a0defd19f7d718c74ea7cdf361a9a3cb27e4904f
1 import {Random
} from "/utils/alea.js";
2 import {ArrayFun
} from "/utils/array.js";
3 import {FenUtil
} from "/utils/setupPieces.js";
4 import PiPo
from "/utils/PiPo.js";
5 import Move
from "/utils/Move.js";
7 // Helper class for move animation
10 constructor(callOnComplete
) {
13 this.callOnComplete
= callOnComplete
;
16 if (++this.value
== this.target
)
17 this.callOnComplete();
22 // NOTE: x coords: top to bottom (white perspective); y: left to right
23 // NOTE: ChessRules is aliased as window.C, and variants as window.V
24 export default class ChessRules
{
26 static get Aliases() {
27 return {'C': ChessRules
};
30 /////////////////////////
31 // VARIANT SPECIFICATIONS
33 // Some variants have specific options, like the number of pawns in Monster,
34 // or the board size for Pandemonium.
35 // Users can generally select a randomness level from 0 to 2.
36 static get Options() {
40 variable: "randomness",
43 {label: "Deterministic", value: 0},
44 {label: "Symmetric random", value: 1},
45 {label: "Asymmetric random", value: 2}
50 label: "Capture king",
56 label: "Falling pawn",
62 // Game modifiers (using "elementary variants"). Default: false
65 "balance", //takes precedence over doublemove & progressive
69 "cylinder", //ok with all
73 "progressive", //(natural) priority over doublemove
82 get pawnPromotions() {
83 return ['q', 'r', 'n', 'b'];
86 // Some variants don't have flags:
95 // En-passant captures allowed?
102 !!this.options
["crazyhouse"] ||
103 (!!this.options
["recycle"] && !this.options
["teleport"])
106 // Some variants do not store reserve state (Align4, Chakart...)
107 get hasReserveFen() {
108 return this.hasReserve
;
112 return !!this.options
["dark"];
115 // Some variants use only click information
120 // Some variants reveal moves only after both players played
125 // Some variants use click infos:
127 if (typeof coords
.x
!= "number")
128 return null; //click on reserves
130 this.options
["teleport"] && this.subTurnTeleport
== 2 &&
131 this.board
[coords
.x
][coords
.y
] == ""
134 start: {x: this.captured
.x
, y: this.captured
.y
},
145 res
.drag
= {c: this.captured
.c
, p: this.captured
.p
};
154 // 3a --> {x:3, y:10}
155 static SquareToCoords(sq
) {
156 return ArrayFun
.toObject(["x", "y"],
157 [0, 1].map(i
=> parseInt(sq
[i
], 36)));
160 // {x:11, y:12} --> bc
161 static CoordsToSquare(cd
) {
162 return Object
.values(cd
).map(c
=> c
.toString(36)).join("");
166 if (typeof cd
.x
== "number") {
168 `${this.containerId}|sq-${cd.x.toString(36)}-${cd.y.toString(36)}`
172 return `${this.containerId}|rsq-${cd.x}-${cd.y}`;
175 idToCoords(targetId
) {
177 return null; //outside page, maybe...
178 const idParts
= targetId
.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
180 idParts
.length
< 2 ||
181 idParts
[0] != this.containerId
||
182 !idParts
[1].match(/sq-[0-9a-zA-Z]-[0-9a-zA-Z]/)
186 const squares
= idParts
[1].split('-');
187 if (squares
[0] == "sq")
188 return {x: parseInt(squares
[1], 36), y: parseInt(squares
[2], 36)};
189 // squares[0] == "rsq" : reserve, 'c' + 'p' (letters color & piece)
190 return {x: squares
[1], y: squares
[2]};
196 // Turn "wb" into "B" (for FEN)
198 return (b
[0] == "w" ? b
[1].toUpperCase() : b
[1]);
201 // Turn "p" into "bp" (for board)
203 return (f
.charCodeAt(0) <= 90 ? "w" + f
.toLowerCase() : "b" + f
);
206 genRandInitFen(seed
) {
207 Random
.setSeed(seed
); //may be unused
208 let baseFen
= this.genRandInitBaseFen();
209 baseFen
.o
= Object
.assign({init: true}, baseFen
.o
);
210 const parts
= this.getPartFen(baseFen
.o
);
212 baseFen
.fen
+ " w 0" +
213 (Object
.keys(parts
).length
> 0 ? (" " + JSON
.stringify(parts
)) : "")
217 // Setup the initial random-or-not (asymmetric-or-not) position
218 genRandInitBaseFen() {
219 const s
= FenUtil
.setupPieces(
220 ['r', 'n', 'b', 'q', 'k', 'b', 'n', 'r'],
222 randomness: this.options
["randomness"],
223 between: {p1: 'k', p2: 'r'},
229 fen: s
.b
.join("") + "/pppppppp/8/8/8/8/PPPPPPPP/" +
230 s
.w
.join("").toUpperCase(),
235 // "Parse" FEN: just return untransformed string data
237 const fenParts
= fen
.split(" ");
239 position: fenParts
[0],
241 movesCount: fenParts
[2]
243 if (fenParts
.length
> 3)
244 res
= Object
.assign(res
, JSON
.parse(fenParts
[3]));
248 // Return current fen (game state)
250 const parts
= this.getPartFen({});
253 (Object
.keys(parts
).length
> 0 ? (" " + JSON
.stringify(parts
)) : "")
258 return this.getPosition() + " " + this.turn
+ " " + this.movesCount
;
264 parts
["flags"] = o
.init
? o
.flags : this.getFlagsFen();
265 if (this.hasEnpassant
)
266 parts
["enpassant"] = o
.init
? "-" : this.getEnpassantFen();
267 if (this.hasReserveFen
)
268 parts
["reserve"] = this.getReserveFen(o
);
269 if (this.options
["crazyhouse"])
270 parts
["ispawn"] = this.getIspawnFen(o
);
274 static FenEmptySquares(count
) {
275 // if more than 9 consecutive free spaces, break the integer,
276 // otherwise FEN parsing will fail.
279 // Most boards of size < 18:
281 return "9" + (count
- 9);
283 return "99" + (count
- 18);
286 // Position part of the FEN string
289 for (let i
= 0; i
< this.size
.x
; i
++) {
291 for (let j
= 0; j
< this.size
.y
; j
++) {
292 if (this.board
[i
][j
] == "")
295 if (emptyCount
> 0) {
296 // Add empty squares in-between
297 position
+= C
.FenEmptySquares(emptyCount
);
300 position
+= this.board2fen(this.board
[i
][j
]);
305 position
+= C
.FenEmptySquares(emptyCount
);
306 if (i
< this.size
.x
- 1)
307 position
+= "/"; //separate rows
312 // Flags part of the FEN string
314 return ["w", "b"].map(c
=> {
315 return this.castleFlags
[c
].map(x
=> x
.toString(36)).join("");
319 // Enpassant part of the FEN string
323 return C
.CoordsToSquare(this.epSquare
);
328 return "000000000000";
330 ["w","b"].map(c
=> Object
.values(this.reserve
[c
]).join("")).join("")
336 // NOTE: cannot merge because this.ispawn doesn't exist yet
338 const squares
= Object
.keys(this.ispawn
);
339 if (squares
.length
== 0)
341 return squares
.join(",");
344 // Set flags from fen (castle: white a,h then black a,h)
347 w: [0, 1].map(i
=> parseInt(fenflags
.charAt(i
), 36)),
348 b: [2, 3].map(i
=> parseInt(fenflags
.charAt(i
), 36))
356 this.options
= o
.options
;
357 // Fill missing options (always the case if random challenge)
358 (V
.Options
.select
|| []).concat(V
.Options
.input
|| []).forEach(opt
=> {
359 if (this.options
[opt
.variable
] === undefined)
360 this.options
[opt
.variable
] = opt
.defaut
;
364 this.playerColor
= o
.color
;
365 this.afterPlay
= o
.afterPlay
; //trigger some actions after playing a move
366 this.containerId
= o
.element
;
367 this.isDiagram
= o
.diagram
;
368 this.marks
= o
.marks
;
372 o
.fen
= this.genRandInitFen(o
.seed
);
373 this.re_initFromFen(o
.fen
);
374 this.graphicalInit();
377 re_initFromFen(fen
, oldBoard
) {
378 const fenParsed
= this.parseFen(fen
);
379 this.board
= oldBoard
|| this.getBoard(fenParsed
.position
);
380 this.turn
= fenParsed
.turn
;
381 this.movesCount
= parseInt(fenParsed
.movesCount
, 10);
382 this.setOtherVariables(fenParsed
);
385 // Turn position fen into double array ["wb","wp","bk",...]
