-import { Random } from "/utils/alea.js";
-import { ArrayFun } from "/utils/array.js";
+import {Random} from "/utils/alea.js";
+import {ArrayFun} from "/utils/array.js";
+import {FenUtil} from "/utils/setupPieces.js";
import PiPo from "/utils/PiPo.js";
import Move from "/utils/Move.js";
+// Helper class for move animation
+class TargetObj {
+
+ constructor(callOnComplete) {
+ this.value = 0;
+ this.target = 0;
+ this.callOnComplete = callOnComplete;
+ }
+ increment() {
+ if (++this.value == this.target)
+ this.callOnComplete();
+ }
+
+};
+
// NOTE: x coords: top to bottom (white perspective); y: left to right
+// NOTE: ChessRules is aliased as window.C, and variants as window.V
export default class ChessRules {
+ static get Aliases() {
+ return {'C': ChessRules};
+ }
+
/////////////////////////
// VARIANT SPECIFICATIONS
// Users can generally select a randomness level from 0 to 2.
static get Options() {
return {
- // NOTE: some options are required for FEN generation, some aren't.
select: [{
label: "Randomness",
variable: "randomness",
defaut: 0,
options: [
- { label: "Deterministic", value: 0 },
- { label: "Symmetric random", value: 1 },
- { label: "Asymmetric random", value: 2 }
+ {label: "Deterministic", value: 0},
+ {label: "Symmetric random", value: 1},
+ {label: "Asymmetric random", value: 2}
]
}],
- check: [{
- label: "Capture king?",
- defaut: false,
- variable: "taking"
- }],
+ input: [
+ {
+ label: "Capture king",
+ variable: "taking",
+ type: "checkbox",
+ defaut: false
+ },
+ {
+ label: "Falling pawn",
+ variable: "pawnfall",
+ type: "checkbox",
+ defaut: false
+ }
+ ],
// Game modifiers (using "elementary variants"). Default: false
styles: [
"atomic",
};
}
- // Pawns specifications
- get pawnSpecs() {
- return {
- directions: { 'w': -1, 'b': 1 },
- initShift: { w: 1, b: 1 },
- twoSquares: true,
- threeSquares: false,
- canCapture: true,
- captureBackward: false,
- bidirectional: false,
- promotions: ['r', 'n', 'b', 'q']
- };
+ get pawnPromotions() {
+ return ['q', 'r', 'n', 'b'];
}
// Some variants don't have flags:
return true;
}
+ // Allow to take (moving: not disappearing) own pieces?
+ get hasSelfCaptures() {
+ return (
+ this.options["recycle"] ||
+ (this.options["teleport"] && this.subTurnTeleport == 1)
+ );
+ }
+
get hasReserve() {
return (
!!this.options["crazyhouse"] ||
(!!this.options["recycle"] && !this.options["teleport"])
);
}
+ // Some variants do not store reserve state (Align4, Chakart...)
+ get hasReserveFen() {
+ return this.hasReserve;
+ }
get noAnimate() {
return !!this.options["dark"];
}
+ // Some variants use only click information
+ get clickOnly() {
+ return false;
+ }
+
+ // Some variants reveal moves only after both players played
+ get hideMoves() {
+ return false;
+ }
+
+ // Some variants do not flip board as black
+ get flippedBoard() {
+ return (this.playerColor == 'b');
+ }
+
// Some variants use click infos:
- doClick([x, y]) {
- if (typeof x != "number") return null; //click on reserves
+ doClick(coords) {
+ if (typeof coords.x != "number")
+ return null; //click on reserves
if (
- this.options["teleport"] && this.subTurn == 2 &&
- this.board[x][y] == ""
+ this.options["teleport"] && this.subTurnTeleport == 2 &&
+ this.board[coords.x][coords.y] == ""
) {
- return new Move({
+ let res = new Move({
start: {x: this.captured.x, y: this.captured.y},
appear: [
new PiPo({
- x: x,
- y: y,
- c: this.captured.c, //this.turn,
+ x: coords.x,
+ y: coords.y,
+ c: this.captured.c,
p: this.captured.p
})
],
vanish: []
});
+ res.drag = {c: this.captured.c, p: this.captured.p};
+ return res;
}
return null;
}
////////////////////
// COORDINATES UTILS
- // 3 --> d (column number to letter)
- static CoordToColumn(colnum) {
- return String.fromCharCode(97 + colnum);
- }
-
- // d --> 3 (column letter to number)
- static ColumnToCoord(columnStr) {
- return columnStr.charCodeAt(0) - 97;
- }
-
- // 7 (numeric) --> 1 (str) [from black viewpoint].
- static CoordToRow(rownum) {
- return rownum;
- }
-
- // NOTE: wrong row index (1 should be 7 ...etc). But OK for the usage.
- static RowToCoord(rownumStr) {
- // NOTE: 30 is way more than enough (allow up to 29 rows on one character)
- return parseInt(rownumStr, 30);
- }
-
- // a2 --> {x:2,y:0} (this is in fact a6)
+ // 3a --> {x:3, y:10}
static SquareToCoords(sq) {
- return {
- x: ChessRules.RowToCoord(sq[1]),
- // NOTE: column is always one char => max 26 columns
- y: ChessRules.ColumnToCoord(sq[0])
- };
+ return ArrayFun.toObject(["x", "y"],
+ [0, 1].map(i => parseInt(sq[i], 36)));
}
- // {x:0,y:4} --> e0 (should be e8)
- static CoordsToSquare(coords) {
- return (
- ChessRules.CoordToColumn(coords.y) + ChessRules.CoordToRow(coords.x)
- );
+ // {x:11, y:12} --> bc
+ static CoordsToSquare(cd) {
+ return Object.values(cd).map(c => c.toString(36)).join("");
}
- coordsToId([x, y]) {
- if (typeof x == "number")
- return `${this.containerId}|sq-${x.toString(30)}-${y.toString(30)}`;
+ coordsToId(cd) {
+ if (typeof cd.x == "number") {
+ return (
+ `${this.containerId}|sq-${cd.x.toString(36)}-${cd.y.toString(36)}`
+ );
+ }
// Reserve :
- return `${this.containerId}|rsq-${x}-${y}`;
+ return `${this.containerId}|rsq-${cd.x}-${cd.y}`;
}
idToCoords(targetId) {
- if (!targetId) return null; //outside page, maybe...
+ if (!targetId)
+ return null; //outside page, maybe...
const idParts = targetId.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
if (
idParts.length < 2 ||
}
const squares = idParts[1].split('-');
if (squares[0] == "sq")
- return [ parseInt(squares[1], 30), parseInt(squares[2], 30) ];
- // squares[0] == "rsq" : reserve, 'c' + 'p' (letters)
- return [squares[1], squares[2]];
+ return {x: parseInt(squares[1], 36), y: parseInt(squares[2], 36)};
+ // squares[0] == "rsq" : reserve, 'c' + 'p' (letters color & piece)
+ return {x: squares[1], y: squares[2]};
}
/////////////
// Turn "wb" into "B" (for FEN)
board2fen(b) {
- return b[0] == "w" ? b[1].toUpperCase() : b[1];
+ return (b[0] == "w" ? b[1].toUpperCase() : b[1]);
}
// Turn "p" into "bp" (for board)
fen2board(f) {
- return f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f;
+ return (f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f);
}
- // Setup the initial random-or-not (asymmetric-or-not) position
genRandInitFen(seed) {
- Random.setSeed(seed);
-
- let fen, flags = "0707";
- if (this.options.randomness == 0 || !this.options.randomness)
- // Deterministic:
- fen = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0";
-
- else {
- // Randomize
- let pieces = { w: new Array(8), b: new Array(8) };
- flags = "";
- // Shuffle pieces on first (and last rank if randomness == 2)
- for (let c of ["w", "b"]) {
- if (c == 'b' && this.options.randomness == 1) {
- pieces['b'] = pieces['w'];
- flags += flags;
- break;
- }
+ Random.setSeed(seed); //may be unused
+ let baseFen = this.genRandInitBaseFen();
+ baseFen.o = Object.assign({init: true}, baseFen.o);
+ const parts = this.getPartFen(baseFen.o);
+ return (
+ baseFen.fen + " w 0" +
+ (Object.keys(parts).length > 0 ? (" " + JSON.stringify(parts)) : "")
+ );
+ }
- let positions = ArrayFun.range(8);
-
- // Get random squares for bishops
- let randIndex = 2 * Random.randInt(4);
- const bishop1Pos = positions[randIndex];
- // The second bishop must be on a square of different color
- let randIndex_tmp = 2 * Random.randInt(4) + 1;
- const bishop2Pos = positions[randIndex_tmp];
- // Remove chosen squares
- positions.splice(Math.max(randIndex, randIndex_tmp), 1);
- positions.splice(Math.min(randIndex, randIndex_tmp), 1);
-
- // Get random squares for knights
- randIndex = Random.randInt(6);
- const knight1Pos = positions[randIndex];
- positions.splice(randIndex, 1);
- randIndex = Random.randInt(5);
- const knight2Pos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Get random square for queen
- randIndex = Random.randInt(4);
- const queenPos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Rooks and king positions are now fixed,
- // because of the ordering rook-king-rook
- const rook1Pos = positions[0];
- const kingPos = positions[1];
- const rook2Pos = positions[2];
-
- // Finally put the shuffled pieces in the board array
- pieces[c][rook1Pos] = "r";
- pieces[c][knight1Pos] = "n";
- pieces[c][bishop1Pos] = "b";
- pieces[c][queenPos] = "q";
- pieces[c][kingPos] = "k";
- pieces[c][bishop2Pos] = "b";
- pieces[c][knight2Pos] = "n";
- pieces[c][rook2Pos] = "r";
- flags += rook1Pos.toString() + rook2Pos.toString();
+ // Setup the initial random-or-not (asymmetric-or-not) position
+ genRandInitBaseFen() {
+ 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', 'k']
}
- fen = (
- pieces["b"].join("") +
- "/pppppppp/8/8/8/8/PPPPPPPP/" +
- pieces["w"].join("").toUpperCase() +
- " w 0"
- );
- }
- // Add turn + flags + enpassant (+ reserve)
- let parts = [];
- if (this.hasFlags) parts.push(`"flags":"${flags}"`);
- if (this.hasEnpassant) parts.push('"enpassant":"-"');
- if (this.hasReserve) parts.push('"reserve":"000000000000"');
- if (this.options["crazyhouse"]) parts.push('"ispawn":"-"');
- if (parts.length >= 1) fen += " {" + parts.join(",") + "}";
- return fen;
+ );
+ return {
+ fen: s.b.join("") + "/pppppppp/8/8/8/8/PPPPPPPP/" +
+ s.w.join("").toUpperCase(),
+ o: {flags: s.flags}
+ };
}
// "Parse" FEN: just return untransformed string data
turn: fenParts[1],
movesCount: fenParts[2]
};
- if (fenParts.length > 3) res = Object.assign(res, JSON.parse(fenParts[3]));
+ if (fenParts.length > 3)
+ res = Object.assign(res, JSON.parse(fenParts[3]));
return res;
}
// Return current fen (game state)
getFen() {
- let fen = (
- this.getBaseFen() + " " +
- this.getTurnFen() + " " +
- this.movesCount
+ const parts = this.getPartFen({});
+ return (
+ this.getBaseFen() +
+ (Object.keys(parts).length > 0 ? (" " + JSON.stringify(parts)) : "")
);
- let parts = [];
- if (this.hasFlags) parts.push(`"flags":"${this.getFlagsFen()}"`);
+ }
+
+ getBaseFen() {
+ return this.getPosition() + " " + this.turn + " " + this.movesCount;
+ }
+
+ getPartFen(o) {
+ let parts = {};
+ if (this.hasFlags)
+ parts["flags"] = o.init ? o.flags : this.getFlagsFen();
if (this.hasEnpassant)
- parts.push(`"enpassant":"${this.getEnpassantFen()}"`);
- if (this.hasReserve) parts.push(`"reserve":"${this.getReserveFen()}"`);
+ parts["enpassant"] = o.init ? "-" : this.getEnpassantFen();
+ if (this.hasReserveFen)
+ parts["reserve"] = this.getReserveFen(o);
if (this.options["crazyhouse"])
- parts.push(`"ispawn":"${this.getIspawnFen()}"`);
- if (parts.length >= 1) fen += " {" + parts.join(",") + "}";
- return fen;
+ parts["ispawn"] = this.getIspawnFen(o);
+ return parts;
+ }
+
+ static FenEmptySquares(count) {
+ // if more than 9 consecutive free spaces, break the integer,
+ // otherwise FEN parsing will fail.
+ if (count <= 9)
+ return count;
+ // Most boards of size < 18:
+ if (count <= 18)
+ return "9" + (count - 9);
+ // Except Gomoku:
+ return "99" + (count - 18);
}
// Position part of the FEN string
- getBaseFen() {
- const format = (count) => {
- // if more than 9 consecutive free spaces, break the integer,
- // otherwise FEN parsing will fail.
- if (count <= 9) return count;
- // Most boards of size < 18:
- if (count <= 18) return "9" + (count - 9);
- // Except Gomoku:
- return "99" + (count - 18);
- };
+ 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++) {
- if (this.board[i][j] == "") emptyCount++;
+ for (let j = 0; j < this.size.y; j++) {
+ if (this.board[i][j] == "")
+ emptyCount++;
else {
if (emptyCount > 0) {
// Add empty squares in-between
- position += format(emptyCount);
+ position += C.FenEmptySquares(emptyCount);
emptyCount = 0;
}
position += this.board2fen(this.board[i][j]);
}
if (emptyCount > 0)
// "Flush remainder"
- position += format(emptyCount);
- if (i < this.size.y - 1) position += "/"; //separate rows
+ position += C.FenEmptySquares(emptyCount);
+ if (i < this.size.x - 1)
+ position += "/"; //separate rows
}
return position;
}
- getTurnFen() {
- return this.turn;
- }
-
// Flags part of the FEN string
getFlagsFen() {
- return ["w", "b"].map(c => {
- return this.castleFlags[c].map(x => x.toString(30)).join("");
+ return ['w', 'b'].map(c => {
+ return this.castleFlags[c].map(x => x.toString(36)).join("");
}).join("");
}
// Enpassant part of the FEN string
getEnpassantFen() {
- if (!this.epSquare) return "-"; //no en-passant
- return ChessRules.CoordsToSquare(this.epSquare);
+ if (!this.epSquare)
+ return "-";
+ return C.CoordsToSquare(this.epSquare);
}
- getReserveFen() {
+ getReserveFen(o) {
+ if (o.init)
+ return "000000000000";
return (
- ["w","b"].map(c => Object.values(this.reserve[c]).join("")).join("")
+ ['w', 'b'].map(c => Object.values(this.reserve[c]).join("")).join("")
);
}
- getIspawnFen() {
- const coords = Object.keys(this.ispawn);
- if (coords.length == 0) return "-";
- return coords.map(ChessRules.CoordsToSquare).join(",");
+ getIspawnFen(o) {
+ if (o.init)
+ // NOTE: cannot merge because this.ispawn doesn't exist yet
+ return "-";
+ const squares = Object.keys(this.ispawn);
+ if (squares.length == 0)
+ return "-";
+ return squares.join(",");
}
// Set flags from fen (castle: white a,h then black a,h)
setFlags(fenflags) {
this.castleFlags = {
- w: [0, 1].map(i => parseInt(fenflags.charAt(i), 30)),
- b: [2, 3].map(i => parseInt(fenflags.charAt(i), 30))
+ w: [0, 1].map(i => parseInt(fenflags.charAt(i), 36)),
+ b: [2, 3].map(i => parseInt(fenflags.charAt(i), 36))
};
}
//////////////////
// INITIALIZATION
- // Fen string fully describes the game state
constructor(o) {
this.options = o.options;
+ // Fill missing options (always the case if random challenge)
+ (V.Options.select || []).concat(V.Options.input || []).forEach(opt => {
+ if (this.options[opt.variable] === undefined)
+ this.options[opt.variable] = opt.defaut;
+ });
+
+ // Some variables
this.playerColor = o.color;
- this.afterPlay = o.afterPlay;
+ this.afterPlay = o.afterPlay; //trigger some actions after playing a move
+ this.containerId = o.element;
+ this.isDiagram = o.diagram;
+ this.marks = o.marks;
- // FEN-related:
- if (!o.fen) o.fen = this.genRandInitFen(o.seed);
- const fenParsed = this.parseFen(o.fen);
- this.board = this.getBoard(fenParsed.position);
+ // Initializations
+ if (!o.fen)
+ o.fen = this.genRandInitFen(o.seed);
+ this.re_initFromFen(o.fen);
+ this.graphicalInit();
+ }
+
+ re_initFromFen(fen, oldBoard) {
+ const fenParsed = this.parseFen(fen);
+ this.board = oldBoard || this.getBoard(fenParsed.position);
this.turn = fenParsed.turn;
this.movesCount = parseInt(fenParsed.movesCount, 10);
this.setOtherVariables(fenParsed);
-
- // Graphical (can use variables defined above)
- this.containerId = o.element;
- this.graphicalInit();
}
// Turn position fen into double array ["wb","wp","bk",...]
