c19ee64ff113ed3a84c7128cdb7c32f490643b06
[xogo.git] / base_rules.js
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";
5
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 {
9
10 static get Aliases() {
11 return {'C': ChessRules};
12 }
13
14 /////////////////////////
15 // VARIANT SPECIFICATIONS
16
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() {
21 return {
22 select: [{
23 label: "Randomness",
24 variable: "randomness",
25 defaut: 0,
26 options: [
27 {label: "Deterministic", value: 0},
28 {label: "Symmetric random", value: 1},
29 {label: "Asymmetric random", value: 2}
30 ]
31 }],
32 input: [
33 {
34 label: "Capture king",
35 variable: "taking",
36 type: "checkbox",
37 defaut: false
38 },
39 {
40 label: "Falling pawn",
41 variable: "pawnfall",
42 type: "checkbox",
43 defaut: false
44 }
45 ],
46 // Game modifiers (using "elementary variants"). Default: false
47 styles: [
48 "atomic",
49 "balance", //takes precedence over doublemove & progressive
50 "cannibal",
51 "capture",
52 "crazyhouse",
53 "cylinder", //ok with all
54 "dark",
55 "doublemove",
56 "madrasi",
57 "progressive", //(natural) priority over doublemove
58 "recycle",
59 "rifle",
60 "teleport",
61 "zen"
62 ]
63 };
64 }
65
66 get pawnPromotions() {
67 return ['q', 'r', 'n', 'b'];
68 }
69
70 // Some variants don't have flags:
71 get hasFlags() {
72 return true;
73 }
74 // Or castle
75 get hasCastle() {
76 return this.hasFlags;
77 }
78
79 // En-passant captures allowed?
80 get hasEnpassant() {
81 return true;
82 }
83
84 get hasReserve() {
85 return (
86 !!this.options["crazyhouse"] ||
87 (!!this.options["recycle"] && !this.options["teleport"])
88 );
89 }
90 // Some variants do not store reserve state (Align4, Chakart...)
91 get hasReserveFen() {
92 return this.hasReserve;
93 }
94
95 get noAnimate() {
96 return !!this.options["dark"];
97 }
98
99 // Some variants use click infos:
100 doClick(coords) {
101 if (typeof coords.x != "number")
102 return null; //click on reserves
103 if (
104 this.options["teleport"] && this.subTurnTeleport == 2 &&
105 this.board[coords.x][coords.y] == ""
106 ) {
107 let res = new Move({
108 start: {x: this.captured.x, y: this.captured.y},
109 appear: [
110 new PiPo({
111 x: coords.x,
112 y: coords.y,
113 c: this.captured.c, //this.turn,
114 p: this.captured.p
115 })
116 ],
117 vanish: []
118 });
119 res.drag = {c: this.captured.c, p: this.captured.p};
120 return res;
121 }
122 return null;
123 }
124
125 ////////////////////
126 // COORDINATES UTILS
127
128 // 3a --> {x:3, y:10}
129 static SquareToCoords(sq) {
130 return ArrayFun.toObject(["x", "y"],
131 [0, 1].map(i => parseInt(sq[i], 36)));
132 }
133
134 // {x:11, y:12} --> bc
135 static CoordsToSquare(cd) {
136 return Object.values(cd).map(c => c.toString(36)).join("");
137 }
138
139 coordsToId(cd) {
140 if (typeof cd.x == "number") {
141 return (
142 `${this.containerId}|sq-${cd.x.toString(36)}-${cd.y.toString(36)}`
143 );
144 }
145 // Reserve :
146 return `${this.containerId}|rsq-${cd.x}-${cd.y}`;
147 }
148
149 idToCoords(targetId) {
150 if (!targetId)
151 return null; //outside page, maybe...
152 const idParts = targetId.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
153 if (
154 idParts.length < 2 ||
155 idParts[0] != this.containerId ||
156 !idParts[1].match(/sq-[0-9a-zA-Z]-[0-9a-zA-Z]/)
157 ) {
158 return null;
159 }
160 const squares = idParts[1].split('-');
161 if (squares[0] == "sq")
162 return {x: parseInt(squares[1], 36), y: parseInt(squares[2], 36)};
163 // squares[0] == "rsq" : reserve, 'c' + 'p' (letters color & piece)
164 return {x: squares[1], y: squares[2]};
165 }
166
167 /////////////
168 // FEN UTILS
169
170 // Turn "wb" into "B" (for FEN)
171 board2fen(b) {
172 return (b[0] == "w" ? b[1].toUpperCase() : b[1]);
173 }
174
175 // Turn "p" into "bp" (for board)
176 fen2board(f) {
177 return (f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f);
178 }
179
180 // Setup the initial random-or-not (asymmetric-or-not) position
181 genRandInitFen(seed) {
182 let fen, flags = "0707";
183 if (!this.options.randomness)
184 // Deterministic:
185 fen = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0";
186
187 else {
188 // Randomize
189 Random.setSeed(seed);
190 let pieces = {w: new Array(8), b: new Array(8)};
191 flags = "";
192 // Shuffle pieces on first (and last rank if randomness == 2)
193 for (let c of ["w", "b"]) {
194 if (c == 'b' && this.options.randomness == 1) {
195 pieces['b'] = pieces['w'];
196 flags += flags;
197 break;
198 }
199
200 let positions = ArrayFun.range(8);
201
202 // Get random squares for bishops
203 let randIndex = 2 * Random.randInt(4);
204 const bishop1Pos = positions[randIndex];
205 // The second bishop must be on a square of different color
206 let randIndex_tmp = 2 * Random.randInt(4) + 1;
207 const bishop2Pos = positions[randIndex_tmp];
208 // Remove chosen squares
209 positions.splice(Math.max(randIndex, randIndex_tmp), 1);
210 positions.splice(Math.min(randIndex, randIndex_tmp), 1);
211
212 // Get random squares for knights
213 randIndex = Random.randInt(6);
214 const knight1Pos = positions[randIndex];
215 positions.splice(randIndex, 1);
216 randIndex = Random.randInt(5);
217 const knight2Pos = positions[randIndex];
218 positions.splice(randIndex, 1);
219
220 // Get random square for queen
221 randIndex = Random.randInt(4);
222 const queenPos = positions[randIndex];
223 positions.splice(randIndex, 1);
224
225 // Rooks and king positions are now fixed,
226 // because of the ordering rook-king-rook
227 const rook1Pos = positions[0];
228 const kingPos = positions[1];
229 const rook2Pos = positions[2];
230
231 // Finally put the shuffled pieces in the board array
232 pieces[c][rook1Pos] = "r";
233 pieces[c][knight1Pos] = "n";
234 pieces[c][bishop1Pos] = "b";
235 pieces[c][queenPos] = "q";
236 pieces[c][kingPos] = "k";
237 pieces[c][bishop2Pos] = "b";
238 pieces[c][knight2Pos] = "n";
239 pieces[c][rook2Pos] = "r";
240 flags += rook1Pos.toString() + rook2Pos.toString();
241 }
242 fen = (
243 pieces["b"].join("") +
244 "/pppppppp/8/8/8/8/PPPPPPPP/" +
245 pieces["w"].join("").toUpperCase() +
246 " w 0"
247 );
248 }
249 // Add turn + flags + enpassant (+ reserve)
250 let parts = [];
251 if (this.hasFlags)
252 parts.push(`"flags":"${flags}"`);
253 if (this.hasEnpassant)
254 parts.push('"enpassant":"-"');
255 if (this.hasReserve)
256 parts.push('"reserve":"000000000000"');
257 if (this.options["crazyhouse"])
258 parts.push('"ispawn":"-"');
259 if (parts.length >= 1)
260 fen += " {" + parts.join(",") + "}";
261 return fen;
262 }
263
264 // "Parse" FEN: just return untransformed string data
265 parseFen(fen) {
266 const fenParts = fen.split(" ");
267 let res = {
268 position: fenParts[0],
269 turn: fenParts[1],
270 movesCount: fenParts[2]
271 };
272 if (fenParts.length > 3)
273 res = Object.assign(res, JSON.parse(fenParts[3]));
274 return res;
275 }
276
277 // Return current fen (game state)
278 getFen() {
279 let fen = (
280 this.getPosition() + " " +
281 this.getTurnFen() + " " +
282 this.movesCount
283 );
284 let parts = [];
285 if (this.hasFlags)
286 parts.push(`"flags":"${this.getFlagsFen()}"`);
287 if (this.hasEnpassant)
288 parts.push(`"enpassant":"${this.getEnpassantFen()}"`);
289 if (this.hasReserveFen)
290 parts.push(`"reserve":"${this.getReserveFen()}"`);
291 if (this.options["crazyhouse"])
292 parts.push(`"ispawn":"${this.getIspawnFen()}"`);
293 if (parts.length >= 1)
294 fen += " {" + parts.join(",") + "}";
295 return fen;
296 }
297
298 static FenEmptySquares(count) {
299 // if more than 9 consecutive free spaces, break the integer,
300 // otherwise FEN parsing will fail.
