
+ return coords.join(",");
}
// Set flags from fen (castle: white a,h then black a,h)
// Fen string fully describes the game state
constructor(o) {
- window.C = ChessRules; //easier alias
-
this.options = o.options;
this.playerColor = o.color;
this.afterPlay = o.afterPlay;
// FEN-related:
- if (!o.fen) o.fen = this.genRandInitFen(o.seed);
+ if (!o.fen)
+ o.fen = this.genRandInitFen(o.seed);
const fenParsed = this.parseFen(o.fen);
this.board = this.getBoard(fenParsed.position);
this.turn = fenParsed.turn;
const character = rows[i][indexInRow];
const num = parseInt(character, 10);
// If num is a number, just shift j:
- if (!isNaN(num)) j += num;
+ if (!isNaN(num))
+ j += num;
// Else: something at position i,j
- else board[i][j++] = this.fen2board(character);
+ else
+ board[i][j++] = this.fen2board(character);
}
}
return board;
// Some additional variables from FEN (variant dependant)
setOtherVariables(fenParsed) {
// Set flags and enpassant:
- if (this.hasFlags) this.setFlags(fenParsed.flags);
+ if (this.hasFlags)
+ this.setFlags(fenParsed.flags);
if (this.hasEnpassant)
this.epSquare = this.getEpSquare(fenParsed.enpassant);
- if (this.hasReserve) this.initReserves(fenParsed.reserve);
- if (this.options["crazyhouse"]) this.initIspawn(fenParsed.ispawn);
+ if (this.hasReserve)
+ this.initReserves(fenParsed.reserve);
+ if (this.options["crazyhouse"])
+ this.initIspawn(fenParsed.ispawn);
this.subTurn = 1; //may be unused
if (this.options["teleport"]) {
this.subTurnTeleport = 1;
}
}
}
- if (this.epSquare) this.enlightEnpassant(newEnlightened);
- if (withGraphics) this.graphUpdateEnlightened(newEnlightened);
+ if (this.epSquare)
+ this.enlightEnpassant(newEnlightened);
+ if (withGraphics)
+ this.graphUpdateEnlightened(newEnlightened);
this.enlightened = newEnlightened;
}
// Apply diff this.enlightened --> newEnlightened on board
graphUpdateEnlightened(newEnlightened) {
- let container = document.getElementById(this.containerId);
- const r = container.getBoundingClientRect();
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ const r = chessboard.getBoundingClientRect();
const pieceWidth = this.getPieceWidth(r.width);
for (let x=0; x<this.size.x; x++) {
for (let y=0; y<this.size.y; y++) {
const [ip, jp] = this.getPixelPosition(x, y, r);
this.g_pieces[x][y].style.transform =
`translate(${ip}px,${jp}px)`;
- container.appendChild(this.g_pieces[x][y]);
+ chessboard.appendChild(this.g_pieces[x][y]);
}
}
}
this.reserve = { w: {}, b: {} };
const pieceName = Object.keys(this.pieces());
for (let i of ArrayFun.range(12)) {
- if (i < 6) this.reserve['w'][pieceName[i]] = counts[i];
- else this.reserve['b'][pieceName[i-6]] = counts[i];
+ if (i < 6)
+ this.reserve['w'][pieceName[i]] = counts[i];
+ else
+ this.reserve['b'][pieceName[i-6]] = counts[i];
}
}
this.ispawn = ispawnStr.split(",").map(C.SquareToCoords)
.reduce((o, key) => ({ ...o, [key]: true}), {});
}
- else this.ispawn = {};
+ else
+ this.ispawn = {};
}
getNbReservePieces(color) {
window.onresize = () => this.re_drawBoardElements();
this.re_drawBoardElements();
this.initMouseEvents();
- const container = document.getElementById(this.containerId);
- new ResizeObserver(this.rescale).observe(container);
+ const chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ new ResizeObserver(this.rescale).observe(chessboard);
}
re_drawBoardElements() {
const board = this.getSvgChessboard();
const oppCol = C.GetOppCol(this.playerColor);
- let container = document.getElementById(this.containerId);
- container.innerHTML = "";
- container.insertAdjacentHTML('beforeend', board);
- let cb = container.querySelector("#" + this.containerId + "_SVG");
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ chessboard.innerHTML = "";
+ chessboard.insertAdjacentHTML('beforeend', board);
const aspectRatio = this.size.y / this.size.x;
// Compare window ratio width / height to aspectRatio:
const windowRatio = window.innerWidth / window.innerHeight;
cbWidth = cbHeight * aspectRatio;
}
}
- container.style.width = cbWidth + "px";
- container.style.height = cbHeight + "px";
+ chessboard.style.width = cbWidth + "px";
+ chessboard.style.height = cbHeight + "px";
// Center chessboard:
const spaceLeft = (window.innerWidth - cbWidth) / 2,
spaceTop = (window.innerHeight - cbHeight) / 2;
- container.style.left = spaceLeft + "px";
- container.style.top = spaceTop + "px";
+ chessboard.style.left = spaceLeft + "px";
+ chessboard.style.top = spaceTop + "px";
// Give sizes instead of recomputing them,
// because chessboard might not be drawn yet.
