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",
39 label: "Falling pawn",
44 // Game modifiers (using "elementary variants"). Default: false
47 "balance", //takes precedence over doublemove & progressive
51 "cylinder", //ok with all
55 "progressive", //(natural) priority over doublemove
64 get pawnPromotions() {
65 return ['q', 'r', 'n', 'b'];
68 // Some variants don't have flags:
77 // En-passant captures allowed?
84 !!this.options
["crazyhouse"] ||
85 (!!this.options
["recycle"] && !this.options
["teleport"])
90 return !!this.options
["dark"];
93 // Some variants use click infos:
95 if (typeof coords
.x
!= "number")
96 return null; //click on reserves
98 this.options
["teleport"] && this.subTurnTeleport
== 2 &&
99 this.board
[coords
.x
][coords
.y
] == ""
102 start: {x: this.captured
.x
, y: this.captured
.y
},
107 c: this.captured
.c
, //this.turn,
113 res
.drag
= {c: this.captured
.c
, p: this.captured
.p
};
122 // 3a --> {x:3, y:10}
123 static SquareToCoords(sq
) {
124 return ArrayFun
.toObject(["x", "y"],
125 [0, 1].map(i
=> parseInt(sq
[i
], 36)));
128 // {x:11, y:12} --> bc
129 static CoordsToSquare(cd
) {
130 return Object
.values(cd
).map(c
=> c
.toString(36)).join("");
134 if (typeof cd
.x
== "number") {
136 `${this.containerId}|sq-${cd.x.toString(36)}-${cd.y.toString(36)}`
140 return `${this.containerId}|rsq-${cd.x}-${cd.y}`;
143 idToCoords(targetId
) {
145 return null; //outside page, maybe...
146 const idParts
= targetId
.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
148 idParts
.length
< 2 ||
149 idParts
[0] != this.containerId
||
150 !idParts
[1].match(/sq-[0-9a-zA-Z]-[0-9a-zA-Z]/)
154 const squares
= idParts
[1].split('-');
155 if (squares
[0] == "sq")
156 return {x: parseInt(squares
[1], 36), y: parseInt(squares
[2], 36)};
157 // squares[0] == "rsq" : reserve, 'c' + 'p' (letters color & piece)
158 return {x: squares
[1], y: squares
[2]};
164 // Turn "wb" into "B" (for FEN)
166 return (b
[0] == "w" ? b
[1].toUpperCase() : b
[1]);
169 // Turn "p" into "bp" (for board)
171 return (f
.charCodeAt(0) <= 90 ? "w" + f
.toLowerCase() : "b" + f
);
174 // Setup the initial random-or-not (asymmetric-or-not) position
175 genRandInitFen(seed
) {
176 Random
.setSeed(seed
);
178 let fen
, flags
= "0707";
179 if (!this.options
.randomness
)
181 fen
= "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0";
185 let pieces
= { w: new Array(8), b: new Array(8) };
187 // Shuffle pieces on first (and last rank if randomness == 2)
188 for (let c
of ["w", "b"]) {
189 if (c
== 'b' && this.options
.randomness
== 1) {
190 pieces
['b'] = pieces
['w'];
195 let positions
= ArrayFun
.range(8);
197 // Get random squares for bishops
198 let randIndex
= 2 * Random
.randInt(4);
199 const bishop1Pos
= positions
[randIndex
];
200 // The second bishop must be on a square of different color
201 let randIndex_tmp
= 2 * Random
.randInt(4) + 1;
202 const bishop2Pos
= positions
[randIndex_tmp
];
203 // Remove chosen squares
204 positions
.splice(Math
.max(randIndex
, randIndex_tmp
), 1);
205 positions
.splice(Math
.min(randIndex
, randIndex_tmp
), 1);
207 // Get random squares for knights
208 randIndex
= Random
.randInt(6);
209 const knight1Pos
= positions
[randIndex
];
210 positions
.splice(randIndex
, 1);
211 randIndex
= Random
.randInt(5);
212 const knight2Pos
= positions
[randIndex
];
213 positions
.splice(randIndex
, 1);
215 // Get random square for queen
216 randIndex
= Random
.randInt(4);
217 const queenPos
= positions
[randIndex
];
218 positions
.splice(randIndex
, 1);
220 // Rooks and king positions are now fixed,
221 // because of the ordering rook-king-rook
222 const rook1Pos
= positions
[0];
223 const kingPos
= positions
[1];
224 const rook2Pos
= positions
[2];
226 // Finally put the shuffled pieces in the board array
227 pieces
[c
][rook1Pos
] = "r";
228 pieces
[c
][knight1Pos
] = "n";
229 pieces
[c
][bishop1Pos
] = "b";
230 pieces
[c
][queenPos
] = "q";
231 pieces
[c
][kingPos
] = "k";
232 pieces
[c
][bishop2Pos
] = "b";
233 pieces
[c
][knight2Pos
] = "n";
234 pieces
[c
][rook2Pos
] = "r";
235 flags
+= rook1Pos
.toString() + rook2Pos
.toString();
238 pieces
["b"].join("") +
239 "/pppppppp/8/8/8/8/PPPPPPPP/" +
240 pieces
["w"].join("").toUpperCase() +
244 // Add turn + flags + enpassant (+ reserve)
247 parts
.push(`"flags":"${flags}"`);
248 if (this.hasEnpassant
)
249 parts
.push('"enpassant":"-"');
251 parts
.push('"reserve":"000000000000"');
252 if (this.options
["crazyhouse"])
253 parts
.push('"ispawn":"-"');
254 if (parts
.length
>= 1)
255 fen
+= " {" + parts
.join(",") + "}";
259 // "Parse" FEN: just return untransformed string data
261 const fenParts
= fen
.split(" ");
263 position: fenParts
[0],
265 movesCount: fenParts
[2]
267 if (fenParts
.length
> 3)
268 res
= Object
.assign(res
, JSON
.parse(fenParts
[3]));
272 // Return current fen (game state)
275 this.getPosition() + " " +
276 this.getTurnFen() + " " +
281 parts
.push(`"flags":"${this.getFlagsFen()}"`);
282 if (this.hasEnpassant
)
283 parts
.push(`"enpassant":"${this.getEnpassantFen()}"`);
285 parts
.push(`"reserve":"${this.getReserveFen()}"`);
286 if (this.options
["crazyhouse"])
287 parts
.push(`"ispawn":"${this.getIspawnFen()}"`);
288 if (parts
.length
>= 1)
289 fen
+= " {" + parts
.join(",") + "}";
293 static FenEmptySquares(count
) {
294 // if more than 9 consecutive free spaces, break the integer,
295 // otherwise FEN parsing will fail.
298 // Most boards of size < 18:
300 return "9" + (count
- 9);
302 return "99" + (count
- 18);
305 // Position part of the FEN string
308 for (let i
= 0; i
< this.size
.y
; i
++) {
310 for (let j
= 0; j
< this.size
.x
; j
++) {
311 if (this.board
[i
][j
] == "")
314 if (emptyCount
> 0) {
315 // Add empty squares in-between
316 position
+= C
.FenEmptySquares(emptyCount
);
319 position
+= this.board2fen(this.board
[i
][j
]);
324 position
+= C
.FenEmptySquares(emptyCount
);
325 if (i
< this.size
.y
- 1)
326 position
+= "/"; //separate rows
335 // Flags part of the FEN string
337 return ["w", "b"].map(c
=> {
338 return this.castleFlags
[c
].map(x
=> x
.toString(36)).join("");
342 // Enpassant part of the FEN string
345 return "-"; //no en-passant
346 return C
.CoordsToSquare(this.epSquare
);
351 ["w","b"].map(c
=> Object
.values(this.reserve
[c
]).join("")).join("")
356 const squares
= Object
.keys(this.ispawn
);
357 if (squares
.length
== 0)
359 return squares
.join(",");
362 // Set flags from fen (castle: white a,h then black a,h)
365 w: [0, 1].map(i
=> parseInt(fenflags
.charAt(i
), 36)),
366 b: [2, 3].map(i
=> parseInt(fenflags
.charAt(i
), 36))
374 this.options
= o
.options
;
375 this.playerColor
= o
.color
;
376 this.afterPlay
= o
.afterPlay
; //trigger some actions after playing a move
378 // Fen string fully describes the game state
380 o
.fen
= this.genRandInitFen(o
.seed
);
381 const fenParsed
= this.parseFen(o
.fen
);
382 this.board
= this.getBoard(fenParsed
.position
);
383 this.turn
= fenParsed
.turn
;
384 this.movesCount
= parseInt(fenParsed
.movesCount
, 10);
385 this.setOtherVariables(fenParsed
);
387 // Graphical (can use variables defined above)
388 this.containerId
= o
.element
;
389 this.graphicalInit();
392 // Turn position fen into double array ["wb","wp","bk",...]