387 const rows
= position
.split("/");
388 let board
= ArrayFun
.init(this.size
.x
, this.size
.y
, "");
389 for (let i
= 0; i
< rows
.length
; i
++) {
391 for (let indexInRow
= 0; indexInRow
< rows
[i
].length
; indexInRow
++) {
392 const character
= rows
[i
][indexInRow
];
393 const num
= parseInt(character
, 10);
394 // If num is a number, just shift j:
397 // Else: something at position i,j
399 board
[i
][j
++] = this.fen2board(character
);
405 // Some additional variables from FEN (variant dependant)
406 setOtherVariables(fenParsed
) {
407 // Set flags and enpassant:
409 this.setFlags(fenParsed
.flags
);
410 if (this.hasEnpassant
)
411 this.epSquare
= this.getEpSquare(fenParsed
.enpassant
);
412 if (this.hasReserve
&& !this.isDiagram
)
413 this.initReserves(fenParsed
.reserve
);
414 if (this.options
["crazyhouse"])
415 this.initIspawn(fenParsed
.ispawn
);
416 if (this.options
["teleport"]) {
417 this.subTurnTeleport
= 1;
418 this.captured
= null;
420 if (this.options
["dark"]) {
421 // Setup enlightened: squares reachable by player side
422 this.enlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
, false);
423 this.updateEnlightened();
425 this.subTurn
= 1; //may be unused
426 if (!this.moveStack
) //avoid resetting (unwanted)
430 // ordering as in pieces() p,r,n,b,q,k
431 initReserves(reserveStr
, pieceArray
) {
433 pieceArray
= ['p', 'r', 'n', 'b', 'q', 'k'];
434 const counts
= reserveStr
.split("").map(c
=> parseInt(c
, 36));
435 const L
= pieceArray
.length
;
437 w: ArrayFun
.toObject(pieceArray
, counts
.slice(0, L
)),
438 b: ArrayFun
.toObject(pieceArray
, counts
.slice(L
, 2 * L
))
442 initIspawn(ispawnStr
) {
443 if (ispawnStr
!= "-")
444 this.ispawn
= ArrayFun
.toObject(ispawnStr
.split(","), true);
452 getPieceWidth(rwidth
) {
453 return (rwidth
/ this.size
.y
);
456 getReserveSquareSize(rwidth
, nbR
) {
457 const sqSize
= this.getPieceWidth(rwidth
);
458 return Math
.min(sqSize
, rwidth
/ nbR
);
461 getReserveNumId(color
, piece
) {
462 return `${this.containerId}|rnum-${color}${piece}`;
465 getNbReservePieces(color
) {
467 Object
.values(this.reserve
[color
]).reduce(
468 (oldV
,newV
) => oldV
+ (newV
> 0 ? 1 : 0), 0)
472 getRankInReserve(c
, p
) {
473 const pieces
= Object
.keys(this.pieces());
474 const lastIndex
= pieces
.findIndex(pp
=> pp
== p
)
475 let toTest
= pieces
.slice(0, lastIndex
);
476 return toTest
.reduce(
477 (oldV
,newV
) => oldV
+ (this.reserve
[c
][newV
] > 0 ? 1 : 0), 0);
480 static AddClass_es(elt
, class_es
) {
481 if (!Array
.isArray(class_es
))
482 class_es
= [class_es
];
483 class_es
.forEach(cl
=> elt
.classList
.add(cl
));
486 static RemoveClass_es(elt
, class_es
) {
487 if (!Array
.isArray(class_es
))
488 class_es
= [class_es
];
489 class_es
.forEach(cl
=> elt
.classList
.remove(cl
));
492 // Generally light square bottom-right
493 getSquareColorClass(x
, y
) {
494 return ((x
+y
) % 2 == 0 ? "light-square": "dark-square");
498 // Works for all rectangular boards:
499 return Math
.sqrt(r
.width
** 2 + r
.height
** 2);
503 return (typeof x
== "string" ? this.r_pieces : this.g_pieces
)[x
][y
];
510 const g_init
= () => {
511 this.re_drawBoardElements();
512 if (!this.isDiagram
&& !this.mouseListeners
&& !this.touchListeners
)
513 this.initMouseEvents();
515 let container
= document
.getElementById(this.containerId
);
516 this.windowResizeObs
= new ResizeObserver(g_init
);
517 this.windowResizeObs
.observe(container
);
520 re_drawBoardElements() {
521 const board
= this.getSvgChessboard();
522 const oppCol
= C
.GetOppCol(this.playerColor
);
523 const container
= document
.getElementById(this.containerId
);
524 const rc
= container
.getBoundingClientRect();
525 let chessboard
= container
.querySelector(".chessboard");
526 chessboard
.innerHTML
= "";
527 chessboard
.insertAdjacentHTML('beforeend', board
);
528 // Compare window ratio width / height to aspectRatio:
529 const windowRatio
= rc
.width
/ rc
.height
;
530 let cbWidth
, cbHeight
;
531 const vRatio
= this.size
.ratio
|| 1;
532 if (windowRatio
<= vRatio
) {
533 // Limiting dimension is width:
534 cbWidth
= Math
.min(rc
.width
, 767);
535 cbHeight
= cbWidth
/ vRatio
;
538 // Limiting dimension is height:
539 cbHeight
= Math
.min(rc
.height
, 767);
540 cbWidth
= cbHeight
* vRatio
;
542 if (this.hasReserve
&& !this.isDiagram
) {
543 const sqSize
= cbWidth
/ this.size
.y
;
544 // NOTE: allocate space for reserves (up/down) even if they are empty
545 // Cannot use getReserveSquareSize() here, but sqSize is an upper bound.
546 if ((rc
.height
- cbHeight
) / 2 < sqSize
+ 5) {
547 cbHeight
= rc
.height
- 2 * (sqSize
+ 5);
548 cbWidth
= cbHeight
* vRatio
;
551 chessboard
.style
.width
= cbWidth
+ "px";
552 chessboard
.style
.height
= cbHeight
+ "px";
553 // Center chessboard:
554 const spaceLeft
= (rc
.width
- cbWidth
) / 2,
555 spaceTop
= (rc
.height
- cbHeight
) / 2;
556 chessboard
.style
.left
= spaceLeft
+ "px";
557 chessboard
.style
.top
= spaceTop
+ "px";
558 // Give sizes instead of recomputing them,
559 // because chessboard might not be drawn yet.
560 this.setupVisualPieces({
568 // Get SVG board (background, no pieces)
570 const flipped
= (this.playerColor
== 'b');
573 viewBox="0 0 ${10*this.size.y} ${10*this.size.x}"
574 class="chessboard_SVG">`;
575 for (let i
=0; i
< this.size
.x
; i
++) {
576 for (let j
=0; j
< this.size
.y
; j
++) {
577 if (!this.onBoard(i
, j
))
579 const ii
= (flipped
? this.size
.x
- 1 - i : i
);
580 const jj
= (flipped
? this.size
.y
- 1 - j : j
);
581 let classes
= this.getSquareColorClass(ii
, jj
);
582 if (this.enlightened
&& !this.enlightened
[ii
][jj
])
583 classes
+= " in-shadow";
584 // NOTE: x / y reversed because coordinates system is reversed.
588 id="${this.coordsToId({x: ii, y: jj})}"
600 setupVisualPieces(r
) {
602 document
.getElementById(this.containerId
).querySelector(".chessboard");
604 r
= chessboard
.getBoundingClientRect();
605 const pieceWidth
= this.getPieceWidth(r
.width
);
606 const addPiece
= (i
, j
, arrName
, classes
) => {
607 this[arrName
][i
][j
] = document
.createElement("piece");
608 C
.AddClass_es(this[arrName
][i
][j
], classes
);
609 this[arrName
][i
][j
].style
.width
= pieceWidth
+ "px";
610 this[arrName
][i
][j
].style
.height
= pieceWidth
+ "px";
611 let [ip
, jp
] = this.getPixelPosition(i
, j
, r
);
612 // Translate coordinates to use chessboard as reference:
613 this[arrName
][i
][j
].style
.transform
=
614 `translate(${ip - r.x}px,${jp - r.y}px)`;
615 chessboard
.appendChild(this[arrName
][i
][j
]);
617 const conditionalReset
= (arrName
) => {
619 // Refreshing: delete old pieces first. This isn't necessary,
620 // but simpler (this method isn't called many times)
621 for (let i
=0; i
<this.size
.x
; i
++) {
622 for (let j
=0; j
<this.size
.y
; j
++) {
623 if (this[arrName
][i
][j
]) {
624 this[arrName
][i
][j
].remove();
625 this[arrName
][i
][j
] = null;
631 this[arrName
] = ArrayFun
.init(this.size
.x
, this.size
.y
, null);
632 if (arrName
== "d_pieces")
633 this.marks
.forEach(([i
, j
]) => addPiece(i
, j
, arrName
, "mark"));
636 conditionalReset("d_pieces");
637 conditionalReset("g_pieces");
638 for (let i
=0; i
< this.size
.x
; i
++) {
639 for (let j
=0; j
< this.size
.y
; j
++) {
640 if (this.board
[i
][j
] != "") {
641 const color
= this.getColor(i
, j
);
642 const piece
= this.getPiece(i
, j
);
643 addPiece(i
, j
, "g_pieces", this.pieces(color
, i
, j
)[piece
]["class"]);
644 this.g_pieces
[i
][j
].classList
.add(C
.GetColorClass(color
));
645 if (this.enlightened
&& !this.enlightened
[i
][j
])
646 this.g_pieces
[i
][j
].classList
.add("hidden");
648 if (this.marks
&& this.d_pieces
[i
][j
]) {
649 let classes
= ["mark"];
650 if (this.board
[i
][j
] != "")
651 classes
.push("transparent");
652 addPiece(i
, j
, "d_pieces", classes
);
656 if (this.hasReserve
&& !this.isDiagram
)
657 this.re_drawReserve(['w', 'b'], r
);
660 // NOTE: assume this.reserve != null
661 re_drawReserve(colors
, r
) {
663 // Remove (old) reserve pieces
664 for (let c
of colors
) {
665 Object
.keys(this.r_pieces
[c
]).forEach(p
=> {
666 this.r_pieces
[c
][p
].remove();
667 delete this.r_pieces
[c
][p
];
668 const numId
= this.getReserveNumId(c
, p
);
669 document
.getElementById(numId
).remove();
674 this.r_pieces
= { w: {}, b: {} };
