1 import { Random
} from "/utils/alea.js";
2 import { ArrayFun
} from "/utils/array.js";
3 import PiPo
from "/utils/PiPo.js";
4 import Move
from "/utils/Move.js";
6 // NOTE: x coords: top to bottom (white perspective); y: left to right
7 // NOTE: ChessRules is aliased as window.C, and variants as window.V
8 export default class ChessRules
{
10 static get Aliases() {
11 return {'C': ChessRules
};
14 /////////////////////////
15 // VARIANT SPECIFICATIONS
17 // Some variants have specific options, like the number of pawns in Monster,
18 // or the board size for Pandemonium.
19 // Users can generally select a randomness level from 0 to 2.
20 static get Options() {
24 variable: "randomness",
27 {label: "Deterministic", value: 0},
28 {label: "Symmetric random", value: 1},
29 {label: "Asymmetric random", value: 2}
34 label: "Capture king",
40 label: "Falling pawn",
46 // Game modifiers (using "elementary variants"). Default: false
49 "balance", //takes precedence over doublemove & progressive
53 "cylinder", //ok with all
57 "progressive", //(natural) priority over doublemove
66 get pawnPromotions() {
67 return ['q', 'r', 'n', 'b'];
70 // Some variants don't have flags:
79 // En-passant captures allowed?
86 !!this.options
["crazyhouse"] ||
87 (!!this.options
["recycle"] && !this.options
["teleport"])
90 // Some variants do not store reserve state (Align4, Chakart...)
92 return this.hasReserve
;
96 return !!this.options
["dark"];
99 // Some variants use click infos:
101 if (typeof coords
.x
!= "number")
102 return null; //click on reserves
104 this.options
["teleport"] && this.subTurnTeleport
== 2 &&
105 this.board
[coords
.x
][coords
.y
] == ""
108 start: {x: this.captured
.x
, y: this.captured
.y
},
113 c: this.captured
.c
, //this.turn,
119 res
.drag
= {c: this.captured
.c
, p: this.captured
.p
};
128 // 3a --> {x:3, y:10}
129 static SquareToCoords(sq
) {
130 return ArrayFun
.toObject(["x", "y"],
131 [0, 1].map(i
=> parseInt(sq
[i
], 36)));
134 // {x:11, y:12} --> bc
135 static CoordsToSquare(cd
) {
136 return Object
.values(cd
).map(c
=> c
.toString(36)).join("");
140 if (typeof cd
.x
== "number") {
142 `${this.containerId}|sq-${cd.x.toString(36)}-${cd.y.toString(36)}`
146 return `${this.containerId}|rsq-${cd.x}-${cd.y}`;
149 idToCoords(targetId
) {
151 return null; //outside page, maybe...
152 const idParts
= targetId
.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
154 idParts
.length
< 2 ||
155 idParts
[0] != this.containerId
||
156 !idParts
[1].match(/sq-[0-9a-zA-Z]-[0-9a-zA-Z]/)
160 const squares
= idParts
[1].split('-');
161 if (squares
[0] == "sq")
162 return {x: parseInt(squares
[1], 36), y: parseInt(squares
[2], 36)};
163 // squares[0] == "rsq" : reserve, 'c' + 'p' (letters color & piece)
164 return {x: squares
[1], y: squares
[2]};
170 // Turn "wb" into "B" (for FEN)
172 return (b
[0] == "w" ? b
[1].toUpperCase() : b
[1]);
175 // Turn "p" into "bp" (for board)
177 return (f
.charCodeAt(0) <= 90 ? "w" + f
.toLowerCase() : "b" + f
);
180 // Setup the initial random-or-not (asymmetric-or-not) position
181 genRandInitFen(seed
) {
182 let fen
, flags
= "0707";
183 if (!this.options
.randomness
)
185 fen
= "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0";
189 Random
.setSeed(seed
);
190 let pieces
= {w: new Array(8), b: new Array(8)};
192 // Shuffle pieces on first (and last rank if randomness == 2)
193 for (let c
of ["w", "b"]) {
194 if (c
== 'b' && this.options
.randomness
== 1) {
195 pieces
['b'] = pieces
['w'];
200 let positions
= ArrayFun
.range(8);
202 // Get random squares for bishops
203 let randIndex
= 2 * Random
.randInt(4);
204 const bishop1Pos
= positions
[randIndex
];
205 // The second bishop must be on a square of different color
206 let randIndex_tmp
= 2 * Random
.randInt(4) + 1;
207 const bishop2Pos
= positions
[randIndex_tmp
];
208 // Remove chosen squares
209 positions
.splice(Math
.max(randIndex
, randIndex_tmp
), 1);
210 positions
.splice(Math
.min(randIndex
, randIndex_tmp
), 1);
212 // Get random squares for knights
213 randIndex
= Random
.randInt(6);
214 const knight1Pos
= positions
[randIndex
];
215 positions
.splice(randIndex
, 1);
216 randIndex
= Random
.randInt(5);
217 const knight2Pos
= positions
[randIndex
];
218 positions
.splice(randIndex
, 1);
220 // Get random square for queen
221 randIndex
= Random
.randInt(4);
222 const queenPos
= positions
[randIndex
];
223 positions
.splice(randIndex
, 1);
225 // Rooks and king positions are now fixed,
226 // because of the ordering rook-king-rook
227 const rook1Pos
= positions
[0];
228 const kingPos
= positions
[1];
229 const rook2Pos
= positions
[2];
231 // Finally put the shuffled pieces in the board array
232 pieces
[c
][rook1Pos
] = "r";
233 pieces
[c
][knight1Pos
] = "n";
234 pieces
[c
][bishop1Pos
] = "b";
235 pieces
[c
][queenPos
] = "q";
236 pieces
[c
][kingPos
] = "k";
237 pieces
[c
][bishop2Pos
] = "b";
238 pieces
[c
][knight2Pos
] = "n";
239 pieces
[c
][rook2Pos
] = "r";
240 flags
+= rook1Pos
.toString() + rook2Pos
.toString();
243 pieces
["b"].join("") +
244 "/pppppppp/8/8/8/8/PPPPPPPP/" +
245 pieces
["w"].join("").toUpperCase() +
249 // Add turn + flags + enpassant (+ reserve)
252 parts
.push(`"flags":"${flags}"`);
253 if (this.hasEnpassant
)
254 parts
.push('"enpassant":"-"');
256 parts
.push('"reserve":"000000000000"');
257 if (this.options
["crazyhouse"])
258 parts
.push('"ispawn":"-"');
259 if (parts
.length
>= 1)
260 fen
+= " {" + parts
.join(",") + "}";
264 // "Parse" FEN: just return untransformed string data
266 const fenParts
= fen
.split(" ");
268 position: fenParts
[0],
270 movesCount: fenParts
[2]
272 if (fenParts
.length
> 3)
273 res
= Object
.assign(res
, JSON
.parse(fenParts
[3]));
277 // Return current fen (game state)
280 this.getPosition() + " " +
281 this.getTurnFen() + " " +
286 parts
.push(`"flags":"${this.getFlagsFen()}"`);
287 if (this.hasEnpassant
)
288 parts
.push(`"enpassant":"${this.getEnpassantFen()}"`);
289 if (this.hasReserveFen
)
290 parts
.push(`"reserve":"${this.getReserveFen()}"`);
291 if (this.options
["crazyhouse"])
292 parts
.push(`"ispawn":"${this.getIspawnFen()}"`);
293 if (parts
.length
>= 1)
294 fen
+= " {" + parts
.join(",") + "}";
298 static FenEmptySquares(count
) {
299 // if more than 9 consecutive free spaces, break the integer,
300 // otherwise FEN parsing will fail.
303 // Most boards of size < 18:
305 return "9" + (count
- 9);
307 return "99" + (count
- 18);
310 // Position part of the FEN string
313 for (let i
= 0; i
< this.size
.y
; i
++) {
315 for (let j
= 0; j
< this.size
.x
; j
++) {
316 if (this.board
[i
][j
] == "")
319 if (emptyCount
> 0) {
320 // Add empty squares in-between
321 position
+= C
.FenEmptySquares(emptyCount
);
324 position
+= this.board2fen(this.board
[i
][j
]);
329 position
+= C
.FenEmptySquares(emptyCount
);
330 if (i
< this.size
.y
- 1)
331 position
+= "/"; //separate rows
340 // Flags part of the FEN string
342 return ["w", "b"].map(c
=> {
343 return this.castleFlags
[c
].map(x
=> x
.toString(36)).join("");
347 // Enpassant part of the FEN string
350 return "-"; //no en-passant
351 return C
.CoordsToSquare(this.epSquare
);
356 ["w","b"].map(c
=> Object
.values(this.reserve
[c
]).join("")).join("")
361 const squares
= Object
.keys(this.ispawn
);
362 if (squares
.length
== 0)
364 return squares
.join(",");
367 // Set flags from fen (castle: white a,h then black a,h)
370 w: [0, 1].map(i
=> parseInt(fenflags
.charAt(i
), 36)),
371 b: [2, 3].map(i
=> parseInt(fenflags
.charAt(i
), 36))
379 this.options
= o
.options
;
380 // Fill missing options (always the case if random challenge)
381 (V
.Options
.select
|| []).concat(V
.Options
.input
|| []).forEach(opt
=> {
382 if (this.options
[opt
.variable
] === undefined)
383 this.options
[opt
.variable
] = opt
.defaut
;
386 // This object will be used only for initial FEN generation
388 this.playerColor
= o
.color
;
389 this.afterPlay
= o
.afterPlay
; //trigger some actions after playing a move
391 // Fen string fully describes the game state
393 o
.fen
= this.genRandInitFen(o
.seed
);
394 const fenParsed
= this.parseFen(o
.fen
);
395 this.board
= this.getBoard(fenParsed
.position
);
396 this.turn
= fenParsed
.turn
;
397 this.movesCount
= parseInt(fenParsed
.movesCount
, 10);
398 this.setOtherVariables(fenParsed
);
400 // Graphical (can use variables defined above)
401 this.containerId
= o
.element
;
402 this.graphicalInit();
405 // Turn position fen into double array ["wb","wp","bk",...]
