dac7bb4f91f6b5c9e208a6c748ff47fe407f5263
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 let fen
, flags
= "0707";
179 if (!this.options
.randomness
)
181 fen
= "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0";
185 Random
.setSeed(seed
);
186 let pieces
= {w: new Array(8), b: new Array(8)};
188 // Shuffle pieces on first (and last rank if randomness == 2)
189 for (let c
of ["w", "b"]) {
190 if (c
== 'b' && this.options
.randomness
== 1) {
191 pieces
['b'] = pieces
['w'];
196 let positions
= ArrayFun
.range(8);
198 // Get random squares for bishops
199 let randIndex
= 2 * Random
.randInt(4);
200 const bishop1Pos
= positions
[randIndex
];
201 // The second bishop must be on a square of different color
202 let randIndex_tmp
= 2 * Random
.randInt(4) + 1;
203 const bishop2Pos
= positions
[randIndex_tmp
];
204 // Remove chosen squares
205 positions
.splice(Math
.max(randIndex
, randIndex_tmp
), 1);
206 positions
.splice(Math
.min(randIndex
, randIndex_tmp
), 1);
208 // Get random squares for knights
209 randIndex
= Random
.randInt(6);
210 const knight1Pos
= positions
[randIndex
];
211 positions
.splice(randIndex
, 1);
212 randIndex
= Random
.randInt(5);
213 const knight2Pos
= positions
[randIndex
];
214 positions
.splice(randIndex
, 1);
216 // Get random square for queen
217 randIndex
= Random
.randInt(4);
218 const queenPos
= positions
[randIndex
];
219 positions
.splice(randIndex
, 1);
221 // Rooks and king positions are now fixed,
222 // because of the ordering rook-king-rook
223 const rook1Pos
= positions
[0];
224 const kingPos
= positions
[1];
225 const rook2Pos
= positions
[2];
227 // Finally put the shuffled pieces in the board array
228 pieces
[c
][rook1Pos
] = "r";
229 pieces
[c
][knight1Pos
] = "n";
230 pieces
[c
][bishop1Pos
] = "b";
231 pieces
[c
][queenPos
] = "q";
232 pieces
[c
][kingPos
] = "k";
233 pieces
[c
][bishop2Pos
] = "b";
234 pieces
[c
][knight2Pos
] = "n";
235 pieces
[c
][rook2Pos
] = "r";
236 flags
+= rook1Pos
.toString() + rook2Pos
.toString();
239 pieces
["b"].join("") +
240 "/pppppppp/8/8/8/8/PPPPPPPP/" +
241 pieces
["w"].join("").toUpperCase() +
245 // Add turn + flags + enpassant (+ reserve)
248 parts
.push(`"flags":"${flags}"`);
249 if (this.hasEnpassant
)
250 parts
.push('"enpassant":"-"');
252 parts
.push('"reserve":"000000000000"');
253 if (this.options
["crazyhouse"])
254 parts
.push('"ispawn":"-"');
255 if (parts
.length
>= 1)
256 fen
+= " {" + parts
.join(",") + "}";
260 // "Parse" FEN: just return untransformed string data
262 const fenParts
= fen
.split(" ");
264 position: fenParts
[0],
266 movesCount: fenParts
[2]
268 if (fenParts
.length
> 3)
269 res
= Object
.assign(res
, JSON
.parse(fenParts
[3]));
273 // Return current fen (game state)
276 this.getPosition() + " " +
277 this.getTurnFen() + " " +
282 parts
.push(`"flags":"${this.getFlagsFen()}"`);
283 if (this.hasEnpassant
)
284 parts
.push(`"enpassant":"${this.getEnpassantFen()}"`);
286 parts
.push(`"reserve":"${this.getReserveFen()}"`);
287 if (this.options
["crazyhouse"])
288 parts
.push(`"ispawn":"${this.getIspawnFen()}"`);
289 if (parts
.length
>= 1)
290 fen
+= " {" + parts
.join(",") + "}";
294 static FenEmptySquares(count
) {
295 // if more than 9 consecutive free spaces, break the integer,
296 // otherwise FEN parsing will fail.
299 // Most boards of size < 18:
301 return "9" + (count
- 9);
303 return "99" + (count
- 18);
306 // Position part of the FEN string
309 for (let i
= 0; i
< this.size
.y
; i
++) {
311 for (let j
= 0; j
< this.size
.x
; j
++) {
312 if (this.board
[i
][j
] == "")
315 if (emptyCount
> 0) {
316 // Add empty squares in-between
317 position
+= C
.FenEmptySquares(emptyCount
);
320 position
+= this.board2fen(this.board
[i
][j
]);
325 position
+= C
.FenEmptySquares(emptyCount
);
326 if (i
< this.size
.y
- 1)
327 position
+= "/"; //separate rows
336 // Flags part of the FEN string
338 return ["w", "b"].map(c
=> {
339 return this.castleFlags
[c
].map(x
=> x
.toString(36)).join("");
343 // Enpassant part of the FEN string
346 return "-"; //no en-passant
347 return C
.CoordsToSquare(this.epSquare
);
352 ["w","b"].map(c
=> Object
.values(this.reserve
[c
]).join("")).join("")
357 const squares
= Object
.keys(this.ispawn
);
358 if (squares
.length
== 0)
360 return squares
.join(",");
363 // Set flags from fen (castle: white a,h then black a,h)
366 w: [0, 1].map(i
=> parseInt(fenflags
.charAt(i
), 36)),
367 b: [2, 3].map(i
=> parseInt(fenflags
.charAt(i
), 36))
374 constructor(o
, genFenOnly
) {
375 this.options
= o
.options
;
376 // Fill missing options (always the case if random challenge)
377 (V
.Options
.select
|| []).concat(V
.Options
.input
|| []).forEach(opt
=> {
378 if (this.options
[opt
.variable
] === undefined)
379 this.options
[opt
.variable
] = opt
.defaut
;
382 // This object will be used only for initial FEN generation
384 this.playerColor
= o
.color
;
385 this.afterPlay
= o
.afterPlay
; //trigger some actions after playing a move
387 // Fen string fully describes the game state
389 o
.fen
= this.genRandInitFen(o
.seed
);
390 const fenParsed
= this.parseFen(o
.fen
);
391 this.board
= this.getBoard(fenParsed
.position
);
392 this.turn
= fenParsed
.turn
;
393 this.movesCount
= parseInt(fenParsed
.movesCount
, 10);
394 this.setOtherVariables(fenParsed
);
396 // Graphical (can use variables defined above)
397 this.containerId
= o
.element
;
398 this.graphicalInit();
401 // Turn position fen into double array ["wb","wp","bk",...]