394 const rows
= position
.split("/");
395 let board
= ArrayFun
.init(this.size
.x
, this.size
.y
, "");
396 for (let i
= 0; i
< rows
.length
; i
++) {
398 for (let indexInRow
= 0; indexInRow
< rows
[i
].length
; indexInRow
++) {
399 const character
= rows
[i
][indexInRow
];
400 const num
= parseInt(character
, 10);
401 // If num is a number, just shift j:
404 // Else: something at position i,j
406 board
[i
][j
++] = this.fen2board(character
);
412 // Some additional variables from FEN (variant dependant)
413 setOtherVariables(fenParsed
) {
414 // Set flags and enpassant:
416 this.setFlags(fenParsed
.flags
);
417 if (this.hasEnpassant
)
418 this.epSquare
= this.getEpSquare(fenParsed
.enpassant
);
420 this.initReserves(fenParsed
.reserve
);
421 if (this.options
["crazyhouse"])
422 this.initIspawn(fenParsed
.ispawn
);
423 this.subTurn
= 1; //may be unused
424 if (this.options
["teleport"]) {
425 this.subTurnTeleport
= 1;
426 this.captured
= null;
428 if (this.options
["dark"]) {
429 // Setup enlightened: squares reachable by player side
430 this.enlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
, false);
431 this.updateEnlightened();
435 updateEnlightened() {
436 this.oldEnlightened
= this.enlightened
;
437 this.enlightened
= ArrayFun
.init(this.size
.x
, this.size
.y
, false);
438 // Add pieces positions + all squares reachable by moves (includes Zen):
439 for (let x
=0; x
<this.size
.x
; x
++) {
440 for (let y
=0; y
<this.size
.y
; y
++) {
441 if (this.board
[x
][y
] != "" && this.getColor(x
, y
) == this.playerColor
)
443 this.enlightened
[x
][y
] = true;
444 this.getPotentialMovesFrom([x
, y
]).forEach(m
=> {
445 this.enlightened
[m
.end
.x
][m
.end
.y
] = true;
451 this.enlightEnpassant();
454 // Include square of the en-passant capturing square:
456 // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
457 const steps
= this.pieces(this.playerColor
)["p"].attack
[0].steps
;
458 for (let step
of steps
) {
459 const x
= this.epSquare
.x
- step
[0],
460 y
= this.getY(this.epSquare
.y
- step
[1]);
462 this.onBoard(x
, y
) &&
463 this.getColor(x
, y
) == this.playerColor
&&
464 this.getPieceType(x
, y
) == "p"
466 this.enlightened
[x
][this.epSquare
.y
] = true;
472 // ordering as in pieces() p,r,n,b,q,k (+ count in base 30 if needed)
473 initReserves(reserveStr
) {
474 const counts
= reserveStr
.split("").map(c
=> parseInt(c
, 30));
475 this.reserve
= { w: {}, b: {} };
476 const pieceName
= ['p', 'r', 'n', 'b', 'q', 'k'];
477 const L
= pieceName
.length
;
478 for (let i
of ArrayFun
.range(2 * L
)) {
480 this.reserve
['w'][pieceName
[i
]] = counts
[i
];
482 this.reserve
['b'][pieceName
[i
-L
]] = counts
[i
];
486 initIspawn(ispawnStr
) {
487 if (ispawnStr
!= "-")
488 this.ispawn
= ArrayFun
.toObject(ispawnStr
.split(","), true);
493 getNbReservePieces(color
) {
495 Object
.values(this.reserve
[color
]).reduce(
496 (oldV
,newV
) => oldV
+ (newV
> 0 ? 1 : 0), 0)
500 getRankInReserve(c
, p
) {
501 const pieces
= Object
.keys(this.pieces());
502 const lastIndex
= pieces
.findIndex(pp
=> pp
== p
)
503 let toTest
= pieces
.slice(0, lastIndex
);
504 return toTest
.reduce(
505 (oldV
,newV
) => oldV
+ (this.reserve
[c
][newV
] > 0 ? 1 : 0), 0);
511 getPieceWidth(rwidth
) {
512 return (rwidth
/ this.size
.y
);
515 getReserveSquareSize(rwidth
, nbR
) {
516 const sqSize
= this.getPieceWidth(rwidth
);
517 return Math
.min(sqSize
, rwidth
/ nbR
);
520 getReserveNumId(color
, piece
) {
521 return `${this.containerId}|rnum-${color}${piece}`;
525 // NOTE: not window.onresize = this.re_drawBoardElts because scope (this)
526 window
.onresize
= () => this.re_drawBoardElements();
527 this.re_drawBoardElements();
528 this.initMouseEvents();
530 document
.getElementById(this.containerId
).querySelector(".chessboard");
531 new ResizeObserver(this.rescale
).observe(chessboard
);
534 re_drawBoardElements() {
535 const board
= this.getSvgChessboard();
536 const oppCol
= C
.GetOppCol(this.playerColor
);
538 document
.getElementById(this.containerId
).querySelector(".chessboard");
539 chessboard
.innerHTML
= "";
540 chessboard
.insertAdjacentHTML('beforeend', board
);
541 // Compare window ratio width / height to aspectRatio:
542 const windowRatio
= window
.innerWidth
/ window
.innerHeight
;
543 let cbWidth
, cbHeight
;
544 if (windowRatio
<= this.size
.ratio
) {
545 // Limiting dimension is width:
546 cbWidth
= Math
.min(window
.innerWidth
, 767);
547 cbHeight
= cbWidth
/ this.size
.ratio
;
550 // Limiting dimension is height:
551 cbHeight
= Math
.min(window
.innerHeight
, 767);
552 cbWidth
= cbHeight
* this.size
.ratio
;
554 if (this.hasReserve
) {
555 const sqSize
= cbWidth
/ this.size
.y
;
556 // NOTE: allocate space for reserves (up/down) even if they are empty
557 // Cannot use getReserveSquareSize() here, but sqSize is an upper bound.
558 if ((window
.innerHeight
- cbHeight
) / 2 < sqSize
+ 5) {
559 cbHeight
= window
.innerHeight
- 2 * (sqSize
+ 5);
560 cbWidth
= cbHeight
* this.size
.ratio
;
563 chessboard
.style
.width
= cbWidth
+ "px";
564 chessboard
.style
.height
= cbHeight
+ "px";
565 // Center chessboard:
566 const spaceLeft
= (window
.innerWidth
- cbWidth
) / 2,
567 spaceTop
= (window
.innerHeight
- cbHeight
) / 2;
568 chessboard
.style
.left
= spaceLeft
+ "px";
569 chessboard
.style
.top
= spaceTop
+ "px";
570 // Give sizes instead of recomputing them,
571 // because chessboard might not be drawn yet.
580 // Get SVG board (background, no pieces)
582 const flipped
= (this.playerColor
== 'b');
586 class="chessboard_SVG">
588 for (let i
=0; i
< this.size
.x
; i
++) {
589 for (let j
=0; j
< this.size
.y
; j
++) {
590 const ii
= (flipped
? this.size
.x
- 1 - i : i
);
591 const jj
= (flipped
? this.size
.y
- 1 - j : j
);
592 let classes
= this.getSquareColorClass(ii
, jj
);
593 if (this.enlightened
&& !this.enlightened
[ii
][jj
])
594 classes
+= " in-shadow";
595 // NOTE: x / y reversed because coordinates system is reversed.