407 const rows
= position
.split("/");
408 let board
= ArrayFun
.init(this.size
.x
, this.size
.y
, "");
409 for (let i
= 0; i
< rows
.length
; i
++) {
411 for (let indexInRow
= 0; indexInRow
< rows
[i
].length
; indexInRow
++) {
412 const character
= rows
[i
][indexInRow
];
413 const num
= parseInt(character
, 10);
414 // If num is a number, just shift j:
417 // Else: something at position i,j
419 board
[i
][j
++] = this.fen2board(character
);
425 // Some additional variables from FEN (variant dependant)
426 setOtherVariables(fenParsed
) {
427 // Set flags and enpassant:
429 this.setFlags(fenParsed
.flags
);
430 if (this.hasEnpassant
)
431 this.epSquare
= this.getEpSquare(fenParsed
.enpassant
);
433 this.initReserves(fenParsed
.reserve
);
434 if (this.options
["crazyhouse"])
435 this.initIspawn(fenParsed
.ispawn
);
436 this.subTurn
= 1; //may be unused
437 if (this.options
["teleport"]) {
438 this.subTurnTeleport
= 1;
439 this.captured
= null;
441 if (this.options
["dark"]) {
442 // Setup enlightened: squares reachable by player side
443 this.enlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
, false);
444 this.updateEnlightened();
448 updateEnlightened() {
449 this.oldEnlightened
= this.enlightened
;
450 this.enlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
, false);
451 // Add pieces positions + all squares reachable by moves (includes Zen):
452 for (let x
=0; x
<this.size
.x
; x
++) {
453 for (let y
=0; y
<this.size
.y
; y
++) {
454 if (this.board
[x
][y
] != "" && this.getColor(x
, y
) == this.playerColor
)
456 this.enlightened
[x
][y
] = true;
457 this.getPotentialMovesFrom([x
, y
]).forEach(m
=> {
458 this.enlightened
[m
.end
.x
][m
.end
.y
] = true;
464 this.enlightEnpassant();
467 // Include square of the en-passant capturing square:
469 // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
470 const steps
= this.pieces(this.playerColor
)["p"].attack
[0].steps
;
471 for (let step
of steps
) {
472 const x
= this.epSquare
.x
- step
[0],
473 y
= this.getY(this.epSquare
.y
- step
[1]);
475 this.onBoard(x
, y
) &&
476 this.getColor(x
, y
) == this.playerColor
&&
477 this.getPieceType(x
, y
) == "p"
479 this.enlightened
[x
][this.epSquare
.y
] = true;
485 // ordering as in pieces() p,r,n,b,q,k (+ count in base 30 if needed)
486 initReserves(reserveStr
) {
487 const counts
= reserveStr
.split("").map(c
=> parseInt(c
, 30));
488 this.reserve
= { w: {}, b: {} };
489 const pieceName
= ['p', 'r', 'n', 'b', 'q', 'k'];
490 const L
= pieceName
.length
;
491 for (let i
of ArrayFun
.range(2 * L
)) {
493 this.reserve
['w'][pieceName
[i
]] = counts
[i
];
495 this.reserve
['b'][pieceName
[i
-L
]] = counts
[i
];
499 initIspawn(ispawnStr
) {
500 if (ispawnStr
!= "-")
501 this.ispawn
= ArrayFun
.toObject(ispawnStr
.split(","), true);
506 getNbReservePieces(color
) {
508 Object
.values(this.reserve
[color
]).reduce(
509 (oldV
,newV
) => oldV
+ (newV
> 0 ? 1 : 0), 0)
513 getRankInReserve(c
, p
) {
514 const pieces
= Object
.keys(this.pieces());
515 const lastIndex
= pieces
.findIndex(pp
=> pp
== p
)
516 let toTest
= pieces
.slice(0, lastIndex
);
517 return toTest
.reduce(
518 (oldV
,newV
) => oldV
+ (this.reserve
[c
][newV
] > 0 ? 1 : 0), 0);
524 getPieceWidth(rwidth
) {
525 return (rwidth
/ this.size
.y
);
528 getReserveSquareSize(rwidth
, nbR
) {
529 const sqSize
= this.getPieceWidth(rwidth
);
530 return Math
.min(sqSize
, rwidth
/ nbR
);
533 getReserveNumId(color
, piece
) {
534 return `${this.containerId}|rnum-${color}${piece}`;
537 static AddClass_es(piece
, class_es
) {
538 if (!Array
.isArray(class_es
))
539 class_es
= [class_es
];
540 class_es
.forEach(cl
=> {
541 piece
.classList
.add(cl
);
545 static RemoveClass_es(piece
, class_es
) {
546 if (!Array
.isArray(class_es
))
547 class_es
= [class_es
];
548 class_es
.forEach(cl
=> {
549 piece
.classList
.remove(cl
);
554 // NOTE: not window.onresize = this.re_drawBoardElts because scope (this)
555 window
.onresize
= () => this.re_drawBoardElements();
556 this.re_drawBoardElements();
557 this.initMouseEvents();
559 document
.getElementById(this.containerId
).querySelector(".chessboard");
562 re_drawBoardElements() {
563 const board
= this.getSvgChessboard();
564 const oppCol
= C
.GetOppCol(this.playerColor
);
566 document
.getElementById(this.containerId
).querySelector(".chessboard");
567 chessboard
.innerHTML
= "";
568 chessboard
.insertAdjacentHTML('beforeend', board
);
569 // Compare window ratio width / height to aspectRatio:
570 const windowRatio
= window
.innerWidth
/ window
.innerHeight
;
571 let cbWidth
, cbHeight
;
572 const vRatio
= this.size
.ratio
|| 1;
573 if (windowRatio
<= vRatio
) {
574 // Limiting dimension is width:
575 cbWidth
= Math
.min(window
.innerWidth
, 767);
576 cbHeight
= cbWidth
/ vRatio
;
579 // Limiting dimension is height:
580 cbHeight
= Math
.min(window
.innerHeight
, 767);
581 cbWidth
= cbHeight
* vRatio
;
583 if (this.hasReserve
) {
584 const sqSize
= cbWidth
/ this.size
.y
;
585 // NOTE: allocate space for reserves (up/down) even if they are empty
586 // Cannot use getReserveSquareSize() here, but sqSize is an upper bound.
587 if ((window
.innerHeight
- cbHeight
) / 2 < sqSize
+ 5) {
588 cbHeight
= window
.innerHeight
- 2 * (sqSize
+ 5);
589 cbWidth
= cbHeight
* vRatio
;
592 chessboard
.style
.width
= cbWidth
+ "px";
593 chessboard
.style
.height
= cbHeight
+ "px";
594 // Center chessboard:
595 const spaceLeft
= (window
.innerWidth
- cbWidth
) / 2,
596 spaceTop
= (window
.innerHeight
- cbHeight
) / 2;
597 chessboard
.style
.left
= spaceLeft
+ "px";
598 chessboard
.style
.top
= spaceTop
+ "px";
599 // Give sizes instead of recomputing them,
600 // because chessboard might not be drawn yet.
609 // Get SVG board (background, no pieces)
611 const flipped
= (this.playerColor
== 'b');
614 viewBox="0 0 ${10*this.size.y} ${10*this.size.x}"
615 class="chessboard_SVG">`;
616 for (let i
=0; i
< this.size
.x
; i
++) {
617 for (let j
=0; j
< this.size
.y
; j
++) {
618 const ii
= (flipped
? this.size
.x
- 1 - i : i
);
619 const jj
= (flipped
? this.size
.y
- 1 - j : j
);
620 let classes
= this.getSquareColorClass(ii
, jj
);
621 if (this.enlightened
&& !this.enlightened
[ii
][jj
])
622 classes
+= " in-shadow";
623 // NOTE: x / y reversed because coordinates system is reversed.
