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"])
92 return !!this.options
["dark"];
95 // Some variants use click infos:
97 if (typeof coords
.x
!= "number")
98 return null; //click on reserves
100 this.options
["teleport"] && this.subTurnTeleport
== 2 &&
101 this.board
[coords
.x
][coords
.y
] == ""
104 start: {x: this.captured
.x
, y: this.captured
.y
},
109 c: this.captured
.c
, //this.turn,
115 res
.drag
= {c: this.captured
.c
, p: this.captured
.p
};
124 // 3a --> {x:3, y:10}
125 static SquareToCoords(sq
) {
126 return ArrayFun
.toObject(["x", "y"],
127 [0, 1].map(i
=> parseInt(sq
[i
], 36)));
130 // {x:11, y:12} --> bc
131 static CoordsToSquare(cd
) {
132 return Object
.values(cd
).map(c
=> c
.toString(36)).join("");
136 if (typeof cd
.x
== "number") {
138 `${this.containerId}|sq-${cd.x.toString(36)}-${cd.y.toString(36)}`
142 return `${this.containerId}|rsq-${cd.x}-${cd.y}`;
145 idToCoords(targetId
) {
147 return null; //outside page, maybe...
148 const idParts
= targetId
.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
150 idParts
.length
< 2 ||
151 idParts
[0] != this.containerId
||
152 !idParts
[1].match(/sq-[0-9a-zA-Z]-[0-9a-zA-Z]/)
156 const squares
= idParts
[1].split('-');
157 if (squares
[0] == "sq")
158 return {x: parseInt(squares
[1], 36), y: parseInt(squares
[2], 36)};
159 // squares[0] == "rsq" : reserve, 'c' + 'p' (letters color & piece)
160 return {x: squares
[1], y: squares
[2]};
166 // Turn "wb" into "B" (for FEN)
168 return (b
[0] == "w" ? b
[1].toUpperCase() : b
[1]);
171 // Turn "p" into "bp" (for board)
173 return (f
.charCodeAt(0) <= 90 ? "w" + f
.toLowerCase() : "b" + f
);
176 // Setup the initial random-or-not (asymmetric-or-not) position
177 genRandInitFen(seed
) {
178 Random
.setSeed(seed
);
180 let fen
, flags
= "0707";
181 if (!this.options
.randomness
)
183 fen
= "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0";
187 let pieces
= { w: new Array(8), b: new Array(8) };
189 // Shuffle pieces on first (and last rank if randomness == 2)
190 for (let c
of ["w", "b"]) {
191 if (c
== 'b' && this.options
.randomness
== 1) {
192 pieces
['b'] = pieces
['w'];
197 let positions
= ArrayFun
.range(8);
199 // Get random squares for bishops
200 let randIndex
= 2 * Random
.randInt(4);
201 const bishop1Pos
= positions
[randIndex
];
202 // The second bishop must be on a square of different color
203 let randIndex_tmp
= 2 * Random
.randInt(4) + 1;
204 const bishop2Pos
= positions
[randIndex_tmp
];
205 // Remove chosen squares
206 positions
.splice(Math
.max(randIndex
, randIndex_tmp
), 1);
207 positions
.splice(Math
.min(randIndex
, randIndex_tmp
), 1);
209 // Get random squares for knights
210 randIndex
= Random
.randInt(6);
211 const knight1Pos
= positions
[randIndex
];
212 positions
.splice(randIndex
, 1);
213 randIndex
= Random
.randInt(5);
214 const knight2Pos
= positions
[randIndex
];
215 positions
.splice(randIndex
, 1);
217 // Get random square for queen
218 randIndex
= Random
.randInt(4);
219 const queenPos
= positions
[randIndex
];
220 positions
.splice(randIndex
, 1);
222 // Rooks and king positions are now fixed,
223 // because of the ordering rook-king-rook
224 const rook1Pos
= positions
[0];
225 const kingPos
= positions
[1];
226 const rook2Pos
= positions
[2];
228 // Finally put the shuffled pieces in the board array
229 pieces
[c
][rook1Pos
] = "r";
230 pieces
[c
][knight1Pos
] = "n";
231 pieces
[c
][bishop1Pos
] = "b";
232 pieces
[c
][queenPos
] = "q";
233 pieces
[c
][kingPos
] = "k";
234 pieces
[c
][bishop2Pos
] = "b";
235 pieces
[c
][knight2Pos
] = "n";
236 pieces
[c
][rook2Pos
] = "r";
237 flags
+= rook1Pos
.toString() + rook2Pos
.toString();
240 pieces
["b"].join("") +
241 "/pppppppp/8/8/8/8/PPPPPPPP/" +
242 pieces
["w"].join("").toUpperCase() +
246 // Add turn + flags + enpassant (+ reserve)
249 parts
.push(`"flags":"${flags}"`);
250 if (this.hasEnpassant
)
251 parts
.push('"enpassant":"-"');
253 parts
.push('"reserve":"000000000000"');
254 if (this.options
["crazyhouse"])
255 parts
.push('"ispawn":"-"');
256 if (parts
.length
>= 1)
257 fen
+= " {" + parts
.join(",") + "}";
261 // "Parse" FEN: just return untransformed string data
263 const fenParts
= fen
.split(" ");
265 position: fenParts
[0],
267 movesCount: fenParts
[2]
269 if (fenParts
.length
> 3)
270 res
= Object
.assign(res
, JSON
.parse(fenParts
[3]));
274 // Return current fen (game state)
277 this.getPosition() + " " +
278 this.getTurnFen() + " " +
283 parts
.push(`"flags":"${this.getFlagsFen()}"`);
284 if (this.hasEnpassant
)
285 parts
.push(`"enpassant":"${this.getEnpassantFen()}"`);
287 parts
.push(`"reserve":"${this.getReserveFen()}"`);
288 if (this.options
["crazyhouse"])
289 parts
.push(`"ispawn":"${this.getIspawnFen()}"`);
290 if (parts
.length
>= 1)
291 fen
+= " {" + parts
.join(",") + "}";
295 static FenEmptySquares(count
) {
296 // if more than 9 consecutive free spaces, break the integer,
297 // otherwise FEN parsing will fail.
300 // Most boards of size < 18:
302 return "9" + (count
- 9);
304 return "99" + (count
- 18);
307 // Position part of the FEN string
310 for (let i
= 0; i
< this.size
.y
; i
++) {
312 for (let j
= 0; j
< this.size
.x
; j
++) {
313 if (this.board
[i
][j
] == "")
316 if (emptyCount
> 0) {
317 // Add empty squares in-between
318 position
+= C
.FenEmptySquares(emptyCount
);
321 position
+= this.board2fen(this.board
[i
][j
]);
326 position
+= C
.FenEmptySquares(emptyCount
);
327 if (i
< this.size
.y
- 1)
328 position
+= "/"; //separate rows
337 // Flags part of the FEN string
339 return ["w", "b"].map(c
=> {
340 return this.castleFlags
[c
].map(x
=> x
.toString(36)).join("");
344 // Enpassant part of the FEN string
347 return "-"; //no en-passant
348 return C
.CoordsToSquare(this.epSquare
);
353 ["w","b"].map(c
=> Object
.values(this.reserve
[c
]).join("")).join("")
358 const squares
= Object
.keys(this.ispawn
);
359 if (squares
.length
== 0)
361 return squares
.join(",");
364 // Set flags from fen (castle: white a,h then black a,h)
367 w: [0, 1].map(i
=> parseInt(fenflags
.charAt(i
), 36)),
368 b: [2, 3].map(i
=> parseInt(fenflags
.charAt(i
), 36))
376 this.options
= o
.options
;
377 // Fill missing options (always the case if random challenge)
378 (V
.Options
.select
|| []).concat(V
.Options
.input
|| []).forEach(opt
=> {
379 if (this.options
[opt
.variable
] === undefined)
380 this.options
[opt
.variable
] = opt
.defaut
;
382 this.playerColor
= o
.color
;
383 this.afterPlay
= o
.afterPlay
; //trigger some actions after playing a move
385 // Fen string fully describes the game state
387 o
.fen
= this.genRandInitFen(o
.seed
);
388 const fenParsed
= this.parseFen(o
.fen
);
389 this.board
= this.getBoard(fenParsed
.position
);
390 this.turn
= fenParsed
.turn
;
391 this.movesCount
= parseInt(fenParsed
.movesCount
, 10);
392 this.setOtherVariables(fenParsed
);
394 // Graphical (can use variables defined above)
395 this.containerId
= o
.element
;
396 this.graphicalInit();
399 // Turn position fen into double array ["wb","wp","bk",...]
