import {Random} from "/utils/alea.js";
import {ArrayFun} from "/utils/array.js";
+import {FenUtil} from "/utils/setupPieces.js";
import PiPo from "/utils/PiPo.js";
import Move from "/utils/Move.js";
// Setup the initial random-or-not (asymmetric-or-not) position
genRandInitBaseFen() {
- let fen, flags = "0707";
- if (!this.options.randomness)
- // Deterministic:
- fen = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR";
-
- else {
- // Randomize
- let pieces = {w: new Array(8), b: new Array(8)};
- flags = "";
- // Shuffle pieces on first (and last rank if randomness == 2)
- for (let c of ["w", "b"]) {
- if (c == 'b' && this.options.randomness == 1) {
- pieces['b'] = pieces['w'];
- flags += flags;
- break;
- }
- let positions = ArrayFun.range(8);
- // Get random squares for bishops
- let randIndex = 2 * Random.randInt(4);
- const bishop1Pos = positions[randIndex];
- // The second bishop must be on a square of different color
- let randIndex_tmp = 2 * Random.randInt(4) + 1;
- const bishop2Pos = positions[randIndex_tmp];
- // Remove chosen squares
- positions.splice(Math.max(randIndex, randIndex_tmp), 1);
- positions.splice(Math.min(randIndex, randIndex_tmp), 1);
- // Get random squares for knights
- randIndex = Random.randInt(6);
- const knight1Pos = positions[randIndex];
- positions.splice(randIndex, 1);
- randIndex = Random.randInt(5);
- const knight2Pos = positions[randIndex];
- positions.splice(randIndex, 1);
- // Get random square for queen
- randIndex = Random.randInt(4);
- const queenPos = positions[randIndex];
- positions.splice(randIndex, 1);
- // Rooks and king positions are now fixed,
- // because of the ordering rook-king-rook
- const rook1Pos = positions[0];
- const kingPos = positions[1];
- const rook2Pos = positions[2];
- // Finally put the shuffled pieces in the board array
- pieces[c][rook1Pos] = "r";
- pieces[c][knight1Pos] = "n";
- pieces[c][bishop1Pos] = "b";
- pieces[c][queenPos] = "q";
- pieces[c][kingPos] = "k";
- pieces[c][bishop2Pos] = "b";
- pieces[c][knight2Pos] = "n";
- pieces[c][rook2Pos] = "r";
- flags += rook1Pos.toString() + rook2Pos.toString();
+ const s = FenUtil.setupPieces(
+ ['r', 'n', 'b', 'q', 'k', 'b', 'n', 'r'],
+ {
+ randomness: this.options["randomness"],
+ between: {p1: 'k', p2: 'r'},
+ diffCol: ['b'],
+ flags: ['r']
}
- fen = (
- pieces["b"].join("") +
- "/pppppppp/8/8/8/8/PPPPPPPP/" +
- pieces["w"].join("").toUpperCase()
- );
- }
- return { fen: fen, o: {flags: flags} };
+ );
+ return {
+ fen: s.b.join("") + "/pppppppp/8/8/8/8/PPPPPPPP/" +
+ s.w.join("").toUpperCase(),
+ o: {flags: s.flags}
+ };
}
// "Parse" FEN: just return untransformed string data
// Position part of the FEN string
getPosition() {
let position = "";
- for (let i = 0; i < this.size.y; i++) {
+ for (let i = 0; i < this.size.x; i++) {
let emptyCount = 0;
- for (let j = 0; j < this.size.x; j++) {
+ for (let j = 0; j < this.size.y; j++) {
if (this.board[i][j] == "")
emptyCount++;
else {
if (emptyCount > 0)
// "Flush remainder"
position += C.FenEmptySquares(emptyCount);
- if (i < this.size.y - 1)
+ if (i < this.size.x - 1)
position += "/"; //separate rows
}
return position;
if (this.options[opt.variable] === undefined)
this.options[opt.variable] = opt.defaut;
});
- if (o.genFenOnly)
- // This object will be used only for initial FEN generation
- return;
// Some variables
this.playerColor = o.color;
chessboard.style.top = spaceTop + "px";
// Give sizes instead of recomputing them,
// because chessboard might not be drawn yet.
- this.setupPieces({
+ this.setupVisualPieces({
width: cbWidth,
height: cbHeight,
x: spaceLeft,
return board;
}
- setupPieces(r) {
+ setupVisualPieces(r) {
let chessboard =
document.getElementById(this.containerId).querySelector(".chessboard");
if (!r)
// TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
}
- // NOTE: not called if isDiagram, or genFenOnly
+ // NOTE: not called if isDiagram
removeListeners() {
let container = document.getElementById(this.containerId);
this.windowResizeObs.unobserve(container);
////////////////////////
// PIECES SPECIFICATIONS
+ getPawnShift(color) {
+ return (color == "w" ? -1 : 1);
+ }
+
pieces(color, x, y) {
- const pawnShift = (color == "w" ? -1 : 1);
+ const pawnShift = this.getPawnShift(color);
// NOTE: jump 2 squares from first rank (pawns can be here sometimes)
const initRank = ((color == 'w' && x >= 6) || (color == 'b' && x <= 1));
return {
////////////////////
// MOVES VALIDATION
- // Is piece (or square) at given position attacked by "oppCol" ?
+ // Is piece (or square) at given position attacked by "oppCol(s)" ?
underAttack([x, y], oppCol) {
+ if (!Array.isArray(oppCol))
+ oppCol = [oppCol];
// An empty square is considered as king,
// since it's used only in getCastleMoves (TODO?)
const king = this.board[x][y] == "" || this.isKing(x, y);
this.findCapturesOn(
[x, y],
{
- byCol: [oppCol],
+ byCol: oppCol,
segments: this.options["cylinder"],
one: true
}
segments: this.options["cylinder"],
one: true
},
- ([i1, j1], [i2, j2]) => this.getColor(i2, j2) == oppCol
+ ([i1, j1], [i2, j2]) => oppCol.includes(this.getColor(i2, j2))
)
)
);
let container = document.getElementById(this.containerId);
if (document.hidden) {
document.onvisibilitychange = () => {
+ // TODO here: page reload ?! (some issues if tab changed...)
document.onvisibilitychange = undefined;
checkDisplayThenAnimate(700);
};