627 id="${this.coordsToId({x: ii, y: jj})}"
639 // Generally light square bottom-right
640 getSquareColorClass(x
, y
) {
641 return ((x
+y
) % 2 == 0 ? "light-square": "dark-square");
646 // Refreshing: delete old pieces first
647 for (let i
=0; i
<this.size
.x
; i
++) {
648 for (let j
=0; j
<this.size
.y
; j
++) {
649 if (this.g_pieces
[i
][j
]) {
650 this.g_pieces
[i
][j
].remove();
651 this.g_pieces
[i
][j
] = null;
657 this.g_pieces
= ArrayFun
.init(this.size
.x
, this.size
.y
, null);
659 document
.getElementById(this.containerId
).querySelector(".chessboard");
661 r
= chessboard
.getBoundingClientRect();
662 const pieceWidth
= this.getPieceWidth(r
.width
);
663 for (let i
=0; i
< this.size
.x
; i
++) {
664 for (let j
=0; j
< this.size
.y
; j
++) {
665 if (this.board
[i
][j
] != "") {
666 const color
= this.getColor(i
, j
);
667 const piece
= this.getPiece(i
, j
);
668 this.g_pieces
[i
][j
] = document
.createElement("piece");
669 C
.AddClass_es(this.g_pieces
[i
][j
],
670 this.pieces(color
, i
, j
)[piece
]["class"]);
671 this.g_pieces
[i
][j
].classList
.add(C
.GetColorClass(color
));
672 this.g_pieces
[i
][j
].style
.width
= pieceWidth
+ "px";
673 this.g_pieces
[i
][j
].style
.height
= pieceWidth
+ "px";
674 let [ip
, jp
] = this.getPixelPosition(i
, j
, r
);
675 // Translate coordinates to use chessboard as reference:
676 this.g_pieces
[i
][j
].style
.transform
=
677 `translate(${ip - r.x}px,${jp - r.y}px)`;
678 if (this.enlightened
&& !this.enlightened
[i
][j
])
679 this.g_pieces
[i
][j
].classList
.add("hidden");
680 chessboard
.appendChild(this.g_pieces
[i
][j
]);
685 this.re_drawReserve(['w', 'b'], r
);
688 // NOTE: assume this.reserve != null
689 re_drawReserve(colors
, r
) {
691 // Remove (old) reserve pieces
692 for (let c
of colors
) {
693 Object
.keys(this.r_pieces
[c
]).forEach(p
=> {
694 this.r_pieces
[c
][p
].remove();
695 delete this.r_pieces
[c
][p
];
696 const numId
= this.getReserveNumId(c
, p
);
697 document
.getElementById(numId
).remove();
702 this.r_pieces
= { w: {}, b: {} };
703 let container
= document
.getElementById(this.containerId
);
705 r
= container
.querySelector(".chessboard").getBoundingClientRect();
706 for (let c
of colors
) {
707 let reservesDiv
= document
.getElementById("reserves_" + c
);
709 reservesDiv
.remove();
710 if (!this.reserve
[c
])
712 const nbR
= this.getNbReservePieces(c
);
715 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
717 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
718 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
719 let rcontainer
= document
.createElement("div");
720 rcontainer
.id
= "reserves_" + c
;
721 rcontainer
.classList
.add("reserves");
722 rcontainer
.style
.left
= i0
+ "px";
723 rcontainer
.style
.top
= j0
+ "px";
724 // NOTE: +1 fix display bug on Firefox at least
725 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
726 rcontainer
.style
.height
= sqResSize
+ "px";
727 container
.appendChild(rcontainer
);
728 for (let p
of Object
.keys(this.reserve
[c
])) {
729 if (this.reserve
[c
][p
] == 0)
731 let r_cell
= document
.createElement("div");
732 r_cell
.id
= this.coordsToId({x: c
, y: p
});
733 r_cell
.classList
.add("reserve-cell");
734 r_cell
.style
.width
= sqResSize
+ "px";
735 r_cell
.style
.height
= sqResSize
+ "px";
736 rcontainer
.appendChild(r_cell
);
737 let piece
= document
.createElement("piece");
738 C
.AddClass_es(piece
, this.pieces(c
, c
, p
)[p
]["class"]);
739 piece
.classList
.add(C
.GetColorClass(c
));
740 piece
.style
.width
= "100%";
741 piece
.style
.height
= "100%";
742 this.r_pieces
[c
][p
] = piece
;
743 r_cell
.appendChild(piece
);
744 let number
= document
.createElement("div");
745 number
.textContent
= this.reserve
[c
][p
];
746 number
.classList
.add("reserve-num");
747 number
.id
= this.getReserveNumId(c
, p
);
748 const fontSize
= "1.3em";
749 number
.style
.fontSize
= fontSize
;
750 number
.style
.fontSize
= fontSize
;
751 r_cell
.appendChild(number
);
757 updateReserve(color
, piece
, count
) {
758 if (this.options
["cannibal"] && C
.CannibalKings
[piece
])
759 piece
= "k"; //capturing cannibal king: back to king form
760 const oldCount
= this.reserve
[color
][piece
];
761 this.reserve
[color
][piece
] = count
;
762 // Redrawing is much easier if count==0
763 if ([oldCount
, count
].includes(0))
764 this.re_drawReserve([color
]);
766 const numId
= this.getReserveNumId(color
, piece
);
767 document
.getElementById(numId
).textContent
= count
;
771 // Apply diff this.enlightened --> oldEnlightened on board
772 graphUpdateEnlightened() {
774 document
.getElementById(this.containerId
).querySelector(".chessboard");
775 const r
= chessboard
.getBoundingClientRect();
776 const pieceWidth
= this.getPieceWidth(r
.width
);
777 for (let x
=0; x
<this.size
.x
; x
++) {
778 for (let y
=0; y
<this.size
.y
; y
++) {
779 if (!this.enlightened
[x
][y
] && this.oldEnlightened
[x
][y
]) {
780 let elt
= document
.getElementById(this.coordsToId({x: x
, y: y
}));
781 elt
.classList
.add("in-shadow");
782 if (this.g_pieces
[x
][y
])
783 this.g_pieces
[x
][y
].classList
.add("hidden");
785 else if (this.enlightened
[x
][y
] && !this.oldEnlightened
[x
][y
]) {
786 let elt
= document
.getElementById(this.coordsToId({x: x
, y: y
}));
787 elt
.classList
.remove("in-shadow");
788 if (this.g_pieces
[x
][y
])
789 this.g_pieces
[x
][y
].classList
.remove("hidden");
795 // Resize board: no need to destroy/recreate pieces
798 document
.getElementById(this.containerId
).querySelector(".chessboard");
799 const r
= chessboard
.getBoundingClientRect();
800 const multFact
= (mode
== "up" ? 1.05 : 0.95);
801 let [newWidth
, newHeight
] = [multFact
* r
.width
, multFact
* r
.height
];
803 const vRatio
= this.size
.ratio
|| 1;
804 if (newWidth
> window
.innerWidth
) {
805 newWidth
= window
.innerWidth
;
806 newHeight
= newWidth
/ vRatio
;
808 if (newHeight
> window
.innerHeight
) {
809 newHeight
= window
.innerHeight
;
810 newWidth
= newHeight
* vRatio
;
812 chessboard
.style
.width
= newWidth
+ "px";
813 chessboard
.style
.height
= newHeight
+ "px";
814 const newX
= (window
.innerWidth
- newWidth
) / 2;
815 chessboard
.style
.left
= newX
+ "px";
816 const newY
= (window
.innerHeight
- newHeight
) / 2;
817 chessboard
.style
.top
= newY
+ "px";
818 const newR
= {x: newX
, y: newY
, width: newWidth
, height: newHeight
};
819 const pieceWidth
= this.getPieceWidth(newWidth
);
820 // NOTE: next "if" for variants which use squares filling
821 // instead of "physical", moving pieces
823 for (let i
=0; i
< this.size
.x
; i
++) {
824 for (let j
=0; j
< this.size
.y
; j
++) {
825 if (this.g_pieces
[i
][j
]) {
826 // NOTE: could also use CSS transform "scale"
827 this.g_pieces
[i
][j
].style
.width
= pieceWidth
+ "px";
828 this.g_pieces
[i
][j
].style
.height
= pieceWidth
+ "px";
829 const [ip
, jp
] = this.getPixelPosition(i
, j
, newR
);
830 // Translate coordinates to use chessboard as reference:
831 this.g_pieces
[i
][j
].style
.transform
=
832 `translate(${ip - newX}px,${jp - newY}px)`;
838 this.rescaleReserve(newR
);
842 for (let c
of ['w','b']) {
843 if (!this.reserve
[c
])
845 const nbR
= this.getNbReservePieces(c
);
848 // Resize container first
849 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
850 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
851 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
852 let rcontainer
= document
.getElementById("reserves_" + c
);
853 rcontainer
.style
.left
= i0
+ "px";
854 rcontainer
.style
.top
= j0
+ "px";
855 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
856 rcontainer
.style
.height
= sqResSize
+ "px";
857 // And then reserve cells:
858 const rpieceWidth
= this.getReserveSquareSize(r
.width
, nbR
);
859 Object
.keys(this.reserve
[c
]).forEach(p
=> {
860 if (this.reserve
[c
][p
] == 0)
862 let r_cell
= document
.getElementById(this.coordsToId({x: c
, y: p
}));
863 r_cell
.style
.width
= sqResSize
+ "px";
864 r_cell
.style
.height
= sqResSize
+ "px";
869 // Return the absolute pixel coordinates given current position.
