const s = FenUtil.setupPieces(
['r', 'n', 'b', 'q', 'k', 'b', 'n', 'r'],
{
+ randomness: this.options["randomness"],
between: {p1: 'k', p2: 'r'},
diffCol: ['b'],
flags: ['r']
// Position part of the FEN string
getPosition() {
let position = "";
- for (let i = 0; i < this.size.y; i++) {
+ for (let i = 0; i < this.size.x; i++) {
let emptyCount = 0;
- for (let j = 0; j < this.size.x; j++) {
+ for (let j = 0; j < this.size.y; j++) {
if (this.board[i][j] == "")
emptyCount++;
else {
if (emptyCount > 0)
// "Flush remainder"
position += C.FenEmptySquares(emptyCount);
- if (i < this.size.y - 1)
+ if (i < this.size.x - 1)
position += "/"; //separate rows
}
return position;
}
getRankInReserve(c, p) {
- const pieces = Object.keys(this.pieces());
+ const pieces = Object.keys(this.pieces(c, c, p));
const lastIndex = pieces.findIndex(pp => pp == p)
let toTest = pieces.slice(0, lastIndex);
return toTest.reduce(
re_drawBoardElements() {
const board = this.getSvgChessboard();
- const oppCol = C.GetOppCol(this.playerColor);
const container = document.getElementById(this.containerId);
const rc = container.getBoundingClientRect();
let chessboard = container.querySelector(".chessboard");
chessboard.style.top = spaceTop + "px";
// Give sizes instead of recomputing them,
// because chessboard might not be drawn yet.
- this.setupPieces({
+ this.setupVisualPieces({
width: cbWidth,
height: cbHeight,
x: spaceLeft,
return board;
}
- setupPieces(r) {
+ setupVisualPieces(r) {
let chessboard =
document.getElementById(this.containerId).querySelector(".chessboard");
if (!r)
const color = this.getColor(i, j);
const piece = this.getPiece(i, j);
addPiece(i, j, "g_pieces", this.pieces(color, i, j)[piece]["class"]);
- this.g_pieces[i][j].classList.add(C.GetColorClass(color));
+ this.g_pieces[i][j].classList.add(V.GetColorClass(color));
if (this.enlightened && !this.enlightened[i][j])
this.g_pieces[i][j].classList.add("hidden");
}
rcontainer.appendChild(r_cell);
let piece = document.createElement("piece");
C.AddClass_es(piece, this.pieces(c, c, p)[p]["class"]);
- piece.classList.add(C.GetColorClass(c));
+ piece.classList.add(V.GetColorClass(c));
piece.style.width = "100%";
piece.style.height = "100%";
this.r_pieces[c][p] = piece;
const cdisp = moves[i].choice || moves[i].appear[0].p;
C.AddClass_es(piece,
this.pieces(color, moves[i].end.x, moves[i].end.y)[cdisp]["class"]);
- piece.classList.add(C.GetColorClass(color));
+ piece.classList.add(V.GetColorClass(color));
piece.style.width = "100%";
piece.style.height = "100%";
choice.appendChild(piece);
// Include square of the en-passant capturing square:
enlightEnpassant() {
// NOTE: shortcut, pawn has only one attack type, doesn't depend on square
- const steps = this.pieces(this.playerColor)["p"].attack[0].steps;
+ // TODO: (0, 0) is wrong, would need to place an attacker here...
+ const steps = this.pieces(this.playerColor, 0, 0)["p"].attack[0].steps;
for (let step of steps) {
const x = this.epSquare.x - step[0],
y = this.getY(this.epSquare.y - step[1]);
getPieceType(x, y, p) {
if (!p)
p = this.getPiece(x, y);
- return this.pieces()[p].moveas || p;
+ return this.pieces(this.getColor(x, y), x, y)[p].moveas || p;
}
isKing(x, y, p) {
return !!C.CannibalKings[p];
}
- // Get opponent color
- static GetOppCol(color) {
+ static GetOppTurn(color) {
+ return (color == 'w' ? 'b' : 'w');
+ }
+
+ // Get opponent color(s): may differ from turn (e.g. Checkered)
+ getOppCols(color) {
return (color == "w" ? "b" : "w");
}
////////////////////////
// PIECES SPECIFICATIONS
+ getPawnShift(color) {
+ return (color == "w" ? -1 : 1);
+ }
+
pieces(color, x, y) {
- const pawnShift = (color == "w" ? -1 : 1);
+ const pawnShift = this.getPawnShift(color);
// NOTE: jump 2 squares from first rank (pawns can be here sometimes)
const initRank = ((color == 'w' && x >= 6) || (color == 'b' && x <= 1));
return {
return this.getColor(x1, y1) !== this.getColor(x2, y2);
}
+ // TODO: currently unused, but makes sense?