675 let container
= document
.getElementById(this.containerId
);
677 r
= container
.querySelector(".chessboard").getBoundingClientRect();
678 for (let c
of colors
) {
679 let reservesDiv
= document
.getElementById("reserves_" + c
);
681 reservesDiv
.remove();
682 if (!this.reserve
[c
])
684 const nbR
= this.getNbReservePieces(c
);
687 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
689 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
690 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
691 let rcontainer
= document
.createElement("div");
692 rcontainer
.id
= "reserves_" + c
;
693 rcontainer
.classList
.add("reserves");
694 rcontainer
.style
.left
= i0
+ "px";
695 rcontainer
.style
.top
= j0
+ "px";
696 // NOTE: +1 fix display bug on Firefox at least
697 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
698 rcontainer
.style
.height
= sqResSize
+ "px";
699 container
.appendChild(rcontainer
);
700 for (let p
of Object
.keys(this.reserve
[c
])) {
701 if (this.reserve
[c
][p
] == 0)
703 let r_cell
= document
.createElement("div");
704 r_cell
.id
= this.coordsToId({x: c
, y: p
});
705 r_cell
.classList
.add("reserve-cell");
706 r_cell
.style
.width
= sqResSize
+ "px";
707 r_cell
.style
.height
= sqResSize
+ "px";
708 rcontainer
.appendChild(r_cell
);
709 let piece
= document
.createElement("piece");
710 C
.AddClass_es(piece
, this.pieces(c
, c
, p
)[p
]["class"]);
711 piece
.classList
.add(C
.GetColorClass(c
));
712 piece
.style
.width
= "100%";
713 piece
.style
.height
= "100%";
714 this.r_pieces
[c
][p
] = piece
;
715 r_cell
.appendChild(piece
);
716 let number
= document
.createElement("div");
717 number
.textContent
= this.reserve
[c
][p
];
718 number
.classList
.add("reserve-num");
719 number
.id
= this.getReserveNumId(c
, p
);
720 const fontSize
= "1.3em";
721 number
.style
.fontSize
= fontSize
;
722 number
.style
.fontSize
= fontSize
;
723 r_cell
.appendChild(number
);
729 updateReserve(color
, piece
, count
) {
730 if (this.options
["cannibal"] && C
.CannibalKings
[piece
])
731 piece
= "k"; //capturing cannibal king: back to king form
732 const oldCount
= this.reserve
[color
][piece
];
733 this.reserve
[color
][piece
] = count
;
734 // Redrawing is much easier if count==0 (or undefined)
735 if ([oldCount
, count
].some(item
=> !item
))
736 this.re_drawReserve([color
]);
738 const numId
= this.getReserveNumId(color
, piece
);
739 document
.getElementById(numId
).textContent
= count
;
743 // Resize board: no need to destroy/recreate pieces
745 const container
= document
.getElementById(this.containerId
);
746 let chessboard
= container
.querySelector(".chessboard");
747 const rc
= container
.getBoundingClientRect(),
748 r
= chessboard
.getBoundingClientRect();
749 const multFact
= (mode
== "up" ? 1.05 : 0.95);
750 let [newWidth
, newHeight
] = [multFact
* r
.width
, multFact
* r
.height
];
752 const vRatio
= this.size
.ratio
|| 1;
753 if (newWidth
> rc
.width
) {
755 newHeight
= newWidth
/ vRatio
;
757 if (newHeight
> rc
.height
) {
758 newHeight
= rc
.height
;
759 newWidth
= newHeight
* vRatio
;
761 chessboard
.style
.width
= newWidth
+ "px";
762 chessboard
.style
.height
= newHeight
+ "px";
763 const newX
= (rc
.width
- newWidth
) / 2;
764 chessboard
.style
.left
= newX
+ "px";
765 const newY
= (rc
.height
- newHeight
) / 2;
766 chessboard
.style
.top
= newY
+ "px";
767 const newR
= {x: newX
, y: newY
, width: newWidth
, height: newHeight
};
768 const pieceWidth
= this.getPieceWidth(newWidth
);
769 // NOTE: next "if" for variants which use squares filling
770 // instead of "physical", moving pieces
772 for (let i
=0; i
< this.size
.x
; i
++) {
773 for (let j
=0; j
< this.size
.y
; j
++) {
774 if (this.g_pieces
[i
][j
]) {
775 // NOTE: could also use CSS transform "scale"
776 this.g_pieces
[i
][j
].style
.width
= pieceWidth
+ "px";
777 this.g_pieces
[i
][j
].style
.height
= pieceWidth
+ "px";
778 const [ip
, jp
] = this.getPixelPosition(i
, j
, newR
);
779 // Translate coordinates to use chessboard as reference:
780 this.g_pieces
[i
][j
].style
.transform
=
781 `translate(${ip - newX}px,${jp - newY}px)`;
787 this.rescaleReserve(newR
);
791 for (let c
of ['w','b']) {
792 if (!this.reserve
[c
])
794 const nbR
= this.getNbReservePieces(c
);
797 // Resize container first
798 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
799 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
800 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
801 let rcontainer
= document
.getElementById("reserves_" + c
);
802 rcontainer
.style
.left
= i0
+ "px";
803 rcontainer
.style
.top
= j0
+ "px";
804 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
805 rcontainer
.style
.height
= sqResSize
+ "px";
806 // And then reserve cells:
807 const rpieceWidth
= this.getReserveSquareSize(r
.width
, nbR
);
808 Object
.keys(this.reserve
[c
]).forEach(p
=> {
809 if (this.reserve
[c
][p
] == 0)
811 let r_cell
= document
.getElementById(this.coordsToId({x: c
, y: p
}));
812 r_cell
.style
.width
= sqResSize
+ "px";
813 r_cell
.style
.height
= sqResSize
+ "px";
818 // Return the absolute pixel coordinates given current position.
819 // Our coordinate system differs from CSS one (x <--> y).
820 // We return here the CSS coordinates (more useful).
821 getPixelPosition(i
, j
, r
) {
823 return [0, 0]; //piece vanishes
825 if (typeof i
== "string") {
826 // Reserves: need to know the rank of piece
827 const nbR
= this.getNbReservePieces(i
);
828 const rsqSize
= this.getReserveSquareSize(r
.width
, nbR
);
829 x
= this.getRankInReserve(i
, j
) * rsqSize
;
830 y
= (this.playerColor
== i
? y
= r
.height
+ 5 : - 5 - rsqSize
);
833 const sqSize
= r
.width
/ this.size
.y
;
834 const flipped
= (this.playerColor
== 'b');
835 x
= (flipped
? this.size
.y
- 1 - j : j
) * sqSize
;
836 y
= (flipped
? this.size
.x
- 1 - i : i
) * sqSize
;
838 return [r
.x
+ x
, r
.y
+ y
];
842 let container
= document
.getElementById(this.containerId
);
843 let chessboard
= container
.querySelector(".chessboard");
845 const getOffset
= e
=> {
848 return {x: e
.clientX
, y: e
.clientY
};
849 let touchLocation
= null;
850 if (e
.targetTouches
&& e
.targetTouches
.length
>= 1)
851 // Touch screen, dragstart
852 touchLocation
= e
.targetTouches
[0];
853 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
854 // Touch screen, dragend
855 touchLocation
= e
.changedTouches
[0];
857 return {x: touchLocation
.clientX
, y: touchLocation
.clientY
};
858 return {x: 0, y: 0}; //shouldn't reach here =)
861 const centerOnCursor
= (piece
, e
) => {
862 const centerShift
= this.getPieceWidth(r
.width
) / 2;
863 const offset
= getOffset(e
);
864 piece
.style
.left
= (offset
.x
- centerShift
) + "px";
865 piece
.style
.top
= (offset
.y
- centerShift
) + "px";
870 startPiece
, curPiece
= null,
872 const mousedown
= (e
) => {
873 // Disable zoom on smartphones:
874 if (e
.touches
&& e
.touches
.length
> 1)
876 r
= chessboard
.getBoundingClientRect();
877 pieceWidth
= this.getPieceWidth(r
.width
);
878 const cd
= this.idToCoords(e
.target
.id
);
880 const move = this.doClick(cd
);
882 this.buildMoveStack(move, r
);
883 else if (!this.clickOnly
) {
884 const [x
, y
] = Object
.values(cd
);
885 if (typeof x
!= "number")
886 startPiece
= this.r_pieces
[x
][y
];
888 startPiece
= this.g_pieces
[x
][y
];
889 if (startPiece
&& this.canIplay(x
, y
)) {
892 curPiece
= startPiece
.cloneNode();
893 curPiece
.style
.transform
= "none";
894 curPiece
.style
.zIndex
= 5;
895 curPiece
.style
.width
= pieceWidth
+ "px";
896 curPiece
.style
.height
= pieceWidth
+ "px";
897 centerOnCursor(curPiece
, e
);
898 container
.appendChild(curPiece
);
899 startPiece
.style
.opacity
= "0.4";
900 chessboard
.style
.cursor
= "none";
906 const mousemove
= (e
) => {
909 centerOnCursor(curPiece
, e
);
911 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
912 // Attempt to prevent horizontal swipe...
916 const mouseup
= (e
) => {
919 const [x
, y
] = [start
.x
, start
.y
];
922 chessboard
.style
.cursor
= "pointer";
923 startPiece
.style
.opacity
= "1";
924 const offset
= getOffset(e
);
925 const landingElt
= document
.elementFromPoint(offset
.x
, offset
.y
);
927 (landingElt
? this.idToCoords(landingElt
.id
) : undefined);
929 // NOTE: clearly suboptimal, but much easier, and not a big deal.