401 const rows
= position
.split("/");
402 let board
= ArrayFun
.init(this.size
.x
, this.size
.y
, "");
403 for (let i
= 0; i
< rows
.length
; i
++) {
405 for (let indexInRow
= 0; indexInRow
< rows
[i
].length
; indexInRow
++) {
406 const character
= rows
[i
][indexInRow
];
407 const num
= parseInt(character
, 10);
408 // If num is a number, just shift j:
411 // Else: something at position i,j
413 board
[i
][j
++] = this.fen2board(character
);
419 // Some additional variables from FEN (variant dependant)
420 setOtherVariables(fenParsed
) {
421 // Set flags and enpassant:
423 this.setFlags(fenParsed
.flags
);
424 if (this.hasEnpassant
)
425 this.epSquare
= this.getEpSquare(fenParsed
.enpassant
);
427 this.initReserves(fenParsed
.reserve
);
428 if (this.options
["crazyhouse"])
429 this.initIspawn(fenParsed
.ispawn
);
430 this.subTurn
= 1; //may be unused
431 if (this.options
["teleport"]) {
432 this.subTurnTeleport
= 1;
433 this.captured
= null;
435 if (this.options
["dark"]) {
436 // Setup enlightened: squares reachable by player side
437 this.enlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
, false);
438 this.updateEnlightened();
442 updateEnlightened() {
443 this.oldEnlightened
= this.enlightened
;
444 this.enlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
, false);
445 // Add pieces positions + all squares reachable by moves (includes Zen):
446 for (let x
=0; x
<this.size
.x
; x
++) {
447 for (let y
=0; y
<this.size
.y
; y
++) {
448 if (this.board
[x
][y
] != "" && this.getColor(x
, y
) == this.playerColor
)
450 this.enlightened
[x
][y
] = true;
451 this.getPotentialMovesFrom([x
, y
]).forEach(m
=> {
452 this.enlightened
[m
.end
.x
][m
.end
.y
] = true;
458 this.enlightEnpassant();
461 // Include square of the en-passant capturing square:
463 // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
464 const steps
= this.pieces(this.playerColor
)["p"].attack
[0].steps
;
465 for (let step
of steps
) {
466 const x
= this.epSquare
.x
- step
[0],
467 y
= this.getY(this.epSquare
.y
- step
[1]);
469 this.onBoard(x
, y
) &&
470 this.getColor(x
, y
) == this.playerColor
&&
471 this.getPieceType(x
, y
) == "p"
473 this.enlightened
[x
][this.epSquare
.y
] = true;
479 // ordering as in pieces() p,r,n,b,q,k (+ count in base 30 if needed)
480 initReserves(reserveStr
) {
481 const counts
= reserveStr
.split("").map(c
=> parseInt(c
, 30));
482 this.reserve
= { w: {}, b: {} };
483 const pieceName
= ['p', 'r', 'n', 'b', 'q', 'k'];
484 const L
= pieceName
.length
;
485 for (let i
of ArrayFun
.range(2 * L
)) {
487 this.reserve
['w'][pieceName
[i
]] = counts
[i
];
489 this.reserve
['b'][pieceName
[i
-L
]] = counts
[i
];
493 initIspawn(ispawnStr
) {
494 if (ispawnStr
!= "-")
495 this.ispawn
= ArrayFun
.toObject(ispawnStr
.split(","), true);
500 getNbReservePieces(color
) {
502 Object
.values(this.reserve
[color
]).reduce(
503 (oldV
,newV
) => oldV
+ (newV
> 0 ? 1 : 0), 0)
507 getRankInReserve(c
, p
) {
508 const pieces
= Object
.keys(this.pieces());
509 const lastIndex
= pieces
.findIndex(pp
=> pp
== p
)
510 let toTest
= pieces
.slice(0, lastIndex
);
511 return toTest
.reduce(
512 (oldV
,newV
) => oldV
+ (this.reserve
[c
][newV
] > 0 ? 1 : 0), 0);
518 getPieceWidth(rwidth
) {
519 return (rwidth
/ this.size
.y
);
522 getReserveSquareSize(rwidth
, nbR
) {
523 const sqSize
= this.getPieceWidth(rwidth
);
524 return Math
.min(sqSize
, rwidth
/ nbR
);
527 getReserveNumId(color
, piece
) {
528 return `${this.containerId}|rnum-${color}${piece}`;
532 // NOTE: not window.onresize = this.re_drawBoardElts because scope (this)
533 window
.onresize
= () => this.re_drawBoardElements();
534 this.re_drawBoardElements();
535 this.initMouseEvents();
537 document
.getElementById(this.containerId
).querySelector(".chessboard");
540 re_drawBoardElements() {
541 const board
= this.getSvgChessboard();
542 const oppCol
= C
.GetOppCol(this.playerColor
);
544 document
.getElementById(this.containerId
).querySelector(".chessboard");
545 chessboard
.innerHTML
= "";
546 chessboard
.insertAdjacentHTML('beforeend', board
);
547 // Compare window ratio width / height to aspectRatio:
548 const windowRatio
= window
.innerWidth
/ window
.innerHeight
;
549 let cbWidth
, cbHeight
;
550 if (windowRatio
<= this.size
.ratio
) {
551 // Limiting dimension is width:
552 cbWidth
= Math
.min(window
.innerWidth
, 767);
553 cbHeight
= cbWidth
/ this.size
.ratio
;
556 // Limiting dimension is height:
557 cbHeight
= Math
.min(window
.innerHeight
, 767);
558 cbWidth
= cbHeight
* this.size
.ratio
;
560 if (this.hasReserve
) {
561 const sqSize
= cbWidth
/ this.size
.y
;
562 // NOTE: allocate space for reserves (up/down) even if they are empty
563 // Cannot use getReserveSquareSize() here, but sqSize is an upper bound.
564 if ((window
.innerHeight
- cbHeight
) / 2 < sqSize
+ 5) {
565 cbHeight
= window
.innerHeight
- 2 * (sqSize
+ 5);
566 cbWidth
= cbHeight
* this.size
.ratio
;
569 chessboard
.style
.width
= cbWidth
+ "px";
570 chessboard
.style
.height
= cbHeight
+ "px";
571 // Center chessboard:
572 const spaceLeft
= (window
.innerWidth
- cbWidth
) / 2,
573 spaceTop
= (window
.innerHeight
- cbHeight
) / 2;
574 chessboard
.style
.left
= spaceLeft
+ "px";
575 chessboard
.style
.top
= spaceTop
+ "px";
576 // Give sizes instead of recomputing them,
577 // because chessboard might not be drawn yet.
586 // Get SVG board (background, no pieces)
588 const flipped
= (this.playerColor
== 'b');
592 class="chessboard_SVG">`;
593 for (let i
=0; i
< this.size
.x
; i
++) {
594 for (let j
=0; j
< this.size
.y
; j
++) {
595 const ii
= (flipped
? this.size
.x
- 1 - i : i
);
596 const jj
= (flipped
? this.size
.y
- 1 - j : j
);
597 let classes
= this.getSquareColorClass(ii
, jj
);
598 if (this.enlightened
&& !this.enlightened
[ii
][jj
])
599 classes
+= " in-shadow";
600 // NOTE: x / y reversed because coordinates system is reversed.