const character = rows[i][indexInRow];
const num = parseInt(character, 10);
// If num is a number, just shift j:
- if (!isNaN(num)) j += num;
+ if (!isNaN(num))
+ j += num;
// Else: something at position i,j
- else board[i][j++] = this.fen2board(character);
+ else
+ board[i][j++] = this.fen2board(character);
}
}
return board;
}
// Some additional variables from FEN (variant dependant)
- setOtherVariables(fenParsed) {
+ setOtherVariables(fenParsed, pieceArray) {
// Set flags and enpassant:
- if (this.hasFlags) this.setFlags(fenParsed.flags);
+ if (this.hasFlags)
+ this.setFlags(fenParsed.flags);
if (this.hasEnpassant)
this.epSquare = this.getEpSquare(fenParsed.enpassant);
- if (this.hasReserve) this.initReserves(fenParsed.reserve);
- if (this.options["crazyhouse"]) this.initIspawn(fenParsed.ispawn);
- this.subTurn = 1; //may be unused
- if (this.options["teleport"]) this.captured = null;
+ if (this.hasReserve && !this.isDiagram)
+ this.initReserves(fenParsed.reserve, pieceArray);
+ if (this.options["crazyhouse"])
+ this.initIspawn(fenParsed.ispawn);
+ if (this.options["teleport"]) {
+ this.subTurnTeleport = 1;
+ this.captured = null;
+ }
if (this.options["dark"]) {
- this.enlightened = ArrayFun.init(this.size.x, this.size.y);
// Setup enlightened: squares reachable by player side
- this.updateEnlightened(false);
+ this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
+ this.updateEnlightened();
}
+ this.subTurn = 1; //may be unused
+ if (!this.moveStack) //avoid resetting (unwanted)
+ this.moveStack = [];
+ }
+
+ // ordering as in pieces() p,r,n,b,q,k
+ initReserves(reserveStr, pieceArray) {
+ if (!pieceArray)
+ pieceArray = ['p', 'r', 'n', 'b', 'q', 'k'];
+ const counts = reserveStr.split("").map(c => parseInt(c, 36));
+ const L = pieceArray.length;
+ this.reserve = {
+ w: ArrayFun.toObject(pieceArray, counts.slice(0, L)),
+ b: ArrayFun.toObject(pieceArray, counts.slice(L, 2 * L))
+ };
}
- updateEnlightened(withGraphics) {
- let newEnlightened = ArrayFun.init(this.size.x, this.size.y, false);
- const pawnShift = { w: -1, b: 1 };
- // Add pieces positions + all squares reachable by moves (includes Zen):
- // (watch out special pawns case)
- for (let x=0; x<this.size.x; x++) {
- for (let y=0; y<this.size.y; y++) {
- if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor)
- {
- newEnlightened[x][y] = true;
- const piece = this.getPiece(x, y);
- if (piece == ChessRules.PAWN) {
- // Attacking squares wouldn't be highlighted if no captures:
- this.pieces(this.playerColor)[piece].attack.forEach(step => {
- const [i, j] = [x + step[0], this.computeY(y + step[1])];
- if (this.onBoard(i, j) && this.board[i][j] == "")
- newEnlightened[i][j] = true;
- });
- }
- this.getPotentialMovesFrom([x, y]).forEach(m => {
- newEnlightened[m.end.x][m.end.y] = true;
- });
- }
- }
- }
- if (this.epSquare) this.enlightEnpassant(newEnlightened);
- if (withGraphics) this.graphUpdateEnlightened(newEnlightened);
- this.enlightened = newEnlightened;
+ initIspawn(ispawnStr) {
+ if (ispawnStr != "-")
+ this.ispawn = ArrayFun.toObject(ispawnStr.split(","), true);
+ else
+ this.ispawn = {};
}
- // Include en-passant capturing square if any:
- enlightEnpassant(newEnlightened) {
- const steps = this.pieces(this.playerColor)[ChessRules.PAWN].attack;
- for (let step of steps) {
- const x = this.epSquare.x - step[0],
- y = this.computeY(this.epSquare.y - step[1]);
- if (
- this.onBoard(x, y) &&
- this.getColor(x, y) == this.playerColor &&
- this.getPiece(x, y) == ChessRules.PAWN
- ) {
- newEnlightened[x][this.epSquare.y] = true;
- break;
- }
- }
- }
+ ////////////////
+ // VISUAL UTILS
- // Apply diff this.enlightened --> newEnlightened on board
- graphUpdateEnlightened(newEnlightened) {
- let container = document.getElementById(this.containerId);
- const r = container.getBoundingClientRect();
- const pieceWidth = this.getPieceWidth(r.width);
- for (let x=0; x<this.size.x; x++) {
- for (let y=0; y<this.size.y; y++) {
- if (this.enlightened[x][y] && !newEnlightened[x][y]) {
- let elt = document.getElementById(this.coordsToId([x, y]));
- elt.style.fillOpacity = "0.5";
- if (this.g_pieces[x][y]) {
- this.g_pieces[x][y].remove();
- this.g_pieces[x][y] = null;
- }
- }
- else if (!this.enlightened[x][y] && newEnlightened[x][y]) {
- let elt = document.getElementById(this.coordsToId([x, y]));
- elt.style.fillOpacity = "1";
- if (this.board[x][y] != "") {
- const piece = this.getPiece(x, y);
- const color = this.getColor(x, y);
- this.g_pieces[x][y] = document.createElement("piece");
- let newClasses = [
- this.pieces()[piece]["class"],
- color == "w" ? "white" : "black"
- ];
- newClasses.forEach(cl => this.g_pieces[x][y].classList.add(cl));
- this.g_pieces[x][y].style.width = pieceWidth + "px";
- this.g_pieces[x][y].style.height = pieceWidth + "px";
- const [ip, jp] = this.getPixelPosition(x, y, r);
- this.g_pieces[x][y].style.transform =
- `translate(${ip}px,${jp}px)`;
- container.appendChild(this.g_pieces[x][y]);
- }
- }
- }
- }
+ getPieceWidth(rwidth) {
+ return (rwidth / this.size.y);
}
- // ordering p,r,n,b,q,k (most general + count in base 30 if needed)
- initReserves(reserveStr) {
- const counts = reserveStr.split("").map(c => parseInt(c, 30));
- this.reserve = { w: {}, b: {} };
- const pieceName = Object.keys(this.pieces());
- for (let i of ArrayFun.range(12)) {
- if (i < 6) this.reserve['w'][pieceName[i]] = counts[i];
- else this.reserve['b'][pieceName[i-6]] = counts[i];
- }
+ getReserveSquareSize(rwidth, nbR) {
+ const sqSize = this.getPieceWidth(rwidth);
+ return Math.min(sqSize, rwidth / nbR);
}
- initIspawn(ispawnStr) {
- if (ispawnStr != "-") {
- this.ispawn = ispawnStr.split(",").map(ChessRules.SquareToCoords)
- .reduce((o, key) => ({ ...o, [key]: true}), {});
- }
- else this.ispawn = {};
+ getReserveNumId(color, piece) {
+ return `${this.containerId}|rnum-${color}${piece}`;
}
getNbReservePieces(color) {
);
}
- //////////////
- // VISUAL PART
+ getRankInReserve(c, p) {
+ 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(
+ (oldV,newV) => oldV + (this.reserve[c][newV] > 0 ? 1 : 0), 0);
+ }
- getPieceWidth(rwidth) {
- return (rwidth / this.size.y);
+ static AddClass_es(elt, class_es) {
+ if (!Array.isArray(class_es))
+ class_es = [class_es];
+ class_es.forEach(cl => elt.classList.add(cl));
}
- getSquareWidth(rwidth) {
- return this.getPieceWidth(rwidth);
+ static RemoveClass_es(elt, class_es) {
+ if (!Array.isArray(class_es))
+ class_es = [class_es];
+ class_es.forEach(cl => elt.classList.remove(cl));
}
- getReserveSquareSize(rwidth, nbR) {
- const sqSize = this.getSquareWidth(rwidth);
- return Math.min(sqSize, rwidth / nbR);
+ // Generally light square bottom-right
+ getSquareColorClass(x, y) {
+ return ((x+y) % 2 == 0 ? "light-square": "dark-square");
}
- getReserveNumId(color, piece) {
- return `${this.containerId}|rnum-${color}${piece}`;
+ getMaxDistance(r) {
+ // Works for all rectangular boards:
+ return Math.sqrt(r.width ** 2 + r.height ** 2);
+ }
+
+ getDomPiece(x, y) {
+ return (typeof x == "string" ? this.r_pieces : this.g_pieces)[x][y];
}
+ //////////////////
+ // VISUAL METHODS
+
graphicalInit() {
- // NOTE: not window.onresize = this.re_drawBoardElts because scope (this)
- window.onresize = () => this.re_drawBoardElements();
- this.re_drawBoardElements();
- this.initMouseEvents();
- const container = document.getElementById(this.containerId);
- new ResizeObserver(this.rescale).observe(container);
+ const g_init = () => {
+ this.re_drawBoardElements();
+ if (!this.isDiagram && !this.mouseListeners && !this.touchListeners)
+ this.initMouseEvents();
+ };
+ let container = document.getElementById(this.containerId);
+ this.windowResizeObs = new ResizeObserver(g_init);
+ this.windowResizeObs.observe(container);
}
re_drawBoardElements() {
const board = this.getSvgChessboard();
- const oppCol = ChessRules.GetOppCol(this.playerColor);
- let container = document.getElementById(this.containerId);
- container.innerHTML = "";
- container.insertAdjacentHTML('beforeend', board);
- let cb = container.querySelector("#" + this.containerId + "_SVG");
- const aspectRatio = this.size.y / this.size.x;
+ const container = document.getElementById(this.containerId);
+ const rc = container.getBoundingClientRect();
+ let chessboard = container.querySelector(".chessboard");
+ chessboard.innerHTML = "";
+ chessboard.insertAdjacentHTML('beforeend', board);
// Compare window ratio width / height to aspectRatio:
- const windowRatio = window.innerWidth / window.innerHeight;
+ const windowRatio = rc.width / rc.height;
let cbWidth, cbHeight;
- if (windowRatio <= aspectRatio) {
+ const vRatio = this.size.ratio || 1;
+ if (windowRatio <= vRatio) {
// Limiting dimension is width:
- cbWidth = Math.min(window.innerWidth, 767);
- cbHeight = cbWidth / aspectRatio;
+ cbWidth = Math.min(rc.width, 767);
+ cbHeight = cbWidth / vRatio;
}
else {
// Limiting dimension is height:
- cbHeight = Math.min(window.innerHeight, 767);
- cbWidth = cbHeight * aspectRatio;
+ cbHeight = Math.min(rc.height, 767);
+ cbWidth = cbHeight * vRatio;
}
- if (this.reserve) {
+ if (this.hasReserve && !this.isDiagram) {
const sqSize = cbWidth / this.size.y;
// NOTE: allocate space for reserves (up/down) even if they are empty
- if ((window.innerHeight - cbHeight) / 2 < sqSize + 5) {
- cbHeight = window.innerHeight - 2 * (sqSize + 5);
- cbWidth = cbHeight * aspectRatio;
+ // Cannot use getReserveSquareSize() here, but sqSize is an upper bound.
+ if ((rc.height - cbHeight) / 2 < sqSize + 5) {
+ cbHeight = rc.height - 2 * (sqSize + 5);
+ cbWidth = cbHeight * vRatio;
}
}
- container.style.width = cbWidth + "px";
- container.style.height = cbHeight + "px";
+ chessboard.style.width = cbWidth + "px";
+ chessboard.style.height = cbHeight + "px";
// Center chessboard:
- const spaceLeft = (window.innerWidth - cbWidth) / 2,
- spaceTop = (window.innerHeight - cbHeight) / 2;
- container.style.left = spaceLeft + "px";
- container.style.top = spaceTop + "px";
+ const spaceLeft = (rc.width - cbWidth) / 2,
+ spaceTop = (rc.height - cbHeight) / 2;
+ chessboard.style.left = spaceLeft + "px";
+ 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,
// Get SVG board (background, no pieces)
getSvgChessboard() {
- const [sizeX, sizeY] = [this.size.x, this.size.y];
- const flipped = (this.playerColor == 'b');
+ const flipped = this.flippedBoard;
let board = `
<svg
- viewBox="0 0 80 80"
- version="1.1"
- id="${this.containerId}_SVG">
- <g>`;
- for (let i=0; i < sizeX; i++) {
- for (let j=0; j < sizeY; j++) {
+ viewBox="0 0 ${10*this.size.y} ${10*this.size.x}"
+ class="chessboard_SVG">`;
+ for (let i=0; i < this.size.x; i++) {
+ for (let j=0; j < this.size.y; j++) {
+ if (!this.onBoard(i, j))
+ continue;
const ii = (flipped ? this.size.x - 1 - i : i);
const jj = (flipped ? this.size.y - 1 - j : j);
- let fillOpacity = '1';
let classes = this.getSquareColorClass(ii, jj);
if (this.enlightened && !this.enlightened[ii][jj])
classes += " in-shadow";
// NOTE: x / y reversed because coordinates system is reversed.