301 if (count <= 9)
302 return count;
303 // Most boards of size < 18:
304 if (count <= 18)
305 return "9" + (count - 9);
306 // Except Gomoku:
307 return "99" + (count - 18);
308 }
309
310 // Position part of the FEN string
311 getPosition() {
312 let position = "";
313 for (let i = 0; i < this.size.y; i++) {
314 let emptyCount = 0;
315 for (let j = 0; j < this.size.x; j++) {
316 if (this.board[i][j] == "")
317 emptyCount++;
318 else {
319 if (emptyCount > 0) {
320 // Add empty squares in-between
321 position += C.FenEmptySquares(emptyCount);
322 emptyCount = 0;
323 }
324 position += this.board2fen(this.board[i][j]);
325 }
326 }
327 if (emptyCount > 0)
328 // "Flush remainder"
329 position += C.FenEmptySquares(emptyCount);
330 if (i < this.size.y - 1)
331 position += "/"; //separate rows
332 }
333 return position;
334 }
335
336 getTurnFen() {
337 return this.turn;
338 }
339
340 // Flags part of the FEN string
341 getFlagsFen() {
342 return ["w", "b"].map(c => {
343 return this.castleFlags[c].map(x => x.toString(36)).join("");
344 }).join("");
345 }
346
347 // Enpassant part of the FEN string
348 getEnpassantFen() {
349 if (!this.epSquare)
350 return "-"; //no en-passant
351 return C.CoordsToSquare(this.epSquare);
352 }
353
354 getReserveFen() {
355 return (
356 ["w","b"].map(c => Object.values(this.reserve[c]).join("")).join("")
357 );
358 }
359
360 getIspawnFen() {
361 const squares = Object.keys(this.ispawn);
362 if (squares.length == 0)
363 return "-";
364 return squares.join(",");
365 }
366
367 // Set flags from fen (castle: white a,h then black a,h)
368 setFlags(fenflags) {
369 this.castleFlags = {
370 w: [0, 1].map(i => parseInt(fenflags.charAt(i), 36)),
371 b: [2, 3].map(i => parseInt(fenflags.charAt(i), 36))
372 };
373 }
374
375 //////////////////
376 // INITIALIZATION
377
378 constructor(o) {
379 this.options = o.options;
380 // Fill missing options (always the case if random challenge)
381 (V.Options.select || []).concat(V.Options.input || []).forEach(opt => {
382 if (this.options[opt.variable] === undefined)
383 this.options[opt.variable] = opt.defaut;
384 });
385 if (o.genFenOnly)
386 // This object will be used only for initial FEN generation
387 return;
388 this.playerColor = o.color;
389 this.afterPlay = o.afterPlay; //trigger some actions after playing a move
390
391 // Fen string fully describes the game state
392 if (!o.fen)
393 o.fen = this.genRandInitFen(o.seed);
394 const fenParsed = this.parseFen(o.fen);
395 this.board = this.getBoard(fenParsed.position);
396 this.turn = fenParsed.turn;
397 this.movesCount = parseInt(fenParsed.movesCount, 10);
398 this.setOtherVariables(fenParsed);
399
400 // Graphical (can use variables defined above)
401 this.containerId = o.element;
402 this.graphicalInit();
403 }
404
405 // Turn position fen into double array ["wb","wp","bk",...]
406 getBoard(position) {
407 const rows = position.split("/");
408 let board = ArrayFun.init(this.size.x, this.size.y, "");
409 for (let i = 0; i < rows.length; i++) {
410 let j = 0;
411 for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) {
412 const character = rows[i][indexInRow];
413 const num = parseInt(character, 10);
414 // If num is a number, just shift j:
415 if (!isNaN(num))
416 j += num;
417 // Else: something at position i,j
418 else
419 board[i][j++] = this.fen2board(character);
420 }
421 }
422 return board;
423 }
424
425 // Some additional variables from FEN (variant dependant)
426 setOtherVariables(fenParsed) {
427 // Set flags and enpassant:
428 if (this.hasFlags)
429 this.setFlags(fenParsed.flags);
430 if (this.hasEnpassant)
431 this.epSquare = this.getEpSquare(fenParsed.enpassant);
432 if (this.hasReserve)
433 this.initReserves(fenParsed.reserve);
434 if (this.options["crazyhouse"])
435 this.initIspawn(fenParsed.ispawn);
436 this.subTurn = 1; //may be unused
437 if (this.options["teleport"]) {
438 this.subTurnTeleport = 1;
439 this.captured = null;
440 }
441 if (this.options["dark"]) {
442 // Setup enlightened: squares reachable by player side
443 this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
444 this.updateEnlightened();
445 }
446 }
447
448 updateEnlightened() {
449 this.oldEnlightened = this.enlightened;
450 this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
451 // Add pieces positions + all squares reachable by moves (includes Zen):
452 for (let x=0; x<this.size.x; x++) {
453 for (let y=0; y<this.size.y; y++) {
454 if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor)
455 {
456 this.enlightened[x][y] = true;
457 this.getPotentialMovesFrom([x, y]).forEach(m => {
458 this.enlightened[m.end.x][m.end.y] = true;
459 });
460 }
461 }
462 }
463 if (this.epSquare)
464 this.enlightEnpassant();
465 }
466
467 // Include square of the en-passant capturing square:
468 enlightEnpassant() {
469 // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
470 const steps = this.pieces(this.playerColor)["p"].attack[0].steps;
471 for (let step of steps) {
472 const x = this.epSquare.x - step[0],
473 y = this.getY(this.epSquare.y - step[1]);
474 if (
475 this.onBoard(x, y) &&
476 this.getColor(x, y) == this.playerColor &&
477 this.getPieceType(x, y) == "p"
478 ) {
479 this.enlightened[x][this.epSquare.y] = true;
480 break;
481 }
482 }
483 }
484
485 // ordering as in pieces() p,r,n,b,q,k (+ count in base 30 if needed)
486 initReserves(reserveStr) {
487 const counts = reserveStr.split("").map(c => parseInt(c, 30));
488 this.reserve = { w: {}, b: {} };
489 const pieceName = ['p', 'r', 'n', 'b', 'q', 'k'];
490 const L = pieceName.length;
491 for (let i of ArrayFun.range(2 * L)) {
492 if (i < L)
493 this.reserve['w'][pieceName[i]] = counts[i];
494 else
495 this.reserve['b'][pieceName[i-L]] = counts[i];
496 }
497 }
498
499 initIspawn(ispawnStr) {
500 if (ispawnStr != "-")
501 this.ispawn = ArrayFun.toObject(ispawnStr.split(","), true);
502 else
503 this.ispawn = {};
504 }
505
506 getNbReservePieces(color) {
507 return (
508 Object.values(this.reserve[color]).reduce(
509 (oldV,newV) => oldV + (newV > 0 ? 1 : 0), 0)
510 );
511 }
512
513 getRankInReserve(c, p) {
514 const pieces = Object.keys(this.pieces());
515 const lastIndex = pieces.findIndex(pp => pp == p)
516 let toTest = pieces.slice(0, lastIndex);
517 return toTest.reduce(
518 (oldV,newV) => oldV + (this.reserve[c][newV] > 0 ? 1 : 0), 0);
519 }
520
521 //////////////
522 // VISUAL PART
523
524 getPieceWidth(rwidth) {
525 return (rwidth / this.size.y);
526 }
527
528 getReserveSquareSize(rwidth, nbR) {
529 const sqSize = this.getPieceWidth(rwidth);
530 return Math.min(sqSize, rwidth / nbR);
531 }
532
533 getReserveNumId(color, piece) {
534 return `${this.containerId}|rnum-${color}${piece}`;
535 }
536
537 static AddClass_es(piece, class_es) {
538 if (!Array.isArray(class_es))
539 class_es = [class_es];
540 class_es.forEach(cl => {
541 piece.classList.add(cl);
542 });
543 }
544
545 static RemoveClass_es(piece, class_es) {
546 if (!Array.isArray(class_es))
547 class_es = [class_es];
548 class_es.forEach(cl => {
549 piece.classList.remove(cl);
550 });
551 }
552
553 graphicalInit() {
554 // NOTE: not window.onresize = this.re_drawBoardElts because scope (this)
555 window.onresize = () => this.re_drawBoardElements();
556 this.re_drawBoardElements();
557 this.initMouseEvents();
558 const chessboard =
559 document.getElementById(this.containerId).querySelector(".chessboard");
560 }
561
562 re_drawBoardElements() {
563 const board = this.getSvgChessboard();
564 const oppCol = C.GetOppCol(this.playerColor);
565 let chessboard =
566 document.getElementById(this.containerId).querySelector(".chessboard");
567 chessboard.innerHTML = "";
568 chessboard.insertAdjacentHTML('beforeend', board);
569 // Compare window ratio width / height to aspectRatio:
570 const windowRatio = window.innerWidth / window.innerHeight;
571 let cbWidth, cbHeight;
572 const vRatio = this.size.ratio || 1;
573 if (windowRatio <= vRatio) {
574 // Limiting dimension is width:
575 cbWidth = Math.min(window.innerWidth, 767);
576 cbHeight = cbWidth / vRatio;
577 }
578 else {
579 // Limiting dimension is height:
580 cbHeight = Math.min(window.innerHeight, 767);
581 cbWidth = cbHeight * vRatio;
582 }
583 if (this.hasReserve) {
584 const sqSize = cbWidth / this.size.y;
585 // NOTE: allocate space for reserves (up/down) even if they are empty
586 // Cannot use getReserveSquareSize() here, but sqSize is an upper bound.
587 if ((window.innerHeight - cbHeight) / 2 < sqSize + 5) {
588 cbHeight = window.innerHeight - 2 * (sqSize + 5);
589 cbWidth = cbHeight * vRatio;
590 }
591 }
592 chessboard.style.width = cbWidth + "px";
593 chessboard.style.height = cbHeight + "px";
594 // Center chessboard:
595 const spaceLeft = (window.innerWidth - cbWidth) / 2,
596 spaceTop = (window.innerHeight - cbHeight) / 2;
597 chessboard.style.left = spaceLeft + "px";
598 chessboard.style.top = spaceTop + "px";
599 // Give sizes instead of recomputing them,
600 // because chessboard might not be drawn yet.
601 this.setupPieces({
602 width: cbWidth,
603 height: cbHeight,
604 x: spaceLeft,
605 y: spaceTop
606 });
607 }
608
609 // Get SVG board (background, no pieces)
610 getSvgChessboard() {
611 const flipped = (this.playerColor == 'b');
612 let board = `
613 <svg
614 viewBox="0 0 ${10*this.size.y} ${10*this.size.x}"
615 class="chessboard_SVG">`;
616 for (let i=0; i < this.size.x; i++) {
617 for (let j=0; j < this.size.y; j++) {
618 const ii = (flipped ? this.size.x - 1 - i : i);
619 const jj = (flipped ? this.size.y - 1 - j : j);
620 let classes = this.getSquareColorClass(ii, jj);
621 if (this.enlightened && !this.enlightened[ii][jj])
622 classes += " in-shadow";
623 // NOTE: x / y reversed because coordinates system is reversed.