870 // Our coordinate system differs from CSS one (x <--> y).
871 // We return here the CSS coordinates (more useful).
872 getPixelPosition(i
, j
, r
) {
874 return [0, 0]; //piece vanishes
876 if (typeof i
== "string") {
877 // Reserves: need to know the rank of piece
878 const nbR
= this.getNbReservePieces(i
);
879 const rsqSize
= this.getReserveSquareSize(r
.width
, nbR
);
880 x
= this.getRankInReserve(i
, j
) * rsqSize
;
881 y
= (this.playerColor
== i
? y
= r
.height
+ 5 : - 5 - rsqSize
);
884 const sqSize
= r
.width
/ this.size
.y
;
885 const flipped
= (this.playerColor
== 'b');
886 x
= (flipped
? this.size
.y
- 1 - j : j
) * sqSize
;
887 y
= (flipped
? this.size
.x
- 1 - i : i
) * sqSize
;
889 return [r
.x
+ x
, r
.y
+ y
];
893 let container
= document
.getElementById(this.containerId
);
894 let chessboard
= container
.querySelector(".chessboard");
896 const getOffset
= e
=> {
899 return {x: e
.clientX
, y: e
.clientY
};
900 let touchLocation
= null;
901 if (e
.targetTouches
&& e
.targetTouches
.length
>= 1)
902 // Touch screen, dragstart
903 touchLocation
= e
.targetTouches
[0];
904 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
905 // Touch screen, dragend
906 touchLocation
= e
.changedTouches
[0];
908 return {x: touchLocation
.clientX
, y: touchLocation
.clientY
};
909 return {x: 0, y: 0}; //shouldn't reach here =)
912 const centerOnCursor
= (piece
, e
) => {
913 const centerShift
= this.getPieceWidth(r
.width
) / 2;
914 const offset
= getOffset(e
);
915 piece
.style
.left
= (offset
.x
- centerShift
) + "px";
916 piece
.style
.top
= (offset
.y
- centerShift
) + "px";
921 startPiece
, curPiece
= null,
923 const mousedown
= (e
) => {
924 // Disable zoom on smartphones:
925 if (e
.touches
&& e
.touches
.length
> 1)
927 r
= chessboard
.getBoundingClientRect();
928 pieceWidth
= this.getPieceWidth(r
.width
);
929 const cd
= this.idToCoords(e
.target
.id
);
931 const move = this.doClick(cd
);
933 this.playPlusVisual(move);
935 const [x
, y
] = Object
.values(cd
);
936 if (typeof x
!= "number")
937 startPiece
= this.r_pieces
[x
][y
];
939 startPiece
= this.g_pieces
[x
][y
];
940 if (startPiece
&& this.canIplay(x
, y
)) {
943 curPiece
= startPiece
.cloneNode();
944 curPiece
.style
.transform
= "none";
945 curPiece
.style
.zIndex
= 5;
946 curPiece
.style
.width
= pieceWidth
+ "px";
947 curPiece
.style
.height
= pieceWidth
+ "px";
948 centerOnCursor(curPiece
, e
);
949 container
.appendChild(curPiece
);
950 startPiece
.style
.opacity
= "0.4";
951 chessboard
.style
.cursor
= "none";
957 const mousemove
= (e
) => {
960 centerOnCursor(curPiece
, e
);
962 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
963 // Attempt to prevent horizontal swipe...
967 const mouseup
= (e
) => {
970 const [x
, y
] = [start
.x
, start
.y
];
973 chessboard
.style
.cursor
= "pointer";
974 startPiece
.style
.opacity
= "1";
975 const offset
= getOffset(e
);
976 const landingElt
= document
.elementFromPoint(offset
.x
, offset
.y
);
978 (landingElt
? this.idToCoords(landingElt
.id
) : undefined);
980 // NOTE: clearly suboptimal, but much easier, and not a big deal.
981 const potentialMoves
= this.getPotentialMovesFrom([x
, y
])
982 .filter(m
=> m
.end
.x
== cd
.x
&& m
.end
.y
== cd
.y
);
983 const moves
= this.filterValid(potentialMoves
);
984 if (moves
.length
>= 2)
985 this.showChoices(moves
, r
);
986 else if (moves
.length
== 1)
987 this.playPlusVisual(moves
[0], r
);
992 if ('onmousedown' in window
) {
993 document
.addEventListener("mousedown", mousedown
);
994 document
.addEventListener("mousemove", mousemove
);
995 document
.addEventListener("mouseup", mouseup
);
996 document
.addEventListener("wheel",
997 (e
) => this.rescale(e
.deltaY
< 0 ? "up" : "down"));
999 if ('ontouchstart' in window
) {
1000 // https://stackoverflow.com/a/42509310/12660887
1001 document
.addEventListener("touchstart", mousedown
, {passive: false});
1002 document
.addEventListener("touchmove", mousemove
, {passive: false});
1003 document
.addEventListener("touchend", mouseup
, {passive: false});
1005 // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
1008 showChoices(moves
, r
) {
1009 let container
= document
.getElementById(this.containerId
);
1010 let chessboard
= container
.querySelector(".chessboard");
1011 let choices
= document
.createElement("div");
1012 choices
.id
= "choices";
1014 r
= chessboard
.getBoundingClientRect();
1015 choices
.style
.width
= r
.width
+ "px";
1016 choices
.style
.height
= r
.height
+ "px";
1017 choices
.style
.left
= r
.x
+ "px";
1018 choices
.style
.top
= r
.y
+ "px";
1019 chessboard
.style
.opacity
= "0.5";
1020 container
.appendChild(choices
);
1021 const squareWidth
= r
.width
/ this.size
.y
;
1022 const firstUpLeft
= (r
.width
- (moves
.length
* squareWidth
)) / 2;
1023 const firstUpTop
= (r
.height
- squareWidth
) / 2;
1024 const color
= moves
[0].appear
[0].c
;
1025 const callback
= (m
) => {
1026 chessboard
.style
.opacity
= "1";
1027 container
.removeChild(choices
);
1028 this.playPlusVisual(m
, r
);
1030 for (let i
=0; i
< moves
.length
; i
++) {
1031 let choice
= document
.createElement("div");
1032 choice
.classList
.add("choice");
1033 choice
.style
.width
= squareWidth
+ "px";
1034 choice
.style
.height
= squareWidth
+ "px";
1035 choice
.style
.left
= (firstUpLeft
+ i
* squareWidth
) + "px";
1036 choice
.style
.top
= firstUpTop
+ "px";
1037 choice
.style
.backgroundColor
= "lightyellow";
1038 choice
.onclick
= () => callback(moves
[i
]);
1039 const piece
= document
.createElement("piece");
1040 const cdisp
= moves
[i
].choice
|| moves
[i
].appear
[0].p
;
1041 C
.AddClass_es(piece
,
1042 this.pieces(color
, moves
[i
].end
.x
, moves
[i
].end
.y
)[cdisp
]["class"]);
1043 piece
.classList
.add(C
.GetColorClass(color
));
1044 piece
.style
.width
= "100%";
1045 piece
.style
.height
= "100%";
1046 choice
.appendChild(piece
);
1047 choices
.appendChild(choice
);
1058 ratio: 1 //for rectangular board = y / x (optional, 1 = default)
1062 // Color of thing on square (i,j). 'undefined' if square is empty
1064 if (typeof i
== "string")
1065 return i
; //reserves
1066 return this.board
[i
][j
].charAt(0);
1069 static GetColorClass(c
) {
1074 return "other-color"; //unidentified color
1077 // Assume square i,j isn't empty
1079 if (typeof j
== "string")
1080 return j
; //reserves
1081 return this.board
[i
][j
].charAt(1);
1084 // Piece type on square (i,j)
1085 getPieceType(i
, j
) {
1086 const p
= this.getPiece(i
, j
);
1087 return C
.CannibalKings
[p
] || p
; //a cannibal king move as...
1090 // Get opponent color
1091 static GetOppCol(color
) {
1092 return (color
== "w" ? "b" : "w");
1095 // Can thing on square1 capture (no return) thing on square2?
1096 canTake([x1
, y1
], [x2
, y2
]) {
1097 return (this.getColor(x1
, y1
) !== this.getColor(x2
, y2
));
1100 // Is (x,y) on the chessboard?
1102 return (x
>= 0 && x
< this.size
.x
&&
1103 y
>= 0 && y
< this.size
.y
);
1106 // Am I allowed to move thing at square x,y ?
