this.options["teleport"] && this.subTurnTeleport == 2 &&
this.board[coords.x][coords.y] == ""
) {
- return new Move({
+ let res = new Move({
start: {x: this.captured.x, y: this.captured.y},
appear: [
new PiPo({
p: this.captured.p
})
],
- vanish: [],
- drag: {c: this.captured.c, p: this.captured.p}
+ vanish: []
});
+ res.drag = {c: this.captured.c, p: this.captured.p};
+ return res;
}
return null;
}
return fen;
}
+ static FenEmptySquares(count) {
+ // if more than 9 consecutive free spaces, break the integer,
+ // otherwise FEN parsing will fail.
+ if (count <= 9)
+ return count;
+ // Most boards of size < 18:
+ if (count <= 18)
+ return "9" + (count - 9);
+ // Except Gomoku:
+ return "99" + (count - 18);
+ }
+
// Position part of the FEN string
getPosition() {
- const format = (count) => {
- // if more than 9 consecutive free spaces, break the integer,
- // otherwise FEN parsing will fail.
- if (count <= 9)
- return count;
- // Most boards of size < 18:
- if (count <= 18)
- return "9" + (count - 9);
- // Except Gomoku:
- return "99" + (count - 18);
- };
let position = "";
for (let i = 0; i < this.size.y; i++) {
let emptyCount = 0;
else {
if (emptyCount > 0) {
// Add empty squares in-between
- position += format(emptyCount);
+ position += C.FenEmptySquares(emptyCount);
emptyCount = 0;
}
position += this.board2fen(this.board[i][j]);
}
if (emptyCount > 0)
// "Flush remainder"
- position += format(emptyCount);
+ position += C.FenEmptySquares(emptyCount);
if (i < this.size.y - 1)
position += "/"; //separate rows
}
constructor(o) {
this.options = o.options;
+ // Fill missing options (always the case if random challenge)
+ (V.Options.select || []).concat(V.Options.input || []).forEach(opt => {
+ if (this.options[opt.variable] === undefined)
+ this.options[opt.variable] = opt.defaut;
+ });
this.playerColor = o.color;
this.afterPlay = o.afterPlay; //trigger some actions after playing a move
const steps = this.pieces(this.playerColor)["p"].attack[0].steps;
for (let step of steps) {
const x = this.epSquare.x - step[0],
- y = this.computeY(this.epSquare.y - step[1]);
+ y = this.getY(this.epSquare.y - step[1]);
if (
this.onBoard(x, y) &&
this.getColor(x, y) == this.playerColor &&
this.initMouseEvents();
const chessboard =
document.getElementById(this.containerId).querySelector(".chessboard");
- new ResizeObserver(this.rescale).observe(chessboard);
+ // TODO: calling with "this" seems required by Hex. Understand why...
+ new ResizeObserver(() => this.rescale(this)).observe(chessboard);
}
re_drawBoardElements() {
cbHeight = Math.min(window.innerHeight, 767);
cbWidth = cbHeight * this.size.ratio;
}
- if (this.reserve) {
+ if (this.hasReserve) {
const sqSize = cbWidth / this.size.y;
// NOTE: allocate space for reserves (up/down) even if they are empty
// Cannot use getReserveSquareSize() here, but sqSize is an upper bound.
let board = `
<svg
viewBox="0 0 80 80"
- class="chessboard_SVG">
- <g>`;
+ class="chessboard_SVG">`;
for (let i=0; i < this.size.x; i++) {
for (let j=0; j < this.size.y; j++) {
const ii = (flipped ? this.size.x - 1 - i : i);
if (this.enlightened && !this.enlightened[ii][jj])
classes += " in-shadow";
// NOTE: x / y reversed because coordinates system is reversed.