624 board += `
625 <rect
626 class="${classes}"
627 id="${this.coordsToId({x: ii, y: jj})}"
628 width="10"
629 height="10"
630 x="${10*j}"
631 y="${10*i}"
632 />`;
633 }
634 }
635 board += "</svg>";
636 return board;
637 }
638
639 // Generally light square bottom-right
640 getSquareColorClass(x, y) {
641 return ((x+y) % 2 == 0 ? "light-square": "dark-square");
642 }
643
644 setupPieces(r) {
645 if (this.g_pieces) {
646 // Refreshing: delete old pieces first
647 for (let i=0; i<this.size.x; i++) {
648 for (let j=0; j<this.size.y; j++) {
649 if (this.g_pieces[i][j]) {
650 this.g_pieces[i][j].remove();
651 this.g_pieces[i][j] = null;
652 }
653 }
654 }
655 }
656 else
657 this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null);
658 let chessboard =
659 document.getElementById(this.containerId).querySelector(".chessboard");
660 if (!r)
661 r = chessboard.getBoundingClientRect();
662 const pieceWidth = this.getPieceWidth(r.width);
663 for (let i=0; i < this.size.x; i++) {
664 for (let j=0; j < this.size.y; j++) {
665 if (this.board[i][j] != "") {
666 const color = this.getColor(i, j);
667 const piece = this.getPiece(i, j);
668 this.g_pieces[i][j] = document.createElement("piece");
669 C.AddClass_es(this.g_pieces[i][j], this.pieces()[piece]["class"]);
670 this.g_pieces[i][j].classList.add(C.GetColorClass(color));
671 this.g_pieces[i][j].style.width = pieceWidth + "px";
672 this.g_pieces[i][j].style.height = pieceWidth + "px";
673 let [ip, jp] = this.getPixelPosition(i, j, r);
674 // Translate coordinates to use chessboard as reference:
675 this.g_pieces[i][j].style.transform =
676 `translate(${ip - r.x}px,${jp - r.y}px)`;
677 if (this.enlightened && !this.enlightened[i][j])
678 this.g_pieces[i][j].classList.add("hidden");
679 chessboard.appendChild(this.g_pieces[i][j]);
680 }
681 }
682 }
683 if (this.hasReserve)
684 this.re_drawReserve(['w', 'b'], r);
685 }
686
687 // NOTE: assume this.reserve != null
688 re_drawReserve(colors, r) {
689 if (this.r_pieces) {
690 // Remove (old) reserve pieces
691 for (let c of colors) {
692 Object.keys(this.r_pieces[c]).forEach(p => {
693 this.r_pieces[c][p].remove();
694 delete this.r_pieces[c][p];
695 const numId = this.getReserveNumId(c, p);
696 document.getElementById(numId).remove();
697 });
698 }
699 }
700 else
701 this.r_pieces = { w: {}, b: {} };
702 let container = document.getElementById(this.containerId);
703 if (!r)
704 r = container.querySelector(".chessboard").getBoundingClientRect();
705 for (let c of colors) {
706 let reservesDiv = document.getElementById("reserves_" + c);
707 if (reservesDiv)
708 reservesDiv.remove();
709 if (!this.reserve[c])
710 continue;
711 const nbR = this.getNbReservePieces(c);
712 if (nbR == 0)
713 continue;
714 const sqResSize = this.getReserveSquareSize(r.width, nbR);
715 let ridx = 0;
716 const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
717 const [i0, j0] = [r.x, r.y + vShift];
718 let rcontainer = document.createElement("div");
719 rcontainer.id = "reserves_" + c;
720 rcontainer.classList.add("reserves");
721 rcontainer.style.left = i0 + "px";
722 rcontainer.style.top = j0 + "px";
723 // NOTE: +1 fix display bug on Firefox at least
724 rcontainer.style.width = (nbR * sqResSize + 1) + "px";
725 rcontainer.style.height = sqResSize + "px";
726 container.appendChild(rcontainer);
727 for (let p of Object.keys(this.reserve[c])) {
728 if (this.reserve[c][p] == 0)
729 continue;
730 let r_cell = document.createElement("div");
731 r_cell.id = this.coordsToId({x: c, y: p});
732 r_cell.classList.add("reserve-cell");
733 r_cell.style.width = sqResSize + "px";
734 r_cell.style.height = sqResSize + "px";
735 rcontainer.appendChild(r_cell);
736 let piece = document.createElement("piece");
737 C.AddClass_es(piece, this.pieces()[p]["class"]);
738 piece.classList.add(C.GetColorClass(c));
739 piece.style.width = "100%";
740 piece.style.height = "100%";
741 this.r_pieces[c][p] = piece;
742 r_cell.appendChild(piece);
743 let number = document.createElement("div");
744 number.textContent = this.reserve[c][p];
745 number.classList.add("reserve-num");
746 number.id = this.getReserveNumId(c, p);
747 const fontSize = "1.3em";
748 number.style.fontSize = fontSize;
749 number.style.fontSize = fontSize;
750 r_cell.appendChild(number);
751 ridx++;
752 }
753 }
754 }
755
756 updateReserve(color, piece, count) {
757 if (this.options["cannibal"] && C.CannibalKings[piece])
758 piece = "k"; //capturing cannibal king: back to king form
759 const oldCount = this.reserve[color][piece];
760 this.reserve[color][piece] = count;
761 // Redrawing is much easier if count==0
762 if ([oldCount, count].includes(0))
763 this.re_drawReserve([color]);
764 else {
765 const numId = this.getReserveNumId(color, piece);
766 document.getElementById(numId).textContent = count;
767 }
768 }
769
770 // Apply diff this.enlightened --> oldEnlightened on board
771 graphUpdateEnlightened() {
772 let chessboard =
773 document.getElementById(this.containerId).querySelector(".chessboard");
774 const r = chessboard.getBoundingClientRect();
775 const pieceWidth = this.getPieceWidth(r.width);
776 for (let x=0; x<this.size.x; x++) {
777 for (let y=0; y<this.size.y; y++) {
778 if (!this.enlightened[x][y] && this.oldEnlightened[x][y]) {
779 let elt = document.getElementById(this.coordsToId({x: x, y: y}));
780 elt.classList.add("in-shadow");
781 if (this.g_pieces[x][y])
782 this.g_pieces[x][y].classList.add("hidden");
783 }
784 else if (this.enlightened[x][y] && !this.oldEnlightened[x][y]) {
785 let elt = document.getElementById(this.coordsToId({x: x, y: y}));
786 elt.classList.remove("in-shadow");
787 if (this.g_pieces[x][y])
788 this.g_pieces[x][y].classList.remove("hidden");
789 }
790 }
791 }
792 }
793
794 // Resize board: no need to destroy/recreate pieces
795 rescale(mode) {
796 let chessboard =
797 document.getElementById(this.containerId).querySelector(".chessboard");
798 const r = chessboard.getBoundingClientRect();
799 const multFact = (mode == "up" ? 1.05 : 0.95);
800 let [newWidth, newHeight] = [multFact * r.width, multFact * r.height];
801 // Stay in window:
802 const vRatio = this.size.ratio || 1;
803 if (newWidth > window.innerWidth) {
804 newWidth = window.innerWidth;
805 newHeight = newWidth / vRatio;
806 }
807 if (newHeight > window.innerHeight) {
808 newHeight = window.innerHeight;
809 newWidth = newHeight * vRatio;
810 }
811 chessboard.style.width = newWidth + "px";
812 chessboard.style.height = newHeight + "px";
813 const newX = (window.innerWidth - newWidth) / 2;
814 chessboard.style.left = newX + "px";
815 const newY = (window.innerHeight - newHeight) / 2;
816 chessboard.style.top = newY + "px";
817 const newR = {x: newX, y: newY, width: newWidth, height: newHeight};
818 const pieceWidth = this.getPieceWidth(newWidth);
819 // NOTE: next "if" for variants which use squares filling
820 // instead of "physical", moving pieces
821 if (this.g_pieces) {
822 for (let i=0; i < this.size.x; i++) {
823 for (let j=0; j < this.size.y; j++) {
824 if (this.g_pieces[i][j]) {
825 // NOTE: could also use CSS transform "scale"
826 this.g_pieces[i][j].style.width = pieceWidth + "px";
827 this.g_pieces[i][j].style.height = pieceWidth + "px";
828 const [ip, jp] = this.getPixelPosition(i, j, newR);
829 // Translate coordinates to use chessboard as reference:
830 this.g_pieces[i][j].style.transform =
831 `translate(${ip - newX}px,${jp - newY}px)`;
832 }
833 }
834 }
835 }
836 if (this.hasReserve)
837 this.rescaleReserve(newR);
838 }
839
840 rescaleReserve(r) {
841 for (let c of ['w','b']) {
842 if (!this.reserve[c])
843 continue;
844 const nbR = this.getNbReservePieces(c);
845 if (nbR == 0)
846 continue;
847 // Resize container first
848 const sqResSize = this.getReserveSquareSize(r.width, nbR);
849 const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
850 const [i0, j0] = [r.x, r.y + vShift];
851 let rcontainer = document.getElementById("reserves_" + c);
852 rcontainer.style.left = i0 + "px";
853 rcontainer.style.top = j0 + "px";
854 rcontainer.style.width = (nbR * sqResSize + 1) + "px";
855 rcontainer.style.height = sqResSize + "px";
856 // And then reserve cells:
857 const rpieceWidth = this.getReserveSquareSize(r.width, nbR);
858 Object.keys(this.reserve[c]).forEach(p => {
859 if (this.reserve[c][p] == 0)
860 return;
861 let r_cell = document.getElementById(this.coordsToId({x: c, y: p}));
862 r_cell.style.width = sqResSize + "px";
863 r_cell.style.height = sqResSize + "px";
864 });
865 }
866 }
867
868 // Return the absolute pixel coordinates given current position.
869 // Our coordinate system differs from CSS one (x <--> y).
870 // We return here the CSS coordinates (more useful).