930 const potentialMoves
= this.getPotentialMovesFrom([x
, y
])
931 .filter(m
=> m
.end
.x
== cd
.x
&& m
.end
.y
== cd
.y
);
932 const moves
= this.filterValid(potentialMoves
);
933 if (moves
.length
>= 2)
934 this.showChoices(moves
, r
);
935 else if (moves
.length
== 1)
936 this.buildMoveStack(moves
[0], r
);
941 const resize
= (e
) => this.rescale(e
.deltaY
< 0 ? "up" : "down");
943 if ('onmousedown' in window
) {
944 this.mouseListeners
= [
945 {type: "mousedown", listener: mousedown
},
946 {type: "mousemove", listener: mousemove
},
947 {type: "mouseup", listener: mouseup
},
948 {type: "wheel", listener: resize
}
950 this.mouseListeners
.forEach(ml
=> {
951 document
.addEventListener(ml
.type
, ml
.listener
);
954 if ('ontouchstart' in window
) {
955 this.touchListeners
= [
956 {type: "touchstart", listener: mousedown
},
957 {type: "touchmove", listener: mousemove
},
958 {type: "touchend", listener: mouseup
}
960 this.touchListeners
.forEach(tl
=> {
961 // https://stackoverflow.com/a/42509310/12660887
962 document
.addEventListener(tl
.type
, tl
.listener
, {passive: false});
965 // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
968 // NOTE: not called if isDiagram
970 let container
= document
.getElementById(this.containerId
);
971 this.windowResizeObs
.unobserve(container
);
972 if ('onmousedown' in window
) {
973 this.mouseListeners
.forEach(ml
=> {
974 document
.removeEventListener(ml
.type
, ml
.listener
);
977 if ('ontouchstart' in window
) {
978 this.touchListeners
.forEach(tl
=> {
979 // https://stackoverflow.com/a/42509310/12660887
980 document
.removeEventListener(tl
.type
, tl
.listener
);
985 showChoices(moves
, r
) {
986 let container
= document
.getElementById(this.containerId
);
987 let chessboard
= container
.querySelector(".chessboard");
988 let choices
= document
.createElement("div");
989 choices
.id
= "choices";
991 r
= chessboard
.getBoundingClientRect();
992 choices
.style
.width
= r
.width
+ "px";
993 choices
.style
.height
= r
.height
+ "px";
994 choices
.style
.left
= r
.x
+ "px";
995 choices
.style
.top
= r
.y
+ "px";
996 chessboard
.style
.opacity
= "0.5";
997 container
.appendChild(choices
);
998 const squareWidth
= r
.width
/ this.size
.y
;
999 const firstUpLeft
= (r
.width
- (moves
.length
* squareWidth
)) / 2;
1000 const firstUpTop
= (r
.height
- squareWidth
) / 2;
1001 const color
= moves
[0].appear
[0].c
;
1002 const callback
= (m
) => {
1003 chessboard
.style
.opacity
= "1";
1004 container
.removeChild(choices
);
1005 this.buildMoveStack(m
, r
);
1007 for (let i
=0; i
< moves
.length
; i
++) {
1008 let choice
= document
.createElement("div");
1009 choice
.classList
.add("choice");
1010 choice
.style
.width
= squareWidth
+ "px";
1011 choice
.style
.height
= squareWidth
+ "px";
1012 choice
.style
.left
= (firstUpLeft
+ i
* squareWidth
) + "px";
1013 choice
.style
.top
= firstUpTop
+ "px";
1014 choice
.style
.backgroundColor
= "lightyellow";
1015 choice
.onclick
= () => callback(moves
[i
]);
1016 const piece
= document
.createElement("piece");
1017 const cdisp
= moves
[i
].choice
|| moves
[i
].appear
[0].p
;
1018 C
.AddClass_es(piece
,
1019 this.pieces(color
, moves
[i
].end
.x
, moves
[i
].end
.y
)[cdisp
]["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
);
1028 displayMessage(elt
, msg
, classe_s
, timeout
) {
1030 // Fixed element, e.g. for Dice Chess
1031 elt
.innerHTML
= msg
;
1033 // Temporary div (Chakart, Apocalypse...)
1034 let divMsg
= document
.createElement("div");
1035 C
.AddClass_es(divMsg
, classe_s
);
1036 divMsg
.innerHTML
= msg
;
1037 let container
= document
.getElementById(this.containerId
);
1038 container
.appendChild(divMsg
);
1039 setTimeout(() => container
.removeChild(divMsg
), timeout
);
1046 updateEnlightened() {
1047 this.oldEnlightened
= this.enlightened
;
1048 this.enlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
, false);
1049 // Add pieces positions + all squares reachable by moves (includes Zen):
1050 for (let x
=0; x
<this.size
.x
; x
++) {
1051 for (let y
=0; y
<this.size
.y
; y
++) {
1052 if (this.board
[x
][y
] != "" && this.getColor(x
, y
) == this.playerColor
)
1054 this.enlightened
[x
][y
] = true;
1055 this.getPotentialMovesFrom([x
, y
]).forEach(m
=> {
1056 this.enlightened
[m
.end
.x
][m
.end
.y
] = true;
1062 this.enlightEnpassant();
1065 // Include square of the en-passant capturing square:
1066 enlightEnpassant() {
1067 // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
1068 const steps
= this.pieces(this.playerColor
)["p"].attack
[0].steps
;
1069 for (let step
of steps
) {
1070 const x
= this.epSquare
.x
- step
[0],
1071 y
= this.getY(this.epSquare
.y
- step
[1]);
1073 this.onBoard(x
, y
) &&
1074 this.getColor(x
, y
) == this.playerColor
&&
1075 this.getPieceType(x
, y
) == "p"
1077 this.enlightened
[x
][this.epSquare
.y
] = true;
1083 // Apply diff this.enlightened --> oldEnlightened on board
1084 graphUpdateEnlightened() {
1086 document
.getElementById(this.containerId
).querySelector(".chessboard");
1087 const r
= chessboard
.getBoundingClientRect();
1088 const pieceWidth
= this.getPieceWidth(r
.width
);
1089 for (let x
=0; x
<this.size
.x
; x
++) {
1090 for (let y
=0; y
<this.size
.y
; y
++) {
1091 if (!this.enlightened
[x
][y
] && this.oldEnlightened
[x
][y
]) {
1092 let elt
= document
.getElementById(this.coordsToId({x: x
, y: y
}));
1093 elt
.classList
.add("in-shadow");
1094 if (this.g_pieces
[x
][y
])
1095 this.g_pieces
[x
][y
].classList
.add("hidden");
1097 else if (this.enlightened
[x
][y
] && !this.oldEnlightened
[x
][y
]) {
1098 let elt
= document
.getElementById(this.coordsToId({x: x
, y: y
}));
1099 elt
.classList
.remove("in-shadow");
1100 if (this.g_pieces
[x
][y
])
1101 this.g_pieces
[x
][y
].classList
.remove("hidden");
1114 ratio: 1 //for rectangular board = y / x (optional, 1 = default)
1118 // Color of thing on square (i,j). '' if square is empty
1120 if (typeof i
== "string")
1121 return i
; //reserves
1122 return this.board
[i
][j
].charAt(0);
1125 static GetColorClass(c
) {
1130 return "other-color"; //unidentified color
1133 // Piece on i,j. '' if square is empty
1135 if (typeof j
== "string")
1136 return j
; //reserves
1137 return this.board
[i
][j
].charAt(1);
1140 // Piece type on square (i,j)
1141 getPieceType(x
, y
, p
) {
1143 p
= this.getPiece(x
, y
);
1144 return this.pieces()[p
].moveas
|| p
;
1149 p
= this.getPiece(x
, y
);
1150 if (!this.options
["cannibal"])
1152 return !!C
.CannibalKings
[p
];
1155 // Get opponent color
1156 static GetOppCol(color
) {
1157 return (color
== "w" ? "b" : "w");
1160 // Is (x,y) on the chessboard?
1162 return (x
>= 0 && x
< this.size
.x
&&
1163 y
>= 0 && y
< this.size
.y
);
1166 // Am I allowed to move thing at square x,y ?
1168 return (this.playerColor
== this.turn
&& this.getColor(x
, y
) == this.turn
);
1171 ////////////////////////
1172 // PIECES SPECIFICATIONS
1174 getPawnShift(color
) {
1175 return (color
== "w" ? -1 : 1);
1178 pieces(color
, x
, y
) {
1179 const pawnShift
= this.getPawnShift(color
);
1180 // NOTE: jump 2 squares from first rank (pawns can be here sometimes)
1181 const initRank
= ((color
== 'w' && x
>= 6) || (color
== 'b' && x
<= 1));
1187 steps: [[pawnShift
, 0]],
1188 range: (initRank
? 2 : 1)
1193 steps: [[pawnShift
, 1], [pawnShift
, -1]],
1201 {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
1209 [1, 2], [1, -2], [-1, 2], [-1, -2],
1210 [2, 1], [-2, 1], [2, -1], [-2, -1]
1219 {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
1227 [0, 1], [0, -1], [1, 0], [-1, 0],
1228 [1, 1], [1, -1], [-1, 1], [-1, -1]
1238 [0, 1], [0, -1], [1, 0], [-1, 0],
1239 [1, 1], [1, -1], [-1, 1], [-1, -1]
1246 '!': {"class": "king-pawn", moveas: "p"},
1247 '#': {"class": "king-rook", moveas: "r"},
1248 '$': {"class": "king-knight", moveas: "n"},
1249 '%': {"class": "king-bishop", moveas: "b"},
1250 '*': {"class": "king-queen", moveas: "q"}
1254 // NOTE: using special symbols to not interfere with variants' pieces codes
1255 static get CannibalKings() {
1266 static get CannibalKingCode() {
1277 //////////////////////////
1278 // MOVES GENERATION UTILS
1280 // For Cylinder: get Y coordinate
1282 if (!this.options
["cylinder"])
1284 let res
= y
% this.size
.y
;
1290 getSegments(curSeg
, segStart
, segEnd
) {
1291 if (curSeg
.length
== 0)
1293 let segments
= JSON
.parse(JSON
.stringify(curSeg
)); //not altering
1294 segments
.push([[segStart
[0], segStart
[1]], [segEnd
[0], segEnd
[1]]]);
1298 getStepSpec(color
, x
, y
, piece
) {
1299 let pieceType
= piece
;
1300 let allSpecs
= this.pieces(color
, x
, y
);
1302 pieceType
= this.getPieceType(x
, y
);
1303 else if (allSpecs
[piece
].moveas
)
1304 pieceType
= allSpecs
[piece
].moveas
;
1305 let res
= allSpecs
[pieceType
];
1315 // Can thing on square1 capture thing on square2?
1316 canTake([x1
, y1
], [x2
, y2
]) {
1317 return this.getColor(x1
, y1
) !== this.getColor(x2
, y2
);
1320 canStepOver(i
, j
, p
) {
1321 // In some variants, objects on boards don't stop movement (Chakart)
1322 return this.board
[i
][j
] == "";
1325 canDrop([c
, p
], [i
, j
]) {
1327 this.board
[i
][j
] == "" &&
1328 (!this.enlightened
|| this.enlightened
[i
][j
]) &&
1331 (c
== 'w' && i
< this.size
.x
- 1) ||
1338 // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
1339 isImmobilized([x
, y
]) {
1340 if (!this.options
["madrasi"])
1342 const color
= this.getColor(x
, y
);
1343 const oppCol
= C
.GetOppCol(color
);
1344 const piece
= this.getPieceType(x
, y
);
1345 const stepSpec
= this.getStepSpec(color
, x
, y
, piece
);
1346 const attacks
= stepSpec
.both
.concat(stepSpec
.attack
);
1347 for (let a
of attacks
) {
1348 outerLoop: for (let step
of a
.steps
) {
1349 let [i
, j
] = [x
+ step
[0], y
+ step
[1]];
1350 let stepCounter
= 1;
1351 while (this.onBoard(i
, j
) && this.board
[i
][j
] == "") {
1352 if (a
.range
<= stepCounter
++)
1355 j
= this.getY(j
+ step
[1]);
1358 this.onBoard(i
, j
) &&
1359 this.getColor(i
, j
) == oppCol
&&
1360 this.getPieceType(i
, j
) == piece
1369 // Stop at the first capture found
1370 atLeastOneCapture(color
) {
1371 const oppCol
= C
.GetOppCol(color
);
1372 const allowed
= (sq1
, sq2
) => {
1374 // NOTE: canTake is reversed for Zen.