403 const rows
= position
.split("/");
404 let board
= ArrayFun
.init(this.size
.x
, this.size
.y
, "");
405 for (let i
= 0; i
< rows
.length
; i
++) {
407 for (let indexInRow
= 0; indexInRow
< rows
[i
].length
; indexInRow
++) {
408 const character
= rows
[i
][indexInRow
];
409 const num
= parseInt(character
, 10);
410 // If num is a number, just shift j:
413 // Else: something at position i,j
415 board
[i
][j
++] = this.fen2board(character
);
421 // Some additional variables from FEN (variant dependant)
422 setOtherVariables(fenParsed
) {
423 // Set flags and enpassant:
425 this.setFlags(fenParsed
.flags
);
426 if (this.hasEnpassant
)
427 this.epSquare
= this.getEpSquare(fenParsed
.enpassant
);
429 this.initReserves(fenParsed
.reserve
);
430 if (this.options
["crazyhouse"])
431 this.initIspawn(fenParsed
.ispawn
);
432 this.subTurn
= 1; //may be unused
433 if (this.options
["teleport"]) {
434 this.subTurnTeleport
= 1;
435 this.captured
= null;
437 if (this.options
["dark"]) {
438 // Setup enlightened: squares reachable by player side
439 this.enlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
, false);
440 this.updateEnlightened();
444 updateEnlightened() {
445 this.oldEnlightened
= this.enlightened
;
446 this.enlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
, false);
447 // Add pieces positions + all squares reachable by moves (includes Zen):
448 for (let x
=0; x
<this.size
.x
; x
++) {
449 for (let y
=0; y
<this.size
.y
; y
++) {
450 if (this.board
[x
][y
] != "" && this.getColor(x
, y
) == this.playerColor
)
452 this.enlightened
[x
][y
] = true;
453 this.getPotentialMovesFrom([x
, y
]).forEach(m
=> {
454 this.enlightened
[m
.end
.x
][m
.end
.y
] = true;
460 this.enlightEnpassant();
463 // Include square of the en-passant capturing square:
465 // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
466 const steps
= this.pieces(this.playerColor
)["p"].attack
[0].steps
;
467 for (let step
of steps
) {
468 const x
= this.epSquare
.x
- step
[0],
469 y
= this.getY(this.epSquare
.y
- step
[1]);
471 this.onBoard(x
, y
) &&
472 this.getColor(x
, y
) == this.playerColor
&&
473 this.getPieceType(x
, y
) == "p"
475 this.enlightened
[x
][this.epSquare
.y
] = true;
481 // ordering as in pieces() p,r,n,b,q,k (+ count in base 30 if needed)
482 initReserves(reserveStr
) {
483 const counts
= reserveStr
.split("").map(c
=> parseInt(c
, 30));
484 this.reserve
= { w: {}, b: {} };
485 const pieceName
= ['p', 'r', 'n', 'b', 'q', 'k'];
486 const L
= pieceName
.length
;
487 for (let i
of ArrayFun
.range(2 * L
)) {
489 this.reserve
['w'][pieceName
[i
]] = counts
[i
];
491 this.reserve
['b'][pieceName
[i
-L
]] = counts
[i
];
495 initIspawn(ispawnStr
) {
496 if (ispawnStr
!= "-")
497 this.ispawn
= ArrayFun
.toObject(ispawnStr
.split(","), true);
502 getNbReservePieces(color
) {
504 Object
.values(this.reserve
[color
]).reduce(
505 (oldV
,newV
) => oldV
+ (newV
> 0 ? 1 : 0), 0)
509 getRankInReserve(c
, p
) {
510 const pieces
= Object
.keys(this.pieces());
511 const lastIndex
= pieces
.findIndex(pp
=> pp
== p
)
512 let toTest
= pieces
.slice(0, lastIndex
);
513 return toTest
.reduce(
514 (oldV
,newV
) => oldV
+ (this.reserve
[c
][newV
] > 0 ? 1 : 0), 0);
520 getPieceWidth(rwidth
) {
521 return (rwidth
/ this.size
.y
);
524 getReserveSquareSize(rwidth
, nbR
) {
525 const sqSize
= this.getPieceWidth(rwidth
);
526 return Math
.min(sqSize
, rwidth
/ nbR
);
529 getReserveNumId(color
, piece
) {
530 return `${this.containerId}|rnum-${color}${piece}`;
534 // NOTE: not window.onresize = this.re_drawBoardElts because scope (this)
535 window
.onresize
= () => this.re_drawBoardElements();
536 this.re_drawBoardElements();
537 this.initMouseEvents();
539 document
.getElementById(this.containerId
).querySelector(".chessboard");
542 re_drawBoardElements() {
543 const board
= this.getSvgChessboard();
544 const oppCol
= C
.GetOppCol(this.playerColor
);
546 document
.getElementById(this.containerId
).querySelector(".chessboard");
547 chessboard
.innerHTML
= "";
548 chessboard
.insertAdjacentHTML('beforeend', board
);
549 // Compare window ratio width / height to aspectRatio:
550 const windowRatio
= window
.innerWidth
/ window
.innerHeight
;
551 let cbWidth
, cbHeight
;
552 if (windowRatio
<= this.size
.ratio
) {
553 // Limiting dimension is width:
554 cbWidth
= Math
.min(window
.innerWidth
, 767);
555 cbHeight
= cbWidth
/ this.size
.ratio
;
558 // Limiting dimension is height:
559 cbHeight
= Math
.min(window
.innerHeight
, 767);
560 cbWidth
= cbHeight
* this.size
.ratio
;
562 if (this.hasReserve
) {
563 const sqSize
= cbWidth
/ this.size
.y
;
564 // NOTE: allocate space for reserves (up/down) even if they are empty
565 // Cannot use getReserveSquareSize() here, but sqSize is an upper bound.
566 if ((window
.innerHeight
- cbHeight
) / 2 < sqSize
+ 5) {
567 cbHeight
= window
.innerHeight
- 2 * (sqSize
+ 5);
568 cbWidth
= cbHeight
* this.size
.ratio
;
571 chessboard
.style
.width
= cbWidth
+ "px";
572 chessboard
.style
.height
= cbHeight
+ "px";
573 // Center chessboard:
574 const spaceLeft
= (window
.innerWidth
- cbWidth
) / 2,
575 spaceTop
= (window
.innerHeight
- cbHeight
) / 2;
576 chessboard
.style
.left
= spaceLeft
+ "px";
577 chessboard
.style
.top
= spaceTop
+ "px";
578 // Give sizes instead of recomputing them,
579 // because chessboard might not be drawn yet.
588 // Get SVG board (background, no pieces)
590 const flipped
= (this.playerColor
== 'b');
594 class="chessboard_SVG">`;
595 for (let i
=0; i
< this.size
.x
; i
++) {
596 for (let j
=0; j
< this.size
.y
; j
++) {
597 const ii
= (flipped
? this.size
.x
- 1 - i : i
);
598 const jj
= (flipped
? this.size
.y
- 1 - j : j
);
599 let classes
= this.getSquareColorClass(ii
, jj
);
600 if (this.enlightened
&& !this.enlightened
[ii
][jj
])
601 classes
+= " in-shadow";
602 // NOTE: x / y reversed because coordinates system is reversed.
606 id="${this.coordsToId({x: ii, y: jj})}"
618 // Generally light square bottom-right
619 getSquareColorClass(x
, y
) {
620 return ((x
+y
) % 2 == 0 ? "light-square": "dark-square");
625 // Refreshing: delete old pieces first
626 for (let i
=0; i
<this.size
.x
; i
++) {
627 for (let j
=0; j
<this.size
.y
; j
++) {
628 if (this.g_pieces
[i
][j
]) {
629 this.g_pieces
[i
][j
].remove();
630 this.g_pieces
[i
][j
] = null;
636 this.g_pieces
= ArrayFun
.init(this.size
.x
, this.size
.y
, null);
638 document
.getElementById(this.containerId
).querySelector(".chessboard");
640 r
= chessboard
.getBoundingClientRect();
641 const pieceWidth
= this.getPieceWidth(r
.width
);
642 for (let i
=0; i
< this.size
.x
; i
++) {
643 for (let j
=0; j
< this.size
.y
; j
++) {
644 if (this.board
[i
][j
] != "") {
645 const color
= this.getColor(i
, j
);
646 const piece
= this.getPiece(i
, j
);
647 this.g_pieces
[i
][j
] = document
.createElement("piece");
648 this.g_pieces
[i
][j
].classList
.add(this.pieces()[piece
]["class"]);
649 this.g_pieces
[i
][j
].classList
.add(C
.GetColorClass(color
));
650 this.g_pieces
[i
][j
].style
.width
= pieceWidth
+ "px";
651 this.g_pieces
[i
][j
].style
.height
= pieceWidth
+ "px";
652 let [ip
, jp
] = this.getPixelPosition(i
, j
, r
);
653 // Translate coordinates to use chessboard as reference:
654 this.g_pieces
[i
][j
].style
.transform
=
655 `translate(${ip - r.x}px,${jp - r.y}px)`;
656 if (this.enlightened
&& !this.enlightened
[i
][j
])
657 this.g_pieces
[i
][j
].classList
.add("hidden");
658 chessboard
.appendChild(this.g_pieces
[i
][j
]);
663 this.re_drawReserve(['w', 'b'], r
);
666 // NOTE: assume !!this.reserve
667 re_drawReserve(colors
, r
) {
669 // Remove (old) reserve pieces
670 for (let c
of colors
) {
671 if (!this.reserve
[c
])
673 Object
.keys(this.reserve
[c
]).forEach(p
=> {
674 if (this.r_pieces
[c
][p
]) {
675 this.r_pieces
[c
][p
].remove();
676 delete this.r_pieces
[c
][p
];
677 const numId
= this.getReserveNumId(c
, p
);
678 document
.getElementById(numId
).remove();
681 let reservesDiv
= document
.getElementById("reserves_" + c
);
683 reservesDiv
.remove();
687 this.r_pieces
= { w: {}, b: {} };
688 let container
= document
.getElementById(this.containerId
);
690 r
= container
.querySelector(".chessboard").getBoundingClientRect();
691 for (let c
of colors
) {
692 if (!this.reserve
[c
])
694 const nbR
= this.getNbReservePieces(c
);
697 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