1108 return (this.playerColor
== this.turn
&& this.getColor(x
, y
) == this.turn
);
1111 ////////////////////////
1112 // PIECES SPECIFICATIONS
1114 pieces(color
, x
, y
) {
1115 const pawnShift
= (color
== "w" ? -1 : 1);
1116 // NOTE: jump 2 squares from first rank (pawns can be here sometimes)
1117 const initRank
= ((color
== 'w' && x
>= 6) || (color
== 'b' && x
<= 1));
1123 steps: [[pawnShift
, 0]],
1124 range: (initRank
? 2 : 1)
1129 steps: [[pawnShift
, 1], [pawnShift
, -1]],
1138 {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
1147 [1, 2], [1, -2], [-1, 2], [-1, -2],
1148 [2, 1], [-2, 1], [2, -1], [-2, -1]
1158 {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
1167 [0, 1], [0, -1], [1, 0], [-1, 0],
1168 [1, 1], [1, -1], [-1, 1], [-1, -1]
1179 [0, 1], [0, -1], [1, 0], [-1, 0],
1180 [1, 1], [1, -1], [-1, 1], [-1, -1]
1187 '!': {"class": "king-pawn", moveas: "p"},
1188 '#': {"class": "king-rook", moveas: "r"},
1189 '$': {"class": "king-knight", moveas: "n"},
1190 '%': {"class": "king-bishop", moveas: "b"},
1191 '*': {"class": "king-queen", moveas: "q"}
1195 ////////////////////
1198 // For Cylinder: get Y coordinate
1200 if (!this.options
["cylinder"])
1202 let res
= y
% this.size
.y
;
1208 // Stop at the first capture found
1209 atLeastOneCapture(color
) {
1210 color
= color
|| this.turn
;
1211 const oppCol
= C
.GetOppCol(color
);
1212 for (let i
= 0; i
< this.size
.x
; i
++) {
1213 for (let j
= 0; j
< this.size
.y
; j
++) {
1214 if (this.board
[i
][j
] != "" && this.getColor(i
, j
) == color
) {
1215 const allSpecs
= this.pieces(color
, i
, j
)
1216 let specs
= allSpecs
[this.getPieceType(i
, j
)];
1217 const attacks
= specs
.attack
|| specs
.moves
;
1218 for (let a
of attacks
) {
1219 outerLoop: for (let step
of a
.steps
) {
1220 let [ii
, jj
] = [i
+ step
[0], this.getY(j
+ step
[1])];
1221 let stepCounter
= 1;
1222 while (this.onBoard(ii
, jj
) && this.board
[ii
][jj
] == "") {
1223 if (a
.range
<= stepCounter
++)
1226 jj
= this.getY(jj
+ step
[1]);
1229 this.onBoard(ii
, jj
) &&
1230 this.getColor(ii
, jj
) == oppCol
&&
1232 [this.getBasicMove([i
, j
], [ii
, jj
])]
1245 getDropMovesFrom([c
, p
]) {
1246 // NOTE: by design, this.reserve[c][p] >= 1 on user click
1247 // (but not necessarily otherwise: atLeastOneMove() etc)
1248 if (this.reserve
[c
][p
] == 0)
1251 for (let i
=0; i
<this.size
.x
; i
++) {
1252 for (let j
=0; j
<this.size
.y
; j
++) {
1254 this.board
[i
][j
] == "" &&
1255 (!this.enlightened
|| this.enlightened
[i
][j
]) &&
1258 (c
== 'w' && i
< this.size
.x
- 1) ||
1264 start: {x: c
, y: p
},
1266 appear: [new PiPo({x: i
, y: j
, c: c
, p: p
})],
1276 // All possible moves from selected square
1277 getPotentialMovesFrom(sq
, color
) {
1278 if (this.subTurnTeleport
== 2)
1280 if (typeof sq
[0] == "string")
1281 return this.getDropMovesFrom(sq
);
1282 if (this.isImmobilized(sq
))
1284 const piece
= this.getPieceType(sq
[0], sq
[1]);
1285 let moves
= this.getPotentialMovesOf(piece
, sq
);
1288 this.hasEnpassant
&&
1291 Array
.prototype.push
.apply(moves
, this.getEnpassantCaptures(sq
));
1296 this.castleFlags
[color
|| this.turn
].some(v
=> v
< this.size
.y
)
1298 Array
.prototype.push
.apply(moves
, this.getCastleMoves(sq
));
1300 return this.postProcessPotentialMoves(moves
);
1303 postProcessPotentialMoves(moves
) {
1304 if (moves
.length
== 0)
1306 const color
= this.getColor(moves
[0].start
.x
, moves
[0].start
.y
);
1307 const oppCol
= C
.GetOppCol(color
);
1309 if (this.options
["capture"] && this.atLeastOneCapture())
1310 moves
= this.capturePostProcess(moves
, oppCol
);
1312 if (this.options
["atomic"])
1313 this.atomicPostProcess(moves
, oppCol
);
1317 this.getPieceType(moves
[0].start
.x
, moves
[0].start
.y
) == "p"
1319 this.pawnPostProcess(moves
, color
, oppCol
);
1323 this.options
["cannibal"] &&
1324 this.options
["rifle"]
1326 // In this case a rifle-capture from last rank may promote a pawn
1327 this.riflePromotePostProcess(moves
, color
);
1333 capturePostProcess(moves
, oppCol
) {
1334 // Filter out non-capturing moves (not using m.vanish because of
1335 // self captures of Recycle and Teleport).
1336 return moves
.filter(m
=> {
1338 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1339 this.getColor(m
.end
.x
, m
.end
.y
) == oppCol
1344 atomicPostProcess(moves
, oppCol
) {
1345 moves
.forEach(m
=> {
1347 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1348 this.getColor(m
.end
.x
, m
.end
.y
) == oppCol
1361 for (let step
of steps
) {
1362 let x
= m
.end
.x
+ step
[0];
1363 let y
= this.getY(m
.end
.y
+ step
[1]);
1365 this.onBoard(x
, y
) &&
1366 this.board
[x
][y
] != "" &&
1367 this.getPieceType(x
, y
) != "p"
1371 p: this.getPiece(x
, y
),
1372 c: this.getColor(x
, y
),
1379 if (!this.options
["rifle"])
1380 m
.appear
.pop(); //nothing appears
1385 pawnPostProcess(moves
, color
, oppCol
) {
1387 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1388 const initPiece
= this.getPiece(moves
[0].start
.x
, moves
[0].start
.y
);
1389 moves
.forEach(m
=> {
1390 const [x1
, y1
] = [m
.start
.x
, m
.start
.y
];
1391 const [x2
, y2
] = [m
.end
.x
, m
.end
.y
];
1392 const promotionOk
= (
1394 (!this.options
["rifle"] || this.board
[x2
][y2
] == "")
1397 return; //nothing to do
1398 if (this.options
["pawnfall"]) {
1402 let finalPieces
= ["p"];
1404 this.options
["cannibal"] &&
1405 this.board
[x2
][y2
] != "" &&
1406 this.getColor(x2
, y2
) == oppCol
1408 finalPieces
= [this.getPieceType(x2
, y2
)];
1411 finalPieces
= this.pawnPromotions
;
1412 m
.appear
[0].p
= finalPieces
[0];
1413 if (initPiece
== "!") //cannibal king-pawn
1414 m
.appear
[0].p
= C
.CannibalKingCode
[finalPieces
[0]];
1415 for (let i
=1; i
<finalPieces
.length
; i
++) {
1416 const piece
= finalPieces
[i
];
1419 p: (initPiece
!= "!" ? piece : C
.CannibalKingCode
[piece
])
1421 let newMove
= this.getBasicMove([x1
, y1
], [x2
, y2
], tr
);
1422 moreMoves
.push(newMove
);
1425 Array
.prototype.push
.apply(moves
, moreMoves
);
1428 riflePromotePostProcess(moves
, color
) {
1429 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1431 moves
.forEach(m
=> {
1433 m
.start
.x
== lastRank
&&
1434 m
.appear
.length
>= 1 &&
1435 m
.appear
[0].p
== "p" &&
1436 m
.appear
[0].x
== m
.start
.x
&&
1437 m
.appear
[0].y
== m
.start
.y
1439 m
.appear
[0].p
= this.pawnPromotions
[0];
1440 for (let i
=1; i
<this.pawnPromotions
.length
; i
++) {
1441 let newMv
= JSON
.parse(JSON
.stringify(m
));
1442 newMv
.appear
[0].p
= this.pawnSpecs
.promotions
[i
];
1443 newMoves
.push(newMv
);
1447 Array
.prototype.push
.apply(moves
, newMoves
);
1450 // NOTE: using special symbols to not interfere with variants' pieces codes