- board += `<rect
- class="${classes}"
- id="${this.coordsToId([ii, jj])}"
- width="10"
- height="10"
- x="${10*j}"
- y="${10*i}" />`;
+ board += `
+ <rect
+ class="${classes}"
+ id="${this.coordsToId({x: ii, y: jj})}"
+ width="10"
+ height="10"
+ x="${10*j}"
+ y="${10*i}"
+ />`;
}
}
- board += "</g></svg>";
+ board += "</svg>";
return board;
}
- // Generally light square bottom-right; TODO: user-defined colors at least
- getSquareColorClass(i, j) {
- return ((i+j) % 2 == 0 ? "light-square": "dark-square");
- }
-
- setupPieces(r) {
- if (this.g_pieces) {
- // Refreshing: delete old pieces first
- for (let i=0; i<this.size.x; i++) {
- for (let j=0; j<this.size.y; j++) {
- if (this.g_pieces[i][j]) {
- this.g_pieces[i][j].remove();
- this.g_pieces[i][j] = null;
+ setupVisualPieces(r) {
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ if (!r)
+ r = chessboard.getBoundingClientRect();
+ const pieceWidth = this.getPieceWidth(r.width);
+ const addPiece = (i, j, arrName, classes) => {
+ this[arrName][i][j] = document.createElement("piece");
+ C.AddClass_es(this[arrName][i][j], classes);
+ this[arrName][i][j].style.width = pieceWidth + "px";
+ this[arrName][i][j].style.height = pieceWidth + "px";
+ let [ip, jp] = this.getPixelPosition(i, j, r);
+ // Translate coordinates to use chessboard as reference:
+ this[arrName][i][j].style.transform =
+ `translate(${ip - r.x}px,${jp - r.y}px)`;
+ chessboard.appendChild(this[arrName][i][j]);
+ };
+ const conditionalReset = (arrName) => {
+ if (this[arrName]) {
+ // Refreshing: delete old pieces first. This isn't necessary,
+ // but simpler (this method isn't called many times)
+ for (let i=0; i<this.size.x; i++) {
+ for (let j=0; j<this.size.y; j++) {
+ if (this[arrName][i][j]) {
+ this[arrName][i][j].remove();
+ this[arrName][i][j] = null;
+ }
}
}
}
- }
- else this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null);
- let container = document.getElementById(this.containerId);
- if (!r) r = container.getBoundingClientRect();
- const pieceWidth = this.getPieceWidth(r.width);
+ else
+ this[arrName] = ArrayFun.init(this.size.x, this.size.y, null);
+ if (arrName == "d_pieces")
+ this.marks.forEach(([i, j]) => addPiece(i, j, arrName, "mark"));
+ };
+ if (this.marks)
+ conditionalReset("d_pieces");
+ conditionalReset("g_pieces");
for (let i=0; i < this.size.x; i++) {
for (let j=0; j < this.size.y; j++) {
- if (
- this.board[i][j] != "" &&
- (!this.options["dark"] || this.enlightened[i][j])
- ) {
- const piece = this.getPiece(i, j);
+ if (this.board[i][j] != "") {
const color = this.getColor(i, j);
- this.g_pieces[i][j] = document.createElement("piece");
- this.g_pieces[i][j].classList.add(this.pieces()[piece]["class"]);
- this.g_pieces[i][j].classList.add(color == "w" ? "white" : "black");
- this.g_pieces[i][j].style.width = pieceWidth + "px";
- this.g_pieces[i][j].style.height = pieceWidth + "px";
- const [ip, jp] = this.getPixelPosition(i, j, r);
- this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
- container.appendChild(this.g_pieces[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(V.GetColorClass(color));
+ if (this.enlightened && !this.enlightened[i][j])
+ this.g_pieces[i][j].classList.add("hidden");
+ }
+ if (this.marks && this.d_pieces[i][j]) {
+ let classes = ["mark"];
+ if (this.board[i][j] != "")
+ classes.push("transparent");
+ addPiece(i, j, "d_pieces", classes);
}
}
}
- if (this.reserve) this.re_drawReserve(['w', 'b'], r);
+ if (this.hasReserve && !this.isDiagram)
+ this.re_drawReserve(['w', 'b'], r);
}
- // NOTE: assume !!this.reserve
+ // NOTE: assume this.reserve != null
re_drawReserve(colors, r) {
if (this.r_pieces) {
// Remove (old) reserve pieces
for (let c of colors) {
- if (!this.reserve[c]) continue;
- Object.keys(this.reserve[c]).forEach(p => {
- if (this.r_pieces[c][p]) {
- this.r_pieces[c][p].remove();
- delete this.r_pieces[c][p];
- const numId = this.getReserveNumId(c, p);
- document.getElementById(numId).remove();
- }
+ Object.keys(this.r_pieces[c]).forEach(p => {
+ this.r_pieces[c][p].remove();
+ delete this.r_pieces[c][p];
+ const numId = this.getReserveNumId(c, p);
+ document.getElementById(numId).remove();
});
- let reservesDiv = document.getElementById("reserves_" + c);
- if (reservesDiv) reservesDiv.remove();
}
}
- else this.r_pieces = { 'w': {}, 'b': {} };
- if (!r) {
- const container = document.getElementById(this.containerId);
- r = container.getBoundingClientRect();
- }
- const epsilon = 1e-4; //fix display bug on Firefox at least
+ else
+ this.r_pieces = { w: {}, b: {} };
+ let container = document.getElementById(this.containerId);
+ if (!r)
+ r = container.querySelector(".chessboard").getBoundingClientRect();
for (let c of colors) {
- if (!this.reserve[c]) continue;
+ let reservesDiv = document.getElementById("reserves_" + c);
+ if (reservesDiv)
+ reservesDiv.remove();
+ if (!this.reserve[c])
+ continue;
const nbR = this.getNbReservePieces(c);
- if (nbR == 0) continue;
+ if (nbR == 0)
+ continue;
const sqResSize = this.getReserveSquareSize(r.width, nbR);
let ridx = 0;
const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
rcontainer.classList.add("reserves");
rcontainer.style.left = i0 + "px";
rcontainer.style.top = j0 + "px";
- rcontainer.style.width = (nbR * sqResSize) + "px";
+ // NOTE: +1 fix display bug on Firefox at least
+ rcontainer.style.width = (nbR * sqResSize + 1) + "px";
rcontainer.style.height = sqResSize + "px";
- document.getElementById("boardContainer").appendChild(rcontainer);
+ container.appendChild(rcontainer);
for (let p of Object.keys(this.reserve[c])) {
- if (this.reserve[c][p] == 0) continue;
+ if (this.reserve[c][p] == 0)
+ continue;
let r_cell = document.createElement("div");
- r_cell.id = this.coordsToId([c, p]);
+ r_cell.id = this.coordsToId({x: c, y: p});
r_cell.classList.add("reserve-cell");
- r_cell.style.width = (sqResSize - epsilon) + "px";
- r_cell.style.height = (sqResSize - epsilon) + "px";
+ r_cell.style.width = sqResSize + "px";
+ r_cell.style.height = sqResSize + "px";
rcontainer.appendChild(r_cell);
let piece = document.createElement("piece");
- const pieceSpec = this.pieces(c)[p];
- piece.classList.add(pieceSpec["class"]);
- piece.classList.add(c == 'w' ? "white" : "black");
+ C.AddClass_es(piece, this.pieces(c, c, p)[p]["class"]);
+ piece.classList.add(V.GetColorClass(c));
piece.style.width = "100%";
piece.style.height = "100%";
this.r_pieces[c][p] = piece;
}
updateReserve(color, piece, count) {
+ if (this.options["cannibal"] && C.CannibalKings[piece])
+ piece = "k"; //capturing cannibal king: back to king form
const oldCount = this.reserve[color][piece];
this.reserve[color][piece] = count;
- // Redrawing is much easier if count==0
- if ([oldCount, count].includes(0)) this.re_drawReserve([color]);
+ // Redrawing is much easier if count==0 (or undefined)
+ if ([oldCount, count].some(item => !item))
+ this.re_drawReserve([color]);
else {
const numId = this.getReserveNumId(color, piece);
document.getElementById(numId).textContent = count;
}
}
- // After resize event: no need to destroy/recreate pieces
- rescale() {
- let container = document.getElementById(this.containerId);
- if (!container) return; //useful at initial loading
- const r = container.getBoundingClientRect();
- const newRatio = r.width / r.height;
- const aspectRatio = this.size.y / this.size.x;
- let newWidth = r.width,
- newHeight = r.height;
- if (newRatio > aspectRatio) {
- newWidth = r.height * aspectRatio;
- container.style.width = newWidth + "px";
- }
- else if (newRatio < aspectRatio) {
- newHeight = r.width / aspectRatio;
- container.style.height = newHeight + "px";
- }
- const newX = (window.innerWidth - newWidth) / 2;
- container.style.left = newX + "px";
- const newY = (window.innerHeight - newHeight) / 2;
- container.style.top = newY + "px";
- const newR = { x: newX, y: newY, width: newWidth, height: newHeight };
+ // Resize board: no need to destroy/recreate pieces
+ rescale(mode) {
+ const container = document.getElementById(this.containerId);
+ let chessboard = container.querySelector(".chessboard");
+ const rc = container.getBoundingClientRect(),
+ r = chessboard.getBoundingClientRect();
+ const multFact = (mode == "up" ? 1.05 : 0.95);
+ let [newWidth, newHeight] = [multFact * r.width, multFact * r.height];
+ // Stay in window:
+ const vRatio = this.size.ratio || 1;
+ if (newWidth > rc.width) {
+ newWidth = rc.width;
+ newHeight = newWidth / vRatio;
+ }
+ if (newHeight > rc.height) {
+ newHeight = rc.height;
+ newWidth = newHeight * vRatio;
+ }
+ chessboard.style.width = newWidth + "px";
+ chessboard.style.height = newHeight + "px";
+ const newX = (rc.width - newWidth) / 2;
+ chessboard.style.left = newX + "px";
+ const newY = (rc.height - newHeight) / 2;
+ chessboard.style.top = newY + "px";
+ const newR = {x: newX, y: newY, width: newWidth, height: newHeight};
const pieceWidth = this.getPieceWidth(newWidth);
- for (let i=0; i < this.size.x; i++) {
- for (let j=0; j < this.size.y; j++) {
- if (this.board[i][j] != "") {
- // NOTE: could also use CSS transform "scale"
- this.g_pieces[i][j].style.width = pieceWidth + "px";
- this.g_pieces[i][j].style.height = pieceWidth + "px";
- const [ip, jp] = this.getPixelPosition(i, j, newR);
- this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
+ // NOTE: next "if" for variants which use squares filling
+ // instead of "physical", moving pieces
+ if (this.g_pieces) {
+ for (let i=0; i < this.size.x; i++) {
+ for (let j=0; j < this.size.y; j++) {
+ if (this.g_pieces[i][j]) {
+ // NOTE: could also use CSS transform "scale"
+ this.g_pieces[i][j].style.width = pieceWidth + "px";
+ this.g_pieces[i][j].style.height = pieceWidth + "px";
+ const [ip, jp] = this.getPixelPosition(i, j, newR);
+ // Translate coordinates to use chessboard as reference:
+ this.g_pieces[i][j].style.transform =
+ `translate(${ip - newX}px,${jp - newY}px)`;
+ }
}
}
}
- if (this.reserve) this.rescaleReserve(newR);
+ if (this.hasReserve)
+ this.rescaleReserve(newR);
}
rescaleReserve(r) {
- const epsilon = 1e-4;
for (let c of ['w','b']) {
- if (!this.reserve[c]) continue;
+ if (!this.reserve[c])
+ continue;
const nbR = this.getNbReservePieces(c);
- if (nbR == 0) continue;
+ if (nbR == 0)
+ continue;
// Resize container first
const sqResSize = this.getReserveSquareSize(r.width, nbR);
const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
let rcontainer = document.getElementById("reserves_" + c);
rcontainer.style.left = i0 + "px";
rcontainer.style.top = j0 + "px";
- rcontainer.style.width = (nbR * sqResSize) + "px";
+ rcontainer.style.width = (nbR * sqResSize + 1) + "px";
rcontainer.style.height = sqResSize + "px";
// And then reserve cells:
const rpieceWidth = this.getReserveSquareSize(r.width, nbR);
Object.keys(this.reserve[c]).forEach(p => {
- if (this.reserve[c][p] == 0) return;
- let r_cell = document.getElementById(this.coordsToId([c, p]));
- r_cell.style.width = (sqResSize - epsilon) + "px";
- r_cell.style.height = (sqResSize - epsilon) + "px";
+ if (this.reserve[c][p] == 0)
+ return;
+ let r_cell = document.getElementById(this.coordsToId({x: c, y: p}));
+ r_cell.style.width = sqResSize + "px";
+ r_cell.style.height = sqResSize + "px";
});
}
}
// Our coordinate system differs from CSS one (x <--> y).
// We return here the CSS coordinates (more useful).
getPixelPosition(i, j, r) {
- const sqSize = this.getSquareWidth(r.width);
- if (i < 0 || j < 0) return [0, 0]; //piece vanishes
- const flipped = (this.playerColor == 'b');
- const x = (flipped ? this.size.y - 1 - j : j) * sqSize;
- const y = (flipped ? this.size.x - 1 - i : i) * sqSize;
- return [x, y];
+ if (i < 0 || j < 0)
+ return [0, 0]; //piece vanishes
+ let x, y;
+ if (typeof i == "string") {
+ // Reserves: need to know the rank of piece
+ const nbR = this.getNbReservePieces(i);
+ const rsqSize = this.getReserveSquareSize(r.width, nbR);
+ x = this.getRankInReserve(i, j) * rsqSize;
+ y = (this.playerColor == i ? y = r.height + 5 : - 5 - rsqSize);
+ }
+ else {
+ const sqSize = r.width / this.size.y;
+ const flipped = this.flippedBoard;
+ x = (flipped ? this.size.y - 1 - j : j) * sqSize;
+ y = (flipped ? this.size.x - 1 - i : i) * sqSize;
+ }
+ return [r.x + x, r.y + y];
}
initMouseEvents() {
let container = document.getElementById(this.containerId);
+ let chessboard = container.querySelector(".chessboard");
const getOffset = e => {
- if (e.clientX) return {x: e.clientX, y: e.clientY}; //Mouse
+ if (e.clientX)
+ // Mouse
+ return {x: e.clientX, y: e.clientY};
let touchLocation = null;
if (e.targetTouches && e.targetTouches.length >= 1)
// Touch screen, dragstart
// Touch screen, dragend
touchLocation = e.changedTouches[0];
if (touchLocation)
- return {x: touchLocation.pageX, y: touchLocation.pageY};
- return [0, 0]; //Big trouble here =)
+ return {x: touchLocation.clientX, y: touchLocation.clientY};
+ return {x: 0, y: 0}; //shouldn't reach here =)
}
const centerOnCursor = (piece, e) => {
- const centerShift = sqSize / 2;
+ const centerShift = this.getPieceWidth(r.width) / 2;
const offset = getOffset(e);
piece.style.left = (offset.x - centerShift) + "px";
piece.style.top = (offset.y - centerShift) + "px";
let start = null,
r = null,
startPiece, curPiece = null,
- sqSize;
+ pieceWidth;
const mousedown = (e) => {
- r = container.getBoundingClientRect();
- sqSize = this.getSquareWidth(r.width);
- const square = this.idToCoords(e.target.id);
- if (square) {
- const [i, j] = square;
- const move = this.doClick([i, j]);
- if (move) this.playPlusVisual(move);
- else {
- if (typeof i != "number") startPiece = this.r_pieces[i][j];
- else if (this.g_pieces[i][j]) startPiece = this.g_pieces[i][j];
- if (startPiece && this.canIplay(i, j)) {
+ // Disable zoom on smartphones:
+ if (e.touches && e.touches.length > 1)
+ e.preventDefault();
+ r = chessboard.getBoundingClientRect();
+ pieceWidth = this.getPieceWidth(r.width);
+ const cd = this.idToCoords(e.target.id);
+ if (cd) {
+ const move = this.doClick(cd);
+ if (move)
+ this.buildMoveStack(move, r);
+ else if (!this.clickOnly) {
+ const [x, y] = Object.values(cd);
+ if (typeof x != "number")
+ startPiece = this.r_pieces[x][y];
+ else
+ startPiece = this.g_pieces[x][y];
+ if (startPiece && this.canIplay(x, y)) {
e.preventDefault();
- start = { x: i, y: j };
+ start = cd;
curPiece = startPiece.cloneNode();
curPiece.style.transform = "none";
curPiece.style.zIndex = 5;
- curPiece.style.width = sqSize + "px";
- curPiece.style.height = sqSize + "px";
+ curPiece.style.width = pieceWidth + "px";
+ curPiece.style.height = pieceWidth + "px";
centerOnCursor(curPiece, e);
- document.getElementById("boardContainer").appendChild(curPiece);
+ container.appendChild(curPiece);
startPiece.style.opacity = "0.4";
- container.style.cursor = "none";
+ chessboard.style.cursor = "none";
}
}
}
e.preventDefault();
centerOnCursor(curPiece, e);
}
+ else if (e.changedTouches && e.changedTouches.length >= 1)
+ // Attempt to prevent horizontal swipe...