604 id="${this.coordsToId({x: ii, y: jj})}"
616 // Generally light square bottom-right
617 getSquareColorClass(x
, y
) {
618 return ((x
+y
) % 2 == 0 ? "light-square": "dark-square");
623 // Refreshing: delete old pieces first
624 for (let i
=0; i
<this.size
.x
; i
++) {
625 for (let j
=0; j
<this.size
.y
; j
++) {
626 if (this.g_pieces
[i
][j
]) {
627 this.g_pieces
[i
][j
].remove();
628 this.g_pieces
[i
][j
] = null;
634 this.g_pieces
= ArrayFun
.init(this.size
.x
, this.size
.y
, null);
636 document
.getElementById(this.containerId
).querySelector(".chessboard");
638 r
= chessboard
.getBoundingClientRect();
639 const pieceWidth
= this.getPieceWidth(r
.width
);
640 for (let i
=0; i
< this.size
.x
; i
++) {
641 for (let j
=0; j
< this.size
.y
; j
++) {
642 if (this.board
[i
][j
] != "") {
643 const color
= this.getColor(i
, j
);
644 const piece
= this.getPiece(i
, j
);
645 this.g_pieces
[i
][j
] = document
.createElement("piece");
646 this.g_pieces
[i
][j
].classList
.add(this.pieces()[piece
]["class"]);
647 this.g_pieces
[i
][j
].classList
.add(C
.GetColorClass(color
));
648 this.g_pieces
[i
][j
].style
.width
= pieceWidth
+ "px";
649 this.g_pieces
[i
][j
].style
.height
= pieceWidth
+ "px";
650 let [ip
, jp
] = this.getPixelPosition(i
, j
, r
);
651 // Translate coordinates to use chessboard as reference:
652 this.g_pieces
[i
][j
].style
.transform
=
653 `translate(${ip - r.x}px,${jp - r.y}px)`;
654 if (this.enlightened
&& !this.enlightened
[i
][j
])
655 this.g_pieces
[i
][j
].classList
.add("hidden");
656 chessboard
.appendChild(this.g_pieces
[i
][j
]);
661 this.re_drawReserve(['w', 'b'], r
);
664 // NOTE: assume !!this.reserve
665 re_drawReserve(colors
, r
) {
667 // Remove (old) reserve pieces
668 for (let c
of colors
) {
669 if (!this.reserve
[c
])
671 Object
.keys(this.reserve
[c
]).forEach(p
=> {
672 if (this.r_pieces
[c
][p
]) {
673 this.r_pieces
[c
][p
].remove();
674 delete this.r_pieces
[c
][p
];
675 const numId
= this.getReserveNumId(c
, p
);
676 document
.getElementById(numId
).remove();
679 let reservesDiv
= document
.getElementById("reserves_" + c
);
681 reservesDiv
.remove();
685 this.r_pieces
= { w: {}, b: {} };
686 let container
= document
.getElementById(this.containerId
);
688 r
= container
.querySelector(".chessboard").getBoundingClientRect();
689 for (let c
of colors
) {
690 if (!this.reserve
[c
])
692 const nbR
= this.getNbReservePieces(c
);
695 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
697 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
698 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
699 let rcontainer
= document
.createElement("div");
700 rcontainer
.id
= "reserves_" + c
;
701 rcontainer
.classList
.add("reserves");
702 rcontainer
.style
.left
= i0
+ "px";
703 rcontainer
.style
.top
= j0
+ "px";
704 // NOTE: +1 fix display bug on Firefox at least
705 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
706 rcontainer
.style
.height
= sqResSize
+ "px";
707 container
.appendChild(rcontainer
);
708 for (let p
of Object
.keys(this.reserve
[c
])) {
709 if (this.reserve
[c
][p
] == 0)
711 let r_cell
= document
.createElement("div");
712 r_cell
.id
= this.coordsToId({x: c
, y: p
});
713 r_cell
.classList
.add("reserve-cell");
714 r_cell
.style
.width
= sqResSize
+ "px";
715 r_cell
.style
.height
= sqResSize
+ "px";
716 rcontainer
.appendChild(r_cell
);
717 let piece
= document
.createElement("piece");
718 const pieceSpec
= this.pieces()[p
];
719 piece
.classList
.add(pieceSpec
["class"]);
720 piece
.classList
.add(C
.GetColorClass(c
));
721 piece
.style
.width
= "100%";
722 piece
.style
.height
= "100%";
723 this.r_pieces
[c
][p
] = piece
;
724 r_cell
.appendChild(piece
);
725 let number
= document
.createElement("div");
726 number
.textContent
= this.reserve
[c
][p
];
727 number
.classList
.add("reserve-num");
728 number
.id
= this.getReserveNumId(c
, p
);
729 const fontSize
= "1.3em";
730 number
.style
.fontSize
= fontSize
;
731 number
.style
.fontSize
= fontSize
;
732 r_cell
.appendChild(number
);
738 updateReserve(color
, piece
, count
) {
739 if (this.options
["cannibal"] && C
.CannibalKings
[piece
])
740 piece
= "k"; //capturing cannibal king: back to king form
741 const oldCount
= this.reserve
[color
][piece
];
742 this.reserve
[color
][piece
] = count
;
743 // Redrawing is much easier if count==0
744 if ([oldCount
, count
].includes(0))
745 this.re_drawReserve([color
]);
747 const numId
= this.getReserveNumId(color
, piece
);
748 document
.getElementById(numId
).textContent
= count
;
752 // Apply diff this.enlightened --> oldEnlightened on board
753 graphUpdateEnlightened() {
755 document
.getElementById(this.containerId
).querySelector(".chessboard");
756 const r
= chessboard
.getBoundingClientRect();
757 const pieceWidth
= this.getPieceWidth(r
.width
);
758 for (let x
=0; x
<this.size
.x
; x
++) {
759 for (let y
=0; y
<this.size
.y
; y
++) {
760 if (!this.enlightened
[x
][y
] && this.oldEnlightened
[x
][y
]) {
761 let elt
= document
.getElementById(this.coordsToId({x: x
, y: y
}));
762 elt
.classList
.add("in-shadow");
763 if (this.g_pieces
[x
][y
])
764 this.g_pieces
[x
][y
].classList
.add("hidden");
766 else if (this.enlightened
[x
][y
] && !this.oldEnlightened
[x
][y
]) {
767 let elt
= document
.getElementById(this.coordsToId({x: x
, y: y
}));
768 elt
.classList
.remove("in-shadow");
769 if (this.g_pieces
[x
][y
])
770 this.g_pieces
[x
][y
].classList
.remove("hidden");
776 // Resize board: no need to destroy/recreate pieces
779 document
.getElementById(this.containerId
).querySelector(".chessboard");
780 const r
= chessboard
.getBoundingClientRect();
781 const multFact
= (mode
== "up" ? 1.05 : 0.95);
782 let [newWidth
, newHeight
] = [multFact
* r
.width
, multFact
* r
.height
];
784 if (newWidth
> window
.innerWidth
) {
785 newWidth
= window
.innerWidth
;
786 newHeight
= newWidth
/ this.size
.ratio
;
788 if (newHeight
> window
.innerHeight
) {
789 newHeight
= window
.innerHeight
;
790 newWidth
= newHeight
* this.size
.ratio
;
792 chessboard
.style
.width
= newWidth
+ "px";
793 chessboard
.style
.height
= newHeight
+ "px";
794 const newX
= (window
.innerWidth
- newWidth
) / 2;
795 chessboard
.style
.left
= newX
+ "px";
796 const newY
= (window
.innerHeight
- newHeight
) / 2;
797 chessboard
.style
.top
= newY
+ "px";
798 const newR
= {x: newX
, y: newY
, width: newWidth
, height: newHeight
};
799 const pieceWidth
= this.getPieceWidth(newWidth
);
800 // NOTE: next "if" for variants which use squares filling
801 // instead of "physical", moving pieces
803 for (let i
=0; i
< this.size
.x
; i
++) {
804 for (let j
=0; j
< this.size
.y
; j
++) {
805 if (this.g_pieces
[i
][j
]) {
806 // NOTE: could also use CSS transform "scale"
807 this.g_pieces
[i
][j
].style
.width
= pieceWidth
+ "px";
808 this.g_pieces
[i
][j
].style
.height
= pieceWidth
+ "px";
809 const [ip
, jp
] = this.getPixelPosition(i
, j
, newR
);
810 // Translate coordinates to use chessboard as reference:
811 this.g_pieces
[i
][j
].style
.transform
=
812 `translate(${ip - newX}px,${jp - newY}px)`;
818 this.rescaleReserve(newR
);
822 for (let c
of ['w','b']) {
823 if (!this.reserve
[c
])
825 const nbR
= this.getNbReservePieces(c
);
828 // Resize container first
829 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
830 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
831 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
832 let rcontainer
= document
.getElementById("reserves_" + c
);
833 rcontainer
.style
.left
= i0
+ "px";
834 rcontainer
.style
.top
= j0
+ "px";
835 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
836 rcontainer
.style
.height
= sqResSize
+ "px";
837 // And then reserve cells:
838 const rpieceWidth
= this.getReserveSquareSize(r
.width
, nbR
);
839 Object
.keys(this.reserve
[c
]).forEach(p
=> {
840 if (this.reserve
[c
][p
] == 0)
842 let r_cell
= document
.getElementById(this.coordsToId({x: c
, y: p
}));
843 r_cell
.style
.width
= sqResSize
+ "px";
844 r_cell
.style
.height
= sqResSize
+ "px";
849 // Return the absolute pixel coordinates given current position.
850 // Our coordinate system differs from CSS one (x <--> y).
851 // We return here the CSS coordinates (more useful).