699 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
700 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
701 let rcontainer
= document
.createElement("div");
702 rcontainer
.id
= "reserves_" + c
;
703 rcontainer
.classList
.add("reserves");
704 rcontainer
.style
.left
= i0
+ "px";
705 rcontainer
.style
.top
= j0
+ "px";
706 // NOTE: +1 fix display bug on Firefox at least
707 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
708 rcontainer
.style
.height
= sqResSize
+ "px";
709 container
.appendChild(rcontainer
);
710 for (let p
of Object
.keys(this.reserve
[c
])) {
711 if (this.reserve
[c
][p
] == 0)
713 let r_cell
= document
.createElement("div");
714 r_cell
.id
= this.coordsToId({x: c
, y: p
});
715 r_cell
.classList
.add("reserve-cell");
716 r_cell
.style
.width
= sqResSize
+ "px";
717 r_cell
.style
.height
= sqResSize
+ "px";
718 rcontainer
.appendChild(r_cell
);
719 let piece
= document
.createElement("piece");
720 const pieceSpec
= this.pieces()[p
];
721 piece
.classList
.add(pieceSpec
["class"]);
722 piece
.classList
.add(C
.GetColorClass(c
));
723 piece
.style
.width
= "100%";
724 piece
.style
.height
= "100%";
725 this.r_pieces
[c
][p
] = piece
;
726 r_cell
.appendChild(piece
);
727 let number
= document
.createElement("div");
728 number
.textContent
= this.reserve
[c
][p
];
729 number
.classList
.add("reserve-num");
730 number
.id
= this.getReserveNumId(c
, p
);
731 const fontSize
= "1.3em";
732 number
.style
.fontSize
= fontSize
;
733 number
.style
.fontSize
= fontSize
;
734 r_cell
.appendChild(number
);
740 updateReserve(color
, piece
, count
) {
741 if (this.options
["cannibal"] && C
.CannibalKings
[piece
])
742 piece
= "k"; //capturing cannibal king: back to king form
743 const oldCount
= this.reserve
[color
][piece
];
744 this.reserve
[color
][piece
] = count
;
745 // Redrawing is much easier if count==0
746 if ([oldCount
, count
].includes(0))
747 this.re_drawReserve([color
]);
749 const numId
= this.getReserveNumId(color
, piece
);
750 document
.getElementById(numId
).textContent
= count
;
754 // Apply diff this.enlightened --> oldEnlightened on board
755 graphUpdateEnlightened() {
757 document
.getElementById(this.containerId
).querySelector(".chessboard");
758 const r
= chessboard
.getBoundingClientRect();
759 const pieceWidth
= this.getPieceWidth(r
.width
);
760 for (let x
=0; x
<this.size
.x
; x
++) {
761 for (let y
=0; y
<this.size
.y
; y
++) {
762 if (!this.enlightened
[x
][y
] && this.oldEnlightened
[x
][y
]) {
763 let elt
= document
.getElementById(this.coordsToId({x: x
, y: y
}));
764 elt
.classList
.add("in-shadow");
765 if (this.g_pieces
[x
][y
])
766 this.g_pieces
[x
][y
].classList
.add("hidden");
768 else if (this.enlightened
[x
][y
] && !this.oldEnlightened
[x
][y
]) {
769 let elt
= document
.getElementById(this.coordsToId({x: x
, y: y
}));
770 elt
.classList
.remove("in-shadow");
771 if (this.g_pieces
[x
][y
])
772 this.g_pieces
[x
][y
].classList
.remove("hidden");
778 // Resize board: no need to destroy/recreate pieces
781 document
.getElementById(this.containerId
).querySelector(".chessboard");
782 const r
= chessboard
.getBoundingClientRect();
783 const multFact
= (mode
== "up" ? 1.05 : 0.95);
784 let [newWidth
, newHeight
] = [multFact
* r
.width
, multFact
* r
.height
];
786 if (newWidth
> window
.innerWidth
) {
787 newWidth
= window
.innerWidth
;
788 newHeight
= newWidth
/ this.size
.ratio
;
790 if (newHeight
> window
.innerHeight
) {
791 newHeight
= window
.innerHeight
;
792 newWidth
= newHeight
* this.size
.ratio
;
794 chessboard
.style
.width
= newWidth
+ "px";
795 chessboard
.style
.height
= newHeight
+ "px";
796 const newX
= (window
.innerWidth
- newWidth
) / 2;
797 chessboard
.style
.left
= newX
+ "px";
798 const newY
= (window
.innerHeight
- newHeight
) / 2;
799 chessboard
.style
.top
= newY
+ "px";
800 const newR
= {x: newX
, y: newY
, width: newWidth
, height: newHeight
};
801 const pieceWidth
= this.getPieceWidth(newWidth
);
802 // NOTE: next "if" for variants which use squares filling
803 // instead of "physical", moving pieces
805 for (let i
=0; i
< this.size
.x
; i
++) {
806 for (let j
=0; j
< this.size
.y
; j
++) {
807 if (this.g_pieces
[i
][j
]) {
808 // NOTE: could also use CSS transform "scale"
809 this.g_pieces
[i
][j
].style
.width
= pieceWidth
+ "px";
810 this.g_pieces
[i
][j
].style
.height
= pieceWidth
+ "px";
811 const [ip
, jp
] = this.getPixelPosition(i
, j
, newR
);
812 // Translate coordinates to use chessboard as reference:
813 this.g_pieces
[i
][j
].style
.transform
=
814 `translate(${ip - newX}px,${jp - newY}px)`;
820 this.rescaleReserve(newR
);
824 for (let c
of ['w','b']) {
825 if (!this.reserve
[c
])
827 const nbR
= this.getNbReservePieces(c
);
830 // Resize container first
831 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
832 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
833 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
834 let rcontainer
= document
.getElementById("reserves_" + c
);
835 rcontainer
.style
.left
= i0
+ "px";
836 rcontainer
.style
.top
= j0
+ "px";
837 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
838 rcontainer
.style
.height
= sqResSize
+ "px";
839 // And then reserve cells:
840 const rpieceWidth
= this.getReserveSquareSize(r
.width
, nbR
);
841 Object
.keys(this.reserve
[c
]).forEach(p
=> {
842 if (this.reserve
[c
][p
] == 0)
844 let r_cell
= document
.getElementById(this.coordsToId({x: c
, y: p
}));
845 r_cell
.style
.width
= sqResSize
+ "px";
846 r_cell
.style
.height
= sqResSize
+ "px";
851 // Return the absolute pixel coordinates given current position.
852 // Our coordinate system differs from CSS one (x <--> y).
853 // We return here the CSS coordinates (more useful).
854 getPixelPosition(i
, j
, r
) {
856 return [0, 0]; //piece vanishes
858 if (typeof i
== "string") {
859 // Reserves: need to know the rank of piece
860 const nbR
= this.getNbReservePieces(i
);
861 const rsqSize
= this.getReserveSquareSize(r
.width
, nbR
);
862 x
= this.getRankInReserve(i
, j
) * rsqSize
;
863 y
= (this.playerColor
== i
? y
= r
.height
+ 5 : - 5 - rsqSize
);
866 const sqSize
= r
.width
/ this.size
.y
;
867 const flipped
= (this.playerColor
== 'b');
868 x
= (flipped
? this.size
.y
- 1 - j : j
) * sqSize
;
869 y
= (flipped
? this.size
.x
- 1 - i : i
) * sqSize
;
871 return [r
.x
+ x
, r
.y
+ y
];
875 let container
= document
.getElementById(this.containerId
);
876 let chessboard
= container
.querySelector(".chessboard");
878 const getOffset
= e
=> {
881 return {x: e
.clientX
, y: e
.clientY
};
882 let touchLocation
= null;
883 if (e
.targetTouches
&& e
.targetTouches
.length
>= 1)
884 // Touch screen, dragstart
885 touchLocation
= e
.targetTouches
[0];
886 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
887 // Touch screen, dragend
888 touchLocation
= e
.changedTouches
[0];
890 return {x: touchLocation
.clientX
, y: touchLocation
.clientY
};
891 return {x: 0, y: 0}; //shouldn't reach here =)
894 const centerOnCursor
= (piece
, e
) => {
895 const centerShift
= this.getPieceWidth(r
.width
) / 2;
896 const offset
= getOffset(e
);
897 piece
.style
.left
= (offset
.x
- centerShift
) + "px";
898 piece
.style
.top
= (offset
.y
- centerShift
) + "px";
903 startPiece
, curPiece
= null,
905 const mousedown
= (e
) => {
906 // Disable zoom on smartphones:
907 if (e
.touches
&& e
.touches
.length
> 1)
909 r
= chessboard
.getBoundingClientRect();
910 pieceWidth
= this.getPieceWidth(r
.width
);
911 const cd
= this.idToCoords(e
.target
.id
);
913 const move = this.doClick(cd
);
915 this.playPlusVisual(move);
917 const [x
, y
] = Object
.values(cd
);
918 if (typeof x
!= "number")
919 startPiece
= this.r_pieces
[x
][y
];
921 startPiece
= this.g_pieces
[x
][y
];
922 if (startPiece
&& this.canIplay(x
, y
)) {
925 curPiece
= startPiece
.cloneNode();
926 curPiece
.style
.transform
= "none";
927 curPiece
.style
.zIndex
= 5;
928 curPiece
.style
.width
= pieceWidth
+ "px";
929 curPiece
.style
.height
= pieceWidth
+ "px";
930 centerOnCursor(curPiece
, e
);
931 container
.appendChild(curPiece
);
932 startPiece
.style
.opacity
= "0.4";
933 chessboard
.style
.cursor
= "none";
939 const mousemove
= (e
) => {
942 centerOnCursor(curPiece
, e
);
944 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
945 // Attempt to prevent horizontal swipe...