- board += `<rect
- class="${classes}"
- id="${this.coordsToId({x: ii, y: jj})}"
- width="10"
- height="10"
- x="${10*j}"
- y="${10*i}" />`;
+ board += `
+ <rect
+ class="${classes}"
+ id="${this.coordsToId({x: ii, y: jj})}"
+ width="10"
+ height="10"
+ x="${10*j}"
+ y="${10*i}"
+ />`;
}
}
- board += "</g></svg>";
+ board += "</svg>";
return board;
}
}
}
}
- if (this.reserve)
+ if (this.hasReserve)
this.re_drawReserve(['w', 'b'], r);
}
}
// After resize event: no need to destroy/recreate pieces
- rescale() {
- const container = document.getElementById(this.containerId);
+ rescale(self) {
+ const container = document.getElementById(self.containerId);
if (!container)
return; //useful at initial loading
let chessboard = container.querySelector(".chessboard");
- const r = chessboard.getBoundingClientRect();
- const newRatio = r.width / r.height;
- let newWidth = r.width,
- newHeight = r.height;
- if (newRatio > this.size.ratio) {
- newWidth = r.height * this.size.ratio;
- chessboard.style.width = newWidth + "px";
- }
- else if (newRatio < this.size.ratio) {
- newHeight = r.width / this.size.ratio;
- chessboard.style.height = newHeight + "px";
- }
+ let r = chessboard.getBoundingClientRect();
+ let [newWidth, newHeight] = [r.width, r.height];
+ // Stay in window:
+ if (newWidth > window.innerWidth)
+ newWidth = window.innerWidth;
+ if (newHeight > window.innerHeight)
+ newHeight = window.innerHeight;
+ const newRatio = newWidth / newHeight;
+ const epsilon = 1e-4; //arbitrary small value to avoid instabilities
+ if (newRatio - self.size.ratio > epsilon)
+ newWidth = newHeight * self.size.ratio;
+ else if (newRatio - self.size.ratio < -epsilon)
+ newHeight = newWidth / self.size.ratio;
+ chessboard.style.width = newWidth + "px";
+ chessboard.style.height = newHeight + "px";
const newX = (window.innerWidth - newWidth) / 2;
chessboard.style.left = newX + "px";
const newY = (window.innerHeight - newHeight) / 2;
chessboard.style.top = newY + "px";
const newR = {x: newX, y: newY, width: newWidth, height: newHeight};
- const pieceWidth = this.getPieceWidth(newWidth);
- for (let i=0; i < this.size.x; i++) {
- for (let j=0; j < this.size.y; j++) {
- if (this.g_pieces[i][j]) {
- // NOTE: could also use CSS transform "scale"
- this.g_pieces[i][j].style.width = pieceWidth + "px";
- this.g_pieces[i][j].style.height = pieceWidth + "px";
- const [ip, jp] = this.getPixelPosition(i, j, newR);
- // Translate coordinates to use chessboard as reference:
- this.g_pieces[i][j].style.transform =
- `translate(${ip - newX}px,${jp - newY}px)`;
+ const pieceWidth = self.getPieceWidth(newWidth);
+ // NOTE: next "if" for variants which use squares filling
+ // instead of "physical", moving pieces
+ if (this.g_pieces) {
+ for (let i=0; i < self.size.x; i++) {
+ for (let j=0; j < self.size.y; j++) {
+ if (self.g_pieces[i][j]) {
+ // NOTE: could also use CSS transform "scale"
+ self.g_pieces[i][j].style.width = pieceWidth + "px";
+ self.g_pieces[i][j].style.height = pieceWidth + "px";
+ const [ip, jp] = self.getPixelPosition(i, j, newR);
+ // Translate coordinates to use chessboard as reference:
+ self.g_pieces[i][j].style.transform =
+ `translate(${ip - newX}px,${jp - newY}px)`;
+ }
}
}
}
- if (this.reserve)
- this.rescaleReserve(newR);
+ if (self.hasReserve)
+ self.rescaleReserve(newR);
}
rescaleReserve(r) {
// MOVES GENERATION
// For Cylinder: get Y coordinate
- computeY(y) {
+ getY(y) {
if (!this.options["cylinder"])
return y;
let res = y % this.size.y;
const attacks = specs.attack || specs.moves;
for (let a of attacks) {
outerLoop: for (let step of a.steps) {
- let [ii, jj] = [i + step[0], this.computeY(j + step[1])];