598 id="${this.coordsToId({x: ii, y: jj})}"
605 board
+= "</g></svg>";
609 // Generally light square bottom-right
610 getSquareColorClass(x
, y
) {
611 return ((x
+y
) % 2 == 0 ? "light-square": "dark-square");
616 // Refreshing: delete old pieces first
617 for (let i
=0; i
<this.size
.x
; i
++) {
618 for (let j
=0; j
<this.size
.y
; j
++) {
619 if (this.g_pieces
[i
][j
]) {
620 this.g_pieces
[i
][j
].remove();
621 this.g_pieces
[i
][j
] = null;
627 this.g_pieces
= ArrayFun
.init(this.size
.x
, this.size
.y
, null);
629 document
.getElementById(this.containerId
).querySelector(".chessboard");
631 r
= chessboard
.getBoundingClientRect();
632 const pieceWidth
= this.getPieceWidth(r
.width
);
633 for (let i
=0; i
< this.size
.x
; i
++) {
634 for (let j
=0; j
< this.size
.y
; j
++) {
635 if (this.board
[i
][j
] != "") {
636 const color
= this.getColor(i
, j
);
637 const piece
= this.getPiece(i
, j
);
638 this.g_pieces
[i
][j
] = document
.createElement("piece");
639 this.g_pieces
[i
][j
].classList
.add(this.pieces()[piece
]["class"]);
640 this.g_pieces
[i
][j
].classList
.add(C
.GetColorClass(color
));
641 this.g_pieces
[i
][j
].style
.width
= pieceWidth
+ "px";
642 this.g_pieces
[i
][j
].style
.height
= pieceWidth
+ "px";
643 let [ip
, jp
] = this.getPixelPosition(i
, j
, r
);
644 // Translate coordinates to use chessboard as reference:
645 this.g_pieces
[i
][j
].style
.transform
=
646 `translate(${ip - r.x}px,${jp - r.y}px)`;
647 if (this.enlightened
&& !this.enlightened
[i
][j
])
648 this.g_pieces
[i
][j
].classList
.add("hidden");
649 chessboard
.appendChild(this.g_pieces
[i
][j
]);
654 this.re_drawReserve(['w', 'b'], r
);
657 // NOTE: assume !!this.reserve
658 re_drawReserve(colors
, r
) {
660 // Remove (old) reserve pieces
661 for (let c
of colors
) {
662 if (!this.reserve
[c
])
664 Object
.keys(this.reserve
[c
]).forEach(p
=> {
665 if (this.r_pieces
[c
][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();
672 let reservesDiv
= document
.getElementById("reserves_" + c
);
674 reservesDiv
.remove();
678 this.r_pieces
= { w: {}, b: {} };
679 let container
= document
.getElementById(this.containerId
);
681 r
= container
.querySelector(".chessboard").getBoundingClientRect();
682 for (let c
of colors
) {
683 if (!this.reserve
[c
])
685 const nbR
= this.getNbReservePieces(c
);
688 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
690 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
691 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
692 let rcontainer
= document
.createElement("div");
693 rcontainer
.id
= "reserves_" + c
;
694 rcontainer
.classList
.add("reserves");
695 rcontainer
.style
.left
= i0
+ "px";
696 rcontainer
.style
.top
= j0
+ "px";
697 // NOTE: +1 fix display bug on Firefox at least
698 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
699 rcontainer
.style
.height
= sqResSize
+ "px";
700 container
.appendChild(rcontainer
);
701 for (let p
of Object
.keys(this.reserve
[c
])) {
702 if (this.reserve
[c
][p
] == 0)
704 let r_cell
= document
.createElement("div");
705 r_cell
.id
= this.coordsToId({x: c
, y: p
});
706 r_cell
.classList
.add("reserve-cell");
707 r_cell
.style
.width
= sqResSize
+ "px";
708 r_cell
.style
.height
= sqResSize
+ "px";
709 rcontainer
.appendChild(r_cell
);
710 let piece
= document
.createElement("piece");
711 const pieceSpec
= this.pieces()[p
];
712 piece
.classList
.add(pieceSpec
["class"]);
713 piece
.classList
.add(C
.GetColorClass(c
));
714 piece
.style
.width
= "100%";
715 piece
.style
.height
= "100%";
716 this.r_pieces
[c
][p
] = piece
;
717 r_cell
.appendChild(piece
);
718 let number
= document
.createElement("div");
719 number
.textContent
= this.reserve
[c
][p
];
720 number
.classList
.add("reserve-num");
721 number
.id
= this.getReserveNumId(c
, p
);
722 const fontSize
= "1.3em";
723 number
.style
.fontSize
= fontSize
;
724 number
.style
.fontSize
= fontSize
;
725 r_cell
.appendChild(number
);
731 updateReserve(color
, piece
, count
) {
732 if (this.options
["cannibal"] && C
.CannibalKings
[piece
])
733 piece
= "k"; //capturing cannibal king: back to king form
734 const oldCount
= this.reserve
[color
][piece
];
735 this.reserve
[color
][piece
] = count
;
736 // Redrawing is much easier if count==0
737 if ([oldCount
, count
].includes(0))
738 this.re_drawReserve([color
]);
740 const numId
= this.getReserveNumId(color
, piece
);
741 document
.getElementById(numId
).textContent
= count
;
745 // Apply diff this.enlightened --> oldEnlightened on board
746 graphUpdateEnlightened() {
748 document
.getElementById(this.containerId
).querySelector(".chessboard");
749 const r
= chessboard
.getBoundingClientRect();
750 const pieceWidth
= this.getPieceWidth(r
.width
);
751 for (let x
=0; x
<this.size
.x
; x
++) {
752 for (let y
=0; y
<this.size
.y
; y
++) {
753 if (!this.enlightened
[x
][y
] && this.oldEnlightened
[x
][y
]) {
754 let elt
= document
.getElementById(this.coordsToId({x: x
, y: y
}));
755 elt
.classList
.add("in-shadow");
756 if (this.g_pieces
[x
][y
])
757 this.g_pieces
[x
][y
].classList
.add("hidden");
759 else if (this.enlightened
[x
][y
] && !this.oldEnlightened
[x
][y
]) {
760 let elt
= document
.getElementById(this.coordsToId({x: x
, y: y
}));
761 elt
.classList
.remove("in-shadow");
762 if (this.g_pieces
[x
][y
])
763 this.g_pieces
[x
][y
].classList
.remove("hidden");
769 // After resize event: no need to destroy/recreate pieces
771 const container
= document
.getElementById(this.containerId
);
773 return; //useful at initial loading
774 let chessboard
= container
.querySelector(".chessboard");
775 const r
= chessboard
.getBoundingClientRect();
776 const newRatio
= r
.width
/ r
.height
;
777 let newWidth
= r
.width
,
778 newHeight
= r
.height
;
779 if (newRatio
> this.size
.ratio
) {
780 newWidth
= r
.height
* this.size
.ratio
;
781 chessboard
.style
.width
= newWidth
+ "px";
783 else if (newRatio
< this.size
.ratio
) {
784 newHeight
= r
.width
/ this.size
.ratio
;
785 chessboard
.style
.height
= newHeight
+ "px";
787 const newX
= (window
.innerWidth
- newWidth
) / 2;
788 chessboard
.style
.left
= newX
+ "px";
789 const newY
= (window
.innerHeight
- newHeight
) / 2;
790 chessboard
.style
.top
= newY
+ "px";
791 const newR
= {x: newX
, y: newY
, width: newWidth
, height: newHeight
};
792 const pieceWidth
= this.getPieceWidth(newWidth
);
793 // NOTE: next "if" for variants which use squares filling
794 // instead of "physical", moving pieces
796 for (let i
=0; i
< this.size
.x
; i
++) {
797 for (let j
=0; j
< this.size
.y
; j
++) {
798 if (this.g_pieces
[i
][j
]) {
799 // NOTE: could also use CSS transform "scale"
800 this.g_pieces
[i
][j
].style
.width
= pieceWidth
+ "px";
801 this.g_pieces
[i
][j
].style
.height
= pieceWidth
+ "px";
802 const [ip
, jp
] = this.getPixelPosition(i
, j
, newR
);
803 // Translate coordinates to use chessboard as reference:
804 this.g_pieces
[i
][j
].style
.transform
=
805 `translate(${ip - newX}px,${jp - newY}px)`;
811 this.rescaleReserve(newR
);
815 for (let c
of ['w','b']) {
816 if (!this.reserve
[c
])
818 const nbR
= this.getNbReservePieces(c
);
821 // Resize container first
822 const sqResSize
= this.getReserveSquareSize(r
.width
, nbR
);
823 const vShift
= (c
== this.playerColor
? r
.height
+ 5 : -sqResSize
- 5);
824 const [i0
, j0
] = [r
.x
, r
.y
+ vShift
];
825 let rcontainer
= document
.getElementById("reserves_" + c
);
826 rcontainer
.style
.left
= i0
+ "px";
827 rcontainer
.style
.top
= j0
+ "px";
828 rcontainer
.style
.width
= (nbR
* sqResSize
+ 1) + "px";
829 rcontainer
.style
.height
= sqResSize
+ "px";
830 // And then reserve cells:
831 const rpieceWidth
= this.getReserveSquareSize(r
.width
, nbR
);
832 Object
.keys(this.reserve
[c
]).forEach(p
=> {
833 if (this.reserve
[c
][p
] == 0)
835 let r_cell
= document
.getElementById(this.coordsToId({x: c
, y: p
}));
836 r_cell
.style
.width
= sqResSize
+ "px";
837 r_cell
.style
.height
= sqResSize
+ "px";
842 // Return the absolute pixel coordinates given current position.