871 getPixelPosition(i, j, r) {
872 if (i < 0 || j < 0)
873 return [0, 0]; //piece vanishes
874 let x, y;
875 if (typeof i == "string") {
876 // Reserves: need to know the rank of piece
877 const nbR = this.getNbReservePieces(i);
878 const rsqSize = this.getReserveSquareSize(r.width, nbR);
879 x = this.getRankInReserve(i, j) * rsqSize;
880 y = (this.playerColor == i ? y = r.height + 5 : - 5 - rsqSize);
881 }
882 else {
883 const sqSize = r.width / this.size.y;
884 const flipped = (this.playerColor == 'b');
885 x = (flipped ? this.size.y - 1 - j : j) * sqSize;
886 y = (flipped ? this.size.x - 1 - i : i) * sqSize;
887 }
888 return [r.x + x, r.y + y];
889 }
890
891 initMouseEvents() {
892 let container = document.getElementById(this.containerId);
893 let chessboard = container.querySelector(".chessboard");
894
895 const getOffset = e => {
896 if (e.clientX)
897 // Mouse
898 return {x: e.clientX, y: e.clientY};
899 let touchLocation = null;
900 if (e.targetTouches && e.targetTouches.length >= 1)
901 // Touch screen, dragstart
902 touchLocation = e.targetTouches[0];
903 else if (e.changedTouches && e.changedTouches.length >= 1)
904 // Touch screen, dragend
905 touchLocation = e.changedTouches[0];
906 if (touchLocation)
907 return {x: touchLocation.clientX, y: touchLocation.clientY};
908 return {x: 0, y: 0}; //shouldn't reach here =)
909 }
910
911 const centerOnCursor = (piece, e) => {
912 const centerShift = this.getPieceWidth(r.width) / 2;
913 const offset = getOffset(e);
914 piece.style.left = (offset.x - centerShift) + "px";
915 piece.style.top = (offset.y - centerShift) + "px";
916 }
917
918 let start = null,
919 r = null,
920 startPiece, curPiece = null,
921 pieceWidth;
922 const mousedown = (e) => {
923 // Disable zoom on smartphones:
924 if (e.touches && e.touches.length > 1)
925 e.preventDefault();
926 r = chessboard.getBoundingClientRect();
927 pieceWidth = this.getPieceWidth(r.width);
928 const cd = this.idToCoords(e.target.id);
929 if (cd) {
930 const move = this.doClick(cd);
931 if (move)
932 this.playPlusVisual(move);
933 else {
934 const [x, y] = Object.values(cd);
935 if (typeof x != "number")
936 startPiece = this.r_pieces[x][y];
937 else
938 startPiece = this.g_pieces[x][y];
939 if (startPiece && this.canIplay(x, y)) {
940 e.preventDefault();
941 start = cd;
942 curPiece = startPiece.cloneNode();
943 curPiece.style.transform = "none";
944 curPiece.style.zIndex = 5;
945 curPiece.style.width = pieceWidth + "px";
946 curPiece.style.height = pieceWidth + "px";
947 centerOnCursor(curPiece, e);
948 container.appendChild(curPiece);
949 startPiece.style.opacity = "0.4";
950 chessboard.style.cursor = "none";
951 }
952 }
953 }
954 };
955
956 const mousemove = (e) => {
957 if (start) {
958 e.preventDefault();
959 centerOnCursor(curPiece, e);
960 }
961 else if (e.changedTouches && e.changedTouches.length >= 1)
962 // Attempt to prevent horizontal swipe...
963 e.preventDefault();
964 };
965
966 const mouseup = (e) => {
967 if (!start)
968 return;
969 const [x, y] = [start.x, start.y];
970 start = null;
971 e.preventDefault();
972 chessboard.style.cursor = "pointer";
973 startPiece.style.opacity = "1";
974 const offset = getOffset(e);
975 const landingElt = document.elementFromPoint(offset.x, offset.y);
976 const cd =
977 (landingElt ? this.idToCoords(landingElt.id) : undefined);
978 if (cd) {
979 // NOTE: clearly suboptimal, but much easier, and not a big deal.
980 const potentialMoves = this.getPotentialMovesFrom([x, y])
981 .filter(m => m.end.x == cd.x && m.end.y == cd.y);
982 const moves = this.filterValid(potentialMoves);
983 if (moves.length >= 2)
984 this.showChoices(moves, r);
985 else if (moves.length == 1)
986 this.playPlusVisual(moves[0], r);
987 }
988 curPiece.remove();
989 };
990
991 if ('onmousedown' in window) {
992 document.addEventListener("mousedown", mousedown);
993 document.addEventListener("mousemove", mousemove);
994 document.addEventListener("mouseup", mouseup);
995 document.addEventListener("wheel",
996 (e) => this.rescale(e.deltaY < 0 ? "up" : "down"));
997 }
998 if ('ontouchstart' in window) {
999 // https://stackoverflow.com/a/42509310/12660887
1000 document.addEventListener("touchstart", mousedown, {passive: false});
1001 document.addEventListener("touchmove", mousemove, {passive: false});
1002 document.addEventListener("touchend", mouseup, {passive: false});
1003 }
1004 // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
1005 }
1006
1007 showChoices(moves, r) {
1008 let container = document.getElementById(this.containerId);
1009 let chessboard = container.querySelector(".chessboard");
1010 let choices = document.createElement("div");
1011 choices.id = "choices";
1012 if (!r)
1013 r = chessboard.getBoundingClientRect();
1014 choices.style.width = r.width + "px";
1015 choices.style.height = r.height + "px";
1016 choices.style.left = r.x + "px";
1017 choices.style.top = r.y + "px";
1018 chessboard.style.opacity = "0.5";
1019 container.appendChild(choices);
1020 const squareWidth = r.width / this.size.y;
1021 const firstUpLeft = (r.width - (moves.length * squareWidth)) / 2;
1022 const firstUpTop = (r.height - squareWidth) / 2;
1023 const color = moves[0].appear[0].c;
1024 const callback = (m) => {
1025 chessboard.style.opacity = "1";
1026 container.removeChild(choices);
1027 this.playPlusVisual(m, r);
1028 }
1029 for (let i=0; i < moves.length; i++) {
1030 let choice = document.createElement("div");
1031 choice.classList.add("choice");
1032 choice.style.width = squareWidth + "px";
1033 choice.style.height = squareWidth + "px";
1034 choice.style.left = (firstUpLeft + i * squareWidth) + "px";
1035 choice.style.top = firstUpTop + "px";
1036 choice.style.backgroundColor = "lightyellow";
1037 choice.onclick = () => callback(moves[i]);
1038 const piece = document.createElement("piece");
1039 const cdisp = moves[i].choice || moves[i].appear[0].p;
1040 C.AddClass_es(piece, this.pieces()[cdisp]["class"]);
1041 piece.classList.add(C.GetColorClass(color));
1042 piece.style.width = "100%";
1043 piece.style.height = "100%";
1044 choice.appendChild(piece);
1045 choices.appendChild(choice);
1046 }
1047 }
1048
1049 //////////////
1050 // BASIC UTILS
1051
1052 get size() {
1053 return {
1054 x: 8,
1055 y: 8,
1056 ratio: 1 //for rectangular board = y / x (optional, 1 = default)
1057 };
1058 }
1059
1060 // Color of thing on square (i,j). 'undefined' if square is empty
1061 getColor(i, j) {
1062 if (typeof i == "string")
1063 return i; //reserves
1064 return this.board[i][j].charAt(0);
1065 }
1066
1067 static GetColorClass(c) {
1068 if (c == 'w')
1069 return "white";
1070 if (c == 'b')
1071 return "black";
1072 return "other-color"; //unidentified color
1073 }
1074
1075 // Assume square i,j isn't empty
1076 getPiece(i, j) {
1077 if (typeof j == "string")
1078 return j; //reserves
1079 return this.board[i][j].charAt(1);
1080 }
1081
1082 // Piece type on square (i,j)
1083 getPieceType(i, j) {
1084 const p = this.getPiece(i, j);
1085 return C.CannibalKings[p] || p; //a cannibal king move as...
1086 }
1087
1088 // Get opponent color
1089 static GetOppCol(color) {
1090 return (color == "w" ? "b" : "w");
1091 }
1092
1093 // Can thing on square1 capture (no return) thing on square2?
1094 canTake([x1, y1], [x2, y2]) {
1095 return (this.getColor(x1, y1) !== this.getColor(x2, y2));
1096 }
1097
1098 // Is (x,y) on the chessboard?
1099 onBoard(x, y) {
1100 return (x >= 0 && x < this.size.x &&
1101 y >= 0 && y < this.size.y);
1102 }
1103
1104 // Am I allowed to move thing at square x,y ?