+ e.preventDefault();
};
const mouseup = (e) => {
- const newR = container.getBoundingClientRect();
- if (newR.width != r.width || newR.height != r.height) {
- this.rescale();
+ if (!start)
return;
- }
- if (!start) return;
const [x, y] = [start.x, start.y];
start = null;
e.preventDefault();
- container.style.cursor = "pointer";
+ chessboard.style.cursor = "pointer";
startPiece.style.opacity = "1";
const offset = getOffset(e);
const landingElt = document.elementFromPoint(offset.x, offset.y);
- const sq = this.idToCoords(landingElt.id);
- if (sq) {
- const [i, j] = sq;
+ const cd =
+ (landingElt ? this.idToCoords(landingElt.id) : undefined);
+ if (cd) {
// NOTE: clearly suboptimal, but much easier, and not a big deal.
const potentialMoves = this.getPotentialMovesFrom([x, y])
- .filter(m => m.end.x == i && m.end.y == j);
+ .filter(m => m.end.x == cd.x && m.end.y == cd.y);
const moves = this.filterValid(potentialMoves);
- if (moves.length >= 2) this.showChoices(moves, r);
- else if (moves.length == 1) this.playPlusVisual(moves[0], r);
+ if (moves.length >= 2)
+ this.showChoices(moves, r);
+ else if (moves.length == 1)
+ this.buildMoveStack(moves[0], r);
}
curPiece.remove();
};
+ const resize = (e) => this.rescale(e.deltaY < 0 ? "up" : "down");
+
+ if ('onmousedown' in window) {
+ this.mouseListeners = [
+ {type: "mousedown", listener: mousedown},
+ {type: "mousemove", listener: mousemove},
+ {type: "mouseup", listener: mouseup},
+ {type: "wheel", listener: resize}
+ ];
+ this.mouseListeners.forEach(ml => {
+ document.addEventListener(ml.type, ml.listener);
+ });
+ }
+ if ('ontouchstart' in window) {
+ this.touchListeners = [
+ {type: "touchstart", listener: mousedown},
+ {type: "touchmove", listener: mousemove},
+ {type: "touchend", listener: mouseup}
+ ];
+ this.touchListeners.forEach(tl => {
+ // https://stackoverflow.com/a/42509310/12660887
+ document.addEventListener(tl.type, tl.listener, {passive: false});
+ });
+ }
+ // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
+ }
+
+ // NOTE: not called if isDiagram
+ removeListeners() {
+ let container = document.getElementById(this.containerId);
+ this.windowResizeObs.unobserve(container);
if ('onmousedown' in window) {
- document.addEventListener("mousedown", mousedown);
- document.addEventListener("mousemove", mousemove);
- document.addEventListener("mouseup", mouseup);
+ this.mouseListeners.forEach(ml => {
+ document.removeEventListener(ml.type, ml.listener);
+ });
}
if ('ontouchstart' in window) {
- document.addEventListener("touchstart", mousedown);
- document.addEventListener("touchmove", mousemove);
- document.addEventListener("touchend", mouseup);
+ this.touchListeners.forEach(tl => {
+ // https://stackoverflow.com/a/42509310/12660887
+ document.removeEventListener(tl.type, tl.listener);
+ });
}
}
showChoices(moves, r) {
let container = document.getElementById(this.containerId);
+ let chessboard = container.querySelector(".chessboard");
let choices = document.createElement("div");
choices.id = "choices";
+ if (!r)
+ r = chessboard.getBoundingClientRect();
choices.style.width = r.width + "px";
choices.style.height = r.height + "px";
choices.style.left = r.x + "px";
choices.style.top = r.y + "px";
- container.style.opacity = "0.5";
- let boardContainer = document.getElementById("boardContainer");
- boardContainer.appendChild(choices);
- const squareWidth = this.getSquareWidth(r.width);
+ chessboard.style.opacity = "0.5";
+ container.appendChild(choices);
+ const squareWidth = r.width / this.size.y;
const firstUpLeft = (r.width - (moves.length * squareWidth)) / 2;
const firstUpTop = (r.height - squareWidth) / 2;
const color = moves[0].appear[0].c;
const callback = (m) => {
- container.style.opacity = "1";
- boardContainer.removeChild(choices);
- this.playPlusVisual(m, r);
+ chessboard.style.opacity = "1";
+ container.removeChild(choices);
+ this.buildMoveStack(m, r);
}
for (let i=0; i < moves.length; i++) {
let choice = document.createElement("div");
choice.style.backgroundColor = "lightyellow";
choice.onclick = () => callback(moves[i]);
const piece = document.createElement("piece");
- const pieceSpec = this.pieces(color)[moves[i].appear[0].p];
- piece.classList.add(pieceSpec["class"]);
- piece.classList.add(color == 'w' ? "white" : "black");
+ 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(V.GetColorClass(color));
piece.style.width = "100%";
piece.style.height = "100%";
choice.appendChild(piece);
}
}
+ displayMessage(elt, msg, classe_s, timeout) {
+ if (elt)
+ // Fixed element, e.g. for Dice Chess
+ elt.innerHTML = msg;
+ else {
+ // Temporary div (Chakart, Apocalypse...)
+ let divMsg = document.createElement("div");
+ C.AddClass_es(divMsg, classe_s);
+ divMsg.innerHTML = msg;
+ let container = document.getElementById(this.containerId);
+ container.appendChild(divMsg);
+ setTimeout(() => container.removeChild(divMsg), timeout);
+ }
+ }
+
+ ////////////////
+ // DARK METHODS
+
+ updateEnlightened() {
+ this.oldEnlightened = this.enlightened;
+ this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
+ // Add pieces positions + all squares reachable by moves (includes Zen):
+ for (let x=0; x<this.size.x; x++) {
+ for (let y=0; y<this.size.y; y++) {
+ if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor)
+ {
+ this.enlightened[x][y] = true;
+ this.getPotentialMovesFrom([x, y]).forEach(m => {
+ this.enlightened[m.end.x][m.end.y] = true;
+ });
+ }
+ }
+ }
+ if (this.epSquare)
+ this.enlightEnpassant();
+ }
+
+ // Include square of the en-passant capturing square:
+ enlightEnpassant() {
+ // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
+ // 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], //NOTE: epSquare.x not on edge
+ y = this.getY(this.epSquare.y - step[1]);
+ if (
+ this.onBoard(x, y) &&
+ this.getColor(x, y) == this.playerColor &&
+ this.getPieceType(x, y) == "p"
+ ) {
+ this.enlightened[x][this.epSquare.y] = true;
+ break;
+ }
+ }
+ }
+
+ // Apply diff this.enlightened --> oldEnlightened on board
+ graphUpdateEnlightened() {
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ const r = chessboard.getBoundingClientRect();
+ const pieceWidth = this.getPieceWidth(r.width);
+ for (let x=0; x<this.size.x; x++) {
+ for (let y=0; y<this.size.y; y++) {
+ if (!this.enlightened[x][y] && this.oldEnlightened[x][y]) {
+ let elt = document.getElementById(this.coordsToId({x: x, y: y}));
+ elt.classList.add("in-shadow");
+ if (this.g_pieces[x][y])
+ this.g_pieces[x][y].classList.add("hidden");
+ }
+ else if (this.enlightened[x][y] && !this.oldEnlightened[x][y]) {
+ let elt = document.getElementById(this.coordsToId({x: x, y: y}));
+ elt.classList.remove("in-shadow");
+ if (this.g_pieces[x][y])
+ this.g_pieces[x][y].classList.remove("hidden");
+ }
+ }
+ }
+ }
+
//////////////
// BASIC UTILS
get size() {
- return { "x": 8, "y": 8 };
+ return {
+ x: 8,
+ y: 8,
+ ratio: 1 //for rectangular board = y / x (optional, 1 = default)
+ };
}
- // Color of thing on square (i,j). 'undefined' if square is empty
+ // Color of thing on square (i,j). '' if square is empty
getColor(i, j) {
+ if (typeof i == "string")
+ return i; //reserves
return this.board[i][j].charAt(0);
}
- // Piece type on square (i,j). 'undefined' if square is empty
+ static GetColorClass(c) {
+ if (c == 'w')
+ return "white";
+ if (c == 'b')
+ return "black";
+ return "other-color"; //unidentified color
+ }
+
+ // Piece on i,j. '' if square is empty
getPiece(i, j) {
+ if (typeof j == "string")
+ return j; //reserves
return this.board[i][j].charAt(1);
}
- // Get opponent color
- static GetOppCol(color) {
- return (color == "w" ? "b" : "w");
+ // Piece type on square (i,j)
+ getPieceType(x, y, p) {
+ if (!p)
+ p = this.getPiece(x, y);
+ return this.pieces(this.getColor(x, y), x, y)[p].moveas || p;
}
- // Can thing on square1 take thing on square2
- canTake([x1, y1], [x2, y2]) {
- return (
- (
- (this.options["recycle"] || this.options["teleport"]) &&
- this.getPiece(x2, y2) != ChessRules.KING
- ) ||
- (this.getColor(x1, y1) !== this.getColor(x2, y2))
- );
+ isKing(x, y, p) {
+ if (!p)
+ p = this.getPiece(x, y);
+ if (!this.options["cannibal"])
+ return p == 'k';
+ return !!C.CannibalKings[p];
+ }
+
+ 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");
}
// Is (x,y) on the chessboard?
onBoard(x, y) {
- return x >= 0 && x < this.size.x && y >= 0 && y < this.size.y;
+ return (x >= 0 && x < this.size.x &&
+ y >= 0 && y < this.size.y);
}
- // Used in interface: 'side' arg == player color
+ // Am I allowed to move thing at square x,y ?
canIplay(x, y) {
- return (
- this.playerColor == this.turn &&
- (
- (typeof x == "number" && this.getColor(x, y) == this.turn) ||
- (typeof x == "string" && x == this.turn) //reserve
- )
- );
+ return (this.playerColor == this.turn && this.getColor(x, y) == this.turn);
}
////////////////////////
// PIECES SPECIFICATIONS
- pieces(color) {
- const pawnShift = (color == "w" ? -1 : 1);
+ getPawnShift(color) {
+ return (color == "w" ? -1 : 1);
+ }
+ isPawnInitRank(x, color) {
+ return (color == 'w' && x >= 6) || (color == 'b' && x <= 1);
+ }
+
+ pieces(color, x, y) {
+ const pawnShift = this.getPawnShift(color || 'w');
return {
'p': {
"class": "pawn",
- steps: [[pawnShift, 0]],
- range: 1,
- attack: [[pawnShift, 1], [pawnShift, -1]]
+ moves: [
+ {
+ steps: [[pawnShift, 0]],
+ range: (this.isPawnInitRank(x, color) ? 2 : 1)
+ }
+ ],
+ attack: [
+ {
+ steps: [[pawnShift, 1], [pawnShift, -1]],
+ range: 1
+ }
+ ]
},
- // rook
'r': {
"class": "rook",
- steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]
+ both: [
+ {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
+ ]
},
- // knight
'n': {
"class": "knight",
- steps: [
- [1, 2], [1, -2], [-1, 2], [-1, -2],
- [2, 1], [-2, 1], [2, -1], [-2, -1]
- ],
- range: 1
+ both: [
+ {
+ steps: [
+ [1, 2], [1, -2], [-1, 2], [-1, -2],
+ [2, 1], [-2, 1], [2, -1], [-2, -1]
+ ],
+ range: 1
+ }
+ ]
},
- // bishop
'b': {
"class": "bishop",
- steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]
+ both: [
+ {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
+ ]
},
- // queen
'q': {
"class": "queen",
- steps: [
- [0, 1], [0, -1], [1, 0], [-1, 0],
- [1, 1], [1, -1], [-1, 1], [-1, -1]
+ both: [
+ {
+ steps: [
+ [0, 1], [0, -1], [1, 0], [-1, 0],
+ [1, 1], [1, -1], [-1, 1], [-1, -1]
+ ]
+ }
]
},
- // king
'k': {
"class": "king",
- steps: [
- [0, 1], [0, -1], [1, 0], [-1, 0],
- [1, 1], [1, -1], [-1, 1], [-1, -1]
- ],
- range: 1
- }
+ both: [
+ {
+ steps: [
+ [0, 1], [0, -1], [1, 0], [-1, 0],
+ [1, 1], [1, -1], [-1, 1], [-1, -1]
+ ],
+ range: 1
+ }
+ ]
+ },
+ // Cannibal kings:
+ '!': {"class": "king-pawn", moveas: "p"},
+ '#': {"class": "king-rook", moveas: "r"},
+ '$': {"class": "king-knight", moveas: "n"},
+ '%': {"class": "king-bishop", moveas: "b"},
+ '*': {"class": "king-queen", moveas: "q"}
};
}
- // Some pieces codes (for a clearer code)
- static get PAWN() {
- return "p";
- }
- static get QUEEN() {
- return "q";
+ // NOTE: using special symbols to not interfere with variants' pieces codes
+ static get CannibalKings() {
+ return {
+ "!": "p",
+ "#": "r",
+ "$": "n",
+ "%": "b",
+ "*": "q",
+ "k": "k"
+ };
}
- static get KING() {
- return "k";
+
+ static get CannibalKingCode() {
+ return {
+ "p": "!",
+ "r": "#",
+ "n": "$",
+ "b": "%",
+ "q": "*",
+ "k": "k"
+ };
}
- ////////////////////
- // MOVES GENERATION
+ //////////////////////////
+ // MOVES GENERATION UTILS
// For Cylinder: get Y coordinate
- computeY(y) {
- if (!this.options["cylinder"]) return y;
+ getY(y) {
+ if (!this.options["cylinder"])
+ return y;
let res = y % this.size.y;
- if (res < 0) res += this.size.y;
+ if (res < 0)
+ res += this.size.y;
+ return res;
+ }
+ // Circular?
+ getX(x) {
+ return x; //generally, no
+ }
+
+ increment([x, y], step) {
+ return [
+ this.getX(x + step[0]),
+ this.getY(y + step[1])
+ ];
+ }
+
+ getSegments(curSeg, segStart, segEnd) {
+ if (curSeg.length == 0)
+ return undefined;
+ let segments = JSON.parse(JSON.stringify(curSeg)); //not altering
+ segments.push([[segStart[0], segStart[1]], [segEnd[0], segEnd[1]]]);
+ return segments;
+ }
+
+ getStepSpec(color, x, y, piece) {
+ let pieceType = piece;
+ let allSpecs = this.pieces(color, x, y);
+ if (!piece)
+ pieceType = this.getPieceType(x, y);
+ else if (allSpecs[piece].moveas)
+ pieceType = allSpecs[piece].moveas;
+ let res = allSpecs[pieceType];
+ if (!res["both"])
+ res.both = [];
+ if (!res["moves"])
+ res.moves = [];
+ if (!res["attack"])
+ res.attack = [];
return res;
}
+ // Can thing on square1 capture thing on square2?