+ canSelfTake([x1, y1], [x2, y2]) {
+ return true;
+ }
+
canStepOver(i, j, p) {
// In some variants, objects on boards don't stop movement (Chakart)
return this.board[i][j] == "";
if (!this.options["madrasi"])
return false;
const color = this.getColor(x, y);
- const oppCol = C.GetOppCol(color);
+ const oppCols = this.getOppCols(color);
const piece = this.getPieceType(x, y);
const stepSpec = this.getStepSpec(color, x, y, piece);
const attacks = stepSpec.both.concat(stepSpec.attack);
}
if (
this.onBoard(i, j) &&
- this.getColor(i, j) == oppCol &&
+ oppCols.includes(this.getColor(i, j)) &&
this.getPieceType(i, j) == piece
) {
return true;
// Stop at the first capture found
atLeastOneCapture(color) {
- const oppCol = C.GetOppCol(color);
const allowed = (sq1, sq2) => {
return (
// NOTE: canTake is reversed for Zen.
if (moves.length == 0)
return [];
const color = this.getColor(moves[0].start.x, moves[0].start.y);
- const oppCol = C.GetOppCol(color);
+ const oppCols = this.getOppCols(color);
if (this.options["capture"] && this.atLeastOneCapture(color))
- moves = this.capturePostProcess(moves, oppCol);
+ moves = this.capturePostProcess(moves, oppCols);
if (this.options["atomic"])
- moves = this.atomicPostProcess(moves, color, oppCol);
+ moves = this.atomicPostProcess(moves, color, oppCols);
if (
moves.length > 0 &&
this.getPieceType(moves[0].start.x, moves[0].start.y) == "p"
) {
- moves = this.pawnPostProcess(moves, color, oppCol);
+ moves = this.pawnPostProcess(moves, color, oppCols);
}
if (this.options["cannibal"] && this.options["rifle"])
return moves;
}
- capturePostProcess(moves, oppCol) {
+ capturePostProcess(moves, oppCols) {
// Filter out non-capturing moves (not using m.vanish because of
// self captures of Recycle and Teleport).
return moves.filter(m => {
return (
this.board[m.end.x][m.end.y] != "" &&
- this.getColor(m.end.x, m.end.y) == oppCol
+ oppCols.includes(this.getColor(m.end.x, m.end.y))
);
});
}
- atomicPostProcess(moves, color, oppCol) {
+ atomicPostProcess(moves, color, oppCols) {
moves.forEach(m => {
if (
this.board[m.end.x][m.end.y] != "" &&
- this.getColor(m.end.x, m.end.y) == oppCol
+ oppCols.includes(this.getColor(m.end.x, m.end.y))
) {
// Explosion!
let steps = [
return moves;
}
- pawnPostProcess(moves, color, oppCol) {
+ pawnPostProcess(moves, color, oppCols) {
let moreMoves = [];
const lastRank = (color == "w" ? 0 : this.size.x - 1);
const initPiece = this.getPiece(moves[0].start.x, moves[0].start.y);
if (
this.options["cannibal"] &&
this.board[x2][y2] != "" &&
- this.getColor(x2, y2) == oppCol
+ oppCols.includes(this.getColor(x2, y2))
) {
finalPieces = [this.getPieceType(x2, y2)];
}
}
return squares.map(s => {
let mv = this.getBasicMove([x, y], s.sq);
- if (this.options["cylinder"] && s.segments.length >= 2)
+ if (this.options["cylinder"] && !!s.segments && s.segments.length >= 2)
mv.segments = s.segments;
return mv;
});
const addSquare = ([i, j]) => {
let elt = {sq: [i, j]};
if (o.segments)
- elt.segments = this.getSegments(segments, segStart, end);
+ elt.segments = this.getSegments(segments, segStart, [i, j]);
res.push(elt);
};
const exploreSteps = (stepArray, mode) => {
// Search for enemy (or not) pieces attacking [x, y]
findCapturesOn([x, y], o, allowed) {
if (!o.byCol)
- o.byCol = [C.GetOppCol(this.getColor(x, y) || this.turn)];
+ o.byCol = this.getOppCols(this.getColor(x, y) || this.turn);
let res = [];
for (let i=0; i<this.size.x; i++) {
for (let j=0; j<this.size.y; j++) {
{
captureTarget: [x, y],
captureSteps: [{steps: [s], range: a.range}],
- segments: o.segments,
- attackOnly: true,
- one: false //one and captureTarget are mutually exclusive
+ segments: o.segments
},
allowed
);
getEnpassantCaptures([x, y]) {
const color = this.getColor(x, y);
const shiftX = (color == 'w' ? -1 : 1);
- const oppCol = C.GetOppCol(color);
+ const oppCols = this.getOppCols(color);
if (
this.epSquare &&
this.epSquare.x == x + shiftX &&
Math.abs(this.getY(this.epSquare.y - y)) == 1 &&
// Doublemove (and Progressive?) guards:
this.board[this.epSquare.x][this.epSquare.y] == "" &&
- this.getColor(x, this.epSquare.y) == oppCol
+ oppCols.includes(this.getColor(x, this.epSquare.y))
) {
const [epx, epy] = [this.epSquare.x, this.epSquare.y];
- this.board[epx][epy] = oppCol + 'p';
+ this.board[epx][epy] = this.board[x][this.epSquare.y];
let enpassantMove = this.getBasicMove([x, y], [epx, epy]);
this.board[epx][epy] = "";
const lastIdx = enpassantMove.vanish.length - 1; //think Rifle
const c = this.getColor(x, y);
// Castling ?