this.setupPieces({
<svg
viewBox="0 0 80 80"
version="1.1"
- id="${this.containerId}_SVG">
+ class="chessboard_SVG">
<g>`;
for (let i=0; i < sizeX; i++) {
for (let j=0; j < sizeY; j++) {
}
}
}
- else this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null);
- let container = document.getElementById(this.containerId);
- if (!r) r = container.getBoundingClientRect();
+ else
+ this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null);
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ if (!r)
+ r = chessboard.getBoundingClientRect();
const pieceWidth = this.getPieceWidth(r.width);
for (let i=0; i < this.size.x; i++) {
for (let j=0; j < this.size.y; j++) {
this.g_pieces[i][j].style.height = pieceWidth + "px";
const [ip, jp] = this.getPixelPosition(i, j, r);
this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
- container.appendChild(this.g_pieces[i][j]);
+ chessboard.appendChild(this.g_pieces[i][j]);
}
}
}
- if (this.reserve) this.re_drawReserve(['w', 'b'], r);
+ if (this.reserve)
+ this.re_drawReserve(['w', 'b'], r);
}
// NOTE: assume !!this.reserve
if (this.r_pieces) {
// Remove (old) reserve pieces
for (let c of colors) {
- if (!this.reserve[c]) continue;
+ if (!this.reserve[c])
+ continue;
Object.keys(this.reserve[c]).forEach(p => {
if (this.r_pieces[c][p]) {
this.r_pieces[c][p].remove();
}
});
let reservesDiv = document.getElementById("reserves_" + c);
- if (reservesDiv) reservesDiv.remove();
+ if (reservesDiv)
+ reservesDiv.remove();
}
}
- else this.r_pieces = { 'w': {}, 'b': {} };
- if (!r) {
- const container = document.getElementById(this.containerId);
- r = container.getBoundingClientRect();
- }
+ else
+ this.r_pieces = { 'w': {}, 'b': {} };
+ let container = document.getElementById(this.containerId);
+ if (!r)
+ r = container.querySelector(".chessboard").getBoundingClientRect();
for (let c of colors) {
- if (!this.reserve[c]) continue;
+ if (!this.reserve[c])
+ continue;
const nbR = this.getNbReservePieces(c);
- if (nbR == 0) continue;
+ if (nbR == 0)
+ continue;
const sqResSize = this.getReserveSquareSize(r.width, nbR);
let ridx = 0;
const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
// NOTE: +1 fix display bug on Firefox at least
rcontainer.style.width = (nbR * sqResSize + 1) + "px";
rcontainer.style.height = sqResSize + "px";
- document.getElementById("boardContainer").appendChild(rcontainer);
+ container.appendChild(rcontainer);
for (let p of Object.keys(this.reserve[c])) {
- if (this.reserve[c][p] == 0) continue;
+ if (this.reserve[c][p] == 0)
+ continue;
let r_cell = document.createElement("div");
r_cell.id = this.coordsToId([c, p]);
r_cell.classList.add("reserve-cell");
const oldCount = this.reserve[color][piece];
this.reserve[color][piece] = count;
// Redrawing is much easier if count==0
- if ([oldCount, count].includes(0)) this.re_drawReserve([color]);
+ if ([oldCount, count].includes(0))
+ this.re_drawReserve([color]);
else {
const numId = this.getReserveNumId(color, piece);
document.getElementById(numId).textContent = count;
// After resize event: no need to destroy/recreate pieces
rescale() {
- let container = document.getElementById(this.containerId);
- if (!container) return; //useful at initial loading
- const r = container.getBoundingClientRect();
+ const container = document.getElementById(this.containerId);
+ if (!container)
+ return; //useful at initial loading
+ let chessboard = container.querySelector(".chessboard");
+ const r = chessboard.getBoundingClientRect();
const newRatio = r.width / r.height;
const aspectRatio = this.size.y / this.size.x;
let newWidth = r.width,
newHeight = r.height;
if (newRatio > aspectRatio) {
newWidth = r.height * aspectRatio;
- container.style.width = newWidth + "px";
+ chessboard.style.width = newWidth + "px";
}
else if (newRatio < aspectRatio) {
newHeight = r.width / aspectRatio;
- container.style.height = newHeight + "px";
+ chessboard.style.height = newHeight + "px";
}
const newX = (window.innerWidth - newWidth) / 2;
- container.style.left = newX + "px";
+ chessboard.style.left = newX + "px";
const newY = (window.innerHeight - newHeight) / 2;
- container.style.top = newY + "px";
+ chessboard.style.top = newY + "px";
const newR = { x: newX, y: newY, width: newWidth, height: newHeight };
const pieceWidth = this.getPieceWidth(newWidth);