843 // Our coordinate system differs from CSS one (x <--> y).
844 // We return here the CSS coordinates (more useful).
845 getPixelPosition(i
, j
, r
) {
847 return [0, 0]; //piece vanishes
849 if (typeof i
== "string") {
850 // Reserves: need to know the rank of piece
851 const nbR
= this.getNbReservePieces(i
);
852 const rsqSize
= this.getReserveSquareSize(r
.width
, nbR
);
853 x
= this.getRankInReserve(i
, j
) * rsqSize
;
854 y
= (this.playerColor
== i
? y
= r
.height
+ 5 : - 5 - rsqSize
);
857 const sqSize
= r
.width
/ this.size
.y
;
858 const flipped
= (this.playerColor
== 'b');
859 x
= (flipped
? this.size
.y
- 1 - j : j
) * sqSize
;
860 y
= (flipped
? this.size
.x
- 1 - i : i
) * sqSize
;
862 return [r
.x
+ x
, r
.y
+ y
];
866 let container
= document
.getElementById(this.containerId
);
867 let chessboard
= container
.querySelector(".chessboard");
869 const getOffset
= e
=> {
872 return {x: e
.clientX
, y: e
.clientY
};
873 let touchLocation
= null;
874 if (e
.targetTouches
&& e
.targetTouches
.length
>= 1)
875 // Touch screen, dragstart
876 touchLocation
= e
.targetTouches
[0];
877 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
878 // Touch screen, dragend
879 touchLocation
= e
.changedTouches
[0];
881 return {x: touchLocation
.clientX
, y: touchLocation
.clientY
};
882 return {x: 0, y: 0}; //shouldn't reach here =)
885 const centerOnCursor
= (piece
, e
) => {
886 const centerShift
= this.getPieceWidth(r
.width
) / 2;
887 const offset
= getOffset(e
);
888 piece
.style
.left
= (offset
.x
- centerShift
) + "px";
889 piece
.style
.top
= (offset
.y
- centerShift
) + "px";
894 startPiece
, curPiece
= null,
896 const mousedown
= (e
) => {
897 // Disable zoom on smartphones:
898 if (e
.touches
&& e
.touches
.length
> 1)
900 r
= chessboard
.getBoundingClientRect();
901 pieceWidth
= this.getPieceWidth(r
.width
);
902 const cd
= this.idToCoords(e
.target
.id
);
904 const move = this.doClick(cd
);
906 this.playPlusVisual(move);
908 const [x
, y
] = Object
.values(cd
);
909 if (typeof x
!= "number")
910 startPiece
= this.r_pieces
[x
][y
];
912 startPiece
= this.g_pieces
[x
][y
];
913 if (startPiece
&& this.canIplay(x
, y
)) {
916 curPiece
= startPiece
.cloneNode();
917 curPiece
.style
.transform
= "none";
918 curPiece
.style
.zIndex
= 5;
919 curPiece
.style
.width
= pieceWidth
+ "px";
920 curPiece
.style
.height
= pieceWidth
+ "px";
921 centerOnCursor(curPiece
, e
);
922 container
.appendChild(curPiece
);
923 startPiece
.style
.opacity
= "0.4";
924 chessboard
.style
.cursor
= "none";
930 const mousemove
= (e
) => {
933 centerOnCursor(curPiece
, e
);
935 else if (e
.changedTouches
&& e
.changedTouches
.length
>= 1)
936 // Attempt to prevent horizontal swipe...
940 const mouseup
= (e
) => {
941 const newR
= chessboard
.getBoundingClientRect();
942 if (newR
.width
!= r
.width
|| newR
.height
!= r
.height
) {
948 const [x
, y
] = [start
.x
, start
.y
];
951 chessboard
.style
.cursor
= "pointer";
952 startPiece
.style
.opacity
= "1";
953 const offset
= getOffset(e
);
954 const landingElt
= document
.elementFromPoint(offset
.x
, offset
.y
);
956 (landingElt
? this.idToCoords(landingElt
.id
) : undefined);
958 // NOTE: clearly suboptimal, but much easier, and not a big deal.
959 const potentialMoves
= this.getPotentialMovesFrom([x
, y
])
960 .filter(m
=> m
.end
.x
== cd
.x
&& m
.end
.y
== cd
.y
);
961 const moves
= this.filterValid(potentialMoves
);
962 if (moves
.length
>= 2)
963 this.showChoices(moves
, r
);
964 else if (moves
.length
== 1)
965 this.playPlusVisual(moves
[0], r
);
970 if ('onmousedown' in window
) {
971 document
.addEventListener("mousedown", mousedown
);
972 document
.addEventListener("mousemove", mousemove
);
973 document
.addEventListener("mouseup", mouseup
);
975 if ('ontouchstart' in window
) {
976 // https://stackoverflow.com/a/42509310/12660887
977 document
.addEventListener("touchstart", mousedown
, {passive: false});
978 document
.addEventListener("touchmove", mousemove
, {passive: false});
979 document
.addEventListener("touchend", mouseup
, {passive: false});
981 // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
984 showChoices(moves
, r
) {
985 let container
= document
.getElementById(this.containerId
);
986 let chessboard
= container
.querySelector(".chessboard");
987 let choices
= document
.createElement("div");
988 choices
.id
= "choices";
989 choices
.style
.width
= r
.width
+ "px";
990 choices
.style
.height
= r
.height
+ "px";
991 choices
.style
.left
= r
.x
+ "px";
992 choices
.style
.top
= r
.y
+ "px";
993 chessboard
.style
.opacity
= "0.5";
994 container
.appendChild(choices
);
995 const squareWidth
= r
.width
/ this.size
.y
;
996 const firstUpLeft
= (r
.width
- (moves
.length
* squareWidth
)) / 2;
997 const firstUpTop
= (r
.height
- squareWidth
) / 2;
998 const color
= moves
[0].appear
[0].c
;
999 const callback
= (m
) => {
1000 chessboard
.style
.opacity
= "1";
1001 container
.removeChild(choices
);
1002 this.playPlusVisual(m
, r
);
1004 for (let i
=0; i
< moves
.length
; i
++) {
1005 let choice
= document
.createElement("div");
1006 choice
.classList
.add("choice");
1007 choice
.style
.width
= squareWidth
+ "px";
1008 choice
.style
.height
= squareWidth
+ "px";
1009 choice
.style
.left
= (firstUpLeft
+ i
* squareWidth
) + "px";
1010 choice
.style
.top
= firstUpTop
+ "px";
1011 choice
.style
.backgroundColor
= "lightyellow";
1012 choice
.onclick
= () => callback(moves
[i
]);
1013 const piece
= document
.createElement("piece");
1014 const pieceSpec
= this.pieces()[moves
[i
].appear
[0].p
];
1015 piece
.classList
.add(pieceSpec
["class"]);
1016 piece
.classList
.add(C
.GetColorClass(color
));
1017 piece
.style
.width
= "100%";
1018 piece
.style
.height
= "100%";
1019 choice
.appendChild(piece
);
1020 choices
.appendChild(choice
);
1031 ratio: 1 //for rectangular board = y / x
1035 // Color of thing on square (i,j). 'undefined' if square is empty
1037 if (typeof i
== "string")
1038 return i
; //reserves
1039 return this.board
[i
][j
].charAt(0);
1042 static GetColorClass(c
) {
1043 return (c
== 'w' ? "white" : "black");
1046 // Assume square i,j isn't empty
1048 if (typeof j
== "string")
1049 return j
; //reserves
1050 return this.board
[i
][j
].charAt(1);
1053 // Piece type on square (i,j)
1054 getPieceType(i
, j
) {
1055 const p
= this.getPiece(i
, j
);
1056 return C
.CannibalKings
[p
] || p
; //a cannibal king move as...