852 getPixelPosition(i
, j
, r
) {
854 return [0, 0]; //piece vanishes
856 if (typeof i
== "string") {
857 // Reserves: need to know the rank of piece
858 const nbR
= this.getNbReservePieces(i
);
859 const rsqSize
= this.getReserveSquareSize(r
.width
, nbR
);
860 x
= this.getRankInReserve(i
, j
) * rsqSize
;
861 y
= (this.playerColor
== i
? y
= r
.height
+ 5 : - 5 - rsqSize
);
864 const sqSize
= r
.width
/ this.size
.y
;
865 const flipped
= (this.playerColor
== 'b');
866 x
= (flipped
? this.size
.y
- 1 - j : j
) * sqSize
;
867 y
= (flipped
? this.size
.x
- 1 - i : i
) * sqSize
;
869 return [r
.x
+ x
, r
.y
+ y
];
873 let container
= document
.getElementById(this.containerId
);
874 let chessboard
= container
.querySelector(".chessboard");
876 const getOffset
= e
=> {
879 return {x: e
.clientX
, y: e
.clientY
};
880 let touchLocation
= null;
881 if (e
.targetTouches
&& e
.targetTouches
.length
>= 1)
882 // Touch screen, dragstart
883 touchLocation
= e
.targetTouches
[0];
884 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
885 // Touch screen, dragend
886 touchLocation
= e
.changedTouches
[0];
888 return {x: touchLocation
.clientX
, y: touchLocation
.clientY
};
889 return {x: 0, y: 0}; //shouldn't reach here =)
892 const centerOnCursor
= (piece
, e
) => {
893 const centerShift
= this.getPieceWidth(r
.width
) / 2;
894 const offset
= getOffset(e
);
895 piece
.style
.left
= (offset
.x
- centerShift
) + "px";
896 piece
.style
.top
= (offset
.y
- centerShift
) + "px";
901 startPiece
, curPiece
= null,
903 const mousedown
= (e
) => {
904 // Disable zoom on smartphones:
905 if (e
.touches
&& e
.touches
.length
> 1)
907 r
= chessboard
.getBoundingClientRect();
908 pieceWidth
= this.getPieceWidth(r
.width
);
909 const cd
= this.idToCoords(e
.target
.id
);
911 const move = this.doClick(cd
);
913 this.playPlusVisual(move);
915 const [x
, y
] = Object
.values(cd
);
916 if (typeof x
!= "number")
917 startPiece
= this.r_pieces
[x
][y
];
919 startPiece
= this.g_pieces
[x
][y
];
920 if (startPiece
&& this.canIplay(x
, y
)) {
923 curPiece
= startPiece
.cloneNode();
924 curPiece
.style
.transform
= "none";
925 curPiece
.style
.zIndex
= 5;
926 curPiece
.style
.width
= pieceWidth
+ "px";
927 curPiece
.style
.height
= pieceWidth
+ "px";
928 centerOnCursor(curPiece
, e
);
929 container
.appendChild(curPiece
);
930 startPiece
.style
.opacity
= "0.4";
931 chessboard
.style
.cursor
= "none";
937 const mousemove
= (e
) => {
940 centerOnCursor(curPiece
, e
);
942 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
943 // Attempt to prevent horizontal swipe...
947 const mouseup
= (e
) => {
950 const [x
, y
] = [start
.x
, start
.y
];
953 chessboard
.style
.cursor
= "pointer";
954 startPiece
.style
.opacity
= "1";
955 const offset
= getOffset(e
);
956 const landingElt
= document
.elementFromPoint(offset
.x
, offset
.y
);
958 (landingElt
? this.idToCoords(landingElt
.id
) : undefined);
960 // NOTE: clearly suboptimal, but much easier, and not a big deal.
961 const potentialMoves
= this.getPotentialMovesFrom([x
, y
])
962 .filter(m
=> m
.end
.x
== cd
.x
&& m
.end
.y
== cd
.y
);
963 const moves
= this.filterValid(potentialMoves
);
964 if (moves
.length
>= 2)
965 this.showChoices(moves
, r
);
966 else if (moves
.length
== 1)
967 this.playPlusVisual(moves
[0], r
);
972 if ('onmousedown' in window
) {
973 document
.addEventListener("mousedown", mousedown
);
974 document
.addEventListener("mousemove", mousemove
);
975 document
.addEventListener("mouseup", mouseup
);
976 document
.addEventListener("wheel",
977 (e
) => this.rescale(e
.deltaY
< 0 ? "up" : "down"));
979 if ('ontouchstart' in window
) {
980 // https://stackoverflow.com/a/42509310/12660887
981 document
.addEventListener("touchstart", mousedown
, {passive: false});
982 document
.addEventListener("touchmove", mousemove
, {passive: false});
983 document
.addEventListener("touchend", mouseup
, {passive: false});
985 // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
988 showChoices(moves
, r
) {
989 let container
= document
.getElementById(this.containerId
);
990 let chessboard
= container
.querySelector(".chessboard");
991 let choices
= document
.createElement("div");
992 choices
.id
= "choices";
993 choices
.style
.width
= r
.width
+ "px";
994 choices
.style
.height
= r
.height
+ "px";
995 choices
.style
.left
= r
.x
+ "px";
996 choices
.style
.top
= r
.y
+ "px";
997 chessboard
.style
.opacity
= "0.5";
998 container
.appendChild(choices
);
999 const squareWidth
= r
.width
/ this.size
.y
;
1000 const firstUpLeft
= (r
.width
- (moves
.length
* squareWidth
)) / 2;
1001 const firstUpTop
= (r
.height
- squareWidth
) / 2;
1002 const color
= moves
[0].appear
[0].c
;
1003 const callback
= (m
) => {
1004 chessboard
.style
.opacity
= "1";
1005 container
.removeChild(choices
);
1006 this.playPlusVisual(m
, r
);
1008 for (let i
=0; i
< moves
.length
; i
++) {
1009 let choice
= document
.createElement("div");
1010 choice
.classList
.add("choice");
1011 choice
.style
.width
= squareWidth
+ "px";
1012 choice
.style
.height
= squareWidth
+ "px";
1013 choice
.style
.left
= (firstUpLeft
+ i
* squareWidth
) + "px";
1014 choice
.style
.top
= firstUpTop
+ "px";
1015 choice
.style
.backgroundColor
= "lightyellow";
1016 choice
.onclick
= () => callback(moves
[i
]);
1017 const piece
= document
.createElement("piece");
1018 const pieceSpec
= this.pieces()[moves
[i
].appear
[0].p
];
1019 piece
.classList
.add(pieceSpec
["class"]);
1020 piece
.classList
.add(C
.GetColorClass(color
));
1021 piece
.style
.width
= "100%";
1022 piece
.style
.height
= "100%";
1023 choice
.appendChild(piece
);
1024 choices
.appendChild(choice
);
1035 ratio: 1 //for rectangular board = y / x
1039 // Color of thing on square (i,j). 'undefined' if square is empty
1041 if (typeof i
== "string")
1042 return i
; //reserves
1043 return this.board
[i
][j
].charAt(0);
1046 static GetColorClass(c
) {
1047 return (c
== 'w' ? "white" : "black");
1050 // Assume square i,j isn't empty
1052 if (typeof j
== "string")
1053 return j
; //reserves
1054 return this.board
[i
][j
].charAt(1);
1057 // Piece type on square (i,j)
1058 getPieceType(i
, j
) {
1059 const p
= this.getPiece(i
, j
);
1060 return C
.CannibalKings
[p
] || p
; //a cannibal king move as...
1063 // Get opponent color
1064 static GetOppCol(color
) {
1065 return (color
== "w" ? "b" : "w");
1068 // Can thing on square1 capture (no return) thing on square2?
1069 canTake([x1
, y1
], [x2
, y2
]) {
1070 return (this.getColor(x1
, y1
) !== this.getColor(x2
, y2
));
1073 // Is (x,y) on the chessboard?
1075 return (x
>= 0 && x
< this.size
.x
&&
1076 y
>= 0 && y
< this.size
.y
);
1079 // Am I allowed to move thing at square x,y ?