for (let i=0; i < this.size.x; i++) {
}
}
}
- if (this.reserve) this.rescaleReserve(newR);
+ if (this.reserve)
+ this.rescaleReserve(newR);
}
rescaleReserve(r) {
for (let c of ['w','b']) {
- if (!this.reserve[c]) continue;
+ if (!this.reserve[c])
+ continue;
const nbR = this.getNbReservePieces(c);
- if (nbR == 0) continue;
+ if (nbR == 0)
+ continue;
// Resize container first
const sqResSize = this.getReserveSquareSize(r.width, nbR);
const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
// And then reserve cells:
const rpieceWidth = this.getReserveSquareSize(r.width, nbR);
Object.keys(this.reserve[c]).forEach(p => {
- if (this.reserve[c][p] == 0) return;
+ if (this.reserve[c][p] == 0)
+ return;
let r_cell = document.getElementById(this.coordsToId([c, p]));
r_cell.style.width = sqResSize + "px";
r_cell.style.height = sqResSize + "px";
}
}
- // Return the absolute pixel coordinates given current position.
+ // Return the absolute pixel coordinates (on board) given current position.
// Our coordinate system differs from CSS one (x <--> y).
// We return here the CSS coordinates (more useful).
getPixelPosition(i, j, r) {
const sqSize = this.getSquareWidth(r.width);
- if (i < 0 || j < 0) return [0, 0]; //piece vanishes
+ if (i < 0 || j < 0)
+ return [0, 0]; //piece vanishes
const flipped = (this.playerColor == 'b');
const x = (flipped ? this.size.y - 1 - j : j) * sqSize;
const y = (flipped ? this.size.x - 1 - i : i) * sqSize;
}
initMouseEvents() {
- let container = document.getElementById(this.containerId);
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
const getOffset = e => {
- if (e.clientX) return {x: e.clientX, y: e.clientY}; //Mouse
+ if (e.clientX)
+ // Mouse
+ return {x: e.clientX, y: e.clientY};
let touchLocation = null;
if (e.targetTouches && e.targetTouches.length >= 1)
// Touch screen, dragstart
touchLocation = e.changedTouches[0];
if (touchLocation)
return {x: touchLocation.clientX, y: touchLocation.clientY};
- return [0, 0]; //Big trouble here =)
+ return [0, 0]; //shouldn't reach here =)
}
const centerOnCursor = (piece, e) => {
const centerShift = sqSize / 2;
const offset = getOffset(e);
- piece.style.left = (offset.x - centerShift) + "px";
- piece.style.top = (offset.y - centerShift) + "px";
+ piece.style.left = (offset.x - r.x - centerShift) + "px";
+ piece.style.top = (offset.y - r.y - centerShift) + "px";
}
let start = null,
sqSize;
const mousedown = (e) => {
// Disable zoom on smartphones:
- if (e.touches && e.touches.length > 1) e.preventDefault();
- r = container.getBoundingClientRect();
+ if (e.touches && e.touches.length > 1)
+ e.preventDefault();
+ r = chessboard.getBoundingClientRect();
sqSize = this.getSquareWidth(r.width);
const square = this.idToCoords(e.target.id);
if (square) {
const [i, j] = square;
const move = this.doClick([i, j]);
- if (move) this.playPlusVisual(move);
+ if (move)
+ this.playPlusVisual(move);
else {
- if (typeof i != "number") startPiece = this.r_pieces[i][j];
- else if (this.g_pieces[i][j]) startPiece = this.g_pieces[i][j];
+ if (typeof i != "number")
+ startPiece = this.r_pieces[i][j];
+ else if (this.g_pieces[i][j])
+ startPiece = this.g_pieces[i][j];
if (startPiece && this.canIplay(i, j)) {
e.preventDefault();
start = { x: i, y: j };
curPiece.style.width = sqSize + "px";
curPiece.style.height = sqSize + "px";
centerOnCursor(curPiece, e);
- document.getElementById("boardContainer").appendChild(curPiece);
+ chessboard.appendChild(curPiece);
startPiece.style.opacity = "0.4";
- container.style.cursor = "none";
+ chessboard.style.cursor = "none";
}
}
}
};
const mouseup = (e) => {
- const newR = container.getBoundingClientRect();
+ const newR = chessboard.getBoundingClientRect();
if (newR.width != r.width || newR.height != r.height) {
this.rescale();
return;
}
- if (!start) return;
+ if (!start)
+ return;
const [x, y] = [start.x, start.y];
start = null;
e.preventDefault();
- container.style.cursor = "pointer";
+ chessboard.style.cursor = "pointer";
startPiece.style.opacity = "1";
const offset = getOffset(e);
const landingElt = document.elementFromPoint(offset.x, offset.y);
- const sq = this.idToCoords(landingElt.id);
+ const sq = landingElt ? this.idToCoords(landingElt.id) : undefined;
if (sq) {
const [i, j] = sq;
// NOTE: clearly suboptimal, but much easier, and not a big deal.