+ let [ii, jj] = [i + step[0], this.getY(j + step[1])];
let stepCounter = 1;
while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
if (a.range <= stepCounter++)
continue outerLoop;
ii += step[0];
- jj = this.computeY(jj + step[1]);
+ jj = this.getY(jj + step[1]);
}
if (
this.onBoard(ii, jj) &&
getDropMovesFrom([c, p]) {
// NOTE: by design, this.reserve[c][p] >= 1 on user click
- // (but not necessarily otherwise)
+ // (but not necessarily otherwise: atLeastOneMove() etc)
if (this.reserve[c][p] == 0)
return [];
let moves = [];
];
for (let step of steps) {
let x = m.end.x + step[0];
- let y = this.computeY(m.end.y + step[1]);
+ let y = this.getY(m.end.y + step[1]);
if (
this.onBoard(x, y) &&
this.board[x][y] != "" &&
if (a.range <= stepCounter++)
continue outerLoop;
i += step[0];
- j = this.computeY(j + step[1]);
+ j = this.getY(j + step[1]);
}
if (
this.onBoard(i, j) &&
const color = this.getColor(x, y);
const stepSpec = this.pieces(color, x, y)[piece];
let moves = [];
- let explored = {}; //for Cylinder mode
+ // Next 3 for Cylinder mode:
+ let explored = {};
+ let segments = [];
+ let segStart = [];
+
+ const addMove = (start, end) => {
+ let newMove = this.getBasicMove(start, end);
+ if (segments.length > 0) {
+ newMove.segments = JSON.parse(JSON.stringify(segments));
+ newMove.segments.push([[segStart[0], segStart[1]], [end[0], end[1]]]);
+ }
+ moves.push(newMove);
+ };
const findAddMoves = (type, stepArray) => {
for (let s of stepArray) {
- // TODO: if jump in y (computeY, Cylinder), move.segments
outerLoop: for (let step of s.steps) {
- let [i, j] = [x + step[0], this.computeY(y + step[1])];
- let stepCounter = 1;
- while (this.onBoard(i, j) && this.board[i][j] == "") {
- if (type != "attack" && !explored[i + "." + j]) {
+ segments = [];
+ segStart = [x, y];
+ let [i, j] = [x, y];
+ let stepCounter = 0;
+ while (
+ this.onBoard(i, j) &&
+ (this.board[i][j] == "" || (i == x && j == y))
+ ) {
+ if (
+ type != "attack" &&
+ !explored[i + "." + j] &&
+ (i != x || j != y)
+ ) {
explored[i + "." + j] = true;
- moves.push(this.getBasicMove([x, y], [i, j]));
+ addMove([x, y], [i, j]);
}
if (s.range <= stepCounter++)
continue outerLoop;
+ const oldIJ = [i, j];
i += step[0];
- j = this.computeY(j + step[1]);
+ j = this.getY(j + step[1]);
+ if (Math.abs(j - oldIJ[1]) > 1) {
+ // Boundary between segments (cylinder mode)
+ segments.push([[segStart[0], segStart[1]], oldIJ]);
+ segStart = [i, j];
+ }
}
if (!this.onBoard(i, j))
continue;
)
) {
explored[i + "." + j] = true;
- moves.push(this.getBasicMove([x, y], [i, j]));
+ addMove([x, y], [i, j]);
}
}
}
if (!C.CompatibleStep([i, j], [x, y], s, a.range))
continue;
// Finally verify that nothing stand in-between
- let [ii, jj] = [i + s[0], this.computeY(j + s[1])];
+ let [ii, jj] = [i + s[0], this.getY(j + s[1])];
let stepCounter = 1;
while (
this.onBoard(ii, jj) &&
(ii != x || jj != y) //condition to attack empty squares too
) {
ii += s[0];
- jj = this.computeY(jj + s[1]);
+ jj = this.getY(jj + s[1]);
}
if (ii == x && jj == y) {
if (args.zen)
if (
!!this.epSquare &&
this.epSquare.x == x + shiftX &&
- Math.abs(this.computeY(this.epSquare.y - y)) == 1 &&
+ Math.abs(this.getY(this.epSquare.y - y)) == 1 &&
this.getColor(x, this.epSquare.y) == oppCol //Doublemove guard...
) {
const [epx, epy] = [this.epSquare.x, this.epSquare.y];
// TODO: unclear why we need this new delay below:
setTimeout(() => {
movingPiece.style.transitionDuration = duration + "s";
- // movingPiece is child of container: no need to adjust cordinates
+ // movingPiece is child of container: no need to adjust coordinates
movingPiece.style.transform = `translate(${arr[0]}px, ${arr[1]}px)`;
setTimeout(cb, duration * 1000);
}, 50);