949 const mouseup
= (e
) => {
952 const [x
, y
] = [start
.x
, start
.y
];
955 chessboard
.style
.cursor
= "pointer";
956 startPiece
.style
.opacity
= "1";
957 const offset
= getOffset(e
);
958 const landingElt
= document
.elementFromPoint(offset
.x
, offset
.y
);
960 (landingElt
? this.idToCoords(landingElt
.id
) : undefined);
962 // NOTE: clearly suboptimal, but much easier, and not a big deal.
963 const potentialMoves
= this.getPotentialMovesFrom([x
, y
])
964 .filter(m
=> m
.end
.x
== cd
.x
&& m
.end
.y
== cd
.y
);
965 const moves
= this.filterValid(potentialMoves
);
966 if (moves
.length
>= 2)
967 this.showChoices(moves
, r
);
968 else if (moves
.length
== 1)
969 this.playPlusVisual(moves
[0], r
);
974 if ('onmousedown' in window
) {
975 document
.addEventListener("mousedown", mousedown
);
976 document
.addEventListener("mousemove", mousemove
);
977 document
.addEventListener("mouseup", mouseup
);
978 document
.addEventListener("wheel",
979 (e
) => this.rescale(e
.deltaY
< 0 ? "up" : "down"));
981 if ('ontouchstart' in window
) {
982 // https://stackoverflow.com/a/42509310/12660887
983 document
.addEventListener("touchstart", mousedown
, {passive: false});
984 document
.addEventListener("touchmove", mousemove
, {passive: false});
985 document
.addEventListener("touchend", mouseup
, {passive: false});
987 // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
990 showChoices(moves
, r
) {
991 let container
= document
.getElementById(this.containerId
);
992 let chessboard
= container
.querySelector(".chessboard");
993 let choices
= document
.createElement("div");
994 choices
.id
= "choices";
995 choices
.style
.width
= r
.width
+ "px";
996 choices
.style
.height
= r
.height
+ "px";
997 choices
.style
.left
= r
.x
+ "px";
998 choices
.style
.top
= r
.y
+ "px";
999 chessboard
.style
.opacity
= "0.5";
1000 container
.appendChild(choices
);
1001 const squareWidth
= r
.width
/ this.size
.y
;
1002 const firstUpLeft
= (r
.width
- (moves
.length
* squareWidth
)) / 2;
1003 const firstUpTop
= (r
.height
- squareWidth
) / 2;
1004 const color
= moves
[0].appear
[0].c
;
1005 const callback
= (m
) => {
1006 chessboard
.style
.opacity
= "1";
1007 container
.removeChild(choices
);
1008 this.playPlusVisual(m
, r
);
1010 for (let i
=0; i
< moves
.length
; i
++) {
1011 let choice
= document
.createElement("div");
1012 choice
.classList
.add("choice");
1013 choice
.style
.width
= squareWidth
+ "px";
1014 choice
.style
.height
= squareWidth
+ "px";
1015 choice
.style
.left
= (firstUpLeft
+ i
* squareWidth
) + "px";
1016 choice
.style
.top
= firstUpTop
+ "px";
1017 choice
.style
.backgroundColor
= "lightyellow";
1018 choice
.onclick
= () => callback(moves
[i
]);
1019 const piece
= document
.createElement("piece");
1020 const pieceSpec
= this.pieces()[moves
[i
].appear
[0].p
];
1021 piece
.classList
.add(pieceSpec
["class"]);
1022 piece
.classList
.add(C
.GetColorClass(color
));
1023 piece
.style
.width
= "100%";
1024 piece
.style
.height
= "100%";
1025 choice
.appendChild(piece
);
1026 choices
.appendChild(choice
);
1037 ratio: 1 //for rectangular board = y / x
1041 // Color of thing on square (i,j). 'undefined' if square is empty
1043 if (typeof i
== "string")
1044 return i
; //reserves
1045 return this.board
[i
][j
].charAt(0);
1048 static GetColorClass(c
) {
1049 return (c
== 'w' ? "white" : "black");
1052 // Assume square i,j isn't empty
1054 if (typeof j
== "string")
1055 return j
; //reserves
1056 return this.board
[i
][j
].charAt(1);
1059 // Piece type on square (i,j)
1060 getPieceType(i
, j
) {
1061 const p
= this.getPiece(i
, j
);
1062 return C
.CannibalKings
[p
] || p
; //a cannibal king move as...
1065 // Get opponent color
1066 static GetOppCol(color
) {
1067 return (color
== "w" ? "b" : "w");
1070 // Can thing on square1 capture (no return) thing on square2?
1071 canTake([x1
, y1
], [x2
, y2
]) {
1072 return (this.getColor(x1
, y1
) !== this.getColor(x2
, y2
));
1075 // Is (x,y) on the chessboard?
1077 return (x
>= 0 && x
< this.size
.x
&&
1078 y
>= 0 && y
< this.size
.y
);
1081 // Am I allowed to move thing at square x,y ?