1081 return (this.playerColor
== this.turn
&& this.getColor(x
, y
) == this.turn
);
1084 ////////////////////////
1085 // PIECES SPECIFICATIONS
1087 pieces(color
, x
, y
) {
1088 const pawnShift
= (color
== "w" ? -1 : 1);
1089 // NOTE: jump 2 squares from first rank (pawns can be here sometimes)
1090 const initRank
= ((color
== 'w' && x
>= 6) || (color
== 'b' && x
<= 1));
1096 steps: [[pawnShift
, 0]],
1097 range: (initRank
? 2 : 1)
1102 steps: [[pawnShift
, 1], [pawnShift
, -1]],
1111 {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
1120 [1, 2], [1, -2], [-1, 2], [-1, -2],
1121 [2, 1], [-2, 1], [2, -1], [-2, -1]
1131 {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
1140 [0, 1], [0, -1], [1, 0], [-1, 0],
1141 [1, 1], [1, -1], [-1, 1], [-1, -1]
1152 [0, 1], [0, -1], [1, 0], [-1, 0],
1153 [1, 1], [1, -1], [-1, 1], [-1, -1]
1160 '!': {"class": "king-pawn", moveas: "p"},
1161 '#': {"class": "king-rook", moveas: "r"},
1162 '$': {"class": "king-knight", moveas: "n"},
1163 '%': {"class": "king-bishop", moveas: "b"},
1164 '*': {"class": "king-queen", moveas: "q"}
1168 ////////////////////
1171 // For Cylinder: get Y coordinate
1173 if (!this.options
["cylinder"])
1175 let res
= y
% this.size
.y
;
1181 // Stop at the first capture found
1182 atLeastOneCapture(color
) {
1183 color
= color
|| this.turn
;
1184 const oppCol
= C
.GetOppCol(color
);
1185 for (let i
= 0; i
< this.size
.x
; i
++) {
1186 for (let j
= 0; j
< this.size
.y
; j
++) {
1187 if (this.board
[i
][j
] != "" && this.getColor(i
, j
) == color
) {
1188 const allSpecs
= this.pieces(color
, i
, j
)
1189 let specs
= allSpecs
[this.getPieceType(i
, j
)];
1190 const attacks
= specs
.attack
|| specs
.moves
;
1191 for (let a
of attacks
) {
1192 outerLoop: for (let step
of a
.steps
) {
1193 let [ii
, jj
] = [i
+ step
[0], this.getY(j
+ step
[1])];
1194 let stepCounter
= 1;
1195 while (this.onBoard(ii
, jj
) && this.board
[ii
][jj
] == "") {
1196 if (a
.range
<= stepCounter
++)
1199 jj
= this.getY(jj
+ step
[1]);
1202 this.onBoard(ii
, jj
) &&
1203 this.getColor(ii
, jj
) == oppCol
&&
1205 [this.getBasicMove([i
, j
], [ii
, jj
])]
1218 getDropMovesFrom([c
, p
]) {
1219 // NOTE: by design, this.reserve[c][p] >= 1 on user click
1220 // (but not necessarily otherwise: atLeastOneMove() etc)
1221 if (this.reserve
[c
][p
] == 0)
1224 for (let i
=0; i
<this.size
.x
; i
++) {
1225 for (let j
=0; j
<this.size
.y
; j
++) {
1227 this.board
[i
][j
] == "" &&
1228 (!this.enlightened
|| this.enlightened
[i
][j
]) &&
1231 (c
== 'w' && i
< this.size
.x
- 1) ||
1237 start: {x: c
, y: p
},
1239 appear: [new PiPo({x: i
, y: j
, c: c
, p: p
})],
1249 // All possible moves from selected square
1250 getPotentialMovesFrom(sq
, color
) {
1251 if (this.subTurnTeleport
== 2)
1253 if (typeof sq
[0] == "string")
1254 return this.getDropMovesFrom(sq
);
1255 if (this.isImmobilized(sq
))
1257 const piece
= this.getPieceType(sq
[0], sq
[1]);
1258 let moves
= this.getPotentialMovesOf(piece
, sq
);
1261 this.hasEnpassant
&&
1264 Array
.prototype.push
.apply(moves
, this.getEnpassantCaptures(sq
));
1269 this.castleFlags
[color
|| this.turn
].some(v
=> v
< this.size
.y
)
1271 Array
.prototype.push
.apply(moves
, this.getCastleMoves(sq
));
1273 return this.postProcessPotentialMoves(moves
);
1276 postProcessPotentialMoves(moves
) {
1277 if (moves
.length
== 0)
1279 const color
= this.getColor(moves
[0].start
.x
, moves
[0].start
.y
);
1280 const oppCol
= C
.GetOppCol(color
);
1282 if (this.options
["capture"] && this.atLeastOneCapture())
1283 moves
= this.capturePostProcess(moves
, oppCol
);
1285 if (this.options
["atomic"])
1286 this.atomicPostProcess(moves
, oppCol
);
1290 this.getPieceType(moves
[0].start
.x
, moves
[0].start
.y
) == "p"
1292 this.pawnPostProcess(moves
, color
, oppCol
);
1296 this.options
["cannibal"] &&
1297 this.options
["rifle"]
1299 // In this case a rifle-capture from last rank may promote a pawn
1300 this.riflePromotePostProcess(moves
, color
);
1306 capturePostProcess(moves
, oppCol
) {
1307 // Filter out non-capturing moves (not using m.vanish because of
1308 // self captures of Recycle and Teleport).
1309 return moves
.filter(m
=> {
1311 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1312 this.getColor(m
.end
.x
, m
.end
.y
) == oppCol
1317 atomicPostProcess(moves
, oppCol
) {
1318 moves
.forEach(m
=> {
1320 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1321 this.getColor(m
.end
.x
, m
.end
.y
) == oppCol
1334 for (let step
of steps
) {
1335 let x
= m
.end
.x
+ step
[0];
1336 let y
= this.getY(m
.end
.y
+ step
[1]);
1338 this.onBoard(x
, y
) &&
1339 this.board
[x
][y
] != "" &&
1340 this.getPieceType(x
, y
) != "p"
1344 p: this.getPiece(x
, y
),
1345 c: this.getColor(x
, y
),
1352 if (!this.options
["rifle"])
1353 m
.appear
.pop(); //nothing appears
1358 pawnPostProcess(moves
, color
, oppCol
) {
1360 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1361 const initPiece
= this.getPiece(moves
[0].start
.x
, moves
[0].start
.y
);
1362 moves
.forEach(m
=> {
1363 const [x1
, y1
] = [m
.start
.x
, m
.start
.y
];
1364 const [x2
, y2
] = [m
.end
.x
, m
.end
.y
];
1365 const promotionOk
= (
1367 (!this.options
["rifle"] || this.board
[x2
][y2
] == "")
1370 return; //nothing to do
1371 if (this.options
["pawnfall"]) {
1375 let finalPieces
= ["p"];
1377 this.options
["cannibal"] &&
1378 this.board
[x2
][y2
] != "" &&
1379 this.getColor(x2
, y2
) == oppCol
1381 finalPieces
= [this.getPieceType(x2
, y2
)];
1384 finalPieces
= this.pawnPromotions
;
1385 m
.appear
[0].p
= finalPieces
[0];
1386 if (initPiece
== "!") //cannibal king-pawn
1387 m
.appear
[0].p
= C
.CannibalKingCode
[finalPieces
[0]];
1388 for (let i
=1; i
<finalPieces
.length
; i
++) {
1389 const piece
= finalPieces
[i
];
1392 p: (initPiece
!= "!" ? piece : C
.CannibalKingCode
[piece
])
1394 let newMove
= this.getBasicMove([x1
, y1
], [x2
, y2
], tr
);
1395 moreMoves
.push(newMove
);
1398 Array
.prototype.push
.apply(moves
, moreMoves
);
1401 riflePromotePostProcess(moves
, color
) {
1402 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1404 moves
.forEach(m
=> {
1406 m
.start
.x
== lastRank
&&
1407 m
.appear
.length
>= 1 &&
1408 m
.appear
[0].p
== "p" &&
1409 m
.appear
[0].x
== m
.start
.x
&&
1410 m
.appear
[0].y
== m
.start
.y
1412 m
.appear
[0].p
= this.pawnPromotions
[0];
1413 for (let i
=1; i
<this.pawnPromotions
.length
; i
++) {
1414 let newMv
= JSON
.parse(JSON
.stringify(m
));
1415 newMv
.appear
[0].p
= this.pawnSpecs
.promotions
[i
];
1416 newMoves
.push(newMv
);
1420 Array
.prototype.push
.apply(moves
, newMoves
);
1423 // NOTE: using special symbols to not interfere with variants' pieces codes
1424 static get CannibalKings() {
1435 static get CannibalKingCode() {
1447 return !!C
.CannibalKings
[symbol
];
1451 // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
1452 isImmobilized([x
, y
]) {
1453 if (!this.options
["madrasi"])
1455 const color
= this.getColor(x
, y
);
1456 const oppCol
= C
.GetOppCol(color
);
1457 const piece
= this.getPieceType(x
, y
); //ok not cannibal king
1458 const stepSpec
= this.pieces(color
, x
, y
)[piece
];
1459 const attacks
= stepSpec
.attack
|| stepSpec
.moves
;
1460 for (let a
of attacks
) {
1461 outerLoop: for (let step
of a
.steps
) {
1462 let [i
, j
] = [x
+ step
[0], y
+ step
[1]];
1463 let stepCounter
= 1;
1464 while (this.onBoard(i
, j
) && this.board
[i
][j
] == "") {
1465 if (a
.range
<= stepCounter
++)
1468 j
= this.getY(j
+ step
[1]);
1471 this.onBoard(i
, j
) &&