1451 static get CannibalKings() {
1462 static get CannibalKingCode() {
1474 return !!C
.CannibalKings
[symbol
];
1478 // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
1479 isImmobilized([x
, y
]) {
1480 if (!this.options
["madrasi"])
1482 const color
= this.getColor(x
, y
);
1483 const oppCol
= C
.GetOppCol(color
);
1484 const piece
= this.getPieceType(x
, y
); //ok not cannibal king
1485 const stepSpec
= this.pieces(color
, x
, y
)[piece
];
1486 const attacks
= stepSpec
.attack
|| stepSpec
.moves
;
1487 for (let a
of attacks
) {
1488 outerLoop: for (let step
of a
.steps
) {
1489 let [i
, j
] = [x
+ step
[0], y
+ step
[1]];
1490 let stepCounter
= 1;
1491 while (this.onBoard(i
, j
) && this.board
[i
][j
] == "") {
1492 if (a
.range
<= stepCounter
++)
1495 j
= this.getY(j
+ step
[1]);
1498 this.onBoard(i
, j
) &&
1499 this.getColor(i
, j
) == oppCol
&&
1500 this.getPieceType(i
, j
) == piece
1510 // In some variants, objects on boards don't stop movement (Chakart)
1511 return this.board
[i
][j
] == "";
1514 // Generic method to find possible moves of "sliding or jumping" pieces
1515 getPotentialMovesOf(piece
, [x
, y
]) {
1516 const color
= this.getColor(x
, y
);
1517 const stepSpec
= this.pieces(color
, x
, y
)[piece
];
1519 // Next 3 for Cylinder mode:
1524 const addMove
= (start
, end
) => {
1525 let newMove
= this.getBasicMove(start
, end
);
1526 if (segments
.length
> 0) {
1527 newMove
.segments
= JSON
.parse(JSON
.stringify(segments
));
1528 newMove
.segments
.push([[segStart
[0], segStart
[1]], [end
[0], end
[1]]]);
1530 moves
.push(newMove
);
1533 const findAddMoves
= (type
, stepArray
) => {
1534 for (let s
of stepArray
) {
1535 outerLoop: for (let step
of s
.steps
) {
1538 let [i
, j
] = [x
, y
];
1539 let stepCounter
= 0;
1541 this.onBoard(i
, j
) &&
1542 (this.canStepOver(i
, j
) || (i
== x
&& j
== y
))
1546 !explored
[i
+ "." + j
] &&
1549 explored
[i
+ "." + j
] = true;
1550 addMove([x
, y
], [i
, j
]);
1552 if (s
.range
<= stepCounter
++)
1554 const oldIJ
= [i
, j
];
1556 j
= this.getY(j
+ step
[1]);
1557 if (Math
.abs(j
- oldIJ
[1]) > 1) {
1558 // Boundary between segments (cylinder mode)
1559 segments
.push([[segStart
[0], segStart
[1]], oldIJ
]);
1563 if (!this.onBoard(i
, j
))
1565 const pieceIJ
= this.getPieceType(i
, j
);
1567 type
!= "moveonly" &&
1568 !explored
[i
+ "." + j
] &&
1570 !this.options
["zen"] ||
1574 this.canTake([x
, y
], [i
, j
]) ||
1576 (this.options
["recycle"] || this.options
["teleport"]) &&
1581 explored
[i
+ "." + j
] = true;
1582 addMove([x
, y
], [i
, j
]);
1588 const specialAttack
= !!stepSpec
.attack
;
1590 findAddMoves("attack", stepSpec
.attack
);
1591 findAddMoves(specialAttack
? "moveonly" : "all", stepSpec
.moves
);
1592 if (this.options
["zen"]) {
1593 Array
.prototype.push
.apply(moves
,
1594 this.findCapturesOn([x
, y
], {zen: true}));
1599 // Search for enemy (or not) pieces attacking [x, y]
1600 findCapturesOn([x
, y
], args
) {
1603 args
.oppCol
= C
.GetOppCol(this.getColor(x
, y
) || this.turn
);
1604 for (let i
=0; i
<this.size
.x
; i
++) {
1605 for (let j
=0; j
<this.size
.y
; j
++) {
1607 this.board
[i
][j
] != "" &&
1608 this.getColor(i
, j
) == args
.oppCol
&&
1609 !this.isImmobilized([i
, j
])
1611 if (args
.zen
&& this.isKing(this.getPiece(i
, j
)))
1612 continue; //king not captured in this way
1614 this.pieces(args
.oppCol
, i
, j
)[this.getPieceType(i
, j
)];
1615 const attacks
= stepSpec
.attack
|| stepSpec
.moves
;
1616 for (let a
of attacks
) {
1617 for (let s
of a
.steps
) {
1618 // Quick check: if step isn't compatible, don't even try
1619 if (!C
.CompatibleStep([i
, j
], [x
, y
], s
, a
.range
))
1621 // Finally verify that nothing stand in-between
1622 let [ii
, jj
] = [i
+ s
[0], this.getY(j
+ s
[1])];
1623 let stepCounter
= 1;
1625 this.onBoard(ii
, jj
) &&
1626 this.board
[ii
][jj
] == "" &&
1627 (ii
!= x
|| jj
!= y
) //condition to attack empty squares too
1630 jj
= this.getY(jj
+ s
[1]);
1632 if (ii
== x
&& jj
== y
) {
1635 moves
.push(this.getBasicMove([x
, y
], [i
, j
]));
1637 moves
.push(this.getBasicMove([i
, j
], [x
, y
]));
1639 return moves
; //test for underCheck
1649 static CompatibleStep([x1
, y1
], [x2
, y2
], step
, range
) {
1650 const rx
= (x2
- x1
) / step
[0],
1651 ry
= (y2
- y1
) / step
[1];
1653 (!Number
.isFinite(rx
) && !Number
.isNaN(rx
)) ||
1654 (!Number
.isFinite(ry
) && !Number
.isNaN(ry
))
1658 let distance
= (Number
.isNaN(rx
) ? ry : rx
);
1659 // TODO: 1e-7 here is totally arbitrary
1660 if (Math
.abs(distance
- Math
.round(distance
)) > 1e-7)
1662 distance
= Math
.round(distance
); //in case of (numerical...)
1663 if (range
< distance
)
1668 // Build a regular move from its initial and destination squares.
1669 // tr: transformation
1670 getBasicMove([sx
, sy
], [ex
, ey
], tr
) {
1671 const initColor
= this.getColor(sx
, sy
);
1672 const initPiece
= this.getPiece(sx
, sy
);
1673 const destColor
= (this.board
[ex
][ey
] != "" ? this.getColor(ex
, ey
) : "");
1677 start: {x: sx
, y: sy
},
1681 !this.options
["rifle"] ||
1682 this.board
[ex
][ey
] == "" ||
1683 destColor
== initColor
//Recycle, Teleport
1689 c: !!tr
? tr
.c : initColor
,
1690 p: !!tr
? tr
.p : initPiece
1702 if (this.board
[ex
][ey
] != "") {
1707 c: this.getColor(ex
, ey
),
1708 p: this.getPiece(ex
, ey
)
1711 if (this.options
["cannibal"] && destColor
!= initColor
) {
1712 const lastIdx
= mv
.vanish
.length
- 1;
1713 let trPiece
= mv
.vanish
[lastIdx
].p
;
1714 if (this.isKing(this.getPiece(sx
, sy
)))
1715 trPiece
= C
.CannibalKingCode
[trPiece
];
1716 if (mv
.appear
.length
>= 1)
1717 mv
.appear
[0].p
= trPiece
;
1718 else if (this.options
["rifle"]) {
1741 // En-passant square, if any
1742 getEpSquare(moveOrSquare
) {
1743 if (typeof moveOrSquare
=== "string") {
1744 const square
= moveOrSquare
;
1747 return C
.SquareToCoords(square
);
1749 // Argument is a move:
1750 const move = moveOrSquare
;
1751 const s
= move.start
,
1755 Math
.abs(s
.x
- e
.x
) == 2 &&
1756 // Next conditions for variants like Atomic or Rifle, Recycle...
1757 (move.appear
.length
> 0 && move.appear
[0].p
== "p") &&
1758 (move.vanish
.length
> 0 && move.vanish
[0].p
== "p")
1765 return undefined; //default
1768 // Special case of en-passant captures: treated separately
1769 getEnpassantCaptures([x
, y
]) {
1770 const color
= this.getColor(x
, y
);
1771 const shiftX
= (color
== 'w' ? -1 : 1);
1772 const oppCol
= C
.GetOppCol(color
);
1773 let enpassantMove
= null;
1776 this.epSquare
.x
== x
+ shiftX
&&
1777 Math
.abs(this.getY(this.epSquare
.y
- y
)) == 1 &&
1778 this.getColor(x
, this.epSquare
.y
) == oppCol
//Doublemove guard...