1105 canIplay(x, y) {
1106 return (this.playerColor == this.turn && this.getColor(x, y) == this.turn);
1107 }
1108
1109 ////////////////////////
1110 // PIECES SPECIFICATIONS
1111
1112 pieces(color, x, y) {
1113 const pawnShift = (color == "w" ? -1 : 1);
1114 // NOTE: jump 2 squares from first rank (pawns can be here sometimes)
1115 const initRank = ((color == 'w' && x >= 6) || (color == 'b' && x <= 1));
1116 return {
1117 'p': {
1118 "class": "pawn",
1119 moves: [
1120 {
1121 steps: [[pawnShift, 0]],
1122 range: (initRank ? 2 : 1)
1123 }
1124 ],
1125 attack: [
1126 {
1127 steps: [[pawnShift, 1], [pawnShift, -1]],
1128 range: 1
1129 }
1130 ]
1131 },
1132 // rook
1133 'r': {
1134 "class": "rook",
1135 moves: [
1136 {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
1137 ]
1138 },
1139 // knight
1140 'n': {
1141 "class": "knight",
1142 moves: [
1143 {
1144 steps: [
1145 [1, 2], [1, -2], [-1, 2], [-1, -2],
1146 [2, 1], [-2, 1], [2, -1], [-2, -1]
1147 ],
1148 range: 1
1149 }
1150 ]
1151 },
1152 // bishop
1153 'b': {
1154 "class": "bishop",
1155 moves: [
1156 {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
1157 ]
1158 },
1159 // queen
1160 'q': {
1161 "class": "queen",
1162 moves: [
1163 {
1164 steps: [
1165 [0, 1], [0, -1], [1, 0], [-1, 0],
1166 [1, 1], [1, -1], [-1, 1], [-1, -1]
1167 ]
1168 }
1169 ]
1170 },
1171 // king
1172 'k': {
1173 "class": "king",
1174 moves: [
1175 {
1176 steps: [
1177 [0, 1], [0, -1], [1, 0], [-1, 0],
1178 [1, 1], [1, -1], [-1, 1], [-1, -1]
1179 ],
1180 range: 1
1181 }
1182 ]
1183 },
1184 // Cannibal kings:
1185 '!': {"class": "king-pawn", moveas: "p"},
1186 '#': {"class": "king-rook", moveas: "r"},
1187 '$': {"class": "king-knight", moveas: "n"},
1188 '%': {"class": "king-bishop", moveas: "b"},
1189 '*': {"class": "king-queen", moveas: "q"}
1190 };
1191 }
1192
1193 ////////////////////
1194 // MOVES GENERATION
1195
1196 // For Cylinder: get Y coordinate
1197 getY(y) {
1198 if (!this.options["cylinder"])
1199 return y;
1200 let res = y % this.size.y;
1201 if (res < 0)
1202 res += this.size.y;
1203 return res;
1204 }
1205
1206 // Stop at the first capture found
1207 atLeastOneCapture(color) {
1208 color = color || this.turn;
1209 const oppCol = C.GetOppCol(color);
1210 for (let i = 0; i < this.size.x; i++) {
1211 for (let j = 0; j < this.size.y; j++) {
1212 if (this.board[i][j] != "" && this.getColor(i, j) == color) {
1213 const allSpecs = this.pieces(color, i, j)
1214 let specs = allSpecs[this.getPieceType(i, j)];
1215 const attacks = specs.attack || specs.moves;
1216 for (let a of attacks) {
1217 outerLoop: for (let step of a.steps) {
1218 let [ii, jj] = [i + step[0], this.getY(j + step[1])];
1219 let stepCounter = 1;
1220 while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
1221 if (a.range <= stepCounter++)
1222 continue outerLoop;
1223 ii += step[0];
1224 jj = this.getY(jj + step[1]);
1225 }
1226 if (
1227 this.onBoard(ii, jj) &&
1228 this.getColor(ii, jj) == oppCol &&
1229 this.filterValid(
1230 [this.getBasicMove([i, j], [ii, jj])]
1231 ).length >= 1
1232 ) {
1233 return true;
1234 }
1235 }
1236 }
1237 }
1238 }
1239 }
1240 return false;
1241 }
1242
1243 getDropMovesFrom([c, p]) {
1244 // NOTE: by design, this.reserve[c][p] >= 1 on user click
1245 // (but not necessarily otherwise: atLeastOneMove() etc)
1246 if (this.reserve[c][p] == 0)
1247 return [];
1248 let moves = [];
1249 for (let i=0; i<this.size.x; i++) {
1250 for (let j=0; j<this.size.y; j++) {
1251 if (
1252 this.board[i][j] == "" &&
1253 (!this.enlightened || this.enlightened[i][j]) &&
1254 (
1255 p != "p" ||
1256 (c == 'w' && i < this.size.x - 1) ||
1257 (c == 'b' && i > 0)
1258 )
1259 ) {
1260 moves.push(
1261 new Move({
1262 start: {x: c, y: p},
1263 end: {x: i, y: j},
1264 appear: [new PiPo({x: i, y: j, c: c, p: p})],
1265 vanish: []
1266 })
1267 );
1268 }
1269 }
1270 }
1271 return moves;
1272 }
1273
1274 // All possible moves from selected square
1275 getPotentialMovesFrom(sq, color) {
1276 if (this.subTurnTeleport == 2)
1277 return [];
1278 if (typeof sq[0] == "string")
1279 return this.getDropMovesFrom(sq);
1280 if (this.isImmobilized(sq))
1281 return [];
1282 const piece = this.getPieceType(sq[0], sq[1]);
1283 let moves = this.getPotentialMovesOf(piece, sq);
1284 if (
1285 piece == "p" &&
1286 this.hasEnpassant &&
1287 this.epSquare
1288 ) {
1289 Array.prototype.push.apply(moves, this.getEnpassantCaptures(sq));
1290 }
1291 if (
1292 piece == "k" &&
1293 this.hasCastle &&
1294 this.castleFlags[color || this.turn].some(v => v < this.size.y)
1295 ) {
1296 Array.prototype.push.apply(moves, this.getCastleMoves(sq));
1297 }
1298 return this.postProcessPotentialMoves(moves);
1299 }
1300
1301 postProcessPotentialMoves(moves) {
1302 if (moves.length == 0)
1303 return [];
1304 const color = this.getColor(moves[0].start.x, moves[0].start.y);
1305 const oppCol = C.GetOppCol(color);
1306
1307 if (this.options["capture"] && this.atLeastOneCapture())
1308 moves = this.capturePostProcess(moves, oppCol);
1309
1310 if (this.options["atomic"])
1311 this.atomicPostProcess(moves, oppCol);
1312
1313 if (
1314 moves.length > 0 &&
1315 this.getPieceType(moves[0].start.x, moves[0].start.y) == "p"
1316 ) {
1317 this.pawnPostProcess(moves, color, oppCol);
1318 }
1319
1320 if (
1321 this.options["cannibal"] &&
1322 this.options["rifle"]
1323 ) {
1324 // In this case a rifle-capture from last rank may promote a pawn
1325 this.riflePromotePostProcess(moves, color);
1326 }
1327
1328 return moves;
1329 }
1330
1331 capturePostProcess(moves, oppCol) {
1332 // Filter out non-capturing moves (not using m.vanish because of
1333 // self captures of Recycle and Teleport).
1334 return moves.filter(m => {
1335 return (
1336 this.board[m.end.x][m.end.y] != "" &&
1337 this.getColor(m.end.x, m.end.y) == oppCol
1338 );
1339 });
1340 }
1341
1342 atomicPostProcess(moves, oppCol) {
1343 moves.forEach(m => {
1344 if (
1345 this.board[m.end.x][m.end.y] != "" &&
1346 this.getColor(m.end.x, m.end.y) == oppCol
1347 ) {
1348 // Explosion!
1349 let steps = [
1350 [-1, -1],
1351 [-1, 0],
1352 [-1, 1],
1353 [0, -1],
1354 [0, 1],
1355 [1, -1],
1356 [1, 0],
1357 [1, 1]
1358 ];
1359 for (let step of steps) {
1360 let x = m.end.x + step[0];
1361 let y = this.getY(m.end.y + step[1]);
1362 if (
1363 this.onBoard(x, y) &&
1364 this.board[x][y] != "" &&
1365 this.getPieceType(x, y) != "p"
1366 ) {
1367 m.vanish.push(
1368 new PiPo({
1369 p: this.getPiece(x, y),
1370 c: this.getColor(x, y),
1371 x: x,
1372 y: y
1373 })
1374 );
1375 }
1376 }
1377 if (!this.options["rifle"])
1378 m.appear.pop(); //nothing appears
1379 }
1380 });
1381 }
1382
1383 pawnPostProcess(moves, color, oppCol) {
1384 let moreMoves = [];
1385 const lastRank = (color == "w" ? 0 : this.size.x - 1);
1386 const initPiece = this.getPiece(moves[0].start.x, moves[0].start.y);
1387 moves.forEach(m => {
1388 const [x1, y1] = [m.start.x, m.start.y];
1389 const [x2, y2] = [m.end.x, m.end.y];
1390 const promotionOk = (
1391 x2 == lastRank &&
1392 (!this.options["rifle"] || this.board[x2][y2] == "")
1393 );
1394 if (!promotionOk)
1395 return; //nothing to do
1396 if (this.options["pawnfall"]) {
1397 m.appear.shift();
1398 return;
1399 }
1400 let finalPieces = ["p"];
1401 if (
1402 this.options["cannibal"] &&
1403 this.board[x2][y2] != "" &&
1404 this.getColor(x2, y2) == oppCol
1405 ) {
1406 finalPieces = [this.getPieceType(x2, y2)];
1407 }
1408 else
1409 finalPieces = this.pawnPromotions;
1410 m.appear[0].p = finalPieces[0];
1411 if (initPiece == "!") //cannibal king-pawn
1412 m.appear[0].p = C.CannibalKingCode[finalPieces[0]];
1413 for (let i=1; i<finalPieces.length; i++) {
1414 const piece = finalPieces[i];
1415 const tr = {
1416 c: color,
1417 p: (initPiece != "!" ? piece : C.CannibalKingCode[piece])
1418 };
1419 let newMove = this.getBasicMove([x1, y1], [x2, y2], tr);
1420 moreMoves.push(newMove);
1421 }
1422 });
1423 Array.prototype.push.apply(moves, moreMoves);
1424 }
1425
1426 riflePromotePostProcess(moves, color) {
1427 const lastRank = (color == "w" ? 0 : this.size.x - 1);
1428 let newMoves = [];
1429 moves.forEach(m => {
1430 if (
1431 m.start.x == lastRank &&
1432 m.appear.length >= 1 &&
1433 m.appear[0].p == "p" &&
1434 m.appear[0].x == m.start.x &&
1435 m.appear[0].y == m.start.y
1436 ) {
1437 m.appear[0].p = this.pawnPromotions[0];
1438 for (let i=1; i<this.pawnPromotions.length; i++) {
1439 let newMv = JSON.parse(JSON.stringify(m));
1440 newMv.appear[0].p = this.pawnSpecs.promotions[i];
1441 newMoves.push(newMv);
1442 }
1443 }
1444 });
1445 Array.prototype.push.apply(moves, newMoves);
1446 }
1447
1448 // NOTE: using special symbols to not interfere with variants' pieces codes
1449 static get CannibalKings() {
1450 return {
1451 "!": "p",
1452 "#": "r",
1453 "$": "n",
1454 "%": "b",
1455 "*": "q",
1456 "k": "k"
1457 };
1458 }
1459
1460 static get CannibalKingCode() {
1461 return {
1462 "p": "!",
1463 "r": "#",
1464 "n": "$",
1465 "b": "%",
1466 "q": "*",