const potentialMoves = this.getPotentialMovesFrom([x, y])
.filter(m => m.end.x == i && m.end.y == j);
const moves = this.filterValid(potentialMoves);
- if (moves.length >= 2) this.showChoices(moves, r);
- else if (moves.length == 1) this.playPlusVisual(moves[0], r);
+ if (moves.length >= 2)
+ this.showChoices(moves, r);
+ else if (moves.length == 1)
+ this.playPlusVisual(moves[0], r);
}
curPiece.remove();
};
showChoices(moves, r) {
let container = document.getElementById(this.containerId);
+ let chessboard = container.querySelector(".chessboard");
let choices = document.createElement("div");
choices.id = "choices";
choices.style.width = r.width + "px";
choices.style.height = r.height + "px";
choices.style.left = r.x + "px";
choices.style.top = r.y + "px";
- container.style.opacity = "0.5";
- let boardContainer = document.getElementById("boardContainer");
- boardContainer.appendChild(choices);
+ chessboard.style.opacity = "0.5";
+ container.appendChild(choices);
const squareWidth = this.getSquareWidth(r.width);
const firstUpLeft = (r.width - (moves.length * squareWidth)) / 2;
const firstUpTop = (r.height - squareWidth) / 2;
const color = moves[0].appear[0].c;
const callback = (m) => {
- container.style.opacity = "1";
- boardContainer.removeChild(choices);
+ chessboard.style.opacity = "1";
+ container.removeChild(choices);
this.playPlusVisual(m, r);
}
for (let i=0; i < moves.length; i++) {
// For Cylinder: get Y coordinate
computeY(y) {
- if (!this.options["cylinder"]) return y;
+ if (!this.options["cylinder"])
+ return y;
let res = y % this.size.y;
- if (res < 0) res += this.size.y;
+ if (res < 0)
+ res += this.size.y;
return res;
}
let [ii, jj] = [i + step[0], this.computeY(j + step[1])];
let stepCounter = 1;
while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
- if (specs.range <= stepCounter++) continue outerLoop;
+ if (specs.range <= stepCounter++)
+ continue outerLoop;
ii += step[0];
jj = this.computeY(jj + step[1]);
}
getDropMovesFrom([c, p]) {
// NOTE: by design, this.reserve[c][p] >= 1 on user click
// (but not necessarily otherwise)
- if (this.reserve[c][p] == 0) return [];
+ if (this.reserve[c][p] == 0)
+ return [];
let moves = [];
for (let i=0; i<this.size.x; i++) {
for (let j=0; j<this.size.y; j++) {
// All possible moves from selected square
getPotentialMovesFrom(sq, color) {
- if (typeof sq[0] == "string") return this.getDropMovesFrom(sq);
- if (this.options["madrasi"] && this.isImmobilized(sq)) return [];
+ if (typeof sq[0] == "string")
+ return this.getDropMovesFrom(sq);
+ if (this.options["madrasi"] && this.isImmobilized(sq))
+ return [];
const piece = this.getPieceType(sq[0], sq[1]);
let moves;
- if (piece == "p") moves = this.getPotentialPawnMoves(sq);
- else moves = this.getPotentialMovesOf(piece, sq);
+ if (piece == "p")
+ moves = this.getPotentialPawnMoves(sq);
+ else
+ moves = this.getPotentialMovesOf(piece, sq);
if (
piece == "k" &&
this.hasCastle &&
}
postProcessPotentialMoves(moves) {
- if (moves.length == 0) return [];
+ if (moves.length == 0)
+ return [];
const color = this.getColor(moves[0].start.x, moves[0].start.y);
const oppCol = C.GetOppCol(color);
);
}
}
- if (!this.options["rifle"]) m.appear.pop(); //nothin appears
+ if (!this.options["rifle"])
+ m.appear.pop(); //nothin appears
}
});
}
let [i, j] = [x + step[0], y + step[1]];
let stepCounter = 1;
while (this.onBoard(i, j) && this.board[i][j] == "") {
- if (range <= stepCounter++) continue outerLoop;
+ if (range <= stepCounter++)