1780 const [epx
, epy
] = [this.epSquare
.x
, this.epSquare
.y
];
1781 this.board
[epx
][epy
] = oppCol
+ "p";
1782 enpassantMove
= this.getBasicMove([x
, y
], [epx
, epy
]);
1783 this.board
[epx
][epy
] = "";
1784 const lastIdx
= enpassantMove
.vanish
.length
- 1; //think Rifle
1785 enpassantMove
.vanish
[lastIdx
].x
= x
;
1787 return !!enpassantMove
? [enpassantMove
] : [];
1790 // "castleInCheck" arg to let some variants castle under check
1791 getCastleMoves([x
, y
], finalSquares
, castleInCheck
, castleWith
) {
1792 const c
= this.getColor(x
, y
);
1795 const oppCol
= C
.GetOppCol(c
);
1799 finalSquares
|| [ [2, 3], [this.size
.y
- 2, this.size
.y
- 3] ];
1800 const castlingKing
= this.getPiece(x
, y
);
1801 castlingCheck: for (
1804 castleSide
++ //large, then small
1806 if (this.castleFlags
[c
][castleSide
] >= this.size
.y
)
1808 // If this code is reached, rook and king are on initial position
1810 // NOTE: in some variants this is not a rook
1811 const rookPos
= this.castleFlags
[c
][castleSide
];
1812 const castlingPiece
= this.getPiece(x
, rookPos
);
1814 this.board
[x
][rookPos
] == "" ||
1815 this.getColor(x
, rookPos
) != c
||
1816 (!!castleWith
&& !castleWith
.includes(castlingPiece
))
1818 // Rook is not here, or changed color (see Benedict)
1821 // Nothing on the path of the king ? (and no checks)
1822 const finDist
= finalSquares
[castleSide
][0] - y
;
1823 let step
= finDist
/ Math
.max(1, Math
.abs(finDist
));
1827 (!castleInCheck
&& this.underCheck([x
, i
], oppCol
)) ||
1829 this.board
[x
][i
] != "" &&
1830 // NOTE: next check is enough, because of chessboard constraints
1831 (this.getColor(x
, i
) != c
|| ![rookPos
, y
].includes(i
))
1834 continue castlingCheck
;
1837 } while (i
!= finalSquares
[castleSide
][0]);
1838 // Nothing on the path to the rook?
1839 step
= (castleSide
== 0 ? -1 : 1);
1840 for (i
= y
+ step
; i
!= rookPos
; i
+= step
) {
1841 if (this.board
[x
][i
] != "")
1842 continue castlingCheck
;
1845 // Nothing on final squares, except maybe king and castling rook?
1846 for (i
= 0; i
< 2; i
++) {
1848 finalSquares
[castleSide
][i
] != rookPos
&&
1849 this.board
[x
][finalSquares
[castleSide
][i
]] != "" &&
1851 finalSquares
[castleSide
][i
] != y
||
1852 this.getColor(x
, finalSquares
[castleSide
][i
]) != c
1855 continue castlingCheck
;
1859 // If this code is reached, castle is valid
1865 y: finalSquares
[castleSide
][0],
1871 y: finalSquares
[castleSide
][1],
1877 // King might be initially disguised (Titan...)
1878 new PiPo({ x: x
, y: y
, p: castlingKing
, c: c
}),
1879 new PiPo({ x: x
, y: rookPos
, p: castlingPiece
, c: c
})
1882 Math
.abs(y
- rookPos
) <= 2
1883 ? {x: x
, y: rookPos
}
1884 : {x: x
, y: y
+ 2 * (castleSide
== 0 ? -1 : 1)}
1892 ////////////////////
1895 // Is (king at) given position under check by "oppCol" ?
1896 underCheck([x
, y
], oppCol
) {
1897 if (this.options
["taking"] || this.options
["dark"])
1900 this.findCapturesOn([x
, y
], {oppCol: oppCol
, one: true}).length
>= 1
1904 // Stop at first king found (TODO: multi-kings)
1905 searchKingPos(color
) {
1906 for (let i
=0; i
< this.size
.x
; i
++) {
1907 for (let j
=0; j
< this.size
.y
; j
++) {
1908 if (this.getColor(i
, j
) == color
&& this.isKing(this.getPiece(i
, j
)))
1912 return [-1, -1]; //king not found
1915 // Some variants (e.g. Refusal) may need to check opponent moves too
1916 filterValid(moves
, color
) {
1917 if (moves
.length
== 0)
1921 const oppCol
= C
.GetOppCol(color
);
1922 if (this.options
["balance"] && [1, 3].includes(this.movesCount
)) {
1923 // Forbid moves either giving check or exploding opponent's king:
1924 const oppKingPos
= this.searchKingPos(oppCol
);
1925 moves
= moves
.filter(m
=> {
1927 m
.vanish
.some(v
=> v
.c
== oppCol
&& v
.p
== "k") &&
1928 m
.appear
.every(a
=> a
.c
!= oppCol
|| a
.p
!= "k")
1931 this.playOnBoard(m
);
1932 const res
= !this.underCheck(oppKingPos
, color
);
1933 this.undoOnBoard(m
);
1937 if (this.options
["taking"] || this.options
["dark"])
1939 const kingPos
= this.searchKingPos(color
);
1940 let filtered
= {}; //avoid re-checking similar moves (promotions...)
1941 return moves
.filter(m
=> {
1942 const key
= m
.start
.x
+ m
.start
.y
+ '.' + m
.end
.x
+ m
.end
.y
;
1943 if (!filtered
[key
]) {
1944 this.playOnBoard(m
);
1945 let square
= kingPos
,
1946 res
= true; //a priori valid
1947 if (m
.vanish
.some(v
=> {
1948 return C
.CannibalKings
[v
.p
] && v
.c
== color
;
1950 // Search king in appear array:
1952 m
.appear
.findIndex(a
=> {
1953 return C
.CannibalKings
[a
.p
] && a
.c
== color
;
1955 if (newKingIdx
>= 0)
1956 square
= [m
.appear
[newKingIdx
].x
, m
.appear
[newKingIdx
].y
];
1960 res
&&= !this.underCheck(square
, oppCol
);
1961 this.undoOnBoard(m
);
1962 filtered
[key
] = res
;
1965 return filtered
[key
];
1972 // Aggregate flags into one object
1974 return this.castleFlags
;
1977 // Reverse operation
1978 disaggregateFlags(flags
) {
1979 this.castleFlags
= flags
;
1982 // Apply a move on board
1984 for (let psq
of move.vanish
)
1985 this.board
[psq
.x
][psq
.y
] = "";
1986 for (let psq
of move.appear
)
1987 this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
1989 // Un-apply the played move
1991 for (let psq
of move.appear
)
1992 this.board
[psq
.x
][psq
.y
] = "";
1993 for (let psq
of move.vanish
)
1994 this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
1997 updateCastleFlags(move) {
1998 // Update castling flags if start or arrive from/at rook/king locations
1999 move.appear
.concat(move.vanish
).forEach(psq
=> {
2001 this.board
[psq
.x
][psq
.y
] != "" &&
2002 this.getPieceType(psq
.x
, psq
.y
) == "k"
2004 this.castleFlags
[psq
.c
] = [this.size
.y
, this.size
.y
];
2006 // NOTE: not "else if" because king can capture enemy rook...
2010 else if (psq
.x
== this.size
.x
- 1)
2013 const fidx
= this.castleFlags
[c
].findIndex(f
=> f
== psq
.y
);
2015 this.castleFlags
[c
][fidx
] = this.size
.y
;
2023 // If flags already off, no need to re-check:
2024 Object
.keys(this.castleFlags
).some(c
=> {
2025 return this.castleFlags
[c
].some(val
=> val
< this.size
.y
)})
2027 this.updateCastleFlags(move);
2029 if (this.options
["crazyhouse"]) {
2030 move.vanish
.forEach(v
=> {
2031 const square
= C
.CoordsToSquare({x: v
.x
, y: v
.y
});
2032 if (this.ispawn
[square
])
2033 delete this.ispawn
[square
];
2035 if (move.appear
.length
> 0 && move.vanish
.length
> 0) {
2036 // Assumption: something is moving
2037 const initSquare
= C
.CoordsToSquare(move.start
);
2038 const destSquare
= C
.CoordsToSquare(move.end
);
2040 this.ispawn
[initSquare
] ||
2041 (move.vanish
[0].p
== "p" && move.appear
[0].p
!= "p")
2043 this.ispawn
[destSquare
] = true;
2046 this.ispawn
[destSquare
] &&
2047 this.getColor(move.end
.x
, move.end
.y
) != move.vanish
[0].c
2049 move.vanish
[1].p
= "p";
2050 delete this.ispawn
[destSquare
];
2054 const minSize
= Math
.min(move.appear
.length
, move.vanish
.length
);
2057 // Warning; atomic pawn removal isn't a capture
2058 (!this.options
["atomic"] || !this.rempawn
|| this.movesCount
>= 1)
2060 const color
= this.turn
;
2061 for (let i
=minSize
; i
<move.appear
.length
; i
++) {
2062 // Something appears = dropped on board (some exceptions, Chakart...)