1375 // Generally ok because of the symmetry. TODO?
1376 this.canTake(sq1
, sq2
) &&
1378 [this.getBasicMove(sq1
, sq2
)]).length
>= 1
1381 for (let i
=0; i
<this.size
.x
; i
++) {
1382 for (let j
=0; j
<this.size
.y
; j
++) {
1383 if (this.getColor(i
, j
) == color
) {
1386 !this.options
["zen"] &&
1387 this.findDestSquares(
1392 segments: this.options
["cylinder"]
1400 this.options
["zen"] &&
1401 this.findCapturesOn(
1405 segments: this.options
["cylinder"]
1420 compatibleStep([x1
, y1
], [x2
, y2
], step
, range
) {
1421 const epsilon
= 1e-7; //arbitrary small value
1423 if (this.options
["cylinder"])
1424 Array
.prototype.push
.apply(shifts
, [-this.size
.y
, this.size
.y
]);
1425 for (let sh
of shifts
) {
1426 const rx
= (x2
- x1
) / step
[0],
1427 ry
= (y2
+ sh
- y1
) / step
[1];
1429 // Zero step but non-zero interval => impossible
1430 (!Number
.isFinite(rx
) && !Number
.isNaN(rx
)) ||
1431 (!Number
.isFinite(ry
) && !Number
.isNaN(ry
)) ||
1432 // Negative number of step (impossible)
1433 (rx
< 0 || ry
< 0) ||
1434 // Not the same number of steps in both directions:
1435 (!Number
.isNaN(rx
) && !Number
.isNaN(ry
) && Math
.abs(rx
- ry
) > epsilon
)
1439 let distance
= (Number
.isNaN(rx
) ? ry : rx
);
1440 if (Math
.abs(distance
- Math
.round(distance
)) > epsilon
)
1442 distance
= Math
.round(distance
); //in case of (numerical...)
1443 if (!range
|| range
>= distance
)
1449 ////////////////////
1452 getDropMovesFrom([c
, p
]) {
1453 // NOTE: by design, this.reserve[c][p] >= 1 on user click
1454 // (but not necessarily otherwise: atLeastOneMove() etc)
1455 if (this.reserve
[c
][p
] == 0)
1458 for (let i
=0; i
<this.size
.x
; i
++) {
1459 for (let j
=0; j
<this.size
.y
; j
++) {
1460 if (this.onBoard(i
, j
) && this.canDrop([c
, p
], [i
, j
])) {
1462 start: {x: c
, y: p
},
1464 appear: [new PiPo({x: i
, y: j
, c: c
, p: p
})],
1467 if (this.board
[i
][j
] != "") {
1468 mv
.vanish
.push(new PiPo({
1471 c: this.getColor(i
, j
),
1472 p: this.getPiece(i
, j
)
1482 // All possible moves from selected square
1483 getPotentialMovesFrom([x
, y
], color
) {
1484 if (this.subTurnTeleport
== 2)
1486 if (typeof x
== "string")
1487 return this.getDropMovesFrom([x
, y
]);
1488 if (this.isImmobilized([x
, y
]))
1490 const piece
= this.getPieceType(x
, y
);
1491 let moves
= this.getPotentialMovesOf(piece
, [x
, y
]);
1492 if (piece
== "p" && this.hasEnpassant
&& this.epSquare
)
1493 Array
.prototype.push
.apply(moves
, this.getEnpassantCaptures([x
, y
]));
1495 this.isKing(0, 0, piece
) && this.hasCastle
&&
1496 this.castleFlags
[color
|| this.turn
].some(v
=> v
< this.size
.y
)
1498 Array
.prototype.push
.apply(moves
, this.getCastleMoves([x
, y
]));
1500 return this.postProcessPotentialMoves(moves
);
1503 postProcessPotentialMoves(moves
) {
1504 if (moves
.length
== 0)
1506 const color
= this.getColor(moves
[0].start
.x
, moves
[0].start
.y
);
1507 const oppCol
= C
.GetOppCol(color
);
1509 if (this.options
["capture"] && this.atLeastOneCapture(color
))
1510 moves
= this.capturePostProcess(moves
, oppCol
);
1512 if (this.options
["atomic"])
1513 moves
= this.atomicPostProcess(moves
, color
, oppCol
);
1517 this.getPieceType(moves
[0].start
.x
, moves
[0].start
.y
) == "p"
1519 moves
= this.pawnPostProcess(moves
, color
, oppCol
);
1522 if (this.options
["cannibal"] && this.options
["rifle"])
1523 // In this case a rifle-capture from last rank may promote a pawn
1524 moves
= this.riflePromotePostProcess(moves
, color
);
1529 capturePostProcess(moves
, oppCol
) {
1530 // Filter out non-capturing moves (not using m.vanish because of
1531 // self captures of Recycle and Teleport).
1532 return moves
.filter(m
=> {
1534 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1535 this.getColor(m
.end
.x
, m
.end
.y
) == oppCol
1540 atomicPostProcess(moves
, color
, oppCol
) {
1541 moves
.forEach(m
=> {
1543 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1544 this.getColor(m
.end
.x
, m
.end
.y
) == oppCol
1557 let mNext
= new Move({
1563 for (let step
of steps
) {
1564 let x
= m
.end
.x
+ step
[0];
1565 let y
= this.getY(m
.end
.y
+ step
[1]);
1567 this.onBoard(x
, y
) &&
1568 this.board
[x
][y
] != "" &&
1569 (x
!= m
.start
.x
|| y
!= m
.start
.y
) &&
1570 this.getPieceType(x
, y
) != "p"
1574 p: this.getPiece(x
, y
),
1575 c: this.getColor(x
, y
),
1582 if (!this.options
["rifle"]) {
1583 // The moving piece also vanish
1584 mNext
.vanish
.unshift(
1589 p: this.getPiece(m
.start
.x
, m
.start
.y
)
1599 pawnPostProcess(moves
, color
, oppCol
) {
1601 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1602 const initPiece
= this.getPiece(moves
[0].start
.x
, moves
[0].start
.y
);
1603 moves
.forEach(m
=> {
1604 const [x1
, y1
] = [m
.start
.x
, m
.start
.y
];
1605 const [x2
, y2
] = [m
.end
.x
, m
.end
.y
];
1606 const promotionOk
= (
1608 (!this.options
["rifle"] || this.board
[x2
][y2
] == "")
1611 return; //nothing to do
1612 if (this.options
["pawnfall"]) {
1618 this.options
["cannibal"] &&
1619 this.board
[x2
][y2
] != "" &&
1620 this.getColor(x2
, y2
) == oppCol
1622 finalPieces
= [this.getPieceType(x2
, y2
)];
1625 finalPieces
= this.pawnPromotions
;
1626 m
.appear
[0].p
= finalPieces
[0];
1627 if (initPiece
== "!") //cannibal king-pawn
1628 m
.appear
[0].p
= C
.CannibalKingCode
[finalPieces
[0]];
1629 for (let i
=1; i
<finalPieces
.length
; i
++) {
1630 let newMove
= JSON
.parse(JSON
.stringify(m
));
1631 const piece
= finalPieces
[i
];
1632 m
.appear
[0].p
= (initPiece
!= "!" ? piece : C
.CannibalKingCode
[piece
]);
1633 moreMoves
.push(newMove
);
1636 return moves
.concat(moreMoves
);
1639 riflePromotePostProcess(moves
, color
) {
1640 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1642 moves
.forEach(m
=> {
1644 m
.start
.x
== lastRank
&&
1645 m
.appear
.length
>= 1 &&
1646 m
.appear
[0].p
== "p" &&
1647 m
.appear
[0].x
== m
.start
.x
&&
1648 m
.appear
[0].y
== m
.start
.y
1650 m
.appear
[0].p
= this.pawnPromotions
[0];
1651 for (let i
=1; i
<this.pawnPromotions
.length
; i
++) {
1652 let newMv
= JSON
.parse(JSON
.stringify(m
));
1653 newMv
.appear
[0].p
= this.pawnSpecs
.promotions
[i
];
1654 newMoves
.push(newMv
);
1658 return moves
.concat(newMoves
);
1661 // Generic method to find possible moves of "sliding or jumping" pieces
1662 getPotentialMovesOf(piece
, [x
, y
]) {
1663 const color
= this.getColor(x
, y
);
1664 const stepSpec
= this.getStepSpec(color
, x
, y
, piece
);
1666 if (stepSpec
.attack
) {
1667 squares
= this.findDestSquares(
1671 segments: this.options
["cylinder"],
1674 ([i1
, j1
], [i2
, j2
]) => {
1676 (!this.options
["zen"] || this.isKing(i2
, j2
)) &&
1677 this.canTake([i1
, j1
], [i2
, j2
])
1682 const noSpecials
= this.findDestSquares(
1685 moveOnly: !!stepSpec
.attack
|| this.options
["zen"],
1686 segments: this.options
["cylinder"],
1690 Array
.prototype.push
.apply(squares
, noSpecials
);
1691 if (this.options
["zen"]) {
1692 let zenCaptures
= this.findCapturesOn(
1694 {}, //byCol: default is ok
1695 ([i1
, j1
], [i2
, j2
]) =>
1696 !this.isKing(i1
, j1
) && this.canTake([i2
, j2
], [i1
, j1
])
1698 // Technical step: segments (if any) are reversed
1699 if (this.options
["cylinder"]) {
1700 zenCaptures
.forEach(z
=> {
1701 z
.segments
= z
.segments
.reverse().map(s
=> s
.reverse())
1704 Array
.prototype.push
.apply(squares
, zenCaptures
);
1707 this.options
["recycle"] ||
1708 (this.options
["teleport"] && this.subTurnTeleport
== 1)
1710 const selfCaptures
= this.findDestSquares(
1714 segments: this.options
["cylinder"],