1083 return (this.playerColor
== this.turn
&& this.getColor(x
, y
) == this.turn
);
1086 ////////////////////////
1087 // PIECES SPECIFICATIONS
1089 pieces(color
, x
, y
) {
1090 const pawnShift
= (color
== "w" ? -1 : 1);
1091 // NOTE: jump 2 squares from first rank (pawns can be here sometimes)
1092 const initRank
= ((color
== 'w' && x
>= 6) || (color
== 'b' && x
<= 1));
1098 steps: [[pawnShift
, 0]],
1099 range: (initRank
? 2 : 1)
1104 steps: [[pawnShift
, 1], [pawnShift
, -1]],
1113 {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
1122 [1, 2], [1, -2], [-1, 2], [-1, -2],
1123 [2, 1], [-2, 1], [2, -1], [-2, -1]
1133 {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
1142 [0, 1], [0, -1], [1, 0], [-1, 0],
1143 [1, 1], [1, -1], [-1, 1], [-1, -1]
1154 [0, 1], [0, -1], [1, 0], [-1, 0],
1155 [1, 1], [1, -1], [-1, 1], [-1, -1]
1162 '!': {"class": "king-pawn", moveas: "p"},
1163 '#': {"class": "king-rook", moveas: "r"},
1164 '$': {"class": "king-knight", moveas: "n"},
1165 '%': {"class": "king-bishop", moveas: "b"},
1166 '*': {"class": "king-queen", moveas: "q"}
1170 ////////////////////
1173 // For Cylinder: get Y coordinate
1175 if (!this.options
["cylinder"])
1177 let res
= y
% this.size
.y
;
1183 // Stop at the first capture found
1184 atLeastOneCapture(color
) {
1185 color
= color
|| this.turn
;
1186 const oppCol
= C
.GetOppCol(color
);
1187 for (let i
= 0; i
< this.size
.x
; i
++) {
1188 for (let j
= 0; j
< this.size
.y
; j
++) {
1189 if (this.board
[i
][j
] != "" && this.getColor(i
, j
) == color
) {
1190 const allSpecs
= this.pieces(color
, i
, j
)
1191 let specs
= allSpecs
[this.getPieceType(i
, j
)];
1192 const attacks
= specs
.attack
|| specs
.moves
;
1193 for (let a
of attacks
) {
1194 outerLoop: for (let step
of a
.steps
) {
1195 let [ii
, jj
] = [i
+ step
[0], this.getY(j
+ step
[1])];
1196 let stepCounter
= 1;
1197 while (this.onBoard(ii
, jj
) && this.board
[ii
][jj
] == "") {
1198 if (a
.range
<= stepCounter
++)
1201 jj
= this.getY(jj
+ step
[1]);
1204 this.onBoard(ii
, jj
) &&
1205 this.getColor(ii
, jj
) == oppCol
&&
1207 [this.getBasicMove([i
, j
], [ii
, jj
])]
1220 getDropMovesFrom([c
, p
]) {
1221 // NOTE: by design, this.reserve[c][p] >= 1 on user click
1222 // (but not necessarily otherwise: atLeastOneMove() etc)
1223 if (this.reserve
[c
][p
] == 0)
1226 for (let i
=0; i
<this.size
.x
; i
++) {
1227 for (let j
=0; j
<this.size
.y
; j
++) {
1229 this.board
[i
][j
] == "" &&
1230 (!this.enlightened
|| this.enlightened
[i
][j
]) &&
1233 (c
== 'w' && i
< this.size
.x
- 1) ||
1239 start: {x: c
, y: p
},
1241 appear: [new PiPo({x: i
, y: j
, c: c
, p: p
})],
1251 // All possible moves from selected square
1252 getPotentialMovesFrom(sq
, color
) {
1253 if (this.subTurnTeleport
== 2)
1255 if (typeof sq
[0] == "string")
1256 return this.getDropMovesFrom(sq
);
1257 if (this.isImmobilized(sq
))
1259 const piece
= this.getPieceType(sq
[0], sq
[1]);
1260 let moves
= this.getPotentialMovesOf(piece
, sq
);
1263 this.hasEnpassant
&&
1266 Array
.prototype.push
.apply(moves
, this.getEnpassantCaptures(sq
));
1271 this.castleFlags
[color
|| this.turn
].some(v
=> v
< this.size
.y
)
1273 Array
.prototype.push
.apply(moves
, this.getCastleMoves(sq
));
1275 return this.postProcessPotentialMoves(moves
);
1278 postProcessPotentialMoves(moves
) {
1279 if (moves
.length
== 0)
1281 const color
= this.getColor(moves
[0].start
.x
, moves
[0].start
.y
);
1282 const oppCol
= C
.GetOppCol(color
);
1284 if (this.options
["capture"] && this.atLeastOneCapture())
1285 moves
= this.capturePostProcess(moves
, oppCol
);
1287 if (this.options
["atomic"])
1288 this.atomicPostProcess(moves
, oppCol
);
1292 this.getPieceType(moves
[0].start
.x
, moves
[0].start
.y
) == "p"
1294 this.pawnPostProcess(moves
, color
, oppCol
);
1298 this.options
["cannibal"] &&
1299 this.options
["rifle"]
1301 // In this case a rifle-capture from last rank may promote a pawn
1302 this.riflePromotePostProcess(moves
, color
);
1308 capturePostProcess(moves
, oppCol
) {
1309 // Filter out non-capturing moves (not using m.vanish because of
1310 // self captures of Recycle and Teleport).
1311 return moves
.filter(m
=> {
1313 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1314 this.getColor(m
.end
.x
, m
.end
.y
) == oppCol
1319 atomicPostProcess(moves
, oppCol
) {
1320 moves
.forEach(m
=> {
1322 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1323 this.getColor(m
.end
.x
, m
.end
.y
) == oppCol
1336 for (let step
of steps
) {
1337 let x
= m
.end
.x
+ step
[0];
1338 let y
= this.getY(m
.end
.y
+ step
[1]);
1340 this.onBoard(x
, y
) &&
1341 this.board
[x
][y
] != "" &&
1342 this.getPieceType(x
, y
) != "p"
1346 p: this.getPiece(x
, y
),
1347 c: this.getColor(x
, y
),
1354 if (!this.options
["rifle"])
1355 m
.appear
.pop(); //nothing appears
1360 pawnPostProcess(moves
, color
, oppCol
) {
1362 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1363 const initPiece
= this.getPiece(moves
[0].start
.x
, moves
[0].start
.y
);
1364 moves
.forEach(m
=> {
1365 const [x1
, y1
] = [m
.start
.x
, m
.start
.y
];
1366 const [x2
, y2
] = [m
.end
.x
, m
.end
.y
];
1367 const promotionOk
= (
1369 (!this.options
["rifle"] || this.board
[x2
][y2
] == "")
1372 return; //nothing to do
1373 if (this.options
["pawnfall"]) {
1377 let finalPieces
= ["p"];
1379 this.options
["cannibal"] &&
1380 this.board
[x2
][y2
] != "" &&
1381 this.getColor(x2
, y2
) == oppCol
1383 finalPieces
= [this.getPieceType(x2
, y2
)];
1386 finalPieces
= this.pawnPromotions
;
1387 m
.appear
[0].p
= finalPieces
[0];
1388 if (initPiece
== "!") //cannibal king-pawn
1389 m
.appear
[0].p
= C
.CannibalKingCode
[finalPieces
[0]];
1390 for (let i
=1; i
<finalPieces
.length
; i
++) {
1391 const piece
= finalPieces
[i
];
1394 p: (initPiece
!= "!" ? piece : C
.CannibalKingCode
[piece
])
1396 let newMove
= this.getBasicMove([x1
, y1
], [x2
, y2
], tr
);
1397 moreMoves
.push(newMove
);
1400 Array
.prototype.push
.apply(moves
, moreMoves
);
1403 riflePromotePostProcess(moves
, color
) {
1404 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1406 moves
.forEach(m
=> {
1408 m
.start
.x
== lastRank
&&
1409 m
.appear
.length
>= 1 &&
1410 m
.appear
[0].p
== "p" &&
1411 m
.appear
[0].x
== m
.start
.x
&&
1412 m
.appear
[0].y
== m
.start
.y
1414 m
.appear
[0].p
= this.pawnPromotions
[0];
1415 for (let i
=1; i
<this.pawnPromotions
.length
; i
++) {
1416 let newMv
= JSON
.parse(JSON
.stringify(m
));
1417 newMv
.appear
[0].p
= this.pawnSpecs
.promotions
[i
];
1418 newMoves
.push(newMv
);
1422 Array
.prototype.push
.apply(moves
, newMoves
);
1425 // NOTE: using special symbols to not interfere with variants' pieces codes
1426 static get CannibalKings() {
1437 static get CannibalKingCode() {
1449 return !!C
.CannibalKings
[symbol
];
1453 // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
1454 isImmobilized([x
, y
]) {
1455 if (!this.options
["madrasi"])
1457 const color
= this.getColor(x
, y
);
1458 const oppCol
= C
.GetOppCol(color
);
1459 const piece
= this.getPieceType(x
, y
); //ok not cannibal king
1460 const stepSpec
= this.pieces(color
, x
, y
)[piece
];
1461 const attacks
= stepSpec
.attack
|| stepSpec
.moves
;
1462 for (let a
of attacks
) {
1463 outerLoop: for (let step
of a
.steps
) {
1464 let [i
, j
] = [x
+ step
[0], y
+ step
[1]];
1465 let stepCounter
= 1;
1466 while (this.onBoard(i
, j
) && this.board
[i
][j
] == "") {
1467 if (a
.range
<= stepCounter
++)
1470 j
= this.getY(j
+ step
[1]);
1473 this.onBoard(i
, j
) &&