1472 this.getColor(i
, j
) == oppCol
&&
1473 this.getPieceType(i
, j
) == piece
1482 // Generic method to find possible moves of "sliding or jumping" pieces
1483 getPotentialMovesOf(piece
, [x
, y
]) {
1484 const color
= this.getColor(x
, y
);
1485 const stepSpec
= this.pieces(color
, x
, y
)[piece
];
1487 // Next 3 for Cylinder mode:
1492 const addMove
= (start
, end
) => {
1493 let newMove
= this.getBasicMove(start
, end
);
1494 if (segments
.length
> 0) {
1495 newMove
.segments
= JSON
.parse(JSON
.stringify(segments
));
1496 newMove
.segments
.push([[segStart
[0], segStart
[1]], [end
[0], end
[1]]]);
1498 moves
.push(newMove
);
1501 const findAddMoves
= (type
, stepArray
) => {
1502 for (let s
of stepArray
) {
1503 outerLoop: for (let step
of s
.steps
) {
1506 let [i
, j
] = [x
, y
];
1507 let stepCounter
= 0;
1509 this.onBoard(i
, j
) &&
1510 (this.board
[i
][j
] == "" || (i
== x
&& j
== y
))
1514 !explored
[i
+ "." + j
] &&
1517 explored
[i
+ "." + j
] = true;
1518 addMove([x
, y
], [i
, j
]);
1520 if (s
.range
<= stepCounter
++)
1522 const oldIJ
= [i
, j
];
1524 j
= this.getY(j
+ step
[1]);
1525 if (Math
.abs(j
- oldIJ
[1]) > 1) {
1526 // Boundary between segments (cylinder mode)
1527 segments
.push([[segStart
[0], segStart
[1]], oldIJ
]);
1531 if (!this.onBoard(i
, j
))
1533 const pieceIJ
= this.getPieceType(i
, j
);
1535 type
!= "moveonly" &&
1536 !explored
[i
+ "." + j
] &&
1538 !this.options
["zen"] ||
1542 this.canTake([x
, y
], [i
, j
]) ||
1544 (this.options
["recycle"] || this.options
["teleport"]) &&
1549 explored
[i
+ "." + j
] = true;
1550 addMove([x
, y
], [i
, j
]);
1556 const specialAttack
= !!stepSpec
.attack
;
1558 findAddMoves("attack", stepSpec
.attack
);
1559 findAddMoves(specialAttack
? "moveonly" : "all", stepSpec
.moves
);
1560 if (this.options
["zen"]) {
1561 Array
.prototype.push
.apply(moves
,
1562 this.findCapturesOn([x
, y
], {zen: true}));
1567 // Search for enemy (or not) pieces attacking [x, y]
1568 findCapturesOn([x
, y
], args
) {
1571 args
.oppCol
= C
.GetOppCol(this.getColor(x
, y
) || this.turn
);
1572 for (let i
=0; i
<this.size
.x
; i
++) {
1573 for (let j
=0; j
<this.size
.y
; j
++) {
1575 this.board
[i
][j
] != "" &&
1576 this.getColor(i
, j
) == args
.oppCol
&&
1577 !this.isImmobilized([i
, j
])
1579 if (args
.zen
&& this.isKing(this.getPiece(i
, j
)))
1580 continue; //king not captured in this way
1582 this.pieces(args
.oppCol
, i
, j
)[this.getPieceType(i
, j
)];
1583 const attacks
= stepSpec
.attack
|| stepSpec
.moves
;
1584 for (let a
of attacks
) {
1585 for (let s
of a
.steps
) {
1586 // Quick check: if step isn't compatible, don't even try
1587 if (!C
.CompatibleStep([i
, j
], [x
, y
], s
, a
.range
))
1589 // Finally verify that nothing stand in-between
1590 let [ii
, jj
] = [i
+ s
[0], this.getY(j
+ s
[1])];
1591 let stepCounter
= 1;
1593 this.onBoard(ii
, jj
) &&
1594 this.board
[ii
][jj
] == "" &&
1595 (ii
!= x
|| jj
!= y
) //condition to attack empty squares too
1598 jj
= this.getY(jj
+ s
[1]);
1600 if (ii
== x
&& jj
== y
) {
1603 moves
.push(this.getBasicMove([x
, y
], [i
, j
]));
1605 moves
.push(this.getBasicMove([i
, j
], [x
, y
]));
1607 return moves
; //test for underCheck
1617 static CompatibleStep([x1
, y1
], [x2
, y2
], step
, range
) {
1618 const rx
= (x2
- x1
) / step
[0],
1619 ry
= (y2
- y1
) / step
[1];
1621 (!Number
.isFinite(rx
) && !Number
.isNaN(rx
)) ||
1622 (!Number
.isFinite(ry
) && !Number
.isNaN(ry
))
1626 let distance
= (Number
.isNaN(rx
) ? ry : rx
);
1627 // TODO: 1e-7 here is totally arbitrary
1628 if (Math
.abs(distance
- Math
.round(distance
)) > 1e-7)
1630 distance
= Math
.round(distance
); //in case of (numerical...)
1631 if (range
< distance
)
1636 // Build a regular move from its initial and destination squares.
1637 // tr: transformation
1638 getBasicMove([sx
, sy
], [ex
, ey
], tr
) {
1639 const initColor
= this.getColor(sx
, sy
);
1640 const initPiece
= this.getPiece(sx
, sy
);
1641 const destColor
= (this.board
[ex
][ey
] != "" ? this.getColor(ex
, ey
) : "");
1645 start: {x: sx
, y: sy
},
1649 !this.options
["rifle"] ||
1650 this.board
[ex
][ey
] == "" ||
1651 destColor
== initColor
//Recycle, Teleport
1657 c: !!tr
? tr
.c : initColor
,
1658 p: !!tr
? tr
.p : initPiece
1670 if (this.board
[ex
][ey
] != "") {
1675 c: this.getColor(ex
, ey
),
1676 p: this.getPiece(ex
, ey
)
1679 if (this.options
["cannibal"] && destColor
!= initColor
) {
1680 const lastIdx
= mv
.vanish
.length
- 1;
1681 let trPiece
= mv
.vanish
[lastIdx
].p
;
1682 if (this.isKing(this.getPiece(sx
, sy
)))
1683 trPiece
= C
.CannibalKingCode
[trPiece
];
1684 if (mv
.appear
.length
>= 1)
1685 mv
.appear
[0].p
= trPiece
;
1686 else if (this.options
["rifle"]) {
1709 // En-passant square, if any
1710 getEpSquare(moveOrSquare
) {
1711 if (typeof moveOrSquare
=== "string") {
1712 const square
= moveOrSquare
;
1715 return C
.SquareToCoords(square
);
1717 // Argument is a move:
1718 const move = moveOrSquare
;
1719 const s
= move.start
,
1723 Math
.abs(s
.x
- e
.x
) == 2 &&
1724 // Next conditions for variants like Atomic or Rifle, Recycle...
1725 (move.appear
.length
> 0 && move.appear
[0].p
== "p") &&
1726 (move.vanish
.length
> 0 && move.vanish
[0].p
== "p")
1733 return undefined; //default
1736 // Special case of en-passant captures: treated separately
1737 getEnpassantCaptures([x
, y
]) {
1738 const color
= this.getColor(x
, y
);
1739 const shiftX
= (color
== 'w' ? -1 : 1);
1740 const oppCol
= C
.GetOppCol(color
);
1741 let enpassantMove
= null;
1744 this.epSquare
.x
== x
+ shiftX
&&
1745 Math
.abs(this.getY(this.epSquare
.y
- y
)) == 1 &&
1746 this.getColor(x
, this.epSquare
.y
) == oppCol
//Doublemove guard...
1748 const [epx
, epy
] = [this.epSquare
.x
, this.epSquare
.y
];
1749 this.board
[epx
][epy
] = oppCol
+ "p";
1750 enpassantMove
= this.getBasicMove([x
, y
], [epx
, epy
]);
1751 this.board
[epx
][epy
] = "";
1752 const lastIdx
= enpassantMove
.vanish
.length
- 1; //think Rifle
1753 enpassantMove
.vanish
[lastIdx
].x
= x
;
1755 return !!enpassantMove
? [enpassantMove
] : [];
1758 // "castleInCheck" arg to let some variants castle under check
1759 getCastleMoves([x
, y
], finalSquares
, castleInCheck
, castleWith
) {
1760 const c
= this.getColor(x
, y
);
1763 const oppCol
= C
.GetOppCol(c
);
1767 finalSquares
|| [ [2, 3], [this.size
.y
- 2, this.size
.y
- 3] ];
1768 const castlingKing
= this.getPiece(x
, y
);
1769 castlingCheck: for (
1772 castleSide
++ //large, then small
1774 if (this.castleFlags
[c
][castleSide
] >= this.size
.y
)
1776 // If this code is reached, rook and king are on initial position
1778 // NOTE: in some variants this is not a rook
1779 const rookPos
= this.castleFlags
[c
][castleSide
];
1780 const castlingPiece
= this.getPiece(x
, rookPos
);
1782 this.board
[x
][rookPos
] == "" ||
1783 this.getColor(x
, rookPos
) != c
||
1784 (!!castleWith
&& !castleWith
.includes(castlingPiece
))
1786 // Rook is not here, or changed color (see Benedict)
1789 // Nothing on the path of the king ? (and no checks)
1790 const finDist
= finalSquares
[castleSide
][0] - y
;
1791 let step
= finDist
/ Math
.max(1, Math
.abs(finDist
));
1795 (!castleInCheck
&& this.underCheck([x
, i
], oppCol
)) ||
1797 this.board
[x
][i
] != "" &&
1798 // NOTE: next check is enough, because of chessboard constraints
1799 (this.getColor(x
, i
) != c
|| ![rookPos
, y
].includes(i
))
1802 continue castlingCheck
;
1805 } while (i
!= finalSquares
[castleSide
][0]);
1806 // Nothing on the path to the rook?