+ continue outerLoop;
i += step[0];
j = this.computeY(j + step[1]);
}
) {
explored[i + "." + j] = true;
moves.push(this.getBasicMove([x, y], [i, j]));
- if (range <= stepCounter++) continue outerLoop;
+ if (range <= stepCounter++)
+ continue outerLoop;
i += step[0];
j = this.computeY(j + step[1]);
}
return; //king isn't captured this way
}
const steps = pieces[p].attack || pieces[p].steps;
- if (!steps) return; //cannibal king for example (TODO...)
+ if (!steps)
+ return; //cannibal king for example (TODO...)
const range = pieces[p].range;
steps.forEach(s => {
// From x,y: revert step
let [i, j] = [x - s[0], this.computeY(y - s[1])];
let stepCounter = 1;
while (this.onBoard(i, j) && this.board[i][j] == "") {
- if (range <= stepCounter++) return;
+ if (range <= stepCounter++)
+ return;
i -= s[0];
j = this.computeY(j - s[1]);
}
this.getColor(i, j) == oppCol && //condition for Recycle & Teleport
this.canTake([i, j], [x, y])
) {
- if (pieceType != "p") moves.push(this.getBasicMove([x, y], [i, j]));
- else this.addPawnMoves([x, y], [i, j], moves);
+ if (pieceType != "p")
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ else
+ this.addPawnMoves([x, y], [i, j], moves);
}
});
});
let trPiece = mv.vanish[lastIdx].p;
if (this.isKing(this.getPiece(sx, sy)))
trPiece = C.CannibalKingCode[trPiece];
- if (mv.appear.length >= 1) mv.appear[0].p = trPiece;
+ if (mv.appear.length >= 1)
+ mv.appear[0].p = trPiece;
else if (this.options["rifle"]) {
mv.appear.unshift(
new PiPo({
getEpSquare(moveOrSquare) {
if (typeof moveOrSquare === "string") {
const square = moveOrSquare;
- if (square == "-") return undefined;
+ if (square == "-")
+ return undefined;
return C.SquareToCoords(square);
}
// Argument is a move:
return !!enpassantMove ? [enpassantMove] : [];
}
- // Consider all potential promotions:
+ // Consider all potential promotions.
+ // NOTE: "promotions" arg = special override for Hiddenqueen variant
addPawnMoves([x1, y1], [x2, y2], moves, promotions) {
let finalPieces = ["p"];
const color = this.getColor(x1, y1);
const oppCol = C.GetOppCol(color);
const lastRank = (color == "w" ? 0 : this.size.x - 1);
- if (x2 == lastRank && (!this.options["rifle"] || this.board[x2][y2] == ""))
- {
- // promotions arg: special override for Hiddenqueen variant
+ const promotionOk =
+ x2 == lastRank && (!this.options["rifle"] || this.board[x2][y2] == "");
+ if (promotionOk && !this.options["pawnfall"]) {
if (
this.options["cannibal"] &&
this.board[x2][y2] != "" &&
) {
finalPieces = [this.getPieceType(x2, y2)];
}
- else if (promotions) finalPieces = promotions;
+ else if (promotions)
+ finalPieces = promotions;
else if (this.pawnSpecs.promotions)
finalPieces = this.pawnSpecs.promotions;
}
for (let piece of finalPieces) {
- const tr = (piece != "p" ? { c: color, p: piece } : null);
- moves.push(this.getBasicMove([x1, y1], [x2, y2], tr));
+ const tr = !this.options["pawnfall"] && piece != "p"
+ ? { c: color, p: piece }
+ : null;
+ let newMove = this.getBasicMove([x1, y1], [x2, y2], tr);
+ if (promotionOk && this.options["pawnfall"]) {
+ newMove.appear.shift();
+ newMove.pawnfall = true; //required in prePlay()
+ }
+ moves.push(newMove);
}
}
castleSide < 2;
castleSide++ //large, then small
) {
- if (this.castleFlags[c][castleSide] >= this.size.y) continue;
+ if (this.castleFlags[c][castleSide] >= this.size.y)
+ continue;
// If this code is reached, rook and king are on initial position
// NOTE: in some variants this is not a rook
// Nothing on the path to the rook?
