Module:Sandbox/SD0001/Chess3
Appearance
-- Forked from [[Module:Sandbox/Bawolff/Chessboard]]
----------------------------------------------------
local Calculator = require('Module:Sandbox/SD0001/Calculator')
local p = {}
local cfg, nrows, ncols
cfg = {}
-- From Module:Chessboard/Chess
function cfg.dims()
return 8, 8
end
function cfg.letters()
return { 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h' }
end
function cfg.image_board(size)
return string.format('[[File:Chessboard480.svg|%dx%dpx|link=|class=notpageimage]]', 8 * size, 8 * size)
end
function cfg.image_square(pc, row, col, size)
local colornames = { l = 'white', d = 'black', u = 'unknown color' }
local piecenames = {
p = 'pawn',
r = 'rook',
n = 'knight',
b = 'bishop',
q = 'queen',
k = 'king',
a = 'archbishop',
c = 'chancellor',
z = 'champion',
w = 'wizard',
t = 'fool',
M = 'mann',
h = 'upside-down pawn',
m = 'upside-down rook',
B = 'upside-down bishop',
N = 'upside-down knight',
f = 'upside-down king',
g = 'upside-down queen',
e = 'elephant',
s = 'boat',
G = 'giraffe',
U = 'unicorn',
Z = 'zebra'
}
local symnames = {
xx = 'black cross',
ox = 'white cross',
xo = 'black circle',
oo = 'white circle',
ul = 'up-left arrow',
ua = 'up arrow',
ur = 'up-right arrow',
la = 'left arrow',
ra = 'right arrow',
dl = 'down-left arrow',
da = 'down arrow',
dr = 'down-right arrow',
lr = 'left-right arrow',
ud = 'up-down arrow',
db = 'up-right and down-left arrow',
dw = 'up-left and down-right arrow',
x0 = 'zero',
x1 = 'one',
x2 = 'two',
x3 = 'three',
x4 = 'four',
x5 = 'five',
x6 = 'six',
x7 = 'seven',
x8 = 'eight',
x9 = 'nine'
}
local colchar = { 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h' }
local color = mw.ustring.gsub(pc, '^.*(%w)(%w).*$', '%2') or ''
local piece = mw.ustring.gsub(pc, '^.*(%w)(%w).*$', '%1') or ''
--local alt = colchar[col] .. row .. ' '
local alt = ''
if colornames[color] and piecenames[piece] then
alt = alt .. colornames[color] .. ' ' .. piecenames[piece]
else
alt = alt .. (symnames[piece .. color] or piece .. ' ' .. color)
end
return string.format('[[File:Chess %s%st45.svg|%dx%dpx|alt=%s|%s|link=|class=notpageimage|top]]', piece, color, size, size, alt, alt)
end
-- End Module:Chessboard/Chess
-- From Module:Pgn
local BLACK = "black"
local WHITE = "white"
local PAWN = "P"
local ROOK = "R"
local KNIGHT = "N"
local BISHOP = "B"
local QUEEN = "Q"
local KING = "K"
local KINGSIDE = 7
local QUEENSIDE = 12
local DEFAULT_BOARD = 'rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR'
local bit32 = bit32 or require('bit32')
-- in lua 5.3, unpack is not a first class citizen anymore, but - assign table.unpack
local unpack = unpack or table.unpack
local function apply(f, ...)
res = {}
targ = { ... }
for ind = 1, #targ do
res[ind] = f(targ[ind])
end
return unpack(res)
end
local function empty(s)
return not s or mw.text.trim(s) == ''
end
local function falseIfEmpty(s)
return not empty(s) and s
end
local function charToFile(ch)
return falseIfEmpty(ch) and string.byte(ch) - string.byte('a')
end
local function charToRow(ch)
return falseIfEmpty(ch) and tonumber(ch) - 1
end
local function indexToCoords(index)
return index % 8, math.floor(index / 8)
end
local function coordsToIndex(file, row)
return row * 8 + file
end
local function charToPiece(letter)
local piece = mw.ustring.upper(letter)
return piece, piece == letter and WHITE or BLACK
end
local function pieceToChar(piece, color)
return color == WHITE and piece or mw.ustring.lower(piece)
end
local function ambigToIndex(file, row)
if row == nil then
return file
end
return coordsToIndex(file, row)
end
local function enPasantRow(color)
return color == WHITE and 5 or 2
end
local function sign(a)
return a < 0 and -1
or a > 0 and 1
or 0
end
local function pieceAt(board, fileOrInd, row)
-- called with 2 params, fileOrInd is the index, otherwise it's the file.