+ canTake([x1, y1], [x2, y2]) {
+ return this.getColor(x1, y1) !== this.getColor(x2, y2);
+ }
+
+ // Teleport & Recycle. Assumption: color(x1,y1) == color(x2,y2)
+ canSelfTake([x1, y1], [x2, y2]) {
+ return !this.isKing(x2, y2);
+ }
+
+ canStepOver(i, j, p) {
+ // In some variants, objects on boards don't stop movement (Chakart)
+ return this.board[i][j] == "";
+ }
+
+ canDrop([c, p], [i, j]) {
+ return (
+ this.board[i][j] == "" &&
+ (!this.enlightened || this.enlightened[i][j]) &&
+ (
+ p != "p" ||
+ (c == 'w' && i < this.size.x - 1) ||
+ (c == 'b' && i > 0)
+ )
+ );
+ }
+
+ // For Madrasi:
+ // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
+ isImmobilized([x, y]) {
+ if (!this.options["madrasi"])
+ return false;
+ const color = this.getColor(x, y);
+ 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);
+ for (let a of attacks) {
+ outerLoop: for (let step of a.steps) {
+ let [i, j] = this.increment([x, y], step);
+ let stepCounter = 0;
+ while (this.onBoard(i, j) && this.board[i][j] == "") {
+ if (a.range <= stepCounter++)
+ continue outerLoop;
+ [i, j] = this.increment([i, j], step);
+ }
+ if (
+ this.onBoard(i, j) &&
+ oppCols.includes(this.getColor(i, j)) &&
+ this.getPieceType(i, j) == piece
+ ) {
+ return true;
+ }
+ }
+ }
+ return false;
+ }
+
// Stop at the first capture found
atLeastOneCapture(color) {
- color = color || this.turn;
- const oppCol = ChessRules.GetOppCol(color);
- for (let i = 0; i < this.size.x; i++) {
- for (let j = 0; j < this.size.y; j++) {
- if (this.board[i][j] != "" && this.getColor(i, j) == color) {
- const specs = this.pieces(color)[this.getPiece(i, j)];
- const steps = specs.attack || specs.steps;
- outerLoop: for (let step of steps) {
- let [ii, jj] = [i + step[0], this.computeY(j + step[1])];
- let stepCounter = 1;
- while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
- if (specs.range <= stepCounter++) continue outerLoop;
- ii += step[0];
- jj = this.computeY(jj + step[1]);
- }
- if (
- this.onBoard(ii, jj) &&
- this.getColor(ii, jj) == oppCol &&
- this.filterValid(
- [this.getBasicMove([i, j], [ii, jj])]
- ).length >= 1
- ) {
- return true;
- }
+ const allowed = (sq1, sq2) => {
+ return (
+ // NOTE: canTake is reversed for Zen.
+ // Generally ok because of the symmetry. TODO?
+ this.canTake(sq1, sq2) &&
+ this.filterValid(
+ [this.getBasicMove(sq1, sq2)]).length >= 1
+ );
+ };
+ for (let i=0; i<this.size.x; i++) {
+ for (let j=0; j<this.size.y; j++) {
+ if (this.getColor(i, j) == color) {
+ if (
+ (
+ !this.options["zen"] &&
+ this.findDestSquares(
+ [i, j],
+ {
+ attackOnly: true,
+ one: true,
+ },
+ allowed
+ )
+ )
+ ||
+ (
+ (
+ this.options["zen"] &&
+ this.findCapturesOn(
+ [i, j],
+ {one: true},
+ allowed
+ )
+ )
+ )
+ ) {
+ return true;
}
}
}
return false;
}
+ compatibleStep([x1, y1], [x2, y2], step, range) {
+ const epsilon = 1e-7; //arbitrary small value
+ let shifts = [0];
+ if (this.options["cylinder"])
+ Array.prototype.push.apply(shifts, [-this.size.y, this.size.y]);
+ for (let sh of shifts) {
+ const rx = (x2 - x1) / step[0],
+ ry = (y2 + sh - y1) / step[1];
+ if (
+ // Zero step but non-zero interval => impossible
+ (!Number.isFinite(rx) && !Number.isNaN(rx)) ||
+ (!Number.isFinite(ry) && !Number.isNaN(ry)) ||
+ // Negative number of step (impossible)
+ (rx < 0 || ry < 0) ||
+ // Not the same number of steps in both directions:
+ (!Number.isNaN(rx) && !Number.isNaN(ry) && Math.abs(rx - ry) > epsilon)
+ ) {
+ continue;
+ }
+ let distance = (Number.isNaN(rx) ? ry : rx);
+ if (Math.abs(distance - Math.round(distance)) > epsilon)
+ continue;
+ distance = Math.round(distance); //in case of (numerical...)
+ if (!range || range >= distance)
+ return true;
+ }
+ return false;
+ }
+
+ ////////////////////
+ // MOVES GENERATION
+
getDropMovesFrom([c, p]) {
// NOTE: by design, this.reserve[c][p] >= 1 on user click
- // (but not necessarily otherwise)
- if (!this.reserve[c][p] || this.reserve[c][p] == 0) return [];
+ // (but not necessarily otherwise: atLeastOneMove() etc)
+ if (this.reserve[c][p] == 0)
+ return [];
let moves = [];
for (let i=0; i<this.size.x; i++) {
for (let j=0; j<this.size.y; j++) {
- // TODO: rather simplify this "if" and add post-condition: more general
- if (
- this.board[i][j] == "" &&
- (!this.options["dark"] || this.enlightened[i][j]) &&
- (
- p != ChessRules.PAWN ||
- (c == 'w' && i < this.size.x - 1) ||
- (c == 'b' && i > 0)
- )
- ) {
- moves.push(
- new Move({
- start: {x: c, y: p},
- end: {x: i, y: j},
- appear: [new PiPo({x: i, y: j, c: c, p: p})],
- vanish: []
- })
- );
+ if (this.onBoard(i, j) && this.canDrop([c, p], [i, j])) {
+ let mv = new Move({
+ start: {x: c, y: p},
+ end: {x: i, y: j},
+ appear: [new PiPo({x: i, y: j, c: c, p: p})],
+ vanish: []
+ });
+ if (this.board[i][j] != "") {
+ mv.vanish.push(new PiPo({
+ x: i,
+ y: j,
+ c: this.getColor(i, j),
+ p: this.getPiece(i, j)
+ }));
+ }
+ moves.push(mv);
}
}
}
}
// All possible moves from selected square
- getPotentialMovesFrom(sq, color) {
- if (typeof sq[0] == "string") return this.getDropMovesFrom(sq);
- if (this.options["madrasi"] && this.isImmobilized(sq)) return [];
- const piece = this.getPiece(sq[0], sq[1]);
- let moves;
- if (piece == ChessRules.PAWN) moves = this.getPotentialPawnMoves(sq);
- else moves = this.getPotentialMovesOf(piece, sq);
- if (
- piece == ChessRules.KING &&
- this.hasCastle &&
- this.castleFlags[color || this.turn].some(v => v < this.size.y)
- ) {
- Array.prototype.push.apply(moves, this.getCastleMoves(sq));
- }
+ // TODO: generalize usage if arg "color" (e.g. Checkered)
+ getPotentialMovesFrom([x, y], color) {
+ if (this.subTurnTeleport == 2)
+ return [];
+ if (typeof x == "string")
+ return this.getDropMovesFrom([x, y]);
+ if (this.isImmobilized([x, y]))
+ return [];
+ const piece = this.getPieceType(x, y);
+ let moves = this.getPotentialMovesOf(piece, [x, y]);
+ if (piece == "p" && this.hasEnpassant && this.epSquare)
+ Array.prototype.push.apply(moves, this.getEnpassantCaptures([x, y]));
+ if (this.isKing(0, 0, piece) && this.hasCastle)
+ Array.prototype.push.apply(moves, this.getCastleMoves([x, y]));
return this.postProcessPotentialMoves(moves);
}
postProcessPotentialMoves(moves) {
- if (moves.length == 0) return [];
+ if (moves.length == 0)
+ return [];
const color = this.getColor(moves[0].start.x, moves[0].start.y);
- const oppCol = ChessRules.GetOppCol(color);
-
- if (this.options["capture"] && this.atLeastOneCapture()) {
- // Filter out non-capturing moves (not using m.vanish because of
- // self captures of Recycle and Teleport).
- moves = moves.filter(m => {
- return (
- this.board[m.end.x][m.end.y] != "" &&
- this.getColor(m.end.x, m.end.y) == oppCol
- );
- });
+ const oppCols = this.getOppCols(color);
+
+ if (this.options["capture"] && this.atLeastOneCapture(color))
+ moves = this.capturePostProcess(moves, oppCols);
+
+ if (this.options["atomic"])
+ 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, oppCols);
}
- if (this.options["atomic"]) {
- moves.forEach(m => {
- if (
- this.board[m.end.x][m.end.y] != "" &&
- this.getColor(m.end.x, m.end.y) == oppCol
- ) {
- // Explosion!
- let steps = [
- [-1, -1],
- [-1, 0],
- [-1, 1],
- [0, -1],
- [0, 1],
- [1, -1],
- [1, 0],
- [1, 1]
- ];
- for (let step of steps) {
- let x = m.end.x + step[0];
- let y = this.computeY(m.end.y + step[1]);
- if (
- this.onBoard(x, y) &&
- this.board[x][y] != "" &&
- this.getPiece(x, y) != ChessRules.PAWN
- ) {
- m.vanish.push(
- new PiPo({
- p: this.getPiece(x, y),
- c: this.getColor(x, y),
- x: x,
- y: y
- })
- );
- }
+ if (this.options["cannibal"] && this.options["rifle"])
+ // In this case a rifle-capture from last rank may promote a pawn
+ moves = this.riflePromotePostProcess(moves, color);
+
+ return moves;
+ }
+
+ 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] != "" &&
+ oppCols.includes(this.getColor(m.end.x, m.end.y))
+ );
+ });
+ }
+
+ atomicPostProcess(moves, color, oppCols) {
+ moves.forEach(m => {
+ if (
+ this.board[m.end.x][m.end.y] != "" &&
+ oppCols.includes(this.getColor(m.end.x, m.end.y))
+ ) {
+ // Explosion!
+ let steps = [
+ [-1, -1],
+ [-1, 0],
+ [-1, 1],
+ [0, -1],
+ [0, 1],
+ [1, -1],
+ [1, 0],
+ [1, 1]
+ ];
+ let mNext = new Move({
+ start: m.end,
+ end: m.end,
+ appear: [],
+ vanish: []
+ });
+ for (let step of steps) {
+ let [x, y] = this.increment([m.end.x, m.end.y], step);
+ if (
+ this.onBoard(x, y) &&
+ this.board[x][y] != "" &&
+ (x != m.start.x || y != m.start.y) &&
+ this.getPieceType(x, y) != "p"
+ ) {
+ mNext.vanish.push(
+ new PiPo({
+ p: this.getPiece(x, y),
+ c: this.getColor(x, y),
+ x: x,
+ y: y
+ })
+ );
}
- if (!this.options["rifle"]) m.appear.pop(); //nothin appears
}
- });
- }
+ if (!this.options["rifle"]) {
+ // The moving piece also vanish
+ mNext.vanish.unshift(
+ new PiPo({
+ x: m.end.x,
+ y: m.end.y,
+ c: color,
+ p: this.getPiece(m.start.x, m.start.y)
+ })
+ );
+ }
+ m.next = mNext;
+ }
+ });
return moves;
}
- // For Madrasi:
- // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
- isImmobilized([x, y]) {
- const color = this.getColor(x, y);
- const oppCol = ChessRules.GetOppCol(color);
- const piece = this.getPiece(x, y);
- const stepSpec = this.pieces(color)[piece];
- let [steps, range] = [stepSpec.attack || stepSpec.steps, stepSpec.range];
- outerLoop: for (let step of steps) {
- let [i, j] = [x + step[0], y + step[1]];
- let stepCounter = 1;
- while (this.onBoard(i, j) && this.board[i][j] == "") {
- if (range <= stepCounter++) continue outerLoop;
- i += step[0];
- j = this.computeY(j + step[1]);
+ 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);
+ moves.forEach(m => {
+ const [x1, y1] = [m.start.x, m.start.y];
+ const [x2, y2] = [m.end.x, m.end.y];
+ const promotionOk = (
+ x2 == lastRank &&
+ (!this.options["rifle"] || this.board[x2][y2] == "")
+ );
+ if (!promotionOk)
+ return; //nothing to do
+ if (this.options["pawnfall"]) {
+ m.appear.shift();
+ return;
}
+ let finalPieces;
if (
- this.onBoard(i, j) &&
- this.getColor(i, j) == oppCol &&
- this.getPiece(i, j) == piece
+ this.options["cannibal"] &&
+ this.board[x2][y2] != "" &&
+ oppCols.includes(this.getColor(x2, y2))
) {
- return true;
+ finalPieces = [this.getPieceType(x2, y2)];
}
- }
- return false;
+ else
+ finalPieces = this.pawnPromotions;
+ m.appear[0].p = finalPieces[0];
+ if (initPiece == "!") //cannibal king-pawn
+ m.appear[0].p = C.CannibalKingCode[finalPieces[0]];
+ for (let i=1; i<finalPieces.length; i++) {
+ let newMove = JSON.parse(JSON.stringify(m));
+ const piece = finalPieces[i];
+ m.appear[0].p = (initPiece != "!" ? piece : C.CannibalKingCode[piece]);
+ moreMoves.push(newMove);
+ }
+ });
+ return moves.concat(moreMoves);
+ }
+
+ riflePromotePostProcess(moves, color) {
+ const lastRank = (color == "w" ? 0 : this.size.x - 1);
+ let newMoves = [];
+ moves.forEach(m => {
+ if (
+ m.start.x == lastRank &&
+ m.appear.length >= 1 &&
+ m.appear[0].p == "p" &&
+ m.appear[0].x == m.start.x &&
+ m.appear[0].y == m.start.y
+ ) {
+ m.appear[0].p = this.pawnPromotions[0];
+ for (let i=1; i<this.pawnPromotions.length; i++) {
+ let newMv = JSON.parse(JSON.stringify(m));
+ newMv.appear[0].p = this.pawnPromotions[i];
+ newMoves.push(newMv);
+ }
+ }
+ });
+ return moves.concat(newMoves);
}
// Generic method to find possible moves of "sliding or jumping" pieces
getPotentialMovesOf(piece, [x, y]) {
const color = this.getColor(x, y);
- const stepSpec = this.pieces(color)[piece];
- let [steps, range] = [stepSpec.steps, stepSpec.range];
- let moves = [];
- let explored = {}; //for Cylinder mode
- outerLoop: for (let step of steps) {
- let [i, j] = [x + step[0], this.computeY(y + step[1])];
- let stepCounter = 1;
- while (
- this.onBoard(i, j) &&
- this.board[i][j] == "" &&
- !explored[i + "." + j]
- ) {
- explored[i + "." + j] = true;
- moves.push(this.getBasicMove([x, y], [i, j]));
- if (range <= stepCounter++) continue outerLoop;
- i += step[0];
- j = this.computeY(j + step[1]);
- }
- if (
- this.onBoard(i, j) &&
- (
- !this.options["zen"] ||
- this.getPiece(i, j) == ChessRules.KING ||
- this.getColor(i, j) == color //OK for Recycle and Teleport
- ) &&
- this.canTake([x, y], [i, j]) &&
- !explored[i + "." + j]
- ) {
- explored[i + "." + j] = true;
- moves.push(this.getBasicMove([x, y], [i, j]));
+ const stepSpec = this.getStepSpec(color, x, y, piece);
+ let squares = [];
+ if (stepSpec.attack) {
+ squares = this.findDestSquares(
+ [x, y],
+ {
+ attackOnly: true,
+ stepSpec: stepSpec
+ },
+ ([i1, j1], [i2, j2]) => {
+ return (
+ (!this.options["zen"] || this.isKing(i2, j2)) &&