1807 step
= (castleSide
== 0 ? -1 : 1);
1808 for (i
= y
+ step
; i
!= rookPos
; i
+= step
) {
1809 if (this.board
[x
][i
] != "")
1810 continue castlingCheck
;
1813 // Nothing on final squares, except maybe king and castling rook?
1814 for (i
= 0; i
< 2; i
++) {
1816 finalSquares
[castleSide
][i
] != rookPos
&&
1817 this.board
[x
][finalSquares
[castleSide
][i
]] != "" &&
1819 finalSquares
[castleSide
][i
] != y
||
1820 this.getColor(x
, finalSquares
[castleSide
][i
]) != c
1823 continue castlingCheck
;
1827 // If this code is reached, castle is valid
1833 y: finalSquares
[castleSide
][0],
1839 y: finalSquares
[castleSide
][1],
1845 // King might be initially disguised (Titan...)
1846 new PiPo({ x: x
, y: y
, p: castlingKing
, c: c
}),
1847 new PiPo({ x: x
, y: rookPos
, p: castlingPiece
, c: c
})
1850 Math
.abs(y
- rookPos
) <= 2
1851 ? {x: x
, y: rookPos
}
1852 : {x: x
, y: y
+ 2 * (castleSide
== 0 ? -1 : 1)}
1860 ////////////////////
1863 // Is (king at) given position under check by "oppCol" ?
1864 underCheck([x
, y
], oppCol
) {
1865 if (this.options
["taking"] || this.options
["dark"])
1868 this.findCapturesOn([x
, y
], {oppCol: oppCol
, one: true}).length
>= 1
1872 // Stop at first king found (TODO: multi-kings)
1873 searchKingPos(color
) {
1874 for (let i
=0; i
< this.size
.x
; i
++) {
1875 for (let j
=0; j
< this.size
.y
; j
++) {
1876 if (this.getColor(i
, j
) == color
&& this.isKing(this.getPiece(i
, j
)))
1880 return [-1, -1]; //king not found
1883 filterValid(moves
) {
1884 if (moves
.length
== 0)
1886 const color
= this.turn
;
1887 const oppCol
= C
.GetOppCol(color
);
1888 if (this.options
["balance"] && [1, 3].includes(this.movesCount
)) {
1889 // Forbid moves either giving check or exploding opponent's king:
1890 const oppKingPos
= this.searchKingPos(oppCol
);
1891 moves
= moves
.filter(m
=> {
1893 m
.vanish
.some(v
=> v
.c
== oppCol
&& v
.p
== "k") &&
1894 m
.appear
.every(a
=> a
.c
!= oppCol
|| a
.p
!= "k")
1897 this.playOnBoard(m
);
1898 const res
= !this.underCheck(oppKingPos
, color
);
1899 this.undoOnBoard(m
);
1903 if (this.options
["taking"] || this.options
["dark"])
1905 const kingPos
= this.searchKingPos(color
);
1906 let filtered
= {}; //avoid re-checking similar moves (promotions...)
1907 return moves
.filter(m
=> {
1908 const key
= m
.start
.x
+ m
.start
.y
+ '.' + m
.end
.x
+ m
.end
.y
;
1909 if (!filtered
[key
]) {
1910 this.playOnBoard(m
);
1911 let square
= kingPos
,
1912 res
= true; //a priori valid
1913 if (m
.vanish
.some(v
=> {
1914 return C
.CannibalKings
[v
.p
] && v
.c
== color
;
1916 // Search king in appear array:
1918 m
.appear
.findIndex(a
=> {
1919 return C
.CannibalKings
[a
.p
] && a
.c
== color
;
1921 if (newKingIdx
>= 0)
1922 square
= [m
.appear
[newKingIdx
].x
, m
.appear
[newKingIdx
].y
];
1926 res
&&= !this.underCheck(square
, oppCol
);
1927 this.undoOnBoard(m
);
1928 filtered
[key
] = res
;
1931 return filtered
[key
];
1938 // Aggregate flags into one object
1940 return this.castleFlags
;
1943 // Reverse operation
1944 disaggregateFlags(flags
) {
1945 this.castleFlags
= flags
;
1948 // Apply a move on board
1950 for (let psq
of move.vanish
)
1951 this.board
[psq
.x
][psq
.y
] = "";
1952 for (let psq
of move.appear
)
1953 this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
1955 // Un-apply the played move
1957 for (let psq
of move.appear
)
1958 this.board
[psq
.x
][psq
.y
] = "";
1959 for (let psq
of move.vanish
)
1960 this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
1963 updateCastleFlags(move) {
1964 // Update castling flags if start or arrive from/at rook/king locations
1965 move.appear
.concat(move.vanish
).forEach(psq
=> {
1967 this.board
[psq
.x
][psq
.y
] != "" &&
1968 this.getPieceType(psq
.x
, psq
.y
) == "k"
1970 this.castleFlags
[psq
.c
] = [this.size
.y
, this.size
.y
];
1972 // NOTE: not "else if" because king can capture enemy rook...
1976 else if (psq
.x
== this.size
.x
- 1)
1979 const fidx
= this.castleFlags
[c
].findIndex(f
=> f
== psq
.y
);
1981 this.castleFlags
[c
][fidx
] = this.size
.y
;
1989 // If flags already off, no need to re-check:
1990 Object
.keys(this.castleFlags
).some(c
=> {
1991 return this.castleFlags
[c
].some(val
=> val
< this.size
.y
)})
1993 this.updateCastleFlags(move);
1995 if (this.options
["crazyhouse"]) {
1996 move.vanish
.forEach(v
=> {
1997 const square
= C
.CoordsToSquare({x: v
.x
, y: v
.y
});
1998 if (this.ispawn
[square
])
1999 delete this.ispawn
[square
];
2001 if (move.appear
.length
> 0 && move.vanish
.length
> 0) {
2002 // Assumption: something is moving
2003 const initSquare
= C
.CoordsToSquare(move.start
);
2004 const destSquare
= C
.CoordsToSquare(move.end
);
2006 this.ispawn
[initSquare
] ||
2007 (move.vanish
[0].p
== "p" && move.appear
[0].p
!= "p")
2009 this.ispawn
[destSquare
] = true;
2012 this.ispawn
[destSquare
] &&
2013 this.getColor(move.end
.x
, move.end
.y
) != move.vanish
[0].c
2015 move.vanish
[1].p
= "p";
2016 delete this.ispawn
[destSquare
];
2020 const minSize
= Math
.min(move.appear
.length
, move.vanish
.length
);
2023 // Warning; atomic pawn removal isn't a capture
2024 (!this.options
["atomic"] || !this.rempawn
|| this.movesCount
>= 1)
2026 const color
= this.turn
;
2027 for (let i
=minSize
; i
<move.appear
.length
; i
++) {
2028 // Something appears = dropped on board (some exceptions, Chakart...)