1059 // Get opponent color
1060 static GetOppCol(color
) {
1061 return (color
== "w" ? "b" : "w");
1064 // Can thing on square1 capture (no return) thing on square2?
1065 canTake([x1
, y1
], [x2
, y2
]) {
1066 return (this.getColor(x1
, y1
) !== this.getColor(x2
, y2
));
1069 // Is (x,y) on the chessboard?
1071 return (x
>= 0 && x
< this.size
.x
&&
1072 y
>= 0 && y
< this.size
.y
);
1075 // Am I allowed to move thing at square x,y ?
1077 return (this.playerColor
== this.turn
&& this.getColor(x
, y
) == this.turn
);
1080 ////////////////////////
1081 // PIECES SPECIFICATIONS
1083 pieces(color
, x
, y
) {
1084 const pawnShift
= (color
== "w" ? -1 : 1);
1085 // NOTE: jump 2 squares from first rank (pawns can be here sometimes)
1086 const initRank
= ((color
== 'w' && x
>= 6) || (color
== 'b' && x
<= 1));
1092 steps: [[pawnShift
, 0]],
1093 range: (initRank
? 2 : 1)
1098 steps: [[pawnShift
, 1], [pawnShift
, -1]],
1107 {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
1116 [1, 2], [1, -2], [-1, 2], [-1, -2],
1117 [2, 1], [-2, 1], [2, -1], [-2, -1]
1127 {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
1136 [0, 1], [0, -1], [1, 0], [-1, 0],
1137 [1, 1], [1, -1], [-1, 1], [-1, -1]
1148 [0, 1], [0, -1], [1, 0], [-1, 0],
1149 [1, 1], [1, -1], [-1, 1], [-1, -1]
1156 '!': {"class": "king-pawn", moveas: "p"},
1157 '#': {"class": "king-rook", moveas: "r"},
1158 '$': {"class": "king-knight", moveas: "n"},
1159 '%': {"class": "king-bishop", moveas: "b"},
1160 '*': {"class": "king-queen", moveas: "q"}
1164 ////////////////////
1167 // For Cylinder: get Y coordinate
1169 if (!this.options
["cylinder"])
1171 let res
= y
% this.size
.y
;
1177 // Stop at the first capture found
1178 atLeastOneCapture(color
) {
1179 color
= color
|| this.turn
;
1180 const oppCol
= C
.GetOppCol(color
);
1181 for (let i
= 0; i
< this.size
.x
; i
++) {
1182 for (let j
= 0; j
< this.size
.y
; j
++) {
1183 if (this.board
[i
][j
] != "" && this.getColor(i
, j
) == color
) {
1184 const allSpecs
= this.pieces(color
, i
, j
)
1185 let specs
= allSpecs
[this.getPieceType(i
, j
)];
1186 const attacks
= specs
.attack
|| specs
.moves
;
1187 for (let a
of attacks
) {
1188 outerLoop: for (let step
of a
.steps
) {
1189 let [ii
, jj
] = [i
+ step
[0], this.getY(j
+ step
[1])];
1190 let stepCounter
= 1;
1191 while (this.onBoard(ii
, jj
) && this.board
[ii
][jj
] == "") {
1192 if (a
.range
<= stepCounter
++)
1195 jj
= this.getY(jj
+ step
[1]);
1198 this.onBoard(ii
, jj
) &&
1199 this.getColor(ii
, jj
) == oppCol
&&
1201 [this.getBasicMove([i
, j
], [ii
, jj
])]
1214 getDropMovesFrom([c
, p
]) {
1215 // NOTE: by design, this.reserve[c][p] >= 1 on user click
1216 // (but not necessarily otherwise: atLeastOneMove() etc)
1217 if (this.reserve
[c
][p
] == 0)
1220 for (let i
=0; i
<this.size
.x
; i
++) {
1221 for (let j
=0; j
<this.size
.y
; j
++) {
1223 this.board
[i
][j
] == "" &&
1224 (!this.enlightened
|| this.enlightened
[i
][j
]) &&
1227 (c
== 'w' && i
< this.size
.x
- 1) ||
1233 start: {x: c
, y: p
},
1235 appear: [new PiPo({x: i
, y: j
, c: c
, p: p
})],
1245 // All possible moves from selected square
1246 getPotentialMovesFrom(sq
, color
) {
1247 if (this.subTurnTeleport
== 2)
1249 if (typeof sq
[0] == "string")
1250 return this.getDropMovesFrom(sq
);
1251 if (this.isImmobilized(sq
))
1253 const piece
= this.getPieceType(sq
[0], sq
[1]);
1254 let moves
= this.getPotentialMovesOf(piece
, sq
);
1257 this.hasEnpassant
&&
1260 Array
.prototype.push
.apply(moves
, this.getEnpassantCaptures(sq
));
1265 this.castleFlags
[color
|| this.turn
].some(v
=> v
< this.size
.y
)
1267 Array
.prototype.push
.apply(moves
, this.getCastleMoves(sq
));
1269 return this.postProcessPotentialMoves(moves
);
1272 postProcessPotentialMoves(moves
) {
1273 if (moves
.length
== 0)
1275 const color
= this.getColor(moves
[0].start
.x
, moves
[0].start
.y
);
1276 const oppCol
= C
.GetOppCol(color
);
1278 if (this.options
["capture"] && this.atLeastOneCapture())
1279 moves
= this.capturePostProcess(moves
, oppCol
);
1281 if (this.options
["atomic"])
1282 this.atomicPostProcess(moves
, oppCol
);
1286 this.getPieceType(moves
[0].start
.x
, moves
[0].start
.y
) == "p"
1288 this.pawnPostProcess(moves
, color
, oppCol
);
1292 this.options
["cannibal"] &&
1293 this.options
["rifle"]
1295 // In this case a rifle-capture from last rank may promote a pawn
1296 this.riflePromotePostProcess(moves
, color
);
1302 capturePostProcess(moves
, oppCol
) {
1303 // Filter out non-capturing moves (not using m.vanish because of
1304 // self captures of Recycle and Teleport).