1467 "k": "k"
1468 };
1469 }
1470
1471 isKing(symbol) {
1472 return !!C.CannibalKings[symbol];
1473 }
1474
1475 // For Madrasi:
1476 // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
1477 isImmobilized([x, y]) {
1478 if (!this.options["madrasi"])
1479 return false;
1480 const color = this.getColor(x, y);
1481 const oppCol = C.GetOppCol(color);
1482 const piece = this.getPieceType(x, y); //ok not cannibal king
1483 const stepSpec = this.pieces(color, x, y)[piece];
1484 const attacks = stepSpec.attack || stepSpec.moves;
1485 for (let a of attacks) {
1486 outerLoop: for (let step of a.steps) {
1487 let [i, j] = [x + step[0], y + step[1]];
1488 let stepCounter = 1;
1489 while (this.onBoard(i, j) && this.board[i][j] == "") {
1490 if (a.range <= stepCounter++)
1491 continue outerLoop;
1492 i += step[0];
1493 j = this.getY(j + step[1]);
1494 }
1495 if (
1496 this.onBoard(i, j) &&
1497 this.getColor(i, j) == oppCol &&
1498 this.getPieceType(i, j) == piece
1499 ) {
1500 return true;
1501 }
1502 }
1503 }
1504 return false;
1505 }
1506
1507 canStepOver(i, j) {
1508 // In some variants, objects on boards don't stop movement (Chakart)
1509 return this.board[i][j] == "";
1510 }
1511
1512 // Generic method to find possible moves of "sliding or jumping" pieces
1513 getPotentialMovesOf(piece, [x, y]) {
1514 const color = this.getColor(x, y);
1515 const stepSpec = this.pieces(color, x, y)[piece];
1516 let moves = [];
1517 // Next 3 for Cylinder mode:
1518 let explored = {};
1519 let segments = [];
1520 let segStart = [];
1521
1522 const addMove = (start, end) => {
1523 let newMove = this.getBasicMove(start, end);
1524 if (segments.length > 0) {
1525 newMove.segments = JSON.parse(JSON.stringify(segments));
1526 newMove.segments.push([[segStart[0], segStart[1]], [end[0], end[1]]]);
1527 }
1528 moves.push(newMove);
1529 };
1530
1531 const findAddMoves = (type, stepArray) => {
1532 for (let s of stepArray) {
1533 outerLoop: for (let step of s.steps) {
1534 segments = [];
1535 segStart = [x, y];
1536 let [i, j] = [x, y];
1537 let stepCounter = 0;
1538 while (
1539 this.onBoard(i, j) &&
1540 (this.canStepOver(i, j) || (i == x && j == y))
1541 ) {
1542 if (
1543 type != "attack" &&
1544 !explored[i + "." + j] &&
1545 (i != x || j != y)
1546 ) {
1547 explored[i + "." + j] = true;
1548 addMove([x, y], [i, j]);
1549 }
1550 if (s.range <= stepCounter++)
1551 continue outerLoop;
1552 const oldIJ = [i, j];
1553 i += step[0];
1554 j = this.getY(j + step[1]);
1555 if (Math.abs(j - oldIJ[1]) > 1) {
1556 // Boundary between segments (cylinder mode)
1557 segments.push([[segStart[0], segStart[1]], oldIJ]);
1558 segStart = [i, j];
1559 }
1560 }
1561 if (!this.onBoard(i, j))
1562 continue;
1563 const pieceIJ = this.getPieceType(i, j);
1564 if (
1565 type != "moveonly" &&
1566 !explored[i + "." + j] &&
1567 (
1568 !this.options["zen"] ||
1569 pieceIJ == "k"
1570 ) &&
1571 (
1572 this.canTake([x, y], [i, j]) ||
1573 (
1574 (this.options["recycle"] || this.options["teleport"]) &&
1575 pieceIJ != "k"
1576 )
1577 )
1578 ) {
1579 explored[i + "." + j] = true;
1580 addMove([x, y], [i, j]);
1581 }
1582 }
1583 }
1584 };
1585
1586 const specialAttack = !!stepSpec.attack;
1587 if (specialAttack)
1588 findAddMoves("attack", stepSpec.attack);
1589 findAddMoves(specialAttack ? "moveonly" : "all", stepSpec.moves);
1590 if (this.options["zen"]) {
1591 Array.prototype.push.apply(moves,
1592 this.findCapturesOn([x, y], {zen: true}));
1593 }
1594 return moves;
1595 }
1596
1597 // Search for enemy (or not) pieces attacking [x, y]
1598 findCapturesOn([x, y], args) {
1599 let moves = [];
1600 if (!args.oppCol)
1601 args.oppCol = C.GetOppCol(this.getColor(x, y) || this.turn);
1602 for (let i=0; i<this.size.x; i++) {
1603 for (let j=0; j<this.size.y; j++) {
1604 if (
1605 this.board[i][j] != "" &&
1606 this.getColor(i, j) == args.oppCol &&
1607 !this.isImmobilized([i, j])
1608 ) {
1609 if (args.zen && this.isKing(this.getPiece(i, j)))
1610 continue; //king not captured in this way
1611 const stepSpec =
1612 this.pieces(args.oppCol, i, j)[this.getPieceType(i, j)];
1613 const attacks = stepSpec.attack || stepSpec.moves;
1614 for (let a of attacks) {
1615 for (let s of a.steps) {
1616 // Quick check: if step isn't compatible, don't even try
1617 if (!C.CompatibleStep([i, j], [x, y], s, a.range))
1618 continue;
1619 // Finally verify that nothing stand in-between
1620 let [ii, jj] = [i + s[0], this.getY(j + s[1])];
1621 let stepCounter = 1;
1622 while (
1623 this.onBoard(ii, jj) &&
1624 this.board[ii][jj] == "" &&
1625 (ii != x || jj != y) //condition to attack empty squares too
1626 ) {
1627 ii += s[0];
1628 jj = this.getY(jj + s[1]);
1629 }
1630 if (ii == x && jj == y) {
1631 if (args.zen)
1632 // Reverse capture:
1633 moves.push(this.getBasicMove([x, y], [i, j]));
1634 else
1635 moves.push(this.getBasicMove([i, j], [x, y]));
1636 if (args.one)
1637 return moves; //test for underCheck
1638 }
1639 }
1640 }
1641 }
1642 }
1643 }
1644 return moves;
1645 }
1646
1647 static CompatibleStep([x1, y1], [x2, y2], step, range) {
1648 const rx = (x2 - x1) / step[0],
1649 ry = (y2 - y1) / step[1];
1650 if (
1651 (!Number.isFinite(rx) && !Number.isNaN(rx)) ||
1652 (!Number.isFinite(ry) && !Number.isNaN(ry))
1653 ) {
1654 return false;
1655 }
1656 let distance = (Number.isNaN(rx) ? ry : rx);
1657 // TODO: 1e-7 here is totally arbitrary
1658 if (Math.abs(distance - Math.round(distance)) > 1e-7)
1659 return false;
1660 distance = Math.round(distance); //in case of (numerical...)
1661 if (range < distance)
1662 return false;
1663 return true;
1664 }
1665
1666 // Build a regular move from its initial and destination squares.
1667 // tr: transformation
1668 getBasicMove([sx, sy], [ex, ey], tr) {
1669 const initColor = this.getColor(sx, sy);
1670 const initPiece = this.getPiece(sx, sy);
1671 const destColor = (this.board[ex][ey] != "" ? this.getColor(ex, ey) : "");
1672 let mv = new Move({
1673 appear: [],
1674 vanish: [],
1675 start: {x: sx, y: sy},
1676 end: {x: ex, y: ey}
1677 });
1678 if (
1679 !this.options["rifle"] ||
1680 this.board[ex][ey] == "" ||
1681 destColor == initColor //Recycle, Teleport
1682 ) {
1683 mv.appear = [
1684 new PiPo({
1685 x: ex,
1686 y: ey,
1687 c: !!tr ? tr.c : initColor,
1688 p: !!tr ? tr.p : initPiece
1689 })
1690 ];
1691 mv.vanish = [
1692 new PiPo({
1693 x: sx,
1694 y: sy,
1695 c: initColor,
1696 p: initPiece
1697 })
1698 ];
1699 }
1700 if (this.board[ex][ey] != "") {
1701 mv.vanish.push(
1702 new PiPo({
1703 x: ex,
1704 y: ey,
1705 c: this.getColor(ex, ey),
1706 p: this.getPiece(ex, ey)
1707 })
1708 );
1709 if (this.options["cannibal"] && destColor != initColor) {
1710 const lastIdx = mv.vanish.length - 1;
1711 let trPiece = mv.vanish[lastIdx].p;
1712 if (this.isKing(this.getPiece(sx, sy)))
1713 trPiece = C.CannibalKingCode[trPiece];
1714 if (mv.appear.length >= 1)
1715 mv.appear[0].p = trPiece;
1716 else if (this.options["rifle"]) {
1717 mv.appear.unshift(
1718 new PiPo({
1719 x: sx,
1720 y: sy,
1721 c: initColor,
1722 p: trPiece
1723 })
1724 );
1725 mv.vanish.unshift(
1726 new PiPo({
1727 x: sx,
1728 y: sy,
1729 c: initColor,
1730 p: initPiece
1731 })
1732 );
1733 }
1734 }
1735 }
1736 return mv;
1737 }
1738
1739 // En-passant square, if any
1740 getEpSquare(moveOrSquare) {
1741 if (typeof moveOrSquare === "string") {
1742 const square = moveOrSquare;
1743 if (square == "-")
1744 return undefined;
1745 return C.SquareToCoords(square);
1746 }
1747 // Argument is a move:
1748 const move = moveOrSquare;
1749 const s = move.start,
1750 e = move.end;
1751 if (
1752 s.y == e.y &&
1753 Math.abs(s.x - e.x) == 2 &&
1754 // Next conditions for variants like Atomic or Rifle, Recycle...
1755 (move.appear.length > 0 && move.appear[0].p == "p") &&
1756 (move.vanish.length > 0 && move.vanish[0].p == "p")
1757 ) {
1758 return {
1759 x: (s.x + e.x) / 2,
1760 y: s.y
1761 };
1762 }
1763 return undefined; //default
1764 }
1765
1766 // Special case of en-passant captures: treated separately
1767 getEnpassantCaptures([x, y]) {
1768 const color = this.getColor(x, y);
1769 const shiftX = (color == 'w' ? -1 : 1);
1770 const oppCol = C.GetOppCol(color);
1771 let enpassantMove = null;
1772 if (
1773 !!this.epSquare &&
1774 this.epSquare.x == x + shiftX &&
1775 Math.abs(this.getY(this.epSquare.y - y)) == 1 &&
1776 this.getColor(x, this.epSquare.y) == oppCol //Doublemove guard...
1777 ) {
1778 const [epx, epy] = [this.epSquare.x, this.epSquare.y];
1779 this.board[epx][epy] = oppCol + "p";
1780 enpassantMove = this.getBasicMove([x, y], [epx, epy]);
1781 this.board[epx][epy] = "";
1782 const lastIdx = enpassantMove.vanish.length - 1; //think Rifle
1783 enpassantMove.vanish[lastIdx].x = x;
1784 }
1785 return !!enpassantMove ? [enpassantMove] : [];
1786 }
1787
1788 // "castleInCheck" arg to let some variants castle under check
1789 getCastleMoves([x, y], finalSquares, castleInCheck, castleWith) {
1790 const c = this.getColor(x, y);
1791
1792 // Castling ?