+ this.canTake([i1, j1], [i2, j2])
+ );
+ }
+ );
+ }
+ const noSpecials = this.findDestSquares(
+ [x, y],
+ {
+ moveOnly: !!stepSpec.attack || this.options["zen"],
+ stepSpec: stepSpec
}
+ );
+ Array.prototype.push.apply(squares, noSpecials);
+ if (this.options["zen"]) {
+ let zenCaptures = this.findCapturesOn(
+ [x, y],
+ {}, //byCol: default is ok
+ ([i1, j1], [i2, j2]) =>
+ !this.isKing(i1, j1) && this.canTake([i2, j2], [i1, j1])
+ );
+ // Technical step: segments (if any) are reversed
+ zenCaptures.forEach(z => {
+ if (!!z.segments)
+ z.segments = z.segments.reverse().map(s => s.reverse())
+ });
+ Array.prototype.push.apply(squares, zenCaptures);
}
- if (this.options["zen"])
- Array.prototype.push.apply(moves, this.getZenCaptures(x, y));
- return moves;
+ if (this.hasSelfCaptures) {
+ const selfCaptures = this.findDestSquares(
+ [x, y],
+ {
+ attackOnly: true,
+ stepSpec: stepSpec
+ },
+ ([i1, j1], [i2, j2]) => {
+ return (
+ this.getColor(i2, j2) == color &&
+ this.canSelfTake([i1, j1], [i2, j2])
+ );
+ }
+ );
+ Array.prototype.push.apply(squares, selfCaptures);
+ }
+ return squares.map(s => {
+ let mv = this.getBasicMove([x, y], s.sq);
+ if (!!s.segments)
+ mv.segments = s.segments;
+ return mv;
+ });
}
- getZenCaptures(x, y) {
- let moves = [];
- // Find reverse captures (opponent takes)
- const color = this.getColor(x, y);
- const oppCol = ChessRules.GetOppCol(color);
- const pieces = this.pieces(oppCol);
- Object.keys(pieces).forEach(p => {
- if (p == ChessRules.KING) return; //king isn't captured this way
- const steps = pieces[p].attack || pieces[p].steps;
- const range = pieces[p].range;
- steps.forEach(s => {
- // From x,y: revert step
- let [i, j] = [x - s[0], this.computeY(y - s[1])];
- let stepCounter = 1;
- while (this.onBoard(i, j) && this.board[i][j] == "") {
- if (range <= stepCounter++) return;
- i -= s[0];
- j = this.computeY(j - s[1]);
+ findDestSquares([x, y], o, allowed) {
+ if (!allowed)
+ allowed = (sq1, sq2) => this.canTake(sq1, sq2);
+ const apparentPiece = this.getPiece(x, y); //how it looks
+ let res = [];
+ // Next 3 for Cylinder mode or circular (useless otherwise)
+ let explored = {};
+ let segments = [];
+ let segStart = [];
+ const addSquare = ([i, j]) => {
+ let elt = {sq: [i, j]};
+ if (segments.length >= 1)
+ elt.segments = this.getSegments(segments, segStart, [i, j]);
+ res.push(elt);
+ };
+ const exploreSteps = (stepArray, mode) => {
+ for (let s of stepArray) {
+ outerLoop: for (let step of s.steps) {
+ segments = [];
+ segStart = [x, y];
+ let [i, j] = [x, y];
+ let stepCounter = 0;
+ while (
+ this.onBoard(i, j) &&
+ ((i == x && j == y) || this.canStepOver(i, j, apparentPiece))
+ ) {
+ if (!explored[i + "." + j] && (i != x || j != y)) {
+ explored[i + "." + j] = true;
+ if (
+ !o.captureTarget ||
+ (o.captureTarget[0] == i && o.captureTarget[1] == j)
+ ) {
+ if (o.one && mode != "attack")
+ return true;
+ if (mode != "attack")
+ addSquare(!o.captureTarget ? [i, j] : [x, y]);
+ if (o.captureTarget)
+ return res[0];
+ }
+ }
+ if (s.range <= stepCounter++)
+ continue outerLoop;
+ const oldIJ = [i, j];
+ [i, j] = this.increment([i, j], step);
+ if (
+ Math.abs(i - oldIJ[0]) != Math.abs(step[0]) ||
+ Math.abs(j - oldIJ[1]) != Math.abs(step[1])
+ ) {
+ // Boundary between segments (cylinder or circular mode)
+ segments.push([[segStart[0], segStart[1]], oldIJ]);
+ segStart = [i, j];
+ }
+ }
+ if (!this.onBoard(i, j))
+ continue;
+ const pieceIJ = this.getPieceType(i, j);
+ if (!explored[i + "." + j]) {
+ explored[i + "." + j] = true;
+ if (allowed([x, y], [i, j])) {
+ if (o.one && mode != "moves")
+ return true;
+ if (mode != "moves")
+ addSquare(!o.captureTarget ? [i, j] : [x, y]);
+ if (
+ o.captureTarget &&
+ o.captureTarget[0] == i && o.captureTarget[1] == j
+ ) {
+ return res[0];
+ }
+ }
+ }
}
+ }
+ return undefined; //default, but let's explicit it
+ };
+ if (o.captureTarget)
+ return exploreSteps(o.captureSteps, "attack");
+ else {
+ const stepSpec =
+ o.stepSpec || this.getStepSpec(this.getColor(x, y), x, y);
+ let outOne = false;
+ if (!o.attackOnly)
+ outOne = exploreSteps(stepSpec.both.concat(stepSpec.moves), "moves");
+ if (!outOne && !o.moveOnly)
+ outOne = exploreSteps(stepSpec.both.concat(stepSpec.attack), "attack");
+ return (o.one ? outOne : res);
+ }
+ }
+
+ // Search for enemy (or not) pieces attacking [x, y]
+ findCapturesOn([x, y], o, allowed) {
+ if (!o.byCol)
+ 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++) {
+ const colIJ = this.getColor(i, j);
if (
- this.onBoard(i, j) &&
- this.getPiece(i, j) == p &&
- this.getColor(i, j) == oppCol && //condition for Recycle & Teleport
- this.canTake([i, j], [x, y])
+ this.board[i][j] != "" &&
+ o.byCol.includes(colIJ) &&
+ !this.isImmobilized([i, j])
) {
- if (this.getPiece(x, y) != ChessRules.PAWN)
- moves.push(this.getBasicMove([x, y], [i, j]));
- else this.addPawnMoves([x, y], [i, j], moves);
+ const apparentPiece = this.getPiece(i, j);
+ // Quick check: does this potential attacker target x,y ?
+ if (this.canStepOver(x, y, apparentPiece))
+ continue;
+ const stepSpec = this.getStepSpec(colIJ, i, j);
+ const attacks = stepSpec.attack.concat(stepSpec.both);
+ for (let a of attacks) {
+ for (let s of a.steps) {
+ // Quick check: if step isn't compatible, don't even try
+ if (!this.compatibleStep([i, j], [x, y], s, a.range))
+ continue;
+ // Finally verify that nothing stand in-between
+ const out = this.findDestSquares(
+ [i, j],
+ {
+ captureTarget: [x, y],
+ captureSteps: [{steps: [s], range: a.range}],
+ },
+ allowed
+ );
+ if (out) {
+ if (o.one)
+ return true;
+ res.push(out);
+ }
+ }
+ }
}
- });
- });
- return moves;
+ }
+ }
+ return (o.one ? false : res);
}
// Build a regular move from its initial and destination squares.
// tr: transformation
getBasicMove([sx, sy], [ex, ey], tr) {
const initColor = this.getColor(sx, sy);
- const initPiece = this.board[sx][sy].charAt(1);
+ const initPiece = this.getPiece(sx, sy);
const destColor = (this.board[ex][ey] != "" ? this.getColor(ex, ey) : "");
let mv = new Move({
appear: [],
vanish: [],
- start: {x:sx, y:sy},
- end: {x:ex, y:ey}
+ start: {x: sx, y: sy},
+ end: {x: ex, y: ey}
});
if (
!this.options["rifle"] ||
x: ex,
y: ey,
c: this.getColor(ex, ey),
- p: this.board[ex][ey].charAt(1)
+ p: this.getPiece(ex, ey)
})
);
- if (this.options["rifle"])
- // Rifle captures are tricky in combination with Atomic etc,
- // so it's useful to mark the move :
- mv.capture = true;
if (this.options["cannibal"] && destColor != initColor) {
- const lastIdx = mv.vanish.length - 1;
- if (mv.appear.length >= 1) mv.appear[0].p = mv.vanish[lastIdx].p;
+ const lastIdx = mv.vanish.length - 1; //think "Rifle+Cannibal"
+ let trPiece = mv.vanish[lastIdx].p;
+ if (this.isKing(sx, sy))
+ trPiece = C.CannibalKingCode[trPiece];
+ if (mv.appear.length >= 1)
+ mv.appear[0].p = trPiece;
else if (this.options["rifle"]) {
mv.appear.unshift(
new PiPo({
x: sx,
y: sy,
c: initColor,
- p: mv.vanish[lastIdx].p
+ p: trPiece
})
);
mv.vanish.unshift(
getEpSquare(moveOrSquare) {
if (typeof moveOrSquare === "string") {
const square = moveOrSquare;
- if (square == "-") return undefined;
- return ChessRules.SquareToCoords(square);
+ if (square == "-")
+ return undefined;
+ return C.SquareToCoords(square);
}
// Argument is a move:
const move = moveOrSquare;
s.y == e.y &&
Math.abs(s.x - e.x) == 2 &&
// Next conditions for variants like Atomic or Rifle, Recycle...
- (move.appear.length > 0 && move.appear[0].p == ChessRules.PAWN) &&
- (move.vanish.length > 0 && move.vanish[0].p == ChessRules.PAWN)
+ (
+ move.appear.length > 0 &&
+ this.getPieceType(0, 0, move.appear[0].p) == 'p'
+ )
+ &&
+ (
+ move.vanish.length > 0 &&
+ this.getPieceType(0, 0, move.vanish[0].p) == 'p'
+ )
) {
return {
x: (s.x + e.x) / 2,
}
// Special case of en-passant captures: treated separately
- getEnpassantCaptures([x, y], shiftX) {
+ getEnpassantCaptures([x, y]) {
const color = this.getColor(x, y);
- const oppCol = ChessRules.GetOppCol(color);
- let enpassantMove = null;
+ const shiftX = (color == 'w' ? -1 : 1);
+ const oppCols = this.getOppCols(color);
if (
- !!this.epSquare &&
- this.epSquare.x == x + shiftX &&
- Math.abs(this.computeY(this.epSquare.y - y)) == 1 &&
- this.getColor(x, this.epSquare.y) == oppCol //Doublemove guard...
+ this.epSquare &&
+ this.epSquare.x == x + shiftX && //NOTE: epSquare.x not on edge
+ Math.abs(this.getY(this.epSquare.y - y)) == 1 &&
+ // Doublemove (and Progressive?) guards:
+ this.board[this.epSquare.x][this.epSquare.y] == "" &&
+ oppCols.includes(this.getColor(x, this.epSquare.y))
) {
const [epx, epy] = [this.epSquare.x, this.epSquare.y];
- this.board[epx][epy] = oppCol + "p";
- enpassantMove = this.getBasicMove([x, y], [epx, epy]);
+ 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
enpassantMove.vanish[lastIdx].x = x;
+ return [enpassantMove];
}
- return !!enpassantMove ? [enpassantMove] : [];
+ return [];
}
- // Consider all potential promotions:
- addPawnMoves([x1, y1], [x2, y2], moves, promotions) {
- let finalPieces = [ChessRules.PAWN];
- const color = this.getColor(x1, y1);
- const lastRank = (color == "w" ? 0 : this.size.x - 1);
- if (x2 == lastRank && (!this.options["rifle"] || this.board[x2][y2] == ""))
- {
- // promotions arg: special override for Hiddenqueen variant
- if (promotions) finalPieces = promotions;
- else if (this.pawnSpecs.promotions)
- finalPieces = this.pawnSpecs.promotions;
- }
- for (let piece of finalPieces) {
- const tr = (piece != ChessRules.PAWN ? { c: color, p: piece } : null);
- moves.push(this.getBasicMove([x1, y1], [x2, y2], tr));
- }
- }
-
- // What are the pawn moves from square x,y ?
- getPotentialPawnMoves([x, y], promotions) {
- const color = this.getColor(x, y); //this.turn doesn't work for Dark mode
- const [sizeX, sizeY] = [this.size.x, this.size.y];
- const pawnShiftX = this.pawnSpecs.directions[color];
- const firstRank = (color == "w" ? sizeX - 1 : 0);
- const forward = (color == 'w' ? -1 : 1);
-
- // Pawn movements in shiftX direction:
- const getPawnMoves = (shiftX) => {
- let moves = [];
- // NOTE: next condition is generally true (no pawn on last rank)
- if (x + shiftX >= 0 && x + shiftX < sizeX) {
- if (this.board[x + shiftX][y] == "") {
- // One square forward (or backward)
- this.addPawnMoves([x, y], [x + shiftX, y], moves, promotions);
- // Next condition because pawns on 1st rank can generally jump
- if (
- this.pawnSpecs.twoSquares &&
- (
- (
- color == 'w' &&
- x >= this.size.x - 1 - this.pawnSpecs.initShift['w']
- )
- ||
- (color == 'b' && x <= this.pawnSpecs.initShift['b'])
- )
- ) {
- if (
- shiftX == forward &&
- this.board[x + 2 * shiftX][y] == ""
- ) {
- // Two squares jump
- moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
- if (
- this.pawnSpecs.threeSquares &&
- this.board[x + 3 * shiftX, y] == ""
- ) {
- // Three squares jump
- moves.push(this.getBasicMove([x, y], [x + 3 * shiftX, y]));
- }
- }
- }
- }
- // Captures
- if (this.pawnSpecs.canCapture) {
- for (let shiftY of [-1, 1]) {
- const yCoord = this.computeY(y + shiftY);
- if (yCoord >= 0 && yCoord < sizeY) {
- if (
- this.board[x + shiftX][yCoord] != "" &&
- this.canTake([x, y], [x + shiftX, yCoord]) &&
- (
- !this.options["zen"] ||
- this.getPiece(x + shiftX, yCoord) == ChessRules.KING
- )
- ) {
- this.addPawnMoves(
- [x, y], [x + shiftX, yCoord],
- moves, promotions
- );
- }
- if (
- this.pawnSpecs.captureBackward && shiftX == forward &&
- x - shiftX >= 0 && x - shiftX < this.size.x &&
- this.board[x - shiftX][yCoord] != "" &&
- this.canTake([x, y], [x - shiftX, yCoord]) &&
- (
- !this.options["zen"] ||
- this.getPiece(x + shiftX, yCoord) == ChessRules.KING
- )
- ) {
- this.addPawnMoves(
- [x, y], [x - shiftX, yCoord],
- moves, promotions
- );
- }
- }
- }
- }
- }
- return moves;
- }
-
- let pMoves = getPawnMoves(pawnShiftX);
- if (this.pawnSpecs.bidirectional)
- pMoves = pMoves.concat(getPawnMoves(-pawnShiftX));
-
- if (this.hasEnpassant) {
- // NOTE: backward en-passant captures are not considered
- // because no rules define them (for now).
- Array.prototype.push.apply(
- pMoves,
- this.getEnpassantCaptures([x, y], pawnShiftX)
- );
- }
-
- if (this.options["zen"])
- Array.prototype.push.apply(pMoves, this.getZenCaptures(x, y));
-
- return pMoves;
- }
-
- // "castleInCheck" arg to let some variants castle under check
- getCastleMoves([x, y], finalSquares, castleInCheck, castleWith) {
+ getCastleMoves([x, y], finalSquares, castleWith, castleFlags) {
const c = this.getColor(x, y);
+ castleFlags = castleFlags || this.castleFlags[c];
// Castling ?