- const oppCol = C.GetOppCol(c);
+ const oppCols = this.getOppCols(c);
let moves = [];
// King, then rook:
finalSquares =
// will be executed in filterValid() later.
(
i != finalSquares[castleSide][0] &&
- this.underCheck([[x, i]], oppCol)
+ this.underCheck([[x, i]], oppCols)
)
||
(
////////////////////
// MOVES VALIDATION
- // Is piece (or square) at given position attacked by "oppCol" ?
- underAttack([x, y], oppCol) {
+ // Is piece (or square) at given position attacked by "oppCol(s)" ?
+ underAttack([x, y], oppCols) {
// An empty square is considered as king,
// since it's used only in getCastleMoves (TODO?)
const king = this.board[x][y] == "" || this.isKing(x, y);
this.findCapturesOn(
[x, y],
{
- byCol: [oppCol],
+ byCol: oppCols,
segments: this.options["cylinder"],
one: true
}
segments: this.options["cylinder"],
one: true
},
- ([i1, j1], [i2, j2]) => this.getColor(i2, j2) == oppCol
+ ([i1, j1], [i2, j2]) => oppCols.includes(this.getColor(i2, j2))
)
)
);
}
// Argument is (very generally) an array of squares (= arrays)
- underCheck(square_s, oppCol) {
+ underCheck(square_s, oppCols) {
if (this.options["taking"] || this.options["dark"])
return false;
- return square_s.some(sq => this.underAttack(sq, oppCol));
+ return square_s.some(sq => this.underAttack(sq, oppCols));
}
// Scan board for king(s)
filterValid(moves, color) {
if (!color)
color = this.turn;
- const oppCol = C.GetOppCol(color);
+ const oppCols = this.getOppCols(color);
let kingPos = this.searchKingPos(color);
- let filtered = {}; //avoid re-checking similar moves (promotions...)
return moves.filter(m => {
- const key = m.start.x + m.start.y + '.' + m.end.x + m.end.y;
- if (!filtered[key]) {
- this.playOnBoard(m);
- let newKingPP = null,
- sqIdx = 0,
- res = true; //a priori valid
- const oldKingPP =
- m.vanish.find(v => this.isKing(0, 0, v.p) && v.c == color);
- if (oldKingPP) {
- // Search king in appear array:
- newKingPP =
- m.appear.find(a => this.isKing(0, 0, a.p) && a.c == color);
- if (newKingPP) {
- sqIdx = kingPos.findIndex(kp =>
- kp[0] == oldKingPP.x && kp[1] == oldKingPP.y);
- kingPos[sqIdx] = [newKingPP.x, newKingPP.y];
- }
- else
- res = false; //king vanished
+ this.playOnBoard(m);
+ let newKingPP = null,
+ sqIdx = 0,
+ res = true; //a priori valid
+ const oldKingPP =
+ m.vanish.find(v => this.isKing(0, 0, v.p) && v.c == color);
+ if (oldKingPP) {
+ // Search king in appear array:
+ newKingPP =
+ m.appear.find(a => this.isKing(0, 0, a.p) && a.c == color);
+ if (newKingPP) {
+ sqIdx = kingPos.findIndex(kp =>
+ kp[0] == oldKingPP.x && kp[1] == oldKingPP.y);
+ kingPos[sqIdx] = [newKingPP.x, newKingPP.y];
}
- res &&= !this.underCheck(kingPos, oppCol);
- if (oldKingPP && newKingPP)
- kingPos[sqIdx] = [oldKingPP.x, oldKingPP.y];
- this.undoOnBoard(m);
- filtered[key] = res;
- return res;
+ else
+ res = false; //king vanished
}
- return filtered[key];
+ res &&= !this.underCheck(kingPos, oppCols);
+ if (oldKingPP && newKingPP)
+ kingPos[sqIdx] = [oldKingPP.x, oldKingPP.y];
+ this.undoOnBoard(m);
+ return res;
});
}
tryChangeTurn(move) {