step = (castleSide == 0 ? -1 : 1);
for (i = y + step; i != rookPos; i += step) {
- if (this.board[x][i] != "") continue castlingCheck;
+ if (this.board[x][i] != "")
+ continue castlingCheck;
}
// Nothing on final squares, except maybe king and castling rook?
// Is (king at) given position under check by "color" ?
underCheck([x, y], color) {
- if (this.taking || this.options["dark"]) return false;
+ if (this.options["taking"] || this.options["dark"])
+ return false;
color = color || C.GetOppCol(this.getColor(x, y));
const pieces = this.pieces(color);
return Object.keys(pieces).some(p => {
isAttackedBy([x, y], piece, color, stepSpec) {
const steps = stepSpec.attack || stepSpec.steps;
- if (!steps) return false; //cannibal king, for example
+ if (!steps)
+ return false; //cannibal king, for example
const range = stepSpec.range;
let explored = {}; //for Cylinder mode
outerLoop: for (let step of steps) {
!explored[rx + "." + ry]
) {
explored[rx + "." + ry] = true;
- if (range <= stepCounter++) continue outerLoop;
+ if (range <= stepCounter++)
+ continue outerLoop;
rx -= step[0];
ry = this.computeY(ry - step[1]);
}
}
filterValid(moves) {
- if (moves.length == 0) return [];
+ if (moves.length == 0)
+ return [];
const color = this.turn;
const oppCol = C.GetOppCol(color);
if (this.options["balance"] && [1, 3].includes(this.movesCount)) {
return res;
});
}
- if (this.taking || this.options["dark"]) return moves;
+ if (this.options["taking"] || this.options["dark"])
+ return moves;
const kingPos = this.searchKingPos(color);
let filtered = {}; //avoid re-checking similar moves (promotions...)
return moves.filter(m => {
});
if (newKingIdx >= 0)
square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y];
- else res = false;
+ else
+ res = false;
}
res &&= !this.underCheck(square, oppCol);
this.undoOnBoard(m);
}
// NOTE: not "else if" because king can capture enemy rook...
let c = "";
- if (psq.x == 0) c = "b";
- else if (psq.x == this.size.x - 1) c = "w";
+ if (psq.x == 0)
+ c = "b";
+ else if (psq.x == this.size.x - 1)
+ c = "w";
if (c != "") {
const fidx = this.castleFlags[c].findIndex(f => f == psq.y);
- if (fidx >= 0) this.castleFlags[c][fidx] = this.size.y;
+ if (fidx >= 0)
+ this.castleFlags[c][fidx] = this.size.y;
}
});
}
this.options["crazyhouse"] &&
(!this.options["rifle"] || !move.capture)
) {
+ const destSquare = C.CoordsToSquare(move.end);
if (this.ispawn[initSquare]) {
delete this.ispawn[initSquare];
- this.ispawn[C.CoordsToSquare(move.end)] = true;
+ this.ispawn[destSquare] = true;
}
else if (
move.vanish[0].p == "p" &&
move.appear[0].p != "p"
) {
- this.ispawn[C.CoordsToSquare(move.end)] = true;
+ this.ispawn[destSquare] = true;
+ }
+ else if (
+ this.ispawn[destSquare] &&
+ this.getColor(move.end.x, move.end.y) != move.vanish[0].c
+ ) {
+ move.vanish[1].p = "p";
+ delete this.ispawn[destSquare];
}
}
}
const minSize = Math.min(move.appear.length, move.vanish.length);
- if (this.hasReserve) {
+ if (this.hasReserve && !move.pawnfall) {
const color = this.turn;
for (let i=minSize; i<move.appear.length; i++) {
// Something appears = dropped on board (some exceptions, Chakart...)