- const oppCol = ChessRules.GetOppCol(c);
+ const oppCols = this.getOppCols(c);
let moves = [];
// King, then rook:
finalSquares =
finalSquares || [ [2, 3], [this.size.y - 2, this.size.y - 3] ];
- const castlingKing = this.board[x][y].charAt(1);
+ const castlingKing = this.getPiece(x, y);
castlingCheck: for (
let castleSide = 0;
castleSide < 2;
castleSide++ //large, then small
) {
- if (this.castleFlags[c][castleSide] >= this.size.y) continue;
+ if (castleFlags[castleSide] >= this.size.y)
+ continue;
// If this code is reached, rook and king are on initial position
// NOTE: in some variants this is not a rook
- const rookPos = this.castleFlags[c][castleSide];
- const castlingPiece = this.board[x][rookPos].charAt(1);
+ const rookPos = castleFlags[castleSide];
+ const castlingPiece = this.getPiece(x, rookPos);
if (
this.board[x][rookPos] == "" ||
this.getColor(x, rookPos) != c ||
- (!!castleWith && !castleWith.includes(castlingPiece))
+ (castleWith && !castleWith.includes(castlingPiece))
) {
// Rook is not here, or changed color (see Benedict)
continue;
let i = y;
do {
if (
- (!castleInCheck && this.underCheck([x, i], oppCol)) ||
+ // NOTE: next weird test because underCheck() verification
+ // will be executed in filterValid() later.
+ (
+ i != finalSquares[castleSide][0] &&
+ this.underCheck([[x, i]], oppCols)
+ )
+ ||
(
this.board[x][i] != "" &&
// NOTE: next check is enough, because of chessboard constraints
// Nothing on the path to the rook?
step = (castleSide == 0 ? -1 : 1);
for (i = y + step; i != rookPos; i += step) {
- if (this.board[x][i] != "") continue castlingCheck;
+ if (this.board[x][i] != "")
+ continue castlingCheck;
}
// Nothing on final squares, except maybe king and castling rook?
}
}
- // If this code is reached, castle is valid
+ // If this code is reached, castle is potentially valid
moves.push(
new Move({
appear: [
],
end:
Math.abs(y - rookPos) <= 2
- ? { x: x, y: rookPos }
- : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
+ ? {x: x, y: rookPos}
+ : {x: x, y: y + 2 * (castleSide == 0 ? -1 : 1)}
})
);
}
////////////////////
// MOVES VALIDATION
- // Is (king at) given position under check by "color" ?
- underCheck([x, y], color) {
- if (this.taking || this.options["dark"]) return false;
- color = color || ChessRules.GetOppCol(this.getColor(x, y));
- const pieces = this.pieces(color);
- return Object.keys(pieces).some(p => {
- return this.isAttackedBy([x, y], p, color, pieces[p]);
- });
+ // 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);
+ return (
+ (
+ (!this.options["zen"] || king) &&
+ this.findCapturesOn(
+ [x, y],
+ {
+ byCol: oppCols,
+ one: true
+ }
+ )
+ )
+ ||
+ (
+ (!!this.options["zen"] && !king) &&
+ this.findDestSquares(
+ [x, y],
+ {
+ attackOnly: true,
+ one: true
+ },
+ ([i1, j1], [i2, j2]) => oppCols.includes(this.getColor(i2, j2))
+ )
+ )
+ );
}
- isAttackedBy([x, y], piece, color, stepSpec) {
- const steps = stepSpec.attack || stepSpec.steps;
- const range = stepSpec.range;
- let explored = {}; //for Cylinder mode
- outerLoop: for (let step of steps) {
- let rx = x - step[0],
- ry = this.computeY(y - step[1]);
- let stepCounter = 1;
- while (
- this.onBoard(rx, ry) &&
- this.board[rx][ry] == "" &&
- !explored[rx + "." + ry]
- ) {
- explored[rx + "." + ry] = true;
- if (range <= stepCounter++) continue outerLoop;
- rx -= step[0];
- ry = this.computeY(ry - step[1]);
- }
- if (
- this.onBoard(rx, ry) &&
- this.board[rx][ry] != "" &&
- this.getPiece(rx, ry) == piece &&
- this.getColor(rx, ry) == color &&
- (!this.options["madrasi"] || !this.isImmobilized([rx, ry]))
- ) {
- return true;
- }
- }
- return false;
+ // Argument is (very generally) an array of squares (= arrays)
+ underCheck(square_s, oppCols) {
+ if (this.options["taking"] || this.options["dark"])
+ return false;
+ return square_s.some(sq => this.underAttack(sq, oppCols));
}
- // Stop at first king found (TODO: multi-kings)
+ // Scan board for king(s)
searchKingPos(color) {
+ let res = [];
for (let i=0; i < this.size.x; i++) {
for (let j=0; j < this.size.y; j++) {
- if (this.board[i][j] == color + 'k') return [i, j];
+ if (this.getColor(i, j) == color && this.isKing(i, j))
+ res.push([i, j]);
}
}
- return [-1, -1]; //king not found
+ return res;
}
- filterValid(moves) {
- if (moves.length == 0) return [];
- const color = this.turn;
- const oppCol = ChessRules.GetOppCol(color);
- if (this.options["balance"] && [1, 3].includes(this.movesCount)) {
- // Forbid moves either giving check or exploding opponent's king:
- const oppKingPos = this.searchKingPos(oppCol);
- moves = moves.filter(m => {
- if (
- m.vanish.some(v => v.c == oppCol && v.p == ChessRules.KING) &&
- m.appear.every(a => a.c != oppCol || a.p != ChessRUles.KING)
- )
- return false;
- this.playOnBoard(m);
- const res = !this.underCheck(oppKingPos, color);
- this.undoOnBoard(m);
- return res;
- });
+ // cb: callback returning a boolean (false if king missing)
+ trackKingWrap(move, kingPos, cb) {
+ if (move.appear.length == 0 && move.vanish.length == 0)
+ return true;
+ const color =
+ (move.vanish.length > 0 ? move.vanish[0].c : move.appear[0].c);
+ let newKingPP = null,
+ sqIdx = 0,
+ res = true; //a priori valid
+ const oldKingPP =
+ move.vanish.find(v => this.isKing(0, 0, v.p) && v.c == color);
+ if (oldKingPP) {
+ // Search king in appear array:
+ newKingPP =
+ move.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
}
- if (this.taking || this.options["dark"]) return moves;
- const kingPos = this.searchKingPos(color);
- let filtered = {}; //avoid re-checking similar moves (promotions...)
+ res &&= cb(kingPos);
+ if (oldKingPP && newKingPP)
+ kingPos[sqIdx] = [oldKingPP.x, oldKingPP.y];
+ return res;
+ }
+
+ // 'color' arg because some variants (e.g. Refusal) check opponent moves
+ filterValid(moves, color) {
+ if (!color)
+ color = this.turn;
+ const oppCols = this.getOppCols(color);
+ let kingPos = this.searchKingPos(color);
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 square = kingPos,
- res = true; //a priori valid
- if (m.vanish.some(v => v.p == ChessRules.KING && v.c == color)) {
- // Search king in appear array:
- const newKingIdx =
- m.appear.findIndex(a => a.p == ChessRules.KING && a.c == color);
- if (newKingIdx >= 0)
- square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y];
- else res = false;
- }
- res &&= !this.underCheck(square, oppCol);
- this.undoOnBoard(m);
- filtered[key] = res;
- return res;
- }
- return filtered[key];
+ this.playOnBoard(m);
+ const res = this.trackKingWrap(m, kingPos, (kp) => {
+ return !this.underCheck(kp, oppCols);
+ });
+ this.undoOnBoard(m);
+ return res;
});
}
/////////////////
// MOVES PLAYING
- // Aggregate flags into one object
- aggregateFlags() {
- return this.castleFlags;
- }
-
- // Reverse operation
- disaggregateFlags(flags) {
- this.castleFlags = flags;
- }
-
// Apply a move on board
playOnBoard(move) {
- for (let psq of move.vanish) this.board[psq.x][psq.y] = "";
- for (let psq of move.appear) this.board[psq.x][psq.y] = psq.c + psq.p;
+ for (let psq of move.vanish)
+ this.board[psq.x][psq.y] = "";
+ for (let psq of move.appear)
+ this.board[psq.x][psq.y] = psq.c + psq.p;
}
// Un-apply the played move
undoOnBoard(move) {
- for (let psq of move.appear) this.board[psq.x][psq.y] = "";
- for (let psq of move.vanish) this.board[psq.x][psq.y] = psq.c + psq.p;
+ for (let psq of move.appear)
+ this.board[psq.x][psq.y] = "";
+ for (let psq of move.vanish)
+ this.board[psq.x][psq.y] = psq.c + psq.p;
}
- updateCastleFlags(move) {
+ // NOTE: arg "castleFlags" for Coregal or Twokings
+ updateCastleFlags(move, castleFlags, king) {
+ castleFlags = castleFlags || this.castleFlags;
+ // If flags already off, no need to re-check:
+ if (
+ Object.values(castleFlags).every(cvals =>
+ cvals.every(val => val >= this.size.y))
+ ) {
+ return;
+ }
// Update castling flags if start or arrive from/at rook/king locations
move.appear.concat(move.vanish).forEach(psq => {
- if (
- this.board[psq.x][psq.y] != "" &&
- this.getPiece(psq.x, psq.y) == ChessRules.KING
- ) {
- this.castleFlags[psq.c] = [this.size.y, this.size.y];
- }
+ if ((king && psq.p == king) || (!king && this.isKing(0, 0, psq.p)))
+ castleFlags[psq.c] = [this.size.y, this.size.y];
// NOTE: not "else if" because king can capture enemy rook...
- let c = '';
- if (psq.x == 0) c = 'b';
- else if (psq.x == this.size.x - 1) c = 'w';
- if (c != '') {
- const fidx = this.castleFlags[c].findIndex(f => f == psq.y);
- if (fidx >= 0) this.castleFlags[c][fidx] = this.size.y;
+ let c = "";
+ if (psq.x == 0)
+ c = "b";
+ else if (psq.x == this.size.x - 1)
+ c = "w";
+ if (c != "") {
+ const fidx = castleFlags[c].findIndex(f => f == psq.y);
+ if (fidx >= 0)
+ castleFlags[c][fidx] = this.size.y;
}
});
}
prePlay(move) {
- if (
- typeof move.start.x == "number" &&
- (!this.options["teleport"] || this.subTurn == 1)
- ) {
- // OK, not a drop move
- if (
- this.hasCastle &&
- // If flags already off, no need to re-check:
- Object.keys(this.castleFlags).some(c => {
- return this.castleFlags[c].some(val => val < this.size.y)})
- ) {
- this.updateCastleFlags(move);
- }
- const initSquare = ChessRules.CoordsToSquare(move.start);
- if (
- this.options["crazyhouse"] &&
- (!this.options["rifle"] || !move.capture)
- ) {
- if (this.ispawn[initSquare]) {
- delete this.ispawn[initSquare];
- this.ispawn[ChessRules.CoordsToSquare(move.end)] = true;
+ if (this.hasCastle)
+ this.updateCastleFlags(move);
+ if (this.options["crazyhouse"]) {
+ move.vanish.forEach(v => {
+ const square = C.CoordsToSquare({x: v.x, y: v.y});
+ if (this.ispawn[square])
+ delete this.ispawn[square];
+ });
+ if (move.appear.length > 0 && move.vanish.length > 0) {
+ // Assumption: something is moving
+ const initSquare = C.CoordsToSquare(move.start);
+ const destSquare = C.CoordsToSquare(move.end);
+ if (
+ this.ispawn[initSquare] ||
+ (move.vanish[0].p == 'p' && move.appear[0].p != 'p')
+ ) {
+ this.ispawn[destSquare] = true;
}
else if (
- move.vanish[0].p == ChessRules.PAWN &&
- move.appear[0].p != ChessRules.PAWN
+ this.ispawn[destSquare] &&
+ this.getColor(move.end.x, move.end.y) != move.vanish[0].c
) {
- this.ispawn[ChessRules.CoordsToSquare(move.end)] = true;
+ move.vanish[1].p = 'p';
+ delete this.ispawn[destSquare];
}
}
}
const minSize = Math.min(move.appear.length, move.vanish.length);
- if (this.hasReserve) {
+ if (
+ this.hasReserve &&
+ // Warning; atomic pawn removal isn't a capture
+ (!this.options["atomic"] || !this.rempawn || this.movesCount >= 1)
+ ) {
const color = this.turn;
for (let i=minSize; i<move.appear.length; i++) {
// Something appears = dropped on board (some exceptions, Chakart...)
- const piece = move.appear[i].p;
- this.updateReserve(color, piece, this.reserve[color][piece] - 1);
+ if (move.appear[i].c == color) {
+ const piece = move.appear[i].p;
+ this.updateReserve(color, piece, this.reserve[color][piece] - 1);
+ }
}
for (let i=minSize; i<move.vanish.length; i++) {
// Something vanish: add to reserve except if recycle & opponent
- const piece = move.vanish[i].p;
- if (this.options["crazyhouse"] || move.vanish[i].c == color)
+ if (
+ this.options["crazyhouse"] ||
+ (this.options["recycle"] && move.vanish[i].c == color)
+ ) {
+ const piece = move.vanish[i].p;
this.updateReserve(color, piece, this.reserve[color][piece] + 1);
+ }
}
}
}
play(move) {
this.prePlay(move);
- if (this.hasEnpassant) this.epSquare = this.getEpSquare(move);
+ if (this.hasEnpassant)
+ this.epSquare = this.getEpSquare(move);
this.playOnBoard(move);
this.postPlay(move);
}
postPlay(move) {
- const color = this.turn;
- const oppCol = ChessRules.GetOppCol(color);
- if (this.options["dark"]) this.updateEnlightened(true);
+ if (this.options["dark"])
+ this.updateEnlightened();
if (this.options["teleport"]) {
if (
- this.subTurn == 1 &&
+ this.subTurnTeleport == 1 &&
move.vanish.length > move.appear.length &&
- move.vanish[move.vanish.length - 1].c == color
+ move.vanish[1].c == this.turn
) {
const v = move.vanish[move.vanish.length - 1];
this.captured = {x: v.x, y: v.y, c: v.c, p: v.p};
- this.subTurn = 2;
+ this.subTurnTeleport = 2;
return;
}
+ this.subTurnTeleport = 1;
this.captured = null;
}
- if (this.options["balance"]) {
- if (![1, 3].includes(this.movesCount)) this.turn = oppCol;
- }
- else {
- if (
- (
- this.options["doublemove"] &&
- this.movesCount >= 1 &&
- this.subTurn == 1
- ) ||
- (this.options["progressive"] && this.subTurn <= this.movesCount)
- ) {
- const oppKingPos = this.searchKingPos(oppCol);
- if (oppKingPos[0] >= 0 && !this.underCheck(oppKingPos, color)) {
- this.subTurn++;
- return;
- }
- }
- this.turn = oppCol;
+ this.tryChangeTurn(move);
+ }
+
+ tryChangeTurn(move) {
+ if (this.isLastMove(move)) {
+ this.turn = C.GetOppTurn(this.turn);
+ this.movesCount++;
+ this.subTurn = 1;
}
- this.movesCount++;
- this.subTurn = 1;
+ else if (!move.next)
+ this.subTurn++;
+ }
+
+ isLastMove(move) {
+ if (move.next)
+ return false;
+ const color = this.turn;
+ const oppKingPos = this.searchKingPos(C.GetOppTurn(color));
+ if (oppKingPos.length == 0 || this.underCheck(oppKingPos, [color]))
+ return true;
+ return (
+ (
+ !this.options["balance"] ||
+ ![1, 2].includes(this.movesCount) ||
+ this.subTurn == 2
+ )
+ &&
+ (
+ !this.options["doublemove"] ||
+ this.movesCount == 0 ||
+ this.subTurn == 2
+ )
+ &&
+ (
+ !this.options["progressive"] ||
+ this.subTurn == this.movesCount + 1
+ )
+ );
}
// "Stop at the first move found"
atLeastOneMove(color) {
- color = color || this.turn;
for (let i = 0; i < this.size.x; i++) {
for (let j = 0; j < this.size.y; j++) {
if (this.board[i][j] != "" && this.getColor(i, j) == color) {
- // TODO?: do not search all possible moves here
- const moves = this.getPotentialMovesFrom([i, j]);
- if (moves.some(m => this.filterValid([m]).length >= 1)) return true;
+ // NOTE: in fact searching for all potential moves from i,j.