if (this.isLastMove(move)) {
- this.turn = C.GetOppCol(this.turn);
+ this.turn = C.GetOppTurn(this.turn);
this.movesCount++;
this.subTurn = 1;
}
if (move.next)
return false;
const color = this.turn;
- const oppKingPos = this.searchKingPos(C.GetOppCol(color));
- if (oppKingPos.length == 0 || this.underCheck(oppKingPos, color))
+ const oppKingPos = this.searchKingPos(C.GetOppTurn(color));
+ if (oppKingPos.length == 0 || this.underCheck(oppKingPos, [color]))
return true;
return (
(
// Shortcut in case the score was computed before:
if (move.result)
return move.result;
- const color = this.turn;
- const oppCol = C.GetOppCol(color);
+ const oppTurn = C.GetOppTurn(this.turn);
const kingPos = {
- [color]: this.searchKingPos(color),
- [oppCol]: this.searchKingPos(oppCol)
+ w: this.searchKingPos('w'),
+ b: this.searchKingPos('b')
};
- if (kingPos[color].length == 0 && kingPos[oppCol].length == 0)
+ if (kingPos[this.turn].length == 0 && kingPos[oppTurn].length == 0)
return "1/2";
- if (kingPos[color].length == 0)
- return (color == "w" ? "0-1" : "1-0");
- if (kingPos[oppCol].length == 0)
- return (color == "w" ? "1-0" : "0-1");
- if (this.atLeastOneMove(color))
+ if (kingPos[this.turn].length == 0)
+ return (this.turn == "w" ? "0-1" : "1-0");
+ if (kingPos[oppTurn].length == 0)
+ return (this.turn == "w" ? "1-0" : "0-1");
+ if (this.atLeastOneMove(this.turn))
return "*";
// No valid move: stalemate or checkmate?
- if (!this.underCheck(kingPos[color], oppCol))
+ if (!this.underCheck(kingPos[this.turn], this.getOppCols(this.turn)))
return "1/2";
// OK, checkmate
- return (color == "w" ? "0-1" : "1-0");
+ return (this.turn == "w" ? "0-1" : "1-0");
}
playVisual(move, r) {
move.vanish.forEach(v => {
- this.g_pieces[v.x][v.y].remove();
+ if (this.g_pieces[v.x][v.y]) //can be null (e.g. Apocalypse)
+ this.g_pieces[v.x][v.y].remove();
this.g_pieces[v.x][v.y] = null;
});
let chessboard =
this.g_pieces[a.x][a.y] = document.createElement("piece");
C.AddClass_es(this.g_pieces[a.x][a.y],
this.pieces(a.c, a.x, a.y)[a.p]["class"]);
- this.g_pieces[a.x][a.y].classList.add(C.GetColorClass(a.c));
+ this.g_pieces[a.x][a.y].classList.add(V.GetColorClass(a.c));
this.g_pieces[a.x][a.y].style.width = pieceWidth + "px";
this.g_pieces[a.x][a.y].style.height = pieceWidth + "px";
const [ip, jp] = this.getPixelPosition(a.x, a.y, r);
animateMoving(start, end, drag, segments, cb) {
let initPiece = this.getDomPiece(start.x, start.y);
+ if (!initPiece) { //TODO: shouldn't occur!
+ cb();
+ return;
+ }
// NOTE: cloning often not required, but light enough, and simpler
let movingPiece = initPiece.cloneNode();
initPiece.style.opacity = "0";
C.RemoveClass_es(movingPiece, pieces[startCode]["class"]);
C.AddClass_es(movingPiece, pieces[drag.p]["class"]);
if (apparentColor != drag.c) {
- movingPiece.classList.remove(C.GetColorClass(apparentColor));
- movingPiece.classList.add(C.GetColorClass(drag.c));
+ movingPiece.classList.remove(V.GetColorClass(apparentColor));
+ movingPiece.classList.add(V.GetColorClass(drag.c));
}
}
container.appendChild(movingPiece);