1474 this.getColor(i
, j
) == oppCol
&&
1475 this.getPieceType(i
, j
) == piece
1484 // Generic method to find possible moves of "sliding or jumping" pieces
1485 getPotentialMovesOf(piece
, [x
, y
]) {
1486 const color
= this.getColor(x
, y
);
1487 const stepSpec
= this.pieces(color
, x
, y
)[piece
];
1489 // Next 3 for Cylinder mode:
1494 const addMove
= (start
, end
) => {
1495 let newMove
= this.getBasicMove(start
, end
);
1496 if (segments
.length
> 0) {
1497 newMove
.segments
= JSON
.parse(JSON
.stringify(segments
));
1498 newMove
.segments
.push([[segStart
[0], segStart
[1]], [end
[0], end
[1]]]);
1500 moves
.push(newMove
);
1503 const findAddMoves
= (type
, stepArray
) => {
1504 for (let s
of stepArray
) {
1505 outerLoop: for (let step
of s
.steps
) {
1508 let [i
, j
] = [x
, y
];
1509 let stepCounter
= 0;
1511 this.onBoard(i
, j
) &&
1512 (this.board
[i
][j
] == "" || (i
== x
&& j
== y
))
1516 !explored
[i
+ "." + j
] &&
1519 explored
[i
+ "." + j
] = true;
1520 addMove([x
, y
], [i
, j
]);
1522 if (s
.range
<= stepCounter
++)
1524 const oldIJ
= [i
, j
];
1526 j
= this.getY(j
+ step
[1]);
1527 if (Math
.abs(j
- oldIJ
[1]) > 1) {
1528 // Boundary between segments (cylinder mode)
1529 segments
.push([[segStart
[0], segStart
[1]], oldIJ
]);
1533 if (!this.onBoard(i
, j
))
1535 const pieceIJ
= this.getPieceType(i
, j
);
1537 type
!= "moveonly" &&
1538 !explored
[i
+ "." + j
] &&
1540 !this.options
["zen"] ||
1544 this.canTake([x
, y
], [i
, j
]) ||
1546 (this.options
["recycle"] || this.options
["teleport"]) &&
1551 explored
[i
+ "." + j
] = true;
1552 addMove([x
, y
], [i
, j
]);
1558 const specialAttack
= !!stepSpec
.attack
;
1560 findAddMoves("attack", stepSpec
.attack
);
1561 findAddMoves(specialAttack
? "moveonly" : "all", stepSpec
.moves
);
1562 if (this.options
["zen"]) {
1563 Array
.prototype.push
.apply(moves
,
1564 this.findCapturesOn([x
, y
], {zen: true}));
1569 // Search for enemy (or not) pieces attacking [x, y]
1570 findCapturesOn([x
, y
], args
) {
1573 args
.oppCol
= C
.GetOppCol(this.getColor(x
, y
) || this.turn
);
1574 for (let i
=0; i
<this.size
.x
; i
++) {
1575 for (let j
=0; j
<this.size
.y
; j
++) {
1577 this.board
[i
][j
] != "" &&
1578 this.getColor(i
, j
) == args
.oppCol
&&
1579 !this.isImmobilized([i
, j
])
1581 if (args
.zen
&& this.isKing(this.getPiece(i
, j
)))
1582 continue; //king not captured in this way
1584 this.pieces(args
.oppCol
, i
, j
)[this.getPieceType(i
, j
)];
1585 const attacks
= stepSpec
.attack
|| stepSpec
.moves
;
1586 for (let a
of attacks
) {
1587 for (let s
of a
.steps
) {
1588 // Quick check: if step isn't compatible, don't even try
1589 if (!C
.CompatibleStep([i
, j
], [x
, y
], s
, a
.range
))
1591 // Finally verify that nothing stand in-between
1592 let [ii
, jj
] = [i
+ s
[0], this.getY(j
+ s
[1])];
1593 let stepCounter
= 1;
1595 this.onBoard(ii
, jj
) &&
1596 this.board
[ii
][jj
] == "" &&
1597 (ii
!= x
|| jj
!= y
) //condition to attack empty squares too
1600 jj
= this.getY(jj
+ s
[1]);
1602 if (ii
== x
&& jj
== y
) {
1605 moves
.push(this.getBasicMove([x
, y
], [i
, j
]));
1607 moves
.push(this.getBasicMove([i
, j
], [x
, y
]));
1609 return moves
; //test for underCheck
1619 static CompatibleStep([x1
, y1
], [x2
, y2
], step
, range
) {
1620 const rx
= (x2
- x1
) / step
[0],
1621 ry
= (y2
- y1
) / step
[1];
1623 (!Number
.isFinite(rx
) && !Number
.isNaN(rx
)) ||
1624 (!Number
.isFinite(ry
) && !Number
.isNaN(ry
))
1628 let distance
= (Number
.isNaN(rx
) ? ry : rx
);
1629 // TODO: 1e-7 here is totally arbitrary
1630 if (Math
.abs(distance
- Math
.round(distance
)) > 1e-7)
1632 distance
= Math
.round(distance
); //in case of (numerical...)
1633 if (range
< distance
)
1638 // Build a regular move from its initial and destination squares.
1639 // tr: transformation
1640 getBasicMove([sx
, sy
], [ex
, ey
], tr
) {
1641 const initColor
= this.getColor(sx
, sy
);
1642 const initPiece
= this.getPiece(sx
, sy
);
1643 const destColor
= (this.board
[ex
][ey
] != "" ? this.getColor(ex
, ey
) : "");
1647 start: {x: sx
, y: sy
},
1651 !this.options
["rifle"] ||
1652 this.board
[ex
][ey
] == "" ||
1653 destColor
== initColor
//Recycle, Teleport
1659 c: !!tr
? tr
.c : initColor
,
1660 p: !!tr
? tr
.p : initPiece
1672 if (this.board
[ex
][ey
] != "") {
1677 c: this.getColor(ex
, ey
),
1678 p: this.getPiece(ex
, ey
)
1681 if (this.options
["cannibal"] && destColor
!= initColor
) {
1682 const lastIdx
= mv
.vanish
.length
- 1;
1683 let trPiece
= mv
.vanish
[lastIdx
].p
;
1684 if (this.isKing(this.getPiece(sx
, sy
)))
1685 trPiece
= C
.CannibalKingCode
[trPiece
];
1686 if (mv
.appear
.length
>= 1)
1687 mv
.appear
[0].p
= trPiece
;
1688 else if (this.options
["rifle"]) {
1711 // En-passant square, if any
1712 getEpSquare(moveOrSquare
) {
1713 if (typeof moveOrSquare
=== "string") {
1714 const square
= moveOrSquare
;
1717 return C
.SquareToCoords(square
);
1719 // Argument is a move:
1720 const move = moveOrSquare
;
1721 const s
= move.start
,
1725 Math
.abs(s
.x
- e
.x
) == 2 &&
1726 // Next conditions for variants like Atomic or Rifle, Recycle...
1727 (move.appear
.length
> 0 && move.appear
[0].p
== "p") &&
1728 (move.vanish
.length
> 0 && move.vanish
[0].p
== "p")
1735 return undefined; //default
1738 // Special case of en-passant captures: treated separately
1739 getEnpassantCaptures([x
, y
]) {
1740 const color
= this.getColor(x
, y
);
1741 const shiftX
= (color
== 'w' ? -1 : 1);
1742 const oppCol
= C
.GetOppCol(color
);
1743 let enpassantMove
= null;
1746 this.epSquare
.x
== x
+ shiftX
&&
1747 Math
.abs(this.getY(this.epSquare
.y
- y
)) == 1 &&
1748 this.getColor(x
, this.epSquare
.y
) == oppCol
//Doublemove guard...
1750 const [epx
, epy
] = [this.epSquare
.x
, this.epSquare
.y
];
1751 this.board
[epx
][epy
] = oppCol
+ "p";
1752 enpassantMove
= this.getBasicMove([x
, y
], [epx
, epy
]);
1753 this.board
[epx
][epy
] = "";
1754 const lastIdx
= enpassantMove
.vanish
.length
- 1; //think Rifle
1755 enpassantMove
.vanish
[lastIdx
].x
= x
;
1757 return !!enpassantMove
? [enpassantMove
] : [];
1760 // "castleInCheck" arg to let some variants castle under check
1761 getCastleMoves([x
, y
], finalSquares
, castleInCheck
, castleWith
) {
1762 const c
= this.getColor(x
, y
);
1765 const oppCol
= C
.GetOppCol(c
);
1769 finalSquares
|| [ [2, 3], [this.size
.y
- 2, this.size
.y
- 3] ];
1770 const castlingKing
= this.getPiece(x
, y
);
1771 castlingCheck: for (
1774 castleSide
++ //large, then small
1776 if (this.castleFlags
[c
][castleSide
] >= this.size
.y
)
1778 // If this code is reached, rook and king are on initial position
1780 // NOTE: in some variants this is not a rook
1781 const rookPos
= this.castleFlags
[c
][castleSide
];
1782 const castlingPiece
= this.getPiece(x
, rookPos
);
1784 this.board
[x
][rookPos
] == "" ||
1785 this.getColor(x
, rookPos
) != c
||
1786 (!!castleWith
&& !castleWith
.includes(castlingPiece
))
1788 // Rook is not here, or changed color (see Benedict)
1791 // Nothing on the path of the king ? (and no checks)
1792 const finDist
= finalSquares
[castleSide
][0] - y
;
1793 let step
= finDist
/ Math
.max(1, Math
.abs(finDist
));
1797 (!castleInCheck
&& this.underCheck([x
, i
], oppCol
)) ||
1799 this.board
[x
][i
] != "" &&
1800 // NOTE: next check is enough, because of chessboard constraints
1801 (this.getColor(x
, i
) != c
|| ![rookPos
, y
].includes(i
))
1804 continue castlingCheck
;
1807 } while (i
!= finalSquares
[castleSide
][0]);
1808 // Nothing on the path to the rook?