2063 if (move.appear
[i
].c
== color
) {
2064 const piece
= move.appear
[i
].p
;
2065 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] - 1);
2068 for (let i
=minSize
; i
<move.vanish
.length
; i
++) {
2069 // Something vanish: add to reserve except if recycle & opponent
2071 this.options
["crazyhouse"] ||
2072 (this.options
["recycle"] && move.vanish
[i
].c
== color
)
2074 const piece
= move.vanish
[i
].p
;
2075 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] + 1);
2083 if (this.hasEnpassant
)
2084 this.epSquare
= this.getEpSquare(move);
2085 this.playOnBoard(move);
2086 this.postPlay(move);
2090 const color
= this.turn
;
2091 const oppCol
= C
.GetOppCol(color
);
2092 if (this.options
["dark"])
2093 this.updateEnlightened();
2094 if (this.options
["teleport"]) {
2096 this.subTurnTeleport
== 1 &&
2097 move.vanish
.length
> move.appear
.length
&&
2098 move.vanish
[move.vanish
.length
- 1].c
== color
2100 const v
= move.vanish
[move.vanish
.length
- 1];
2101 this.captured
= {x: v
.x
, y: v
.y
, c: v
.c
, p: v
.p
};
2102 this.subTurnTeleport
= 2;
2105 this.subTurnTeleport
= 1;
2106 this.captured
= null;
2108 if (this.options
["balance"]) {
2109 if (![1, 3].includes(this.movesCount
))
2115 this.options
["doublemove"] &&
2116 this.movesCount
>= 1 &&
2119 (this.options
["progressive"] && this.subTurn
<= this.movesCount
)
2121 const oppKingPos
= this.searchKingPos(oppCol
);
2123 oppKingPos
[0] >= 0 &&
2125 this.options
["taking"] ||
2126 !this.underCheck(oppKingPos
, color
)
2139 // "Stop at the first move found"
2140 atLeastOneMove(color
) {
2141 color
= color
|| this.turn
;
2142 for (let i
= 0; i
< this.size
.x
; i
++) {
2143 for (let j
= 0; j
< this.size
.y
; j
++) {
2144 if (this.board
[i
][j
] != "" && this.getColor(i
, j
) == color
) {
2145 // NOTE: in fact searching for all potential moves from i,j.
2146 // I don't believe this is an issue, for now at least.
2147 const moves
= this.getPotentialMovesFrom([i
, j
]);
2148 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1))
2153 if (this.hasReserve
&& this.reserve
[color
]) {
2154 for (let p
of Object
.keys(this.reserve
[color
])) {
2155 const moves
= this.getDropMovesFrom([color
, p
]);
2156 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1))
2163 // What is the score ? (Interesting if game is over)
2164 getCurrentScore(move) {
2165 const color
= this.turn
;
2166 const oppCol
= C
.GetOppCol(color
);
2167 const kingPos
= [this.searchKingPos(color
), this.searchKingPos(oppCol
)];
2168 if (kingPos
[0][0] < 0 && kingPos
[1][0] < 0)
2170 if (kingPos
[0][0] < 0)
2171 return (color
== "w" ? "0-1" : "1-0");
2172 if (kingPos
[1][0] < 0)
2173 return (color
== "w" ? "1-0" : "0-1");
2174 if (this.atLeastOneMove())
2176 // No valid move: stalemate or checkmate?
2177 if (!this.underCheck(kingPos
[0], color
))
2180 return (color
== "w" ? "0-1" : "1-0");
2183 playVisual(move, r
) {
2184 move.vanish
.forEach(v
=> {
2185 this.g_pieces
[v
.x
][v
.y
].remove();
2186 this.g_pieces
[v
.x
][v
.y
] = null;
2189 document
.getElementById(this.containerId
).querySelector(".chessboard");
2191 r
= chessboard
.getBoundingClientRect();
2192 const pieceWidth
= this.getPieceWidth(r
.width
);
2193 move.appear
.forEach(a
=> {
2194 this.g_pieces
[a
.x
][a
.y
] = document
.createElement("piece");
2195 C
.AddClass_es(this.g_pieces
[a
.x
][a
.y
],
2196 this.pieces(a
.c
, a
.x
, a
.y
)[a
.p
]["class"]);
2197 this.g_pieces
[a
.x
][a
.y
].classList
.add(C
.GetColorClass(a
.c
));
2198 this.g_pieces
[a
.x
][a
.y
].style
.width
= pieceWidth
+ "px";
2199 this.g_pieces
[a
.x
][a
.y
].style
.height
= pieceWidth
+ "px";
2200 const [ip
, jp
] = this.getPixelPosition(a
.x
, a
.y
, r
);
2201 // Translate coordinates to use chessboard as reference:
2202 this.g_pieces
[a
.x
][a
.y
].style
.transform
=
2203 `translate(${ip - r.x}px,${jp - r.y}px)`;
2204 if (this.enlightened
&& !this.enlightened
[a
.x
][a
.y
])
2205 this.g_pieces
[a
.x
][a
.y
].classList
.add("hidden");
2206 chessboard
.appendChild(this.g_pieces
[a
.x
][a
.y
]);
2208 if (this.options
["dark"])
2209 this.graphUpdateEnlightened();
2212 playPlusVisual(move, r
) {
2214 this.playVisual(move, r
);
2215 this.afterPlay(move); //user method
2219 // Works for all rectangular boards:
2220 return Math
.sqrt(r
.width
** 2 + r
.height
** 2);
2224 return (typeof x
== "string" ? this.r_pieces : this.g_pieces
)[x
][y
];
2227 animate(move, callback
) {
2228 if (this.noAnimate
|| move.noAnimate
) {
2232 let initPiece
= this.getDomPiece(move.start
.x
, move.start
.y
);
2233 // NOTE: cloning generally not required, but light enough, and simpler
2234 let movingPiece
= initPiece
.cloneNode();
2235 initPiece
.style
.opacity
= "0";
2237 document
.getElementById(this.containerId
)
2238 const r
= container
.querySelector(".chessboard").getBoundingClientRect();
2239 if (typeof move.start
.x
== "string") {
2240 // Need to bound width/height (was 100% for reserve pieces)
2241 const pieceWidth
= this.getPieceWidth(r
.width
);
2242 movingPiece
.style
.width
= pieceWidth
+ "px";
2243 movingPiece
.style
.height
= pieceWidth
+ "px";
2245 const maxDist
= this.getMaxDistance(r
);
2246 const apparentColor
= this.getColor(move.start
.x
, move.start
.y
);
2247 const pieces
= this.pieces(apparentColor
, move.start
.x
, move.start
.y
);
2249 const startCode
= this.getPiece(move.start
.x
, move.start
.y
);
2250 C
.RemoveClass_es(movingPiece
, pieces
[startCode
]["class"]);
2251 C
.AddClass_es(movingPiece
, pieces
[move.drag
.p
]["class"]);
2252 if (apparentColor
!= move.drag
.c
) {
2253 movingPiece
.classList
.remove(C
.GetColorClass(apparentColor
));
2254 movingPiece
.classList
.add(C
.GetColorClass(move.drag
.c
));
2257 container
.appendChild(movingPiece
);
2258 const animateSegment
= (index
, cb
) => {
2259 // NOTE: move.drag could be generalized per-segment (usage?)
2260 const [i1
, j1
] = move.segments
[index
][0];
2261 const [i2
, j2
] = move.segments
[index
][1];
2262 const dep
= this.getPixelPosition(i1
, j1
, r
);
2263 const arr
= this.getPixelPosition(i2
, j2
, r
);
2264 movingPiece
.style
.transitionDuration
= "0s";
2265 movingPiece
.style
.transform
= `translate(${dep[0]}px, ${dep[1]}px)`;
2267 Math
.sqrt((arr
[0] - dep
[0]) ** 2 + (arr
[1] - dep
[1]) ** 2);
2268 const duration
= 0.2 + (distance
/ maxDist
) * 0.3;
2269 // TODO: unclear why we need this new delay below:
2271 movingPiece
.style
.transitionDuration
= duration
+ "s";
2272 // movingPiece is child of container: no need to adjust coordinates
2273 movingPiece
.style
.transform
= `translate(${arr[0]}px, ${arr[1]}px)`;
2274 setTimeout(cb
, duration
* 1000);
2277 if (!move.segments
) {
2279 [[move.start
.x
, move.start
.y
], [move.end
.x
, move.end
.y
]]
2283 const animateSegmentCallback
= () => {
2284 if (index
< move.segments
.length
)
2285 animateSegment(index
++, animateSegmentCallback
);
2287 movingPiece
.remove();
2288 initPiece
.style
.opacity
= "1";
2292 animateSegmentCallback();
2295 playReceivedMove(moves
, callback
) {
2296 const launchAnimation
= () => {
2297 const r
= container
.querySelector(".chessboard").getBoundingClientRect();
2298 const animateRec
= i
=> {
2299 this.animate(moves
[i
], () => {
2300 this.play(moves
[i
]);
2301 this.playVisual(moves
[i
], r
);
2302 if (i
< moves
.length
- 1)
2303 setTimeout(() => animateRec(i
+1), 300);
2310 // Delay if user wasn't focused:
2311 const checkDisplayThenAnimate
= (delay
) => {
2312 if (container
.style
.display
== "none") {
2313 alert("New move! Let's go back to game...");
2314 document
.getElementById("gameInfos").style
.display
= "none";
2315 container
.style
.display
= "block";
2316 setTimeout(launchAnimation
, 700);
2319 setTimeout(launchAnimation
, delay
|| 0);
2321 let container
= document
.getElementById(this.containerId
);
2322 if (document
.hidden
) {
2323 document
.onvisibilitychange
= () => {
2324 document
.onvisibilitychange
= undefined;
2325 checkDisplayThenAnimate(700);
2329 checkDisplayThenAnimate();