1305 return moves
.filter(m
=> {
1307 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1308 this.getColor(m
.end
.x
, m
.end
.y
) == oppCol
1313 atomicPostProcess(moves
, oppCol
) {
1314 moves
.forEach(m
=> {
1316 this.board
[m
.end
.x
][m
.end
.y
] != "" &&
1317 this.getColor(m
.end
.x
, m
.end
.y
) == oppCol
1330 for (let step
of steps
) {
1331 let x
= m
.end
.x
+ step
[0];
1332 let y
= this.getY(m
.end
.y
+ step
[1]);
1334 this.onBoard(x
, y
) &&
1335 this.board
[x
][y
] != "" &&
1336 this.getPieceType(x
, y
) != "p"
1340 p: this.getPiece(x
, y
),
1341 c: this.getColor(x
, y
),
1348 if (!this.options
["rifle"])
1349 m
.appear
.pop(); //nothing appears
1354 pawnPostProcess(moves
, color
, oppCol
) {
1356 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1357 const initPiece
= this.getPiece(moves
[0].start
.x
, moves
[0].start
.y
);
1358 moves
.forEach(m
=> {
1359 const [x1
, y1
] = [m
.start
.x
, m
.start
.y
];
1360 const [x2
, y2
] = [m
.end
.x
, m
.end
.y
];
1361 const promotionOk
= (
1363 (!this.options
["rifle"] || this.board
[x2
][y2
] == "")
1366 return; //nothing to do
1367 if (this.options
["pawnfall"]) {
1371 let finalPieces
= ["p"];
1373 this.options
["cannibal"] &&
1374 this.board
[x2
][y2
] != "" &&
1375 this.getColor(x2
, y2
) == oppCol
1377 finalPieces
= [this.getPieceType(x2
, y2
)];
1380 finalPieces
= this.pawnPromotions
;
1381 m
.appear
[0].p
= finalPieces
[0];
1382 if (initPiece
== "!") //cannibal king-pawn
1383 m
.appear
[0].p
= C
.CannibalKingCode
[finalPieces
[0]];
1384 for (let i
=1; i
<finalPieces
.length
; i
++) {
1385 const piece
= finalPieces
[i
];
1388 p: (initPiece
!= "!" ? piece : C
.CannibalKingCode
[piece
])
1390 let newMove
= this.getBasicMove([x1
, y1
], [x2
, y2
], tr
);
1391 moreMoves
.push(newMove
);
1394 Array
.prototype.push
.apply(moves
, moreMoves
);
1397 riflePromotePostProcess(moves
, color
) {
1398 const lastRank
= (color
== "w" ? 0 : this.size
.x
- 1);
1400 moves
.forEach(m
=> {
1402 m
.start
.x
== lastRank
&&
1403 m
.appear
.length
>= 1 &&
1404 m
.appear
[0].p
== "p" &&
1405 m
.appear
[0].x
== m
.start
.x
&&
1406 m
.appear
[0].y
== m
.start
.y
1408 m
.appear
[0].p
= this.pawnPromotions
[0];
1409 for (let i
=1; i
<this.pawnPromotions
.length
; i
++) {
1410 let newMv
= JSON
.parse(JSON
.stringify(m
));
1411 newMv
.appear
[0].p
= this.pawnSpecs
.promotions
[i
];
1412 newMoves
.push(newMv
);
1416 Array
.prototype.push
.apply(moves
, newMoves
);
1419 // NOTE: using special symbols to not interfere with variants' pieces codes
1420 static get CannibalKings() {
1431 static get CannibalKingCode() {
1443 return !!C
.CannibalKings
[symbol
];
1447 // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
1448 isImmobilized([x
, y
]) {
1449 if (!this.options
["madrasi"])
1451 const color
= this.getColor(x
, y
);
1452 const oppCol
= C
.GetOppCol(color
);
1453 const piece
= this.getPieceType(x
, y
); //ok not cannibal king
1454 const stepSpec
= this.pieces(color
, x
, y
)[piece
];
1455 const attacks
= stepSpec
.attack
|| stepSpec
.moves
;
1456 for (let a
of attacks
) {
1457 outerLoop: for (let step
of a
.steps
) {
1458 let [i
, j
] = [x
+ step
[0], y
+ step
[1]];
1459 let stepCounter
= 1;
1460 while (this.onBoard(i
, j
) && this.board
[i
][j
] == "") {
1461 if (a
.range
<= stepCounter
++)
1464 j
= this.getY(j
+ step
[1]);
1467 this.onBoard(i
, j
) &&
1468 this.getColor(i
, j
) == oppCol
&&
1469 this.getPieceType(i
, j
) == piece
1478 // Generic method to find possible moves of "sliding or jumping" pieces
1479 getPotentialMovesOf(piece
, [x
, y
]) {
1480 const color
= this.getColor(x
, y
);
1481 const stepSpec
= this.pieces(color
, x
, y
)[piece
];
1483 // Next 3 for Cylinder mode:
1488 const addMove
= (start
, end
) => {
1489 let newMove
= this.getBasicMove(start
, end
);
1490 if (segments
.length
> 0) {
1491 newMove
.segments
= JSON
.parse(JSON
.stringify(segments
));
1492 newMove
.segments
.push([[segStart
[0], segStart
[1]], [end
[0], end
[1]]]);
1494 moves
.push(newMove
);
1497 const findAddMoves
= (type
, stepArray
) => {
1498 for (let s
of stepArray
) {
1499 outerLoop: for (let step
of s
.steps
) {
1502 let [i
, j
] = [x
, y
];
1503 let stepCounter
= 0;
1505 this.onBoard(i
, j
) &&
1506 (this.board
[i
][j
] == "" || (i
== x
&& j
== y
))
1510 !explored
[i
+ "." + j
] &&
1513 explored
[i
+ "." + j
] = true;
1514 addMove([x
, y
], [i
, j
]);
1516 if (s
.range
<= stepCounter
++)
1518 const oldIJ
= [i
, j
];
1520 j
= this.getY(j
+ step
[1]);
1521 if (Math
.abs(j
- oldIJ
[1]) > 1) {
1522 // Boundary between segments (cylinder mode)
1523 segments
.push([[segStart
[0], segStart
[1]], oldIJ
]);
1527 if (!this.onBoard(i
, j
))
1529 const pieceIJ
= this.getPieceType(i
, j
);
1531 type
!= "moveonly" &&
1532 !explored
[i
+ "." + j
] &&
1534 !this.options
["zen"] ||
1538 this.canTake([x
, y
], [i
, j
]) ||
1540 (this.options
["recycle"] || this.options
["teleport"]) &&
1545 explored
[i
+ "." + j
] = true;
1546 addMove([x
, y
], [i
, j
]);
1552 const specialAttack
= !!stepSpec
.attack
;
1554 findAddMoves("attack", stepSpec
.attack
);
1555 findAddMoves(specialAttack
? "moveonly" : "all", stepSpec
.moves
);
1556 if (this.options
["zen"]) {
1557 Array
.prototype.push
.apply(moves
,
1558 this.findCapturesOn([x
, y
], {zen: true}));
1563 // Search for enemy (or not) pieces attacking [x, y]
1564 findCapturesOn([x
, y
], args
) {
1567 args
.oppCol
= C
.GetOppCol(this.getColor(x
, y
) || this.turn
);
1568 for (let i
=0; i
<this.size
.x
; i
++) {
1569 for (let j
=0; j
<this.size
.y
; j
++) {
1571 this.board
[i
][j
] != "" &&
1572 this.getColor(i
, j
) == args
.oppCol
&&
1573 !this.isImmobilized([i
, j
])
1575 if (args
.zen
&& this.isKing(this.getPiece(i
, j
)))
1576 continue; //king not captured in this way
1578 this.pieces(args
.oppCol
, i
, j
)[this.getPieceType(i
, j
)];
1579 const attacks
= stepSpec
.attack
|| stepSpec
.moves
;
1580 for (let a
of attacks
) {
1581 for (let s
of a
.steps
) {
1582 // Quick check: if step isn't compatible, don't even try
1583 if (!C
.CompatibleStep([i
, j
], [x
, y
], s
, a
.range
))
1585 // Finally verify that nothing stand in-between
1586 let [ii
, jj
] = [i
+ s
[0], this.getY(j
+ s
[1])];
1587 let stepCounter
= 1;
1589 this.onBoard(ii
, jj
) &&
1590 this.board
[ii
][jj
] == "" &&
1591 (ii
!= x
|| jj
!= y
) //condition to attack empty squares too
1594 jj
= this.getY(jj
+ s
[1]);
1596 if (ii
== x
&& jj
== y
) {
1599 moves
.push(this.getBasicMove([x
, y
], [i
, j
]));
1601 moves
.push(this.getBasicMove([i
, j
], [x
, y
]));
1603 return moves
; //test for underCheck
1613 static CompatibleStep([x1
, y1
], [x2
, y2
], step
, range
) {
1614 const rx
= (x2
- x1
) / step
[0],
1615 ry
= (y2
- y1
) / step
[1];
1617 (!Number
.isFinite(rx
) && !Number
.isNaN(rx
)) ||
1618 (!Number
.isFinite(ry
) && !Number
.isNaN(ry
))
1622 let distance
= (Number
.isNaN(rx
) ? ry : rx
);
1623 // TODO: 1e-7 here is totally arbitrary
1624 if (Math
.abs(distance
- Math
.round(distance
)) > 1e-7)
1626 distance
= Math
.round(distance
); //in case of (numerical...)
1627 if (range
< distance
)
1632 // Build a regular move from its initial and destination squares.
1633 // tr: transformation
1634 getBasicMove([sx
, sy
], [ex
, ey
], tr
) {
1635 const initColor
= this.getColor(sx
, sy
);
1636 const initPiece
= this.getPiece(sx
, sy
);
1637 const destColor
= (this.board
[ex
][ey
] != "" ? this.getColor(ex
, ey
) : "");
1641 start: {x: sx
, y: sy
},
1645 !this.options
["rifle"] ||
1646 this.board
[ex
][ey
] == "" ||
1647 destColor
== initColor
//Recycle, Teleport
1653 c: !!tr
? tr
.c : initColor
,
1654 p: !!tr
? tr
.p : initPiece
1666 if (this.board
[ex
][ey
] != "") {
1671 c: this.getColor(ex
, ey
),
1672 p: this.getPiece(ex
, ey
)
1675 if (this.options
["cannibal"] && destColor
!= initColor
) {
1676 const lastIdx
= mv
.vanish
.length
- 1;
1677 let trPiece
= mv
.vanish
[lastIdx
].p
;
1678 if (this.isKing(this.getPiece(sx
, sy
)))
1679 trPiece
= C
.CannibalKingCode
[trPiece
];
1680 if (mv
.appear
.length
>= 1)
1681 mv
.appear
[0].p
= trPiece
;
1682 else if (this.options
["rifle"]) {
1705 // En-passant square, if any
1706 getEpSquare(moveOrSquare
) {
1707 if (typeof moveOrSquare
=== "string") {
1708 const square
= moveOrSquare
;
1711 return C
.SquareToCoords(square
);
1713 // Argument is a move:
1714 const move = moveOrSquare
;
1715 const s
= move.start
,
1719 Math
.abs(s
.x
- e
.x
) == 2 &&
1720 // Next conditions for variants like Atomic or Rifle, Recycle...