1809 step
= (castleSide
== 0 ? -1 : 1);
1810 for (i
= y
+ step
; i
!= rookPos
; i
+= step
) {
1811 if (this.board
[x
][i
] != "")
1812 continue castlingCheck
;
1815 // Nothing on final squares, except maybe king and castling rook?
1816 for (i
= 0; i
< 2; i
++) {
1818 finalSquares
[castleSide
][i
] != rookPos
&&
1819 this.board
[x
][finalSquares
[castleSide
][i
]] != "" &&
1821 finalSquares
[castleSide
][i
] != y
||
1822 this.getColor(x
, finalSquares
[castleSide
][i
]) != c
1825 continue castlingCheck
;
1829 // If this code is reached, castle is valid
1835 y: finalSquares
[castleSide
][0],
1841 y: finalSquares
[castleSide
][1],
1847 // King might be initially disguised (Titan...)
1848 new PiPo({ x: x
, y: y
, p: castlingKing
, c: c
}),
1849 new PiPo({ x: x
, y: rookPos
, p: castlingPiece
, c: c
})
1852 Math
.abs(y
- rookPos
) <= 2
1853 ? {x: x
, y: rookPos
}
1854 : {x: x
, y: y
+ 2 * (castleSide
== 0 ? -1 : 1)}
1862 ////////////////////
1865 // Is (king at) given position under check by "oppCol" ?
1866 underCheck([x
, y
], oppCol
) {
1867 if (this.options
["taking"] || this.options
["dark"])
1870 this.findCapturesOn([x
, y
], {oppCol: oppCol
, one: true}).length
>= 1
1874 // Stop at first king found (TODO: multi-kings)
1875 searchKingPos(color
) {
1876 for (let i
=0; i
< this.size
.x
; i
++) {
1877 for (let j
=0; j
< this.size
.y
; j
++) {
1878 if (this.getColor(i
, j
) == color
&& this.isKing(this.getPiece(i
, j
)))
1882 return [-1, -1]; //king not found
1885 filterValid(moves
) {
1886 if (moves
.length
== 0)
1888 const color
= this.turn
;
1889 const oppCol
= C
.GetOppCol(color
);
1890 if (this.options
["balance"] && [1, 3].includes(this.movesCount
)) {
1891 // Forbid moves either giving check or exploding opponent's king:
1892 const oppKingPos
= this.searchKingPos(oppCol
);
1893 moves
= moves
.filter(m
=> {
1895 m
.vanish
.some(v
=> v
.c
== oppCol
&& v
.p
== "k") &&
1896 m
.appear
.every(a
=> a
.c
!= oppCol
|| a
.p
!= "k")
1899 this.playOnBoard(m
);
1900 const res
= !this.underCheck(oppKingPos
, color
);
1901 this.undoOnBoard(m
);
1905 if (this.options
["taking"] || this.options
["dark"])
1907 const kingPos
= this.searchKingPos(color
);
1908 let filtered
= {}; //avoid re-checking similar moves (promotions...)
1909 return moves
.filter(m
=> {
1910 const key
= m
.start
.x
+ m
.start
.y
+ '.' + m
.end
.x
+ m
.end
.y
;
1911 if (!filtered
[key
]) {
1912 this.playOnBoard(m
);
1913 let square
= kingPos
,
1914 res
= true; //a priori valid
1915 if (m
.vanish
.some(v
=> {
1916 return C
.CannibalKings
[v
.p
] && v
.c
== color
;
1918 // Search king in appear array:
1920 m
.appear
.findIndex(a
=> {
1921 return C
.CannibalKings
[a
.p
] && a
.c
== color
;
1923 if (newKingIdx
>= 0)
1924 square
= [m
.appear
[newKingIdx
].x
, m
.appear
[newKingIdx
].y
];
1928 res
&&= !this.underCheck(square
, oppCol
);
1929 this.undoOnBoard(m
);
1930 filtered
[key
] = res
;
1933 return filtered
[key
];
1940 // Aggregate flags into one object
1942 return this.castleFlags
;
1945 // Reverse operation
1946 disaggregateFlags(flags
) {
1947 this.castleFlags
= flags
;
1950 // Apply a move on board
1952 for (let psq
of move.vanish
)
1953 this.board
[psq
.x
][psq
.y
] = "";
1954 for (let psq
of move.appear
)
1955 this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
1957 // Un-apply the played move
1959 for (let psq
of move.appear
)
1960 this.board
[psq
.x
][psq
.y
] = "";
1961 for (let psq
of move.vanish
)
1962 this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
1965 updateCastleFlags(move) {
1966 // Update castling flags if start or arrive from/at rook/king locations
1967 move.appear
.concat(move.vanish
).forEach(psq
=> {
1969 this.board
[psq
.x
][psq
.y
] != "" &&
1970 this.getPieceType(psq
.x
, psq
.y
) == "k"
1972 this.castleFlags
[psq
.c
] = [this.size
.y
, this.size
.y
];
1974 // NOTE: not "else if" because king can capture enemy rook...
1978 else if (psq
.x
== this.size
.x
- 1)
1981 const fidx
= this.castleFlags
[c
].findIndex(f
=> f
== psq
.y
);
1983 this.castleFlags
[c
][fidx
] = this.size
.y
;
1991 // If flags already off, no need to re-check:
1992 Object
.keys(this.castleFlags
).some(c
=> {
1993 return this.castleFlags
[c
].some(val
=> val
< this.size
.y
)})
1995 this.updateCastleFlags(move);
1997 if (this.options
["crazyhouse"]) {
1998 move.vanish
.forEach(v
=> {
1999 const square
= C
.CoordsToSquare({x: v
.x
, y: v
.y
});
2000 if (this.ispawn
[square
])
2001 delete this.ispawn
[square
];
2003 if (move.appear
.length
> 0 && move.vanish
.length
> 0) {
2004 // Assumption: something is moving
2005 const initSquare
= C
.CoordsToSquare(move.start
);
2006 const destSquare
= C
.CoordsToSquare(move.end
);
2008 this.ispawn
[initSquare
] ||
2009 (move.vanish
[0].p
== "p" && move.appear
[0].p
!= "p")
2011 this.ispawn
[destSquare
] = true;
2014 this.ispawn
[destSquare
] &&
2015 this.getColor(move.end
.x
, move.end
.y
) != move.vanish
[0].c
2017 move.vanish
[1].p
= "p";
2018 delete this.ispawn
[destSquare
];
2022 const minSize
= Math
.min(move.appear
.length
, move.vanish
.length
);
2025 // Warning; atomic pawn removal isn't a capture
2026 (!this.options
["atomic"] || !this.rempawn
|| this.movesCount
>= 1)
2028 const color
= this.turn
;
2029 for (let i
=minSize
; i
<move.appear
.length
; i
++) {
2030 // Something appears = dropped on board (some exceptions, Chakart...)
2031 if (move.appear
[i
].c
== color
) {
2032 const piece
= move.appear
[i
].p
;
2033 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] - 1);
2036 for (let i
=minSize
; i
<move.vanish
.length
; i
++) {
2037 // Something vanish: add to reserve except if recycle & opponent
2039 this.options
["crazyhouse"] ||
2040 (this.options
["recycle"] && move.vanish
[i
].c
== color
)
2042 const piece
= move.vanish
[i
].p
;
2043 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] + 1);
2051 if (this.hasEnpassant
)
2052 this.epSquare
= this.getEpSquare(move);
2053 this.playOnBoard(move);
2054 this.postPlay(move);
2058 const color
= this.turn
;
2059 const oppCol
= C
.GetOppCol(color
);
2060 if (this.options
["dark"])
2061 this.updateEnlightened();
2062 if (this.options
["teleport"]) {
2064 this.subTurnTeleport
== 1 &&
2065 move.vanish
.length
> move.appear
.length
&&
2066 move.vanish
[move.vanish
.length
- 1].c
== color
2068 const v
= move.vanish
[move.vanish
.length
- 1];
2069 this.captured
= {x: v
.x
, y: v
.y
, c: v
.c
, p: v
.p
};
2070 this.subTurnTeleport
= 2;
2073 this.subTurnTeleport
= 1;
2074 this.captured
= null;
2076 if (this.options
["balance"]) {
2077 if (![1, 3].includes(this.movesCount
))
2083 this.options
["doublemove"] &&
2084 this.movesCount
>= 1 &&
2087 (this.options
["progressive"] && this.subTurn
<= this.movesCount
)
2089 const oppKingPos
= this.searchKingPos(oppCol
);
2091 oppKingPos
[0] >= 0 &&
2093 this.options
["taking"] ||
2094 !this.underCheck(oppKingPos
, color
)
2107 // "Stop at the first move found"
2108 atLeastOneMove(color
) {
2109 color
= color
|| this.turn
;
2110 for (let i
= 0; i
< this.size
.x
; i
++) {
2111 for (let j
= 0; j
< this.size
.y
; j
++) {
2112 if (this.board
[i
][j
] != "" && this.getColor(i
, j
) == color
) {
2113 // NOTE: in fact searching for all potential moves from i,j.