1717 ([i1
, j1
], [i2
, j2
]) =>
1718 this.getColor(i2
, j2
) == color
&& !this.isKing(i2
, j2
)
1720 Array
.prototype.push
.apply(squares
, selfCaptures
);
1722 return squares
.map(s
=> {
1723 let mv
= this.getBasicMove([x
, y
], s
.sq
);
1724 if (this.options
["cylinder"] && s
.segments
.length
>= 2)
1725 mv
.segments
= s
.segments
;
1730 findDestSquares([x
, y
], o
, allowed
) {
1732 allowed
= (sq1
, sq2
) => this.canTake(sq1
, sq2
);
1733 const apparentPiece
= this.getPiece(x
, y
); //how it looks
1735 // Next 3 for Cylinder mode: (unused if !o.segments)
1739 const addSquare
= ([i
, j
]) => {
1740 let elt
= {sq: [i
, j
]};
1742 elt
.segments
= this.getSegments(segments
, segStart
, end
);
1745 const exploreSteps
= (stepArray
, mode
) => {
1746 for (let s
of stepArray
) {
1747 outerLoop: for (let step
of s
.steps
) {
1752 let [i
, j
] = [x
, y
];
1753 let stepCounter
= 0;
1755 this.onBoard(i
, j
) &&
1756 ((i
== x
&& j
== y
) || this.canStepOver(i
, j
, apparentPiece
))
1758 if (!explored
[i
+ "." + j
] && (i
!= x
|| j
!= y
)) {
1759 explored
[i
+ "." + j
] = true;
1762 (o
.captureTarget
[0] == i
&& o
.captureTarget
[1] == j
)
1764 if (o
.one
&& mode
!= "attack")
1766 if (mode
!= "attack")
1767 addSquare(!o
.captureTarget
? [i
, j
] : [x
, y
]);
1768 if (o
.captureTarget
)
1772 if (s
.range
<= stepCounter
++)
1774 const oldIJ
= [i
, j
];
1776 j
= this.getY(j
+ step
[1]);
1777 if (o
.segments
&& Math
.abs(j
- oldIJ
[1]) > 1) {
1778 // Boundary between segments (cylinder mode)
1779 segments
.push([[segStart
[0], segStart
[1]], oldIJ
]);
1783 if (!this.onBoard(i
, j
))
1785 const pieceIJ
= this.getPieceType(i
, j
);
1786 if (!explored
[i
+ "." + j
]) {
1787 explored
[i
+ "." + j
] = true;
1788 if (allowed([x
, y
], [i
, j
])) {
1789 if (o
.one
&& mode
!= "moves")
1791 if (mode
!= "moves")
1792 addSquare(!o
.captureTarget
? [i
, j
] : [x
, y
]);
1795 o
.captureTarget
[0] == i
&& o
.captureTarget
[1] == j
1803 return undefined; //default, but let's explicit it
1805 if (o
.captureTarget
)
1806 return exploreSteps(o
.captureSteps
, "attack");
1809 o
.stepSpec
|| this.getStepSpec(this.getColor(x
, y
), x
, y
);
1812 outOne
= exploreSteps(stepSpec
.both
.concat(stepSpec
.moves
), "moves");
1813 if (!outOne
&& !o
.moveOnly
)
1814 outOne
= exploreSteps(stepSpec
.both
.concat(stepSpec
.attack
), "attack");
1815 return (o
.one
? outOne : res
);
1819 // Search for enemy (or not) pieces attacking [x, y]
1820 findCapturesOn([x
, y
], o
, allowed
) {
1822 o
.byCol
= [C
.GetOppCol(this.getColor(x
, y
) || this.turn
)];
1824 for (let i
=0; i
<this.size
.x
; i
++) {
1825 for (let j
=0; j
<this.size
.y
; j
++) {
1826 const colIJ
= this.getColor(i
, j
);
1828 this.board
[i
][j
] != "" &&
1829 o
.byCol
.includes(colIJ
) &&
1830 !this.isImmobilized([i
, j
])
1832 const apparentPiece
= this.getPiece(i
, j
);
1833 // Quick check: does this potential attacker target x,y ?
1834 if (this.canStepOver(x
, y
, apparentPiece
))
1836 const stepSpec
= this.getStepSpec(colIJ
, i
, j
);
1837 const attacks
= stepSpec
.attack
.concat(stepSpec
.both
);
1838 for (let a
of attacks
) {
1839 for (let s
of a
.steps
) {
1840 // Quick check: if step isn't compatible, don't even try
1841 if (!this.compatibleStep([i
, j
], [x
, y
], s
, a
.range
))
1843 // Finally verify that nothing stand in-between
1844 const out
= this.findDestSquares(
1847 captureTarget: [x
, y
],
1848 captureSteps: [{steps: [s
], range: a
.range
}],
1849 segments: o
.segments
,
1851 one: false //one and captureTarget are mutually exclusive
1865 return (o
.one
? false : res
);
1868 // Build a regular move from its initial and destination squares.
1869 // tr: transformation
1870 getBasicMove([sx
, sy
], [ex
, ey
], tr
) {
1871 const initColor
= this.getColor(sx
, sy
);
1872 const initPiece
= this.getPiece(sx
, sy
);
1873 const destColor
= (this.board
[ex
][ey
] != "" ? this.getColor(ex
, ey
) : "");
1877 start: {x: sx
, y: sy
},
1881 !this.options
["rifle"] ||
1882 this.board
[ex
][ey
] == "" ||
1883 destColor
== initColor
//Recycle, Teleport
1889 c: !!tr
? tr
.c : initColor
,
1890 p: !!tr
? tr
.p : initPiece
1902 if (this.board
[ex
][ey
] != "") {
1907 c: this.getColor(ex
, ey
),
1908 p: this.getPiece(ex
, ey
)
1911 if (this.options
["cannibal"] && destColor
!= initColor
) {
1912 const lastIdx
= mv
.vanish
.length
- 1; //think "Rifle+Cannibal"
1913 let trPiece
= mv
.vanish
[lastIdx
].p
;
1914 if (this.isKing(sx
, sy
))
1915 trPiece
= C
.CannibalKingCode
[trPiece
];
1916 if (mv
.appear
.length
>= 1)
1917 mv
.appear
[0].p
= trPiece
;
1918 else if (this.options
["rifle"]) {
1941 // En-passant square, if any
1942 getEpSquare(moveOrSquare
) {
1943 if (typeof moveOrSquare
=== "string") {
1944 const square
= moveOrSquare
;
1947 return C
.SquareToCoords(square
);
1949 // Argument is a move:
1950 const move = moveOrSquare
;
1951 const s
= move.start
,
1955 Math
.abs(s
.x
- e
.x
) == 2 &&
1956 // Next conditions for variants like Atomic or Rifle, Recycle...
1958 move.appear
.length
> 0 &&
1959 this.getPieceType(0, 0, move.appear
[0].p
) == 'p'
1963 move.vanish
.length
> 0 &&
1964 this.getPieceType(0, 0, move.vanish
[0].p
) == 'p'
1972 return undefined; //default
1975 // Special case of en-passant captures: treated separately
1976 getEnpassantCaptures([x
, y
]) {
1977 const color
= this.getColor(x
, y
);
1978 const shiftX
= (color
== 'w' ? -1 : 1);
1979 const oppCol
= C
.GetOppCol(color
);
1982 this.epSquare
.x
== x
+ shiftX
&&
1983 Math
.abs(this.getY(this.epSquare
.y
- y
)) == 1 &&
1984 // Doublemove (and Progressive?) guards:
1985 this.board
[this.epSquare
.x
][this.epSquare
.y
] == "" &&
1986 this.getColor(x
, this.epSquare
.y
) == oppCol
1988 const [epx
, epy
] = [this.epSquare
.x
, this.epSquare
.y
];
1989 this.board
[epx
][epy
] = oppCol
+ 'p';
1990 let enpassantMove
= this.getBasicMove([x
, y
], [epx
, epy
]);
1991 this.board
[epx
][epy
] = "";
1992 const lastIdx
= enpassantMove
.vanish
.length
- 1; //think Rifle
1993 enpassantMove
.vanish
[lastIdx
].x
= x
;
1994 return [enpassantMove
];
1999 getCastleMoves([x
, y
], finalSquares
, castleWith
) {
2000 const c
= this.getColor(x
, y
);
2003 const oppCol
= C
.GetOppCol(c
);
2007 finalSquares
|| [ [2, 3], [this.size
.y
- 2, this.size
.y
- 3] ];
2008 const castlingKing
= this.getPiece(x
, y
);
2009 castlingCheck: for (
2012 castleSide
++ //large, then small
2014 if (this.castleFlags
[c
][castleSide
] >= this.size
.y
)
2016 // If this code is reached, rook and king are on initial position
2018 // NOTE: in some variants this is not a rook
2019 const rookPos
= this.castleFlags
[c
][castleSide
];
2020 const castlingPiece
= this.getPiece(x
, rookPos
);
2022 this.board
[x
][rookPos
] == "" ||
2023 this.getColor(x
, rookPos
) != c
||
2024 (castleWith
&& !castleWith
.includes(castlingPiece
))
2026 // Rook is not here, or changed color (see Benedict)
2029 // Nothing on the path of the king ? (and no checks)
2030 const finDist
= finalSquares
[castleSide
][0] - y
;
2031 let step
= finDist
/ Math
.max(1, Math
.abs(finDist
));
2035 // NOTE: next weird test because underCheck() verification
2036 // will be executed in filterValid() later.
2038 i
!= finalSquares
[castleSide
][0] &&
2039 this.underCheck([[x
, i
]], oppCol
)
2043 this.board
[x
][i
] != "" &&
2044 // NOTE: next check is enough, because of chessboard constraints
2045 (this.getColor(x
, i
) != c
|| ![rookPos
, y
].includes(i
))
2048 continue castlingCheck
;
2051 } while (i
!= finalSquares
[castleSide
][0]);
2052 // Nothing on the path to the rook?