play(move) {
this.prePlay(move);
- if (this.hasEnpassant) this.epSquare = this.getEpSquare(move);
+ if (this.hasEnpassant)
+ this.epSquare = this.getEpSquare(move);
this.playOnBoard(move);
this.postPlay(move);
}
postPlay(move) {
const color = this.turn;
const oppCol = C.GetOppCol(color);
- if (this.options["dark"]) this.updateEnlightened(true);
+ if (this.options["dark"])
+ this.updateEnlightened(true);
if (this.options["teleport"]) {
if (
this.subTurnTeleport == 1 &&
this.captured = null;
}
if (this.options["balance"]) {
- if (![1, 3].includes(this.movesCount)) this.turn = oppCol;
+ if (![1, 3].includes(this.movesCount))
+ this.turn = oppCol;
}
else {
if (
(this.options["progressive"] && this.subTurn <= this.movesCount)
) {
const oppKingPos = this.searchKingPos(oppCol);
- if (oppKingPos[0] >= 0 && !this.underCheck(oppKingPos, color)) {
+ if (
+ oppKingPos[0] >= 0 &&
+ (
+ this.options["taking"] ||
+ !this.underCheck(oppKingPos, color)
+ )
+ ) {
this.subTurn++;
return;
}
// NOTE: in fact searching for all potential moves from i,j.
// I don't believe this is an issue, for now at least.
const moves = this.getPotentialMovesFrom([i, j]);
- if (moves.some(m => this.filterValid([m]).length >= 1)) return true;
+ if (moves.some(m => this.filterValid([m]).length >= 1))
+ return true;
}
}
}
if (this.hasReserve && this.reserve[color]) {
for (let p of Object.keys(this.reserve[color])) {
const moves = this.getDropMovesFrom([color, p]);
- if (moves.some(m => this.filterValid([m]).length >= 1)) return true;
+ if (moves.some(m => this.filterValid([m]).length >= 1))
+ return true;
}
}
return false;
const color = this.turn;
const oppCol = C.GetOppCol(color);
const kingPos = [this.searchKingPos(color), this.searchKingPos(oppCol)];
- if (kingPos[0][0] < 0 && kingPos[1][0] < 0) return "1/2";
- if (kingPos[0][0] < 0) return (color == "w" ? "0-1" : "1-0");
- if (kingPos[1][0] < 0) return (color == "w" ? "1-0" : "0-1");
- if (this.atLeastOneMove()) return "*";
+ if (kingPos[0][0] < 0 && kingPos[1][0] < 0)
+ return "1/2";
+ if (kingPos[0][0] < 0)
+ return (color == "w" ? "0-1" : "1-0");
+ if (kingPos[1][0] < 0)
+ return (color == "w" ? "1-0" : "0-1");
+ if (this.atLeastOneMove())
+ return "*";
// No valid move: stalemate or checkmate?
- if (!this.underCheck(kingPos, color)) return "1/2";
+ if (!this.underCheck(kingPos, color))
+ return "1/2";
// OK, checkmate
return (color == "w" ? "0-1" : "1-0");
}
playVisual(move, r) {
move.vanish.forEach(v => {
if (!this.enlightened || this.enlightened[v.x][v.y]) {
- this.g_pieces[v.x][v.y].remove();
+ // TODO: next "if" shouldn't be required
+ if (this.g_pieces[v.x][v.y])
+ this.g_pieces[v.x][v.y].remove();
this.g_pieces[v.x][v.y] = null;
}
});
- let container = document.getElementById(this.containerId);
- if (!r) r = container.getBoundingClientRect();
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ if (!r)
+ r = chessboard.getBoundingClientRect();
const pieceWidth = this.getPieceWidth(r.width);
move.appear.forEach(a => {
- if (this.enlightened && !this.enlightened[a.x][a.y]) return;
+ if (this.enlightened && !this.enlightened[a.x][a.y])
+ return;
this.g_pieces[a.x][a.y] = document.createElement("piece");
this.g_pieces[a.x][a.y].classList.add(this.pieces()[a.p]["class"]);
this.g_pieces[a.x][a.y].classList.add(a.c == "w" ? "white" : "black");
this.g_pieces[a.x][a.y].style.height = pieceWidth + "px";
const [ip, jp] = this.getPixelPosition(a.x, a.y, r);
this.g_pieces[a.x][a.y].style.transform = `translate(${ip}px,${jp}px)`;
- container.appendChild(this.g_pieces[a.x][a.y]);
+ chessboard.appendChild(this.g_pieces[a.x][a.y]);
});
}
let nbR = 0,
ridx = 0;
for (let pi of Object.keys(this.reserve[c])) {
- if (this.reserve[c][pi] == 0) continue;
- if (pi == p) ridx = nbR;
+ if (this.reserve[c][pi] == 0)
+ continue;
+ if (pi == p)
+ ridx = nbR;
nbR++;
}
const rsqSize = this.getReserveSquareSize(r.width, nbR);
- return [ridx * rsqSize, rsqSize]; //slightly inaccurate... TODO?