+ // I don't believe this is an issue, for now at least.
+ const moves = this.getPotentialMovesFrom([i, j], color);
+ if (moves.some(m => this.filterValid([m]).length >= 1))
+ return true;
}
}
}
if (this.hasReserve && this.reserve[color]) {
for (let p of Object.keys(this.reserve[color])) {
const moves = this.getDropMovesFrom([color, p]);
- if (moves.some(m => this.filterValid([m]).length >= 1)) return true;
+ if (moves.some(m => this.filterValid([m]).length >= 1))
+ return true;
}
}
return false;
}
// What is the score ? (Interesting if game is over)
- getCurrentScore(move) {
- const color = this.turn;
- const oppCol = ChessRules.GetOppCol(color);
- const kingPos = [this.searchKingPos(color), this.searchKingPos(oppCol)];
- if (kingPos[0][0] < 0 && kingPos[1][0] < 0) return "1/2";
- if (kingPos[0][0] < 0) return (color == "w" ? "0-1" : "1-0");
- if (kingPos[1][0] < 0) return (color == "w" ? "1-0" : "0-1");
- if (this.atLeastOneMove()) return "*";
+ getCurrentScore(move_s) {
+ const move = move_s[move_s.length - 1];
+ // Shortcut in case the score was computed before:
+ if (move.result)
+ return move.result;
+ const oppTurn = C.GetOppTurn(this.turn);
+ const kingPos = {
+ w: this.searchKingPos('w'),
+ b: this.searchKingPos('b')
+ };
+ if (kingPos[this.turn].length == 0 && kingPos[oppTurn].length == 0)
+ return "1/2";
+ 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)) return "1/2";
+ 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");
}
- // NOTE: quite suboptimal for eg. Benedict (TODO?)
playVisual(move, r) {
move.vanish.forEach(v => {
- if (!this.enlightened || this.enlightened[v.x][v.y]) {
+ 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;
- }
+ this.g_pieces[v.x][v.y] = null;
});
- let container = document.getElementById(this.containerId);
- if (!r) r = container.getBoundingClientRect();
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ if (!r)
+ r = chessboard.getBoundingClientRect();
const pieceWidth = this.getPieceWidth(r.width);
move.appear.forEach(a => {
- if (this.enlightened && !this.enlightened[a.x][a.y]) return;
this.g_pieces[a.x][a.y] = document.createElement("piece");
- this.g_pieces[a.x][a.y].classList.add(this.pieces()[a.p]["class"]);
- this.g_pieces[a.x][a.y].classList.add(a.c == "w" ? "white" : "black");
+ 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(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);
- this.g_pieces[a.x][a.y].style.transform = `translate(${ip}px,${jp}px)`;
- container.appendChild(this.g_pieces[a.x][a.y]);
+ // Translate coordinates to use chessboard as reference:
+ this.g_pieces[a.x][a.y].style.transform =
+ `translate(${ip - r.x}px,${jp - r.y}px)`;
+ if (this.enlightened && !this.enlightened[a.x][a.y])
+ this.g_pieces[a.x][a.y].classList.add("hidden");
+ chessboard.appendChild(this.g_pieces[a.x][a.y]);
});
+ if (this.options["dark"])
+ this.graphUpdateEnlightened();
+ }
+
+ // TODO: send stack receive stack, or allow incremental? (good/bad points)
+ buildMoveStack(move, r) {
+ this.moveStack.push(move);
+ this.computeNextMove(move);
+ const then = () => {
+ const newTurn = this.turn;
+ if (this.moveStack.length == 1 && !this.hideMoves)
+ this.playVisual(move, r);
+ if (move.next) {
+ this.gameState = {
+ fen: this.getFen(),
+ board: JSON.parse(JSON.stringify(this.board)) //easier
+ };
+ this.buildMoveStack(move.next, r);
+ }
+ else {
+ if (this.moveStack.length == 1) {
+ // Usual case (one normal move)
+ this.afterPlay(this.moveStack, newTurn, {send: true, res: true});
+ this.moveStack = [];
+ }
+ else {
+ this.afterPlay(this.moveStack, newTurn, {send: true, res: false});
+ this.re_initFromFen(this.gameState.fen, this.gameState.board);
+ this.playReceivedMove(this.moveStack.slice(1), () => {
+ this.afterPlay(this.moveStack, newTurn, {send: false, res: true});
+ this.moveStack = [];
+ });
+ }
+ }
+ };
+ // If hiding moves, then they are revealed in play() with callback
+ this.play(move, this.hideMoves ? then : null);
+ if (!this.hideMoves)
+ then();
}
- playPlusVisual(move, r) {
- this.playVisual(move, r);
- this.play(move);
- this.afterPlay(move); //user method
- }
+ // Implemented in variants using (automatic) moveStack
+ computeNextMove(move) {}
- // Assumes reserve on top (usage case otherwise? TODO?)
- getReserveShift(c, p, r) {
- let nbR = 0,
- ridx = 0;
- for (let pi of Object.keys(this.reserve[c])) {
- if (this.reserve[c][pi] == 0) continue;
- if (pi == p) ridx = nbR;
- nbR++;
+ 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";
+ let container =
+ document.getElementById(this.containerId)
+ const r = container.querySelector(".chessboard").getBoundingClientRect();
+ if (typeof start.x == "string") {
+ // Need to bound width/height (was 100% for reserve pieces)
+ const pieceWidth = this.getPieceWidth(r.width);
+ movingPiece.style.width = pieceWidth + "px";
+ movingPiece.style.height = pieceWidth + "px";
+ }
+ const maxDist = this.getMaxDistance(r);
+ const apparentColor = this.getColor(start.x, start.y);
+ const pieces = this.pieces(apparentColor, start.x, start.y);
+ if (drag) {
+ const startCode = this.getPiece(start.x, start.y);
+ C.RemoveClass_es(movingPiece, pieces[startCode]["class"]);
+ C.AddClass_es(movingPiece, pieces[drag.p]["class"]);
+ if (apparentColor != drag.c) {
+ movingPiece.classList.remove(V.GetColorClass(apparentColor));
+ movingPiece.classList.add(V.GetColorClass(drag.c));
+ }
}
- const rsqSize = this.getReserveSquareSize(r.width, nbR);
- return [ridx * rsqSize, rsqSize]; //slightly inaccurate... TODO?
+ container.appendChild(movingPiece);
+ const animateSegment = (index, cb) => {
+ // NOTE: move.drag could be generalized per-segment (usage?)
+ const [i1, j1] = segments[index][0];
+ const [i2, j2] = segments[index][1];
+ const dep = this.getPixelPosition(i1, j1, r);
+ const arr = this.getPixelPosition(i2, j2, r);
+ movingPiece.style.transitionDuration = "0s";
+ movingPiece.style.transform = `translate(${dep[0]}px, ${dep[1]}px)`;
+ const distance =
+ Math.sqrt((arr[0] - dep[0]) ** 2 + (arr[1] - dep[1]) ** 2);
+ const duration = 0.2 + (distance / maxDist) * 0.3;
+ // TODO: unclear why we need this new delay below:
+ setTimeout(() => {
+ movingPiece.style.transitionDuration = duration + "s";
+ // movingPiece is child of container: no need to adjust coordinates
+ movingPiece.style.transform = `translate(${arr[0]}px, ${arr[1]}px)`;
+ setTimeout(cb, duration * 1000);
+ }, 50);
+ };
+ let index = 0;
+ const animateSegmentCallback = () => {
+ if (index < segments.length)
+ animateSegment(index++, animateSegmentCallback);
+ else {
+ movingPiece.remove();
+ initPiece.style.opacity = "1";
+ cb();
+ }
+ };
+ animateSegmentCallback();
+ }
+
+ // Input array of objects with at least fields x,y (e.g. PiPo)
+ animateFading(arr, cb) {
+ const animLength = 350; //TODO: 350ms? More? Less?
+ arr.forEach(v => {
+ let fadingPiece = this.getDomPiece(v.x, v.y);
+ fadingPiece.style.transitionDuration = (animLength / 1000) + "s";
+ fadingPiece.style.opacity = "0";
+ });
+ setTimeout(cb, animLength);
}
animate(move, callback) {
- if (this.noAnimate) {
+ if (this.noAnimate || move.noAnimate) {
callback();
return;
}
- const [i1, j1] = [move.start.x, move.start.y];
- const dropMove = (typeof i1 == "string");
- const startArray = (dropMove ? this.r_pieces : this.g_pieces);
- let startPiece = startArray[i1][j1];
- let container = document.getElementById(this.containerId);
- const clonePiece = (
- !dropMove &&
- this.options["rifle"] ||
- (this.options["teleport"] && this.subTurn == 2)
- );
- if (clonePiece) {
- startPiece = startPiece.cloneNode();
- if (this.options["rifle"]) startArray[i1][j1].style.opacity = "0";
- if (this.options["teleport"] && this.subTurn == 2) {
- const pieces = this.pieces();
- const startCode = (dropMove ? j1 : this.getPiece(i1, j1));
- startPiece.classList.remove(pieces[startCode]["class"]);
- startPiece.classList.add(pieces[this.captured.p]["class"]);
- // Color: OK
+ let segments = move.segments;
+ if (!segments)
+ segments = [ [[move.start.x, move.start.y], [move.end.x, move.end.y]] ];
+ let targetObj = new TargetObj(callback);
+ if (move.start.x != move.end.x || move.start.y != move.end.y) {
+ targetObj.target++;
+ this.animateMoving(move.start, move.end, move.drag, segments,
+ () => targetObj.increment());
+ }
+ if (move.vanish.length > move.appear.length) {
+ const arr = move.vanish.slice(move.appear.length)
+ // Ignore disappearing pieces hidden by some appearing ones:
+ .filter(v => move.appear.every(a => a.x != v.x || a.y != v.y));
+ if (arr.length > 0) {
+ targetObj.target++;
+ this.animateFading(arr, () => targetObj.increment());
}
- container.appendChild(startPiece);
- }
- const [i2, j2] = [move.end.x, move.end.y];
- let startCoords;
- if (dropMove) {
- startCoords = [
- i1 == this.playerColor ? this.size.x : 0,
- this.size.y / 2 //not trying to be accurate here... (TODO?)
- ];
}
- else startCoords = [i1, j1];
- const r = container.getBoundingClientRect();
- const arrival = this.getPixelPosition(i2, j2, r); //TODO: arrival on drop?
- let rs = [0, 0];
- if (dropMove) rs = this.getReserveShift(i1, j1, r);
- const distance =
- Math.sqrt((startCoords[0] - i2) ** 2 + (startCoords[1] - j2) ** 2);
- const maxDist = Math.sqrt((this.size.x - 1)** 2 + (this.size.y - 1) ** 2);
- const multFact = (distance - 1) / (maxDist - 1); //1 == minDist
- const duration = 0.2 + multFact * 0.3;
- startPiece.style.transform =
- `translate(${arrival[0] + rs[0]}px, ${arrival[1] + rs[1]}px)`;
- startPiece.style.transitionDuration = duration + "s";
- setTimeout(
- () => {
- if (clonePiece) {
- if (this.options["rifle"]) startArray[i1][j1].style.opacity = "1";
- startPiece.remove();
- }
- callback();
- },
- duration * 1000
- );
+ targetObj.target +=
+ this.tryAnimateCastle(move, () => targetObj.increment());
+ targetObj.target +=
+ this.customAnimate(move, segments, () => targetObj.increment());
+ if (targetObj.target == 0)
+ callback();
}
- playReceivedMove(moves, callback) {
- const launchAnimation = () => {
- const r =
- document.getElementById(this.containerId).getBoundingClientRect();
- const animateRec = i => {
- this.animate(moves[i], () => {
- this.playVisual(moves[i], r);
- this.play(moves[i]);
- if (i < moves.length - 1) setTimeout(() => animateRec(i+1), 300);
- else callback();
- });
- };
- animateRec(0);
+ tryAnimateCastle(move, cb) {
+ if (
+ this.hasCastle &&
+ move.vanish.length == 2 &&
+ move.appear.length == 2 &&
+ this.isKing(0, 0, move.vanish[0].p) &&
+ this.isKing(0, 0, move.appear[0].p)
+ ) {
+ const start = {x: move.vanish[1].x, y: move.vanish[1].y},
+ end = {x: move.appear[1].x, y: move.appear[1].y};
+ const segments = [ [[start.x, start.y], [end.x, end.y]] ];
+ this.animateMoving(start, end, null, segments, cb);
+ return 1;
+ }
+ return 0;
+ }
+
+ // Potential other animations (e.g. for Suction variant)
+ customAnimate(move, segments, cb) {
+ return 0; //nb of targets
+ }
+
+ launchAnimation(moves, container, callback) {
+ if (this.hideMoves) {
+ for (let i=0; i<moves.length; i++)
+ // If hiding moves, they are revealed into play():
+ this.play(moves[i], i == moves.length - 1 ? callback : () => {});
+ return;
+ }
+ const r = container.querySelector(".chessboard").getBoundingClientRect();
+ const animateRec = i => {
+ this.animate(moves[i], () => {
+ this.play(moves[i]);
+ this.playVisual(moves[i], r);
+ if (i < moves.length - 1)
+ setTimeout(() => animateRec(i+1), 300);
+ else
+ callback();
+ });
};
- const checkDisplayThenAnimate = () => {
- if (boardContainer.style.display == "none") {
+ animateRec(0);
+ }
+
+ playReceivedMove(moves, callback) {
+ // Delay if user wasn't focused:
+ const checkDisplayThenAnimate = (delay) => {
+ if (container.style.display == "none") {
alert("New move! Let's go back to game...");
document.getElementById("gameInfos").style.display = "none";
- boardContainer.style.display = "block";
- setTimeout(launchAnimation, 700);
+ container.style.display = "block";
+ setTimeout(
+ () => this.launchAnimation(moves, container, callback),
+ 700
+ );
+ }
+ else {
+ setTimeout(
+ () => this.launchAnimation(moves, container, callback),
+ delay || 0
+ );
}
- else launchAnimation(); //focused user!
};
- let boardContainer = document.getElementById("boardContainer");
- if (!document.hasFocus()) {
- window.onfocus = () => {
- window.onfocus = undefined;
- checkDisplayThenAnimate();
+ let container = document.getElementById(this.containerId);
+ if (document.hidden) {
+ document.onvisibilitychange = () => {
+ // TODO here: page reload ?! (some issues if tab changed...)
+ document.onvisibilitychange = undefined;
+ checkDisplayThenAnimate(700);
};
}
- else checkDisplayThenAnimate();
+ else
+ checkDisplayThenAnimate();
}
};