2053 step
= (castleSide
== 0 ? -1 : 1);
2054 for (i
= y
+ step
; i
!= rookPos
; i
+= step
) {
2055 if (this.board
[x
][i
] != "")
2056 continue castlingCheck
;
2059 // Nothing on final squares, except maybe king and castling rook?
2060 for (i
= 0; i
< 2; i
++) {
2062 finalSquares
[castleSide
][i
] != rookPos
&&
2063 this.board
[x
][finalSquares
[castleSide
][i
]] != "" &&
2065 finalSquares
[castleSide
][i
] != y
||
2066 this.getColor(x
, finalSquares
[castleSide
][i
]) != c
2069 continue castlingCheck
;
2073 // If this code is reached, castle is potentially valid
2079 y: finalSquares
[castleSide
][0],
2085 y: finalSquares
[castleSide
][1],
2091 // King might be initially disguised (Titan...)
2092 new PiPo({ x: x
, y: y
, p: castlingKing
, c: c
}),
2093 new PiPo({ x: x
, y: rookPos
, p: castlingPiece
, c: c
})
2096 Math
.abs(y
- rookPos
) <= 2
2097 ? {x: x
, y: rookPos
}
2098 : {x: x
, y: y
+ 2 * (castleSide
== 0 ? -1 : 1)}
2106 ////////////////////
2109 // Is piece (or square) at given position attacked by "oppCol(s)" ?
2110 underAttack([x
, y
], oppCol
) {
2111 if (!Array
.isArray(oppCol
))
2113 // An empty square is considered as king,
2114 // since it's used only in getCastleMoves (TODO?)
2115 const king
= this.board
[x
][y
] == "" || this.isKing(x
, y
);
2118 (!this.options
["zen"] || king
) &&
2119 this.findCapturesOn(
2123 segments: this.options
["cylinder"],
2130 (!!this.options
["zen"] && !king
) &&
2131 this.findDestSquares(
2135 segments: this.options
["cylinder"],
2138 ([i1
, j1
], [i2
, j2
]) => oppCol
.includes(this.getColor(i2
, j2
))
2144 // Argument is (very generally) an array of squares (= arrays)
2145 underCheck(square_s
, oppCol
) {
2146 if (this.options
["taking"] || this.options
["dark"])
2148 return square_s
.some(sq
=> this.underAttack(sq
, oppCol
));
2151 // Scan board for king(s)
2152 searchKingPos(color
) {
2154 for (let i
=0; i
< this.size
.x
; i
++) {
2155 for (let j
=0; j
< this.size
.y
; j
++) {
2156 if (this.getColor(i
, j
) == color
&& this.isKing(i
, j
))
2163 // 'color' arg because some variants (e.g. Refusal) check opponent moves
2164 filterValid(moves
, color
) {
2167 const oppCol
= C
.GetOppCol(color
);
2168 let kingPos
= this.searchKingPos(color
);
2169 let filtered
= {}; //avoid re-checking similar moves (promotions...)
2170 return moves
.filter(m
=> {
2171 const key
= m
.start
.x
+ m
.start
.y
+ '.' + m
.end
.x
+ m
.end
.y
;
2172 if (!filtered
[key
]) {
2173 this.playOnBoard(m
);
2174 let newKingPP
= null,
2176 res
= true; //a priori valid
2178 m
.vanish
.find(v
=> this.isKing(0, 0, v
.p
) && v
.c
== color
);
2180 // Search king in appear array:
2182 m
.appear
.find(a
=> this.isKing(0, 0, a
.p
) && a
.c
== color
);
2184 sqIdx
= kingPos
.findIndex(kp
=>
2185 kp
[0] == oldKingPP
.x
&& kp
[1] == oldKingPP
.y
);
2186 kingPos
[sqIdx
] = [newKingPP
.x
, newKingPP
.y
];
2189 res
= false; //king vanished
2191 res
&&= !this.underCheck(kingPos
, oppCol
);
2192 if (oldKingPP
&& newKingPP
)
2193 kingPos
[sqIdx
] = [oldKingPP
.x
, oldKingPP
.y
];
2194 this.undoOnBoard(m
);
2195 filtered
[key
] = res
;
2198 return filtered
[key
];
2205 // Apply a move on board
2207 for (let psq
of move.vanish
)
2208 this.board
[psq
.x
][psq
.y
] = "";
2209 for (let psq
of move.appear
)
2210 this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
2212 // Un-apply the played move
2214 for (let psq
of move.appear
)
2215 this.board
[psq
.x
][psq
.y
] = "";
2216 for (let psq
of move.vanish
)
2217 this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
2220 updateCastleFlags(move) {
2221 // Update castling flags if start or arrive from/at rook/king locations
2222 move.appear
.concat(move.vanish
).forEach(psq
=> {
2223 if (this.isKing(0, 0, psq
.p
))
2224 this.castleFlags
[psq
.c
] = [this.size
.y
, this.size
.y
];
2225 // NOTE: not "else if" because king can capture enemy rook...
2229 else if (psq
.x
== this.size
.x
- 1)
2232 const fidx
= this.castleFlags
[c
].findIndex(f
=> f
== psq
.y
);
2234 this.castleFlags
[c
][fidx
] = this.size
.y
;
2242 // If flags already off, no need to re-check:
2243 Object
.values(this.castleFlags
).some(cvals
=>
2244 cvals
.some(val
=> val
< this.size
.y
))
2246 this.updateCastleFlags(move);
2248 if (this.options
["crazyhouse"]) {
2249 move.vanish
.forEach(v
=> {
2250 const square
= C
.CoordsToSquare({x: v
.x
, y: v
.y
});
2251 if (this.ispawn
[square
])
2252 delete this.ispawn
[square
];
2254 if (move.appear
.length
> 0 && move.vanish
.length
> 0) {
2255 // Assumption: something is moving
2256 const initSquare
= C
.CoordsToSquare(move.start
);
2257 const destSquare
= C
.CoordsToSquare(move.end
);
2259 this.ispawn
[initSquare
] ||
2260 (move.vanish
[0].p
== 'p' && move.appear
[0].p
!= 'p')
2262 this.ispawn
[destSquare
] = true;
2265 this.ispawn
[destSquare
] &&
2266 this.getColor(move.end
.x
, move.end
.y
) != move.vanish
[0].c
2268 move.vanish
[1].p
= 'p';
2269 delete this.ispawn
[destSquare
];
2273 const minSize
= Math
.min(move.appear
.length
, move.vanish
.length
);
2276 // Warning; atomic pawn removal isn't a capture
2277 (!this.options
["atomic"] || !this.rempawn
|| this.movesCount
>= 1)
2279 const color
= this.turn
;
2280 for (let i
=minSize
; i
<move.appear
.length
; i
++) {
2281 // Something appears = dropped on board (some exceptions, Chakart...)
2282 if (move.appear
[i
].c
== color
) {
2283 const piece
= move.appear
[i
].p
;
2284 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] - 1);
2287 for (let i
=minSize
; i
<move.vanish
.length
; i
++) {
2288 // Something vanish: add to reserve except if recycle & opponent
2290 this.options
["crazyhouse"] ||
2291 (this.options
["recycle"] && move.vanish
[i
].c
== color
)
2293 const piece
= move.vanish
[i
].p
;
2294 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] + 1);
2302 if (this.hasEnpassant
)
2303 this.epSquare
= this.getEpSquare(move);
2304 this.playOnBoard(move);
2305 this.postPlay(move);
2309 if (this.options
["dark"])
2310 this.updateEnlightened();
2311 if (this.options
["teleport"]) {
2313 this.subTurnTeleport
== 1 &&
2314 move.vanish
.length
> move.appear
.length
&&
2315 move.vanish
[1].c
== this.turn
2317 const v
= move.vanish
[move.vanish
.length
- 1];
2318 this.captured
= {x: v
.x
, y: v
.y
, c: v
.c
, p: v
.p
};
2319 this.subTurnTeleport
= 2;
2322 this.subTurnTeleport
= 1;
2323 this.captured
= null;
2325 this.tryChangeTurn(move);
2328 tryChangeTurn(move) {
2329 if (this.isLastMove(move)) {
2330 this.turn
= C
.GetOppCol(this.turn
);
2334 else if (!move.next
)
2341 const color
= this.turn
;
2342 const oppKingPos
= this.searchKingPos(C
.GetOppCol(color
));
2343 if (oppKingPos
.length
== 0 || this.underCheck(oppKingPos
, color
))
2347 !this.options
["balance"] ||
2348 ![1, 2].includes(this.movesCount
) ||
2353 !this.options
["doublemove"] ||
2354 this.movesCount
== 0 ||
2359 !this.options
["progressive"] ||
2360 this.subTurn
== this.movesCount
+ 1
2365 // "Stop at the first move found"
2366 atLeastOneMove(color
) {
2367 for (let i
= 0; i
< this.size
.x
; i
++) {
2368 for (let j
= 0; j
< this.size
.y
; j
++) {
2369 if (this.board
[i
][j
] != "" && this.getColor(i
, j
) == color
) {
2370 // NOTE: in fact searching for all potential moves from i,j.
2371 // I don't believe this is an issue, for now at least.
2372 const moves
= this.getPotentialMovesFrom([i
, j
]);
2373 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1))
2378 if (this.hasReserve
&& this.reserve
[color
]) {
2379 for (let p
of Object
.keys(this.reserve
[color
])) {
2380 const moves
= this.getDropMovesFrom([color
, p
]);
2381 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1))
2388 // What is the score ? (Interesting if game is over)
2389 getCurrentScore(move_s
) {
2390 const move = move_s
[move_s
.length
- 1];
2391 // Shortcut in case the score was computed before:
2394 const color
= this.turn
;
2395 const oppCol
= C
.GetOppCol(color
);
2397 [color
]: this.searchKingPos(color
),
2398 [oppCol
]: this.searchKingPos(oppCol
)
2400 if (kingPos
[color
].length
== 0 && kingPos
[oppCol
].length
== 0)
2402 if (kingPos
[color
].length
== 0)
2403 return (color
== "w" ? "0-1" : "1-0");
2404 if (kingPos
[oppCol
].length
== 0)
2405 return (color
== "w" ? "1-0" : "0-1");
2406 if (this.atLeastOneMove(color
))
2408 // No valid move: stalemate or checkmate?