2114 // I don't believe this is an issue, for now at least.
2115 const moves
= this.getPotentialMovesFrom([i
, j
]);
2116 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1))
2121 if (this.hasReserve
&& this.reserve
[color
]) {
2122 for (let p
of Object
.keys(this.reserve
[color
])) {
2123 const moves
= this.getDropMovesFrom([color
, p
]);
2124 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1))
2131 // What is the score ? (Interesting if game is over)
2132 getCurrentScore(move) {
2133 const color
= this.turn
;
2134 const oppCol
= C
.GetOppCol(color
);
2135 const kingPos
= [this.searchKingPos(color
), this.searchKingPos(oppCol
)];
2136 if (kingPos
[0][0] < 0 && kingPos
[1][0] < 0)
2138 if (kingPos
[0][0] < 0)
2139 return (color
== "w" ? "0-1" : "1-0");
2140 if (kingPos
[1][0] < 0)
2141 return (color
== "w" ? "1-0" : "0-1");
2142 if (this.atLeastOneMove())
2144 // No valid move: stalemate or checkmate?
2145 if (!this.underCheck(kingPos
[0], color
))
2148 return (color
== "w" ? "0-1" : "1-0");
2151 playVisual(move, r
) {
2152 move.vanish
.forEach(v
=> {
2153 this.g_pieces
[v
.x
][v
.y
].remove();
2154 this.g_pieces
[v
.x
][v
.y
] = null;
2157 document
.getElementById(this.containerId
).querySelector(".chessboard");
2159 r
= chessboard
.getBoundingClientRect();
2160 const pieceWidth
= this.getPieceWidth(r
.width
);
2161 move.appear
.forEach(a
=> {
2162 this.g_pieces
[a
.x
][a
.y
] = document
.createElement("piece");
2163 this.g_pieces
[a
.x
][a
.y
].classList
.add(this.pieces()[a
.p
]["class"]);
2164 this.g_pieces
[a
.x
][a
.y
].classList
.add(a
.c
== "w" ? "white" : "black");
2165 this.g_pieces
[a
.x
][a
.y
].style
.width
= pieceWidth
+ "px";
2166 this.g_pieces
[a
.x
][a
.y
].style
.height
= pieceWidth
+ "px";
2167 const [ip
, jp
] = this.getPixelPosition(a
.x
, a
.y
, r
);
2168 // Translate coordinates to use chessboard as reference:
2169 this.g_pieces
[a
.x
][a
.y
].style
.transform
=
2170 `translate(${ip - r.x}px,${jp - r.y}px)`;
2171 if (this.enlightened
&& !this.enlightened
[a
.x
][a
.y
])
2172 this.g_pieces
[a
.x
][a
.y
].classList
.add("hidden");
2173 chessboard
.appendChild(this.g_pieces
[a
.x
][a
.y
]);
2175 if (this.options
["dark"])
2176 this.graphUpdateEnlightened();
2179 playPlusVisual(move, r
) {
2181 this.playVisual(move, r
);
2182 this.afterPlay(move); //user method
2185 getMaxDistance(rwidth
) {
2186 // Works for all rectangular boards:
2187 return Math
.sqrt(rwidth
** 2 + (rwidth
/ this.size
.ratio
) ** 2);
2191 return (typeof x
== "string" ? this.r_pieces : this.g_pieces
)[x
][y
];
2194 animate(move, callback
) {
2195 if (this.noAnimate
|| move.noAnimate
) {
2199 let initPiece
= this.getDomPiece(move.start
.x
, move.start
.y
);
2200 // NOTE: cloning generally not required, but light enough, and simpler
2201 let movingPiece
= initPiece
.cloneNode();
2202 initPiece
.style
.opacity
= "0";
2204 document
.getElementById(this.containerId
)
2205 const r
= container
.querySelector(".chessboard").getBoundingClientRect();
2206 if (typeof move.start
.x
== "string") {
2207 // Need to bound width/height (was 100% for reserve pieces)
2208 const pieceWidth
= this.getPieceWidth(r
.width
);
2209 movingPiece
.style
.width
= pieceWidth
+ "px";
2210 movingPiece
.style
.height
= pieceWidth
+ "px";
2212 const maxDist
= this.getMaxDistance(r
.width
);
2213 const pieces
= this.pieces();
2215 const startCode
= this.getPiece(move.start
.x
, move.start
.y
);
2216 movingPiece
.classList
.remove(pieces
[startCode
]["class"]);
2217 movingPiece
.classList
.add(pieces
[move.drag
.p
]["class"]);
2218 const apparentColor
= this.getColor(move.start
.x
, move.start
.y
);
2219 if (apparentColor
!= move.drag
.c
) {
2220 movingPiece
.classList
.remove(C
.GetColorClass(apparentColor
));
2221 movingPiece
.classList
.add(C
.GetColorClass(move.drag
.c
));
2224 container
.appendChild(movingPiece
);
2225 const animateSegment
= (index
, cb
) => {
2226 // NOTE: move.drag could be generalized per-segment (usage?)
2227 const [i1
, j1
] = move.segments
[index
][0];
2228 const [i2
, j2
] = move.segments
[index
][1];
2229 const dep
= this.getPixelPosition(i1
, j1
, r
);
2230 const arr
= this.getPixelPosition(i2
, j2
, r
);
2231 movingPiece
.style
.transitionDuration
= "0s";
2232 movingPiece
.style
.transform
= `translate(${dep[0]}px, ${dep[1]}px)`;
2234 Math
.sqrt((arr
[0] - dep
[0]) ** 2 + (arr
[1] - dep
[1]) ** 2);
2235 const duration
= 0.2 + (distance
/ maxDist
) * 0.3;
2236 // TODO: unclear why we need this new delay below:
2238 movingPiece
.style
.transitionDuration
= duration
+ "s";
2239 // movingPiece is child of container: no need to adjust coordinates
2240 movingPiece
.style
.transform
= `translate(${arr[0]}px, ${arr[1]}px)`;
2241 setTimeout(cb
, duration
* 1000);
2244 if (!move.segments
) {
2246 [[move.start
.x
, move.start
.y
], [move.end
.x
, move.end
.y
]]
2250 const animateSegmentCallback
= () => {
2251 if (index
< move.segments
.length
)
2252 animateSegment(index
++, animateSegmentCallback
);
2254 movingPiece
.remove();
2255 initPiece
.style
.opacity
= "1";
2259 animateSegmentCallback();
2262 playReceivedMove(moves
, callback
) {
2263 const launchAnimation
= () => {
2264 const r
= container
.querySelector(".chessboard").getBoundingClientRect();
2265 const animateRec
= i
=> {
2266 this.animate(moves
[i
], () => {
2267 this.play(moves
[i
]);
2268 this.playVisual(moves
[i
], r
);
2269 if (i
< moves
.length
- 1)
2270 setTimeout(() => animateRec(i
+1), 300);
2277 // Delay if user wasn't focused:
2278 const checkDisplayThenAnimate
= (delay
) => {
2279 if (container
.style
.display
== "none") {
2280 alert("New move! Let's go back to game...");
2281 document
.getElementById("gameInfos").style
.display
= "none";
2282 container
.style
.display
= "block";
2283 setTimeout(launchAnimation
, 700);
2286 setTimeout(launchAnimation
, delay
|| 0);
2288 let container
= document
.getElementById(this.containerId
);
2289 if (document
.hidden
) {
2290 document
.onvisibilitychange
= () => {
2291 document
.onvisibilitychange
= undefined;
2292 checkDisplayThenAnimate(700);
2296 checkDisplayThenAnimate();