1721 (move.appear
.length
> 0 && move.appear
[0].p
== "p") &&
1722 (move.vanish
.length
> 0 && move.vanish
[0].p
== "p")
1729 return undefined; //default
1732 // Special case of en-passant captures: treated separately
1733 getEnpassantCaptures([x
, y
]) {
1734 const color
= this.getColor(x
, y
);
1735 const shiftX
= (color
== 'w' ? -1 : 1);
1736 const oppCol
= C
.GetOppCol(color
);
1737 let enpassantMove
= null;
1740 this.epSquare
.x
== x
+ shiftX
&&
1741 Math
.abs(this.getY(this.epSquare
.y
- y
)) == 1 &&
1742 this.getColor(x
, this.epSquare
.y
) == oppCol
//Doublemove guard...
1744 const [epx
, epy
] = [this.epSquare
.x
, this.epSquare
.y
];
1745 this.board
[epx
][epy
] = oppCol
+ "p";
1746 enpassantMove
= this.getBasicMove([x
, y
], [epx
, epy
]);
1747 this.board
[epx
][epy
] = "";
1748 const lastIdx
= enpassantMove
.vanish
.length
- 1; //think Rifle
1749 enpassantMove
.vanish
[lastIdx
].x
= x
;
1751 return !!enpassantMove
? [enpassantMove
] : [];
1754 // "castleInCheck" arg to let some variants castle under check
1755 getCastleMoves([x
, y
], finalSquares
, castleInCheck
, castleWith
) {
1756 const c
= this.getColor(x
, y
);
1759 const oppCol
= C
.GetOppCol(c
);
1763 finalSquares
|| [ [2, 3], [this.size
.y
- 2, this.size
.y
- 3] ];
1764 const castlingKing
= this.getPiece(x
, y
);
1765 castlingCheck: for (
1768 castleSide
++ //large, then small
1770 if (this.castleFlags
[c
][castleSide
] >= this.size
.y
)
1772 // If this code is reached, rook and king are on initial position
1774 // NOTE: in some variants this is not a rook
1775 const rookPos
= this.castleFlags
[c
][castleSide
];
1776 const castlingPiece
= this.getPiece(x
, rookPos
);
1778 this.board
[x
][rookPos
] == "" ||
1779 this.getColor(x
, rookPos
) != c
||
1780 (!!castleWith
&& !castleWith
.includes(castlingPiece
))
1782 // Rook is not here, or changed color (see Benedict)
1785 // Nothing on the path of the king ? (and no checks)
1786 const finDist
= finalSquares
[castleSide
][0] - y
;
1787 let step
= finDist
/ Math
.max(1, Math
.abs(finDist
));
1791 (!castleInCheck
&& this.underCheck([x
, i
], oppCol
)) ||
1793 this.board
[x
][i
] != "" &&
1794 // NOTE: next check is enough, because of chessboard constraints
1795 (this.getColor(x
, i
) != c
|| ![rookPos
, y
].includes(i
))
1798 continue castlingCheck
;
1801 } while (i
!= finalSquares
[castleSide
][0]);
1802 // Nothing on the path to the rook?
1803 step
= (castleSide
== 0 ? -1 : 1);
1804 for (i
= y
+ step
; i
!= rookPos
; i
+= step
) {
1805 if (this.board
[x
][i
] != "")
1806 continue castlingCheck
;
1809 // Nothing on final squares, except maybe king and castling rook?
1810 for (i
= 0; i
< 2; i
++) {
1812 finalSquares
[castleSide
][i
] != rookPos
&&
1813 this.board
[x
][finalSquares
[castleSide
][i
]] != "" &&
1815 finalSquares
[castleSide
][i
] != y
||
1816 this.getColor(x
, finalSquares
[castleSide
][i
]) != c
1819 continue castlingCheck
;
1823 // If this code is reached, castle is valid
1829 y: finalSquares
[castleSide
][0],
1835 y: finalSquares
[castleSide
][1],
1841 // King might be initially disguised (Titan...)
1842 new PiPo({ x: x
, y: y
, p: castlingKing
, c: c
}),
1843 new PiPo({ x: x
, y: rookPos
, p: castlingPiece
, c: c
})
1846 Math
.abs(y
- rookPos
) <= 2
1847 ? {x: x
, y: rookPos
}
1848 : {x: x
, y: y
+ 2 * (castleSide
== 0 ? -1 : 1)}
1856 ////////////////////
1859 // Is (king at) given position under check by "oppCol" ?
1860 underCheck([x
, y
], oppCol
) {
1861 if (this.options
["taking"] || this.options
["dark"])
1864 this.findCapturesOn([x
, y
], {oppCol: oppCol
, one: true}).length
>= 1
1868 // Stop at first king found (TODO: multi-kings)
1869 searchKingPos(color
) {
1870 for (let i
=0; i
< this.size
.x
; i
++) {
1871 for (let j
=0; j
< this.size
.y
; j
++) {
1872 if (this.getColor(i
, j
) == color
&& this.isKing(this.getPiece(i
, j
)))
1876 return [-1, -1]; //king not found
1879 filterValid(moves
) {
1880 if (moves
.length
== 0)
1882 const color
= this.turn
;
1883 const oppCol
= C
.GetOppCol(color
);
1884 if (this.options
["balance"] && [1, 3].includes(this.movesCount
)) {
1885 // Forbid moves either giving check or exploding opponent's king:
1886 const oppKingPos
= this.searchKingPos(oppCol
);
1887 moves
= moves
.filter(m
=> {
1889 m
.vanish
.some(v
=> v
.c
== oppCol
&& v
.p
== "k") &&
1890 m
.appear
.every(a
=> a
.c
!= oppCol
|| a
.p
!= "k")
1893 this.playOnBoard(m
);
1894 const res
= !this.underCheck(oppKingPos
, color
);
1895 this.undoOnBoard(m
);
1899 if (this.options
["taking"] || this.options
["dark"])
1901 const kingPos
= this.searchKingPos(color
);
1902 let filtered
= {}; //avoid re-checking similar moves (promotions...)
1903 return moves
.filter(m
=> {
1904 const key
= m
.start
.x
+ m
.start
.y
+ '.' + m
.end
.x
+ m
.end
.y
;
1905 if (!filtered
[key
]) {
1906 this.playOnBoard(m
);
1907 let square
= kingPos
,
1908 res
= true; //a priori valid
1909 if (m
.vanish
.some(v
=> {
1910 return C
.CannibalKings
[v
.p
] && v
.c
== color
;
1912 // Search king in appear array:
1914 m
.appear
.findIndex(a
=> {
1915 return C
.CannibalKings
[a
.p
] && a
.c
== color
;
1917 if (newKingIdx
>= 0)
1918 square
= [m
.appear
[newKingIdx
].x
, m
.appear
[newKingIdx
].y
];
1922 res
&&= !this.underCheck(square
, oppCol
);
1923 this.undoOnBoard(m
);
1924 filtered
[key
] = res
;
1927 return filtered
[key
];
1934 // Aggregate flags into one object
1936 return this.castleFlags
;
1939 // Reverse operation
1940 disaggregateFlags(flags
) {
1941 this.castleFlags
= flags
;
1944 // Apply a move on board
1946 for (let psq
of move.vanish
)
1947 this.board
[psq
.x
][psq
.y
] = "";
1948 for (let psq
of move.appear
)
1949 this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
1951 // Un-apply the played move
1953 for (let psq
of move.appear
)
1954 this.board
[psq
.x
][psq
.y
] = "";
1955 for (let psq
of move.vanish
)
1956 this.board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
1959 updateCastleFlags(move) {
1960 // Update castling flags if start or arrive from/at rook/king locations
1961 move.appear
.concat(move.vanish
).forEach(psq
=> {
1963 this.board
[psq
.x
][psq
.y
] != "" &&
1964 this.getPieceType(psq
.x
, psq
.y
) == "k"
1966 this.castleFlags
[psq
.c
] = [this.size
.y
, this.size
.y
];
1968 // NOTE: not "else if" because king can capture enemy rook...