2409 if (!this.underCheck(kingPos
[color
], oppCol
))
2412 return (color
== "w" ? "0-1" : "1-0");
2415 playVisual(move, r
) {
2416 move.vanish
.forEach(v
=> {
2417 this.g_pieces
[v
.x
][v
.y
].remove();
2418 this.g_pieces
[v
.x
][v
.y
] = null;
2421 document
.getElementById(this.containerId
).querySelector(".chessboard");
2423 r
= chessboard
.getBoundingClientRect();
2424 const pieceWidth
= this.getPieceWidth(r
.width
);
2425 move.appear
.forEach(a
=> {
2426 this.g_pieces
[a
.x
][a
.y
] = document
.createElement("piece");
2427 C
.AddClass_es(this.g_pieces
[a
.x
][a
.y
],
2428 this.pieces(a
.c
, a
.x
, a
.y
)[a
.p
]["class"]);
2429 this.g_pieces
[a
.x
][a
.y
].classList
.add(C
.GetColorClass(a
.c
));
2430 this.g_pieces
[a
.x
][a
.y
].style
.width
= pieceWidth
+ "px";
2431 this.g_pieces
[a
.x
][a
.y
].style
.height
= pieceWidth
+ "px";
2432 const [ip
, jp
] = this.getPixelPosition(a
.x
, a
.y
, r
);
2433 // Translate coordinates to use chessboard as reference:
2434 this.g_pieces
[a
.x
][a
.y
].style
.transform
=
2435 `translate(${ip - r.x}px,${jp - r.y}px)`;
2436 if (this.enlightened
&& !this.enlightened
[a
.x
][a
.y
])
2437 this.g_pieces
[a
.x
][a
.y
].classList
.add("hidden");
2438 chessboard
.appendChild(this.g_pieces
[a
.x
][a
.y
]);
2440 if (this.options
["dark"])
2441 this.graphUpdateEnlightened();
2444 // TODO: send stack receive stack, or allow incremental? (good/bad points)
2445 buildMoveStack(move, r
) {
2446 this.moveStack
.push(move);
2447 this.computeNextMove(move);
2448 const then
= () => {
2449 const newTurn
= this.turn
;
2450 if (this.moveStack
.length
== 1 && !this.hideMoves
)
2451 this.playVisual(move, r
);
2455 board: JSON
.parse(JSON
.stringify(this.board
)) //easier
2457 this.buildMoveStack(move.next
, r
);
2460 if (this.moveStack
.length
== 1) {
2461 // Usual case (one normal move)
2462 this.afterPlay(this.moveStack
, newTurn
, {send: true, res: true});
2463 this.moveStack
= [];
2466 this.afterPlay(this.moveStack
, newTurn
, {send: true, res: false});
2467 this.re_initFromFen(this.gameState
.fen
, this.gameState
.board
);
2468 this.playReceivedMove(this.moveStack
.slice(1), () => {
2469 this.afterPlay(this.moveStack
, newTurn
, {send: false, res: true});
2470 this.moveStack
= [];
2475 // If hiding moves, then they are revealed in play() with callback
2476 this.play(move, this.hideMoves
? then : null);
2477 if (!this.hideMoves
)
2481 // Implemented in variants using (automatic) moveStack
2482 computeNextMove(move) {}
2484 animateMoving(start
, end
, drag
, segments
, cb
) {
2485 let initPiece
= this.getDomPiece(start
.x
, start
.y
);
2486 // NOTE: cloning often not required, but light enough, and simpler
2487 let movingPiece
= initPiece
.cloneNode();
2488 initPiece
.style
.opacity
= "0";
2490 document
.getElementById(this.containerId
)
2491 const r
= container
.querySelector(".chessboard").getBoundingClientRect();
2492 if (typeof start
.x
== "string") {
2493 // Need to bound width/height (was 100% for reserve pieces)
2494 const pieceWidth
= this.getPieceWidth(r
.width
);
2495 movingPiece
.style
.width
= pieceWidth
+ "px";
2496 movingPiece
.style
.height
= pieceWidth
+ "px";
2498 const maxDist
= this.getMaxDistance(r
);
2499 const apparentColor
= this.getColor(start
.x
, start
.y
);
2500 const pieces
= this.pieces(apparentColor
, start
.x
, start
.y
);
2502 const startCode
= this.getPiece(start
.x
, start
.y
);
2503 C
.RemoveClass_es(movingPiece
, pieces
[startCode
]["class"]);
2504 C
.AddClass_es(movingPiece
, pieces
[drag
.p
]["class"]);
2505 if (apparentColor
!= drag
.c
) {
2506 movingPiece
.classList
.remove(C
.GetColorClass(apparentColor
));
2507 movingPiece
.classList
.add(C
.GetColorClass(drag
.c
));
2510 container
.appendChild(movingPiece
);
2511 const animateSegment
= (index
, cb
) => {
2512 // NOTE: move.drag could be generalized per-segment (usage?)
2513 const [i1
, j1
] = segments
[index
][0];
2514 const [i2
, j2
] = segments
[index
][1];
2515 const dep
= this.getPixelPosition(i1
, j1
, r
);
2516 const arr
= this.getPixelPosition(i2
, j2
, r
);
2517 movingPiece
.style
.transitionDuration
= "0s";
2518 movingPiece
.style
.transform
= `translate(${dep[0]}px, ${dep[1]}px)`;
2520 Math
.sqrt((arr
[0] - dep
[0]) ** 2 + (arr
[1] - dep
[1]) ** 2);
2521 const duration
= 0.2 + (distance
/ maxDist
) * 0.3;
2522 // TODO: unclear why we need this new delay below:
2524 movingPiece
.style
.transitionDuration
= duration
+ "s";
2525 // movingPiece is child of container: no need to adjust coordinates
2526 movingPiece
.style
.transform
= `translate(${arr[0]}px, ${arr[1]}px)`;
2527 setTimeout(cb
, duration
* 1000);
2531 const animateSegmentCallback
= () => {
2532 if (index
< segments
.length
)
2533 animateSegment(index
++, animateSegmentCallback
);
2535 movingPiece
.remove();
2536 initPiece
.style
.opacity
= "1";
2540 animateSegmentCallback();
2543 // Input array of objects with at least fields x,y (e.g. PiPo)
2544 animateFading(arr
, cb
) {
2545 const animLength
= 350; //TODO: 350ms? More? Less?
2547 let fadingPiece
= this.getDomPiece(v
.x
, v
.y
);
2548 fadingPiece
.style
.transitionDuration
= (animLength
/ 1000) + "s";
2549 fadingPiece
.style
.opacity
= "0";
2551 setTimeout(cb
, animLength
);
2554 animate(move, callback
) {
2555 if (this.noAnimate
|| move.noAnimate
) {
2559 let segments
= move.segments
;
2561 segments
= [ [[move.start
.x
, move.start
.y
], [move.end
.x
, move.end
.y
]] ];
2562 let targetObj
= new TargetObj(callback
);
2563 if (move.start
.x
!= move.end
.x
|| move.start
.y
!= move.end
.y
) {
2565 this.animateMoving(move.start
, move.end
, move.drag
, segments
,
2566 () => targetObj
.increment());
2568 if (move.vanish
.length
> move.appear
.length
) {
2569 const arr
= move.vanish
.slice(move.appear
.length
)
2570 // Ignore disappearing pieces hidden by some appearing ones:
2571 .filter(v
=> move.appear
.every(a
=> a
.x
!= v
.x
|| a
.y
!= v
.y
));
2572 if (arr
.length
> 0) {
2574 this.animateFading(arr
, () => targetObj
.increment());
2578 this.tryAnimateCastle(move, () => targetObj
.increment());
2580 this.customAnimate(move, segments
, () => targetObj
.increment());
2581 if (targetObj
.target
== 0)
2585 tryAnimateCastle(move, cb
) {
2588 move.vanish
.length
== 2 &&
2589 move.appear
.length
== 2 &&
2590 this.isKing(0, 0, move.vanish
[0].p
) &&
2591 this.isKing(0, 0, move.appear
[0].p
)
2593 const start
= {x: move.vanish
[1].x
, y: move.vanish
[1].y
},
2594 end
= {x: move.appear
[1].x
, y: move.appear
[1].y
};
2595 const segments
= [ [[start
.x
, start
.y
], [end
.x
, end
.y
]] ];
2596 this.animateMoving(start
, end
, null, segments
, cb
);
2602 // Potential other animations (e.g. for Suction variant)
2603 customAnimate(move, segments
, cb
) {
2604 return 0; //nb of targets
2607 launchAnimation(moves
, container
, callback
) {
2608 if (this.hideMoves
) {
2609 for (let i
=0; i
<moves
.length
; i
++)
2610 // If hiding moves, they are revealed into play():
2611 this.play(moves
[i
], i
== moves
.length
- 1 ? callback : () => {});
2614 const r
= container
.querySelector(".chessboard").getBoundingClientRect();
2615 const animateRec
= i
=> {
2616 this.animate(moves
[i
], () => {
2617 this.play(moves
[i
]);
2618 this.playVisual(moves
[i
], r
);
2619 if (i
< moves
.length
- 1)
2620 setTimeout(() => animateRec(i
+1), 300);
2628 playReceivedMove(moves
, callback
) {
2629 // Delay if user wasn't focused:
2630 const checkDisplayThenAnimate
= (delay
) => {
2631 if (container
.style
.display
== "none") {
2632 alert("New move! Let's go back to game...");
2633 document
.getElementById("gameInfos").style
.display
= "none";
2634 container
.style
.display
= "block";
2636 () => this.launchAnimation(moves
, container
, callback
),
2642 () => this.launchAnimation(moves
, container
, callback
),
2647 let container
= document
.getElementById(this.containerId
);
2648 if (document
.hidden
) {
2649 document
.onvisibilitychange
= () => {
2650 // TODO here: page reload ?! (some issues if tab changed...)
2651 document
.onvisibilitychange
= undefined;
2652 checkDisplayThenAnimate(700);
2656 checkDisplayThenAnimate();