+ return [-ridx * rsqSize, rsqSize]; //slightly inaccurate... TODO?
}
animate(move, callback) {
const dropMove = (typeof i1 == "string");
const startArray = (dropMove ? this.r_pieces : this.g_pieces);
let startPiece = startArray[i1][j1];
- let container = document.getElementById(this.containerId);
+ // TODO: next "if" shouldn't be required
+ if (!startPiece) {
+ callback();
+ return;
+ }
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
const clonePiece = (
!dropMove &&
this.options["rifle"] ||
);
if (clonePiece) {
startPiece = startPiece.cloneNode();
- if (this.options["rifle"]) startArray[i1][j1].style.opacity = "0";
+ if (this.options["rifle"])
+ startArray[i1][j1].style.opacity = "0";
if (this.options["teleport"] && this.subTurnTeleport == 2) {
const pieces = this.pieces();
const startCode = (dropMove ? j1 : this.getPiece(i1, j1));
startPiece.classList.add(pieces[this.captured.p]["class"]);
// Color: OK
}
- container.appendChild(startPiece);
+ chessboard.appendChild(startPiece);
}
const [i2, j2] = [move.end.x, move.end.y];
let startCoords;
this.size.y / 2 //not trying to be accurate here... (TODO?)
];
}
- else startCoords = [i1, j1];
- const r = container.getBoundingClientRect();
+ else
+ startCoords = [i1, j1];
+ const r = chessboard.getBoundingClientRect();
const arrival = this.getPixelPosition(i2, j2, r); //TODO: arrival on drop?
let rs = [0, 0];
- if (dropMove) rs = this.getReserveShift(i1, j1, r);
+ if (dropMove)
+ rs = this.getReserveShift(i1, j1, r);
const distance =
Math.sqrt((startCoords[0] - i2) ** 2 + (startCoords[1] - j2) ** 2);
const maxDist = Math.sqrt((this.size.x - 1)** 2 + (this.size.y - 1) ** 2);
const multFact = (distance - 1) / (maxDist - 1); //1 == minDist
const duration = 0.2 + multFact * 0.3;
+ const initTransform = startPiece.style.transform;
startPiece.style.transform =
`translate(${arrival[0] + rs[0]}px, ${arrival[1] + rs[1]}px)`;
startPiece.style.transitionDuration = duration + "s";
setTimeout(
() => {
if (clonePiece) {
- if (this.options["rifle"]) startArray[i1][j1].style.opacity = "1";
+ if (this.options["rifle"])
+ startArray[i1][j1].style.opacity = "1";
startPiece.remove();
}
+ else {
+ startPiece.style.transform = initTransform;
+ startPiece.style.transitionDuration = "0s";
+ }
callback();
},
duration * 1000
playReceivedMove(moves, callback) {
const launchAnimation = () => {
- const r =
- document.getElementById(this.containerId).getBoundingClientRect();
+ const r = container.querySelector(".chessboard").getBoundingClientRect();
const animateRec = i => {
this.animate(moves[i], () => {
this.playVisual(moves[i], r);
this.play(moves[i]);
- if (i < moves.length - 1) setTimeout(() => animateRec(i+1), 300);
- else callback();
+ if (i < moves.length - 1)
+ setTimeout(() => animateRec(i+1), 300);
+ else
+ callback();
});
};
animateRec(0);
};
// Delay if user wasn't focused:
const checkDisplayThenAnimate = (delay) => {
- if (boardContainer.style.display == "none") {
+ if (container.style.display == "none") {
alert("New move! Let's go back to game...");
document.getElementById("gameInfos").style.display = "none";
- boardContainer.style.display = "block";
+ container.style.display = "block";
setTimeout(launchAnimation, 700);
}
- else setTimeout(launchAnimation, delay || 0);
+ else
+ setTimeout(launchAnimation, delay || 0);
};
- let boardContainer = document.getElementById("boardContainer");
+ let container = document.getElementById(this.containerId);
if (document.hidden) {
document.onvisibilitychange = () => {
document.onvisibilitychange = undefined;
checkDisplayThenAnimate(700);
};
}
- else checkDisplayThenAnimate();
+ else
+ checkDisplayThenAnimate();
}
};