1972 else if (psq
.x
== this.size
.x
- 1)
1975 const fidx
= this.castleFlags
[c
].findIndex(f
=> f
== psq
.y
);
1977 this.castleFlags
[c
][fidx
] = this.size
.y
;
1985 // If flags already off, no need to re-check:
1986 Object
.keys(this.castleFlags
).some(c
=> {
1987 return this.castleFlags
[c
].some(val
=> val
< this.size
.y
)})
1989 this.updateCastleFlags(move);
1991 if (this.options
["crazyhouse"]) {
1992 move.vanish
.forEach(v
=> {
1993 const square
= C
.CoordsToSquare({x: v
.x
, y: v
.y
});
1994 if (this.ispawn
[square
])
1995 delete this.ispawn
[square
];
1997 if (move.appear
.length
> 0 && move.vanish
.length
> 0) {
1998 // Assumption: something is moving
1999 const initSquare
= C
.CoordsToSquare(move.start
);
2000 const destSquare
= C
.CoordsToSquare(move.end
);
2002 this.ispawn
[initSquare
] ||
2003 (move.vanish
[0].p
== "p" && move.appear
[0].p
!= "p")
2005 this.ispawn
[destSquare
] = true;
2008 this.ispawn
[destSquare
] &&
2009 this.getColor(move.end
.x
, move.end
.y
) != move.vanish
[0].c
2011 move.vanish
[1].p
= "p";
2012 delete this.ispawn
[destSquare
];
2016 const minSize
= Math
.min(move.appear
.length
, move.vanish
.length
);
2019 // Warning; atomic pawn removal isn't a capture
2020 (!this.options
["atomic"] || !this.rempawn
|| this.movesCount
>= 1)
2022 const color
= this.turn
;
2023 for (let i
=minSize
; i
<move.appear
.length
; i
++) {
2024 // Something appears = dropped on board (some exceptions, Chakart...)
2025 if (move.appear
[i
].c
== color
) {
2026 const piece
= move.appear
[i
].p
;
2027 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] - 1);
2030 for (let i
=minSize
; i
<move.vanish
.length
; i
++) {
2031 // Something vanish: add to reserve except if recycle & opponent
2033 this.options
["crazyhouse"] ||
2034 (this.options
["recycle"] && move.vanish
[i
].c
== color
)
2036 const piece
= move.vanish
[i
].p
;
2037 this.updateReserve(color
, piece
, this.reserve
[color
][piece
] + 1);
2045 if (this.hasEnpassant
)
2046 this.epSquare
= this.getEpSquare(move);
2047 this.playOnBoard(move);
2048 this.postPlay(move);
2052 const color
= this.turn
;
2053 const oppCol
= C
.GetOppCol(color
);
2054 if (this.options
["dark"])
2055 this.updateEnlightened();
2056 if (this.options
["teleport"]) {
2058 this.subTurnTeleport
== 1 &&
2059 move.vanish
.length
> move.appear
.length
&&
2060 move.vanish
[move.vanish
.length
- 1].c
== color
2062 const v
= move.vanish
[move.vanish
.length
- 1];
2063 this.captured
= {x: v
.x
, y: v
.y
, c: v
.c
, p: v
.p
};
2064 this.subTurnTeleport
= 2;
2067 this.subTurnTeleport
= 1;
2068 this.captured
= null;
2070 if (this.options
["balance"]) {
2071 if (![1, 3].includes(this.movesCount
))
2077 this.options
["doublemove"] &&
2078 this.movesCount
>= 1 &&
2081 (this.options
["progressive"] && this.subTurn
<= this.movesCount
)
2083 const oppKingPos
= this.searchKingPos(oppCol
);
2085 oppKingPos
[0] >= 0 &&
2087 this.options
["taking"] ||
2088 !this.underCheck(oppKingPos
, color
)
2101 // "Stop at the first move found"
2102 atLeastOneMove(color
) {
2103 color
= color
|| this.turn
;
2104 for (let i
= 0; i
< this.size
.x
; i
++) {
2105 for (let j
= 0; j
< this.size
.y
; j
++) {
2106 if (this.board
[i
][j
] != "" && this.getColor(i
, j
) == color
) {
2107 // NOTE: in fact searching for all potential moves from i,j.
2108 // I don't believe this is an issue, for now at least.
2109 const moves
= this.getPotentialMovesFrom([i
, j
]);
2110 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1))
2115 if (this.hasReserve
&& this.reserve
[color
]) {
2116 for (let p
of Object
.keys(this.reserve
[color
])) {
2117 const moves
= this.getDropMovesFrom([color
, p
]);
2118 if (moves
.some(m
=> this.filterValid([m
]).length
>= 1))
2125 // What is the score ? (Interesting if game is over)
2126 getCurrentScore(move) {
2127 const color
= this.turn
;
2128 const oppCol
= C
.GetOppCol(color
);
2129 const kingPos
= [this.searchKingPos(color
), this.searchKingPos(oppCol
)];
2130 if (kingPos
[0][0] < 0 && kingPos
[1][0] < 0)
2132 if (kingPos
[0][0] < 0)
2133 return (color
== "w" ? "0-1" : "1-0");
2134 if (kingPos
[1][0] < 0)
2135 return (color
== "w" ? "1-0" : "0-1");
2136 if (this.atLeastOneMove())
2138 // No valid move: stalemate or checkmate?
2139 if (!this.underCheck(kingPos
[0], color
))
2142 return (color
== "w" ? "0-1" : "1-0");
2145 playVisual(move, r
) {
2146 move.vanish
.forEach(v
=> {
2147 // TODO: next "if" shouldn't be required
2148 if (this.g_pieces
[v
.x
][v
.y
])
2149 this.g_pieces
[v
.x
][v
.y
].remove();
2150 this.g_pieces
[v
.x
][v
.y
] = null;
2153 document
.getElementById(this.containerId
).querySelector(".chessboard");
2155 r
= chessboard
.getBoundingClientRect();
2156 const pieceWidth
= this.getPieceWidth(r
.width
);
2157 move.appear
.forEach(a
=> {
2158 this.g_pieces
[a
.x
][a
.y
] = document
.createElement("piece");
2159 this.g_pieces
[a
.x
][a
.y
].classList
.add(this.pieces()[a
.p
]["class"]);
2160 this.g_pieces
[a
.x
][a
.y
].classList
.add(a
.c
== "w" ? "white" : "black");
2161 this.g_pieces
[a
.x
][a
.y
].style
.width
= pieceWidth
+ "px";
2162 this.g_pieces
[a
.x
][a
.y
].style
.height
= pieceWidth
+ "px";
2163 const [ip
, jp
] = this.getPixelPosition(a
.x
, a
.y
, r
);
2164 // Translate coordinates to use chessboard as reference:
2165 this.g_pieces
[a
.x
][a
.y
].style
.transform
=
2166 `translate(${ip - r.x}px,${jp - r.y}px)`;
2167 if (this.enlightened
&& !this.enlightened
[a
.x
][a
.y
])
2168 this.g_pieces
[a
.x
][a
.y
].classList
.add("hidden");
2169 chessboard
.appendChild(this.g_pieces
[a
.x
][a
.y
]);
2171 if (this.options
["dark"])
2172 this.graphUpdateEnlightened();
2175 playPlusVisual(move, r
) {
2177 this.playVisual(move, r
);
2178 this.afterPlay(move); //user method
2181 getMaxDistance(rwidth
) {
2182 // Works for all rectangular boards:
2183 return Math
.sqrt(rwidth
** 2 + (rwidth
/ this.size
.ratio
) ** 2);
2187 return (typeof x
== "string" ? this.r_pieces : this.g_pieces
)[x
][y
];
2190 animate(move, callback
) {
2191 if (this.noAnimate
|| move.noAnimate
) {
2195 let initPiece
= this.getDomPiece(move.start
.x
, move.start
.y
);
2196 if (!initPiece
) { //TODO this shouldn't be required
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();