2029 if (move.appear
[i
].c
== color
) {
2030 const piece
= move.appear
[i
].p
;
2031 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] - 1);
2034 for (let i
=minSize
; i
<move.vanish
.length
; i
++) {
2035 // Something vanish: add to reserve except if recycle & opponent
2037 this.options
["crazyhouse"] ||
2038 (this.options
["recycle"] && move.vanish
[i
].c
== color
)
2040 const piece
= move.vanish
[i
].p
;
2041 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] + 1);
2049 if (this.hasEnpassant
)
2050 this.epSquare
= this.getEpSquare(move);
2051 this.playOnBoard(move);
2052 this.postPlay(move);
2056 const color
= this.turn
;
2057 const oppCol
= C
.GetOppCol(color
);
2058 if (this.options
["dark"])
2059 this.updateEnlightened();
2060 if (this.options
["teleport"]) {
2062 this.subTurnTeleport
== 1 &&
2063 move.vanish
.length
> move.appear
.length
&&
2064 move.vanish
[move.vanish
.length
- 1].c
== color
2066 const v
= move.vanish
[move.vanish
.length
- 1];
2067 this.captured
= {x: v
.x
, y: v
.y
, c: v
.c
, p: v
.p
};
2068 this.subTurnTeleport
= 2;
2071 this.subTurnTeleport
= 1;
2072 this.captured
= null;
2074 if (this.options
["balance"]) {
2075 if (![1, 3].includes(this.movesCount
))
2081 this.options
["doublemove"] &&
2082 this.movesCount
>= 1 &&
2085 (this.options
["progressive"] && this.subTurn
<= this.movesCount
)
2087 const oppKingPos
= this.searchKingPos(oppCol
);
2089 oppKingPos
[0] >= 0 &&
2091 this.options
["taking"] ||
2092 !this.underCheck(oppKingPos
, color
)
2105 // "Stop at the first move found"
2106 atLeastOneMove(color
) {
2107 color
= color
|| this.turn
;
2108 for (let i
= 0; i
< this.size
.x
; i
++) {
2109 for (let j
= 0; j
< this.size
.y
; j
++) {
2110 if (this.board
[i
][j
] != "" && this.getColor(i
, j
) == color
) {
2111 // NOTE: in fact searching for all potential moves from i,j.
2112 // I don't believe this is an issue, for now at least.
2113 const moves
= this.getPotentialMovesFrom([i
, j
]);
2114 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1))
2119 if (this.hasReserve
&& this.reserve
[color
]) {
2120 for (let p
of Object
.keys(this.reserve
[color
])) {
2121 const moves
= this.getDropMovesFrom([color
, p
]);
2122 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1))
2129 // What is the score ? (Interesting if game is over)
2130 getCurrentScore(move) {
2131 const color
= this.turn
;
2132 const oppCol
= C
.GetOppCol(color
);
2133 const kingPos
= [this.searchKingPos(color
), this.searchKingPos(oppCol
)];
2134 if (kingPos
[0][0] < 0 && kingPos
[1][0] < 0)
2136 if (kingPos
[0][0] < 0)
2137 return (color
== "w" ? "0-1" : "1-0");
2138 if (kingPos
[1][0] < 0)
2139 return (color
== "w" ? "1-0" : "0-1");
2140 if (this.atLeastOneMove())
2142 // No valid move: stalemate or checkmate?
2143 if (!this.underCheck(kingPos
[0], color
))
2146 return (color
== "w" ? "0-1" : "1-0");
2149 playVisual(move, r
) {
2150 move.vanish
.forEach(v
=> {
2151 this.g_pieces
[v
.x
][v
.y
].remove();
2152 this.g_pieces
[v
.x
][v
.y
] = null;
2155 document
.getElementById(this.containerId
).querySelector(".chessboard");
2157 r
= chessboard
.getBoundingClientRect();
2158 const pieceWidth
= this.getPieceWidth(r
.width
);
2159 move.appear
.forEach(a
=> {
2160 this.g_pieces
[a
.x
][a
.y
] = document
.createElement("piece");
2161 this.g_pieces
[a
.x
][a
.y
].classList
.add(this.pieces()[a
.p
]["class"]);
2162 this.g_pieces
[a
.x
][a
.y
].classList
.add(a
.c
== "w" ? "white" : "black");
2163 this.g_pieces
[a
.x
][a
.y
].style
.width
= pieceWidth
+ "px";
2164 this.g_pieces
[a
.x
][a
.y
].style
.height
= pieceWidth
+ "px";
2165 const [ip
, jp
] = this.getPixelPosition(a
.x
, a
.y
, r
);
2166 // Translate coordinates to use chessboard as reference:
2167 this.g_pieces
[a
.x
][a
.y
].style
.transform
=
2168 `translate(${ip - r.x}px,${jp - r.y}px)`;
2169 if (this.enlightened
&& !this.enlightened
[a
.x
][a
.y
])
2170 this.g_pieces
[a
.x
][a
.y
].classList
.add("hidden");
2171 chessboard
.appendChild(this.g_pieces
[a
.x
][a
.y
]);
2173 if (this.options
["dark"])
2174 this.graphUpdateEnlightened();
2177 playPlusVisual(move, r
) {
2179 this.playVisual(move, r
);
2180 this.afterPlay(move); //user method
2183 getMaxDistance(rwidth
) {
2184 // Works for all rectangular boards:
2185 return Math
.sqrt(rwidth
** 2 + (rwidth
/ this.size
.ratio
) ** 2);
2189 return (typeof x
== "string" ? this.r_pieces : this.g_pieces
)[x
][y
];
2192 animate(move, callback
) {
2193 if (this.noAnimate
|| move.noAnimate
) {
2197 let initPiece
= this.getDomPiece(move.start
.x
, move.start
.y
);
2198 // NOTE: cloning generally not required, but light enough, and simpler
2199 let movingPiece
= initPiece
.cloneNode();
2200 initPiece
.style
.opacity
= "0";
2202 document
.getElementById(this.containerId
)
2203 const r
= container
.querySelector(".chessboard").getBoundingClientRect();
2204 if (typeof move.start
.x
== "string") {
2205 // Need to bound width/height (was 100% for reserve pieces)
2206 const pieceWidth
= this.getPieceWidth(r
.width
);
2207 movingPiece
.style
.width
= pieceWidth
+ "px";
2208 movingPiece
.style
.height
= pieceWidth
+ "px";
2210 const maxDist
= this.getMaxDistance(r
.width
);
2211 const pieces
= this.pieces();
2213 const startCode
= this.getPiece(move.start
.x
, move.start
.y
);
2214 movingPiece
.classList
.remove(pieces
[startCode
]["class"]);
2215 movingPiece
.classList
.add(pieces
[move.drag
.p
]["class"]);
2216 const apparentColor
= this.getColor(move.start
.x
, move.start
.y
);
2217 if (apparentColor
!= move.drag
.c
) {
2218 movingPiece
.classList
.remove(C
.GetColorClass(apparentColor
));
2219 movingPiece
.classList
.add(C
.GetColorClass(move.drag
.c
));
2222 container
.appendChild(movingPiece
);
2223 const animateSegment
= (index
, cb
) => {
2224 // NOTE: move.drag could be generalized per-segment (usage?)
2225 const [i1
, j1
] = move.segments
[index
][0];
2226 const [i2
, j2
] = move.segments
[index
][1];
2227 const dep
= this.getPixelPosition(i1
, j1
, r
);
2228 const arr
= this.getPixelPosition(i2
, j2
, r
);
2229 movingPiece
.style
.transitionDuration
= "0s";
2230 movingPiece
.style
.transform
= `translate(${dep[0]}px, ${dep[1]}px)`;
2232 Math
.sqrt((arr
[0] - dep
[0]) ** 2 + (arr
[1] - dep
[1]) ** 2);
2233 const duration
= 0.2 + (distance
/ maxDist
) * 0.3;
2234 // TODO: unclear why we need this new delay below:
2236 movingPiece
.style
.transitionDuration
= duration
+ "s";
2237 // movingPiece is child of container: no need to adjust coordinates
2238 movingPiece
.style
.transform
= `translate(${arr[0]}px, ${arr[1]}px)`;
2239 setTimeout(cb
, duration
* 1000);
2242 if (!move.segments
) {
2244 [[move.start
.x
, move.start
.y
], [move.end
.x
, move.end
.y
]]
2248 const animateSegmentCallback
= () => {
2249 if (index
< move.segments
.length
)
2250 animateSegment(index
++, animateSegmentCallback
);
2252 movingPiece
.remove();
2253 initPiece
.style
.opacity
= "1";
2257 animateSegmentCallback();
2260 playReceivedMove(moves
, callback
) {
2261 const launchAnimation
= () => {
2262 const r
= container
.querySelector(".chessboard").getBoundingClientRect();
2263 const animateRec
= i
=> {
2264 this.animate(moves
[i
], () => {
2265 this.play(moves
[i
]);
2266 this.playVisual(moves
[i
], r
);
2267 if (i
< moves
.length
- 1)
2268 setTimeout(() => animateRec(i
+1), 300);
2275 // Delay if user wasn't focused:
2276 const checkDisplayThenAnimate
= (delay
) => {
2277 if (container
.style
.display
== "none") {
2278 alert("New move! Let's go back to game...");
2279 document
.getElementById("gameInfos").style
.display
= "none";
2280 container
.style
.display
= "block";
2281 setTimeout(launchAnimation
, 700);
2284 setTimeout(launchAnimation
, delay
|| 0);
2286 let container
= document
.getElementById(this.containerId
);
2287 if (document
.hidden
) {
2288 document
.onvisibilitychange
= () => {
2289 document
.onvisibilitychange
= undefined;
2290 checkDisplayThenAnimate(700);
2294 checkDisplayThenAnimate();