1793 const oppCol = C.GetOppCol(c);
1794 let moves = [];
1795 // King, then rook:
1796 finalSquares =
1797 finalSquares || [ [2, 3], [this.size.y - 2, this.size.y - 3] ];
1798 const castlingKing = this.getPiece(x, y);
1799 castlingCheck: for (
1800 let castleSide = 0;
1801 castleSide < 2;
1802 castleSide++ //large, then small
1803 ) {
1804 if (this.castleFlags[c][castleSide] >= this.size.y)
1805 continue;
1806 // If this code is reached, rook and king are on initial position
1807
1808 // NOTE: in some variants this is not a rook
1809 const rookPos = this.castleFlags[c][castleSide];
1810 const castlingPiece = this.getPiece(x, rookPos);
1811 if (
1812 this.board[x][rookPos] == "" ||
1813 this.getColor(x, rookPos) != c ||
1814 (!!castleWith && !castleWith.includes(castlingPiece))
1815 ) {
1816 // Rook is not here, or changed color (see Benedict)
1817 continue;
1818 }
1819 // Nothing on the path of the king ? (and no checks)
1820 const finDist = finalSquares[castleSide][0] - y;
1821 let step = finDist / Math.max(1, Math.abs(finDist));
1822 let i = y;
1823 do {
1824 if (
1825 (!castleInCheck && this.underCheck([x, i], oppCol)) ||
1826 (
1827 this.board[x][i] != "" &&
1828 // NOTE: next check is enough, because of chessboard constraints
1829 (this.getColor(x, i) != c || ![rookPos, y].includes(i))
1830 )
1831 ) {
1832 continue castlingCheck;
1833 }
1834 i += step;
1835 } while (i != finalSquares[castleSide][0]);
1836 // Nothing on the path to the rook?
1837 step = (castleSide == 0 ? -1 : 1);
1838 for (i = y + step; i != rookPos; i += step) {
1839 if (this.board[x][i] != "")
1840 continue castlingCheck;
1841 }
1842
1843 // Nothing on final squares, except maybe king and castling rook?
1844 for (i = 0; i < 2; i++) {
1845 if (
1846 finalSquares[castleSide][i] != rookPos &&
1847 this.board[x][finalSquares[castleSide][i]] != "" &&
1848 (
1849 finalSquares[castleSide][i] != y ||
1850 this.getColor(x, finalSquares[castleSide][i]) != c
1851 )
1852 ) {
1853 continue castlingCheck;
1854 }
1855 }
1856
1857 // If this code is reached, castle is valid
1858 moves.push(
1859 new Move({
1860 appear: [
1861 new PiPo({
1862 x: x,
1863 y: finalSquares[castleSide][0],
1864 p: castlingKing,
1865 c: c
1866 }),
1867 new PiPo({
1868 x: x,
1869 y: finalSquares[castleSide][1],
1870 p: castlingPiece,
1871 c: c
1872 })
1873 ],
1874 vanish: [
1875 // King might be initially disguised (Titan...)
1876 new PiPo({ x: x, y: y, p: castlingKing, c: c }),
1877 new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c })
1878 ],
1879 end:
1880 Math.abs(y - rookPos) <= 2
1881 ? {x: x, y: rookPos}
1882 : {x: x, y: y + 2 * (castleSide == 0 ? -1 : 1)}
1883 })
1884 );
1885 }
1886
1887 return moves;
1888 }
1889
1890 ////////////////////
1891 // MOVES VALIDATION
1892
1893 // Is (king at) given position under check by "oppCol" ?
1894 underCheck([x, y], oppCol) {
1895 if (this.options["taking"] || this.options["dark"])
1896 return false;
1897 return (
1898 this.findCapturesOn([x, y], {oppCol: oppCol, one: true}).length >= 1
1899 );
1900 }
1901
1902 // Stop at first king found (TODO: multi-kings)
1903 searchKingPos(color) {
1904 for (let i=0; i < this.size.x; i++) {
1905 for (let j=0; j < this.size.y; j++) {
1906 if (this.getColor(i, j) == color && this.isKing(this.getPiece(i, j)))
1907 return [i, j];
1908 }
1909 }
1910 return [-1, -1]; //king not found
1911 }
1912
1913 // Some variants (e.g. Refusal) may need to check opponent moves too
1914 filterValid(moves, color) {
1915 if (moves.length == 0)
1916 return [];
1917 if (!color)
1918 color = this.turn;
1919 const oppCol = C.GetOppCol(color);
1920 if (this.options["balance"] && [1, 3].includes(this.movesCount)) {
1921 // Forbid moves either giving check or exploding opponent's king:
1922 const oppKingPos = this.searchKingPos(oppCol);
1923 moves = moves.filter(m => {
1924 if (
1925 m.vanish.some(v => v.c == oppCol && v.p == "k") &&
1926 m.appear.every(a => a.c != oppCol || a.p != "k")
1927 )
1928 return false;
1929 this.playOnBoard(m);
1930 const res = !this.underCheck(oppKingPos, color);
1931 this.undoOnBoard(m);
1932 return res;
1933 });
1934 }
1935 if (this.options["taking"] || this.options["dark"])
1936 return moves;
1937 const kingPos = this.searchKingPos(color);
1938 let filtered = {}; //avoid re-checking similar moves (promotions...)
1939 return moves.filter(m => {
1940 const key = m.start.x + m.start.y + '.' + m.end.x + m.end.y;
1941 if (!filtered[key]) {
1942 this.playOnBoard(m);
1943 let square = kingPos,
1944 res = true; //a priori valid
1945 if (m.vanish.some(v => {
1946 return C.CannibalKings[v.p] && v.c == color;
1947 })) {
1948 // Search king in appear array:
1949 const newKingIdx =
1950 m.appear.findIndex(a => {
1951 return C.CannibalKings[a.p] && a.c == color;
1952 });
1953 if (newKingIdx >= 0)
1954 square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y];
1955 else
1956 res = false;
1957 }
1958 res &&= !this.underCheck(square, oppCol);
1959 this.undoOnBoard(m);
1960 filtered[key] = res;
1961 return res;
1962 }
1963 return filtered[key];
1964 });
1965 }
1966
1967 /////////////////
1968 // MOVES PLAYING
1969
1970 // Aggregate flags into one object
1971 aggregateFlags() {
1972 return this.castleFlags;
1973 }
1974
1975 // Reverse operation
1976 disaggregateFlags(flags) {
1977 this.castleFlags = flags;
1978 }
1979
1980 // Apply a move on board
1981 playOnBoard(move) {
1982 for (let psq of move.vanish)
1983 this.board[psq.x][psq.y] = "";
1984 for (let psq of move.appear)
1985 this.board[psq.x][psq.y] = psq.c + psq.p;
1986 }
1987 // Un-apply the played move
1988 undoOnBoard(move) {
1989 for (let psq of move.appear)
1990 this.board[psq.x][psq.y] = "";
1991 for (let psq of move.vanish)
1992 this.board[psq.x][psq.y] = psq.c + psq.p;
1993 }
1994
1995 updateCastleFlags(move) {
1996 // Update castling flags if start or arrive from/at rook/king locations
1997 move.appear.concat(move.vanish).forEach(psq => {
1998 if (
1999 this.board[psq.x][psq.y] != "" &&
2000 this.getPieceType(psq.x, psq.y) == "k"
2001 ) {
2002 this.castleFlags[psq.c] = [this.size.y, this.size.y];
2003 }
2004 // NOTE: not "else if" because king can capture enemy rook...
2005 let c = "";
2006 if (psq.x == 0)
2007 c = "b";
2008 else if (psq.x == this.size.x - 1)
2009 c = "w";
2010 if (c != "") {
2011 const fidx = this.castleFlags[c].findIndex(f => f == psq.y);
2012 if (fidx >= 0)
2013 this.castleFlags[c][fidx] = this.size.y;
2014 }
2015 });
2016 }
2017
2018 prePlay(move) {
2019 if (
2020 this.hasCastle &&
2021 // If flags already off, no need to re-check:
2022 Object.keys(this.castleFlags).some(c => {
2023 return this.castleFlags[c].some(val => val < this.size.y)})
2024 ) {
2025 this.updateCastleFlags(move);
2026 }
2027 if (this.options["crazyhouse"]) {
2028 move.vanish.forEach(v => {
2029 const square = C.CoordsToSquare({x: v.x, y: v.y});
2030 if (this.ispawn[square])
2031 delete this.ispawn[square];
2032 });
2033 if (move.appear.length > 0 && move.vanish.length > 0) {
2034 // Assumption: something is moving
2035 const initSquare = C.CoordsToSquare(move.start);
2036 const destSquare = C.CoordsToSquare(move.end);
2037 if (
2038 this.ispawn[initSquare] ||
2039 (move.vanish[0].p == "p" && move.appear[0].p != "p")
2040 ) {
2041 this.ispawn[destSquare] = true;
2042 }
2043 else if (
2044 this.ispawn[destSquare] &&
2045 this.getColor(move.end.x, move.end.y) != move.vanish[0].c
2046 ) {
2047 move.vanish[1].p = "p";
2048 delete this.ispawn[destSquare];
2049 }
2050 }
2051 }
2052 const minSize = Math.min(move.appear.length, move.vanish.length);
2053 if (
2054 this.hasReserve &&
2055 // Warning; atomic pawn removal isn't a capture
2056 (!this.options["atomic"] || !this.rempawn || this.movesCount >= 1)
2057 ) {
2058 const color = this.turn;
2059 for (let i=minSize; i<move.appear.length; i++) {
2060 // Something appears = dropped on board (some exceptions, Chakart...)
2061 if (move.appear[i].c == color) {
2062 const piece = move.appear[i].p;
2063 this.updateReserve(color, piece, this.reserve[color][piece] - 1);
2064 }
2065 }
2066 for (let i=minSize; i<move.vanish.length; i++) {
2067 // Something vanish: add to reserve except if recycle & opponent
2068 if (
2069 this.options["crazyhouse"] ||
2070 (this.options["recycle"] && move.vanish[i].c == color)
2071 ) {
2072 const piece = move.vanish[i].p;
2073 this.updateReserve(color, piece, this.reserve[color][piece] + 1);
2074 }
2075 }
2076 }
2077 }
2078
2079 play(move) {
2080 this.prePlay(move);
2081 if (this.hasEnpassant)
2082 this.epSquare = this.getEpSquare(move);
2083 this.playOnBoard(move);
2084 this.postPlay(move);
2085 }
2086
2087 postPlay(move) {
2088 const color = this.turn;
2089 const oppCol = C.GetOppCol(color);
2090 if (this.options["dark"])
2091 this.updateEnlightened();
2092 if (this.options["teleport"]) {
2093 if (
2094 this.subTurnTeleport == 1 &&
2095 move.vanish.length > move.appear.length &&
2096 move.vanish[move.vanish.length - 1].c == color
2097 ) {
2098 const v = move.vanish[move.vanish.length - 1];
2099 this.captured = {x: v.x, y: v.y, c: v.c, p: v.p};
2100 this.subTurnTeleport = 2;
2101 return;
2102 }
2103 this.subTurnTeleport = 1;
2104 this.captured = null;
2105 }
2106 if (this.options["balance"]) {
2107 if (![1, 3].includes(this.movesCount))
2108 this.turn = oppCol;
2109 }
2110 else {
2111 if (
2112 (
2113 this.options["doublemove"] &&
2114 this.movesCount >= 1 &&
2115 this.subTurn == 1
2116 ) ||
2117 (this.options["progressive"] && this.subTurn <= this.movesCount)
2118 ) {
2119 const oppKingPos = this.searchKingPos(oppCol);
2120 if (
2121 oppKingPos[0] >= 0 &&
2122 (
2123 this.options["taking"] ||
2124 !this.underCheck(oppKingPos, color)
2125 )
2126 ) {
2127 this.subTurn++;
2128 return;
2129 }
2130 }
2131 this.turn = oppCol;
2132 }
2133 this.movesCount++;
2134 this.subTurn = 1;
2135 }
2136
2137 // "Stop at the first move found"
2138 atLeastOneMove(color) {
2139 color = color || this.turn;
2140 for (let i = 0; i < this.size.x; i++) {
2141 for (let j = 0; j < this.size.y; j++) {
2142 if (this.board[i][j] != "" && this.getColor(i, j) == color) {
2143 // NOTE: in fact searching for all potential moves from i,j.
2144 // I don't believe this is an issue, for now at least.
2145 const moves = this.getPotentialMovesFrom([i, j]);
2146 if (moves.some(m => this.filterValid([m]).length >= 1))
2147 return true;
2148 }
2149 }
2150 }
2151 if (this.hasReserve && this.reserve[color]) {
2152 for (let p of Object.keys(this.reserve[color])) {
2153 const moves = this.getDropMovesFrom([color, p]);
2154 if (moves.some(m => this.filterValid([m]).length >= 1))
2155 return true;
2156 }
2157 }
2158 return false;
2159 }
2160
2161 // What is the score ? (Interesting if game is over)
2162 getCurrentScore(move) {
2163 const color = this.turn;
2164 const oppCol = C.GetOppCol(color);
2165 const kingPos = [this.searchKingPos(color), this.searchKingPos(oppCol)];
2166 if (kingPos[0][0] < 0 && kingPos[1][0] < 0)
2167 return "1/2";
2168 if (kingPos[0][0] < 0)
2169 return (color == "w" ? "0-1" : "1-0");
2170 if (kingPos[1][0] < 0)
2171 return (color == "w" ? "1-0" : "0-1");
2172 if (this.atLeastOneMove())
2173 return "*";
2174 // No valid move: stalemate or checkmate?
2175 if (!this.underCheck(kingPos[0], color))
2176 return "1/2";
2177 // OK, checkmate
2178 return (color == "w" ? "0-1" : "1-0");
2179 }
2180
2181 playVisual(move, r) {
2182 move.vanish.forEach(v => {
2183 this.g_pieces[v.x][v.y].remove();
2184 this.g_pieces[v.x][v.y] = null;
2185 });
2186 let chessboard =
2187 document.getElementById(this.containerId).querySelector(".chessboard");
2188 if (!r)
2189 r = chessboard.getBoundingClientRect();
2190 const pieceWidth = this.getPieceWidth(r.width);
2191 move.appear.forEach(a => {
2192 this.g_pieces[a.x][a.y] = document.createElement("piece");
2193 C.AddClass_es(this.g_pieces[a.x][a.y], this.pieces()[a.p]["class"]);
2194 this.g_pieces[a.x][a.y].classList.add(C.GetColorClass(a.c));
2195 this.g_pieces[a.x][a.y].style.width = pieceWidth + "px";
2196 this.g_pieces[a.x][a.y].style.height = pieceWidth + "px";
2197 const [ip, jp] = this.getPixelPosition(a.x, a.y, r);
2198 // Translate coordinates to use chessboard as reference:
2199 this.g_pieces[a.x][a.y].style.transform =
2200 `translate(${ip - r.x}px,${jp - r.y}px)`;
2201 if (this.enlightened && !this.enlightened[a.x][a.y])
2202 this.g_pieces[a.x][a.y].classList.add("hidden");
2203 chessboard.appendChild(this.g_pieces[a.x][a.y]);
2204 });
2205 if (this.options["dark"])
2206 this.graphUpdateEnlightened();
2207 }
2208
2209 playPlusVisual(move, r) {
2210 this.play(move);
2211 this.playVisual(move, r);
2212 this.afterPlay(move); //user method
2213 }
2214
2215 getMaxDistance(r) {
2216 // Works for all rectangular boards:
2217 return Math.sqrt(r.width ** 2 + r.height ** 2);
2218 }
2219
2220 getDomPiece(x, y) {
2221 return (typeof x == "string" ? this.r_pieces : this.g_pieces)[x][y];
2222 }
2223
2224 animate(move, callback) {
2225 if (this.noAnimate || move.noAnimate) {
2226 callback();
2227 return;
2228 }
2229 let initPiece = this.getDomPiece(move.start.x, move.start.y);
2230 // NOTE: cloning generally not required, but light enough, and simpler
2231 let movingPiece = initPiece.cloneNode();
2232 initPiece.style.opacity = "0";
2233 let container =
2234 document.getElementById(this.containerId)
2235 const r = container.querySelector(".chessboard").getBoundingClientRect();
2236 if (typeof move.start.x == "string") {
2237 // Need to bound width/height (was 100% for reserve pieces)
2238 const pieceWidth = this.getPieceWidth(r.width);
2239 movingPiece.style.width = pieceWidth + "px";
2240 movingPiece.style.height = pieceWidth + "px";
2241 }
2242 const maxDist = this.getMaxDistance(r);
2243 const pieces = this.pieces();
2244 if (move.drag) {
2245 const startCode = this.getPiece(move.start.x, move.start.y);
2246 C.RemoveClass_es(movingPiece, pieces[startCode]["class"]);
2247 C.AddClass_es(movingPiece, pieces[move.drag.p]["class"]);
2248 const apparentColor = this.getColor(move.start.x, move.start.y);
2249 if (apparentColor != move.drag.c) {
2250 movingPiece.classList.remove(C.GetColorClass(apparentColor));
2251 movingPiece.classList.add(C.GetColorClass(move.drag.c));
2252 }
2253 }
2254 container.appendChild(movingPiece);
2255 const animateSegment = (index, cb) => {
2256 // NOTE: move.drag could be generalized per-segment (usage?)
2257 const [i1, j1] = move.segments[index][0];
2258 const [i2, j2] = move.segments[index][1];
2259 const dep = this.getPixelPosition(i1, j1, r);
2260 const arr = this.getPixelPosition(i2, j2, r);
2261 movingPiece.style.transitionDuration = "0s";
2262 movingPiece.style.transform = `translate(${dep[0]}px, ${dep[1]}px)`;
2263 const distance =
2264 Math.sqrt((arr[0] - dep[0]) ** 2 + (arr[1] - dep[1]) ** 2);
2265 const duration = 0.2 + (distance / maxDist) * 0.3;
2266 // TODO: unclear why we need this new delay below:
2267 setTimeout(() => {
2268 movingPiece.style.transitionDuration = duration + "s";
2269 // movingPiece is child of container: no need to adjust coordinates
2270 movingPiece.style.transform = `translate(${arr[0]}px, ${arr[1]}px)`;
2271 setTimeout(cb, duration * 1000);
2272 }, 50);
2273 };
2274 if (!move.segments) {
2275 move.segments = [
2276 [[move.start.x, move.start.y], [move.end.x, move.end.y]]
2277 ];
2278 }
2279 let index = 0;
2280 const animateSegmentCallback = () => {
2281 if (index < move.segments.length)
2282 animateSegment(index++, animateSegmentCallback);
2283 else {
2284 movingPiece.remove();
2285 initPiece.style.opacity = "1";
2286 callback();
2287 }
2288 };
2289 animateSegmentCallback();
2290 }
2291
2292 playReceivedMove(moves, callback) {
2293 const launchAnimation = () => {
2294 const r = container.querySelector(".chessboard").getBoundingClientRect();
2295 const animateRec = i => {
2296 this.animate(moves[i], () => {
2297 this.play(moves[i]);
2298 this.playVisual(moves[i], r);
2299 if (i < moves.length - 1)
2300 setTimeout(() => animateRec(i+1), 300);
2301 else
2302 callback();
2303 });
2304 };
2305 animateRec(0);
2306 };
2307 // Delay if user wasn't focused:
2308 const checkDisplayThenAnimate = (delay) => {
2309 if (container.style.display == "none") {
2310 alert("New move! Let's go back to game...");
2311 document.getElementById("gameInfos").style.display = "none";
2312 container.style.display = "block";
2313 setTimeout(launchAnimation, 700);
2314 }
2315 else
2316 setTimeout(launchAnimation, delay || 0);
2317 };
2318 let container = document.getElementById(this.containerId);
2319 if (document.hidden) {
2320 document.onvisibilitychange = () => {
2321 document.onvisibilitychange = undefined;
2322 checkDisplayThenAnimate(700);
2323 };
2324 }
2325 else
2326 checkDisplayThenAnimate();
2327 }
2328
2329 };