local letter = board[ambigToIndex(fileOrInd, row)]
if not letter then
return
end
return charToPiece(letter)
end
local function findPieces(board, piece, color)
local result = {}
local lookFor = pieceToChar(piece, color)
for index = 0, 63 do
local letter = board[index]
if letter == lookFor then
table.insert(result, index)
end
end
return result
end
local function roadIsClear(board, ind1, ind2)
if ind1 == ind2 then
error('call to roadIsClear with identical indices', ind1)
end
local file1, row1 = indexToCoords(ind1)
local file2, row2 = indexToCoords(ind2)
if (file1 - file2) * (row1 - row2) * (math.abs(row1 - row2) - math.abs(file1 - file2)) ~= 0 then
error('sent two indices to roadIsClear which are not same row, col, or diagonal: ', ind1, ind2)
end
local hdelta = sign(file2 - file1)
local vdelta = sign(row2 - row1)
local row, file = row1 + vdelta, file1 + hdelta
while row ~= row2 or file ~= file2 do
if pieceAt(board, file, row) then
return false
end
row = row + vdelta
file = file + hdelta
end
return true
end
local function pawnCanMove(board, color, startFile, startRow, file, row, capture)
local hor, ver = file - startFile, row - startRow
local absVer = math.abs(ver)
if capture then
local ok = hor * hor == 1 and (
color == WHITE and ver == 1 or
color == BLACK and ver == -1
)
local enpassant = ok and
row == enPasantRow(color) and
pieceAt(board, file, row) == nil
return ok, enpassant
else
if hor ~= 0 then
return false
end
end
if absVer == 2 then
if not roadIsClear(board, coordsToIndex(startFile, startRow), coordsToIndex(file, row)) then
return false
end
return color == WHITE and startRow == 1 and ver == 2 or
color == BLACK and startRow == 6 and ver == -2
end
return color == WHITE and ver == 1 or color == BLACK and ver == -1
end
local function canMove(board, start, dest, capture, verbose)
local startFile, startRow = indexToCoords(start)
local file, row = indexToCoords(dest)
local piece, color = pieceAt(board, startFile, startRow)
if piece == PAWN then
return pawnCanMove(board, color, startFile, startRow, file, row, capture)
end
local dx, dy = math.abs(startFile - file), math.abs(startRow - row)
return piece == KNIGHT and dx * dy == 2
or piece == KING and bit32.bor(dx, dy) == 1
or (
piece == ROOK and dx * dy == 0
or piece == BISHOP and dx == dy
or piece == QUEEN and dx * dy * (dx - dy) == 0
) and roadIsClear(board, start, dest, verbose)
end
local function exposed(board, color)
-- only test for queen, rook, bishop.
local king = findPieces(board, KING, color)[1]
for ind = 1, 63 do
local letter = board[ind]
if letter then
local _, pcolor = charToPiece(letter)
if pcolor ~= color and canMove(board, ind, king, true) then
return true
end
end
end
end
local function clone(orig)
local res = {}
for k, v in pairs(orig) do
res[k] = v
end
return res
end
local function place(board, piece, color, file, row)
-- in case of chess960, we have to search
board[ambigToIndex(file, row)] = pieceToChar(piece, color)
return board
end
local function clear(board, file, row)
board[ambigToIndex(file, row)] = nil
return board
end
local function doCastle(board, color, side)
local row = color == WHITE and 0 or 7
local startFile, step = 0, 1
local kingDestFile, rookDestFile = 2, 3
local king = findPieces(board, KING, color)[1]
local rook
if side == KINGSIDE then
startFile, step = 7, -1
kingDestFile, rookDestFile = 6, 5
end
for file = startFile, 7 - startFile, step do
local piece = pieceAt(board, file, row)
if piece == ROOK then
rook = coordsToIndex(file, row)
break
end
end
board = clear(board, king)
board = clear(board, rook)
board = place(board, KING, color, kingDestFile, row)
board = place(board, ROOK, color, rookDestFile, row)
return board
end
local function doEnPassant(board, pawn, file, row)
local _, color = pieceAt(board, pawn)
board = clear(board, pawn)
board = place(board, PAWN, color, file, row)
if row == 5 then
board = clear(board, file, 4)
end
if row == 2 then
board = clear(board, file, 3)
end
return board
end
local function generateFen(board)
local res = ''
for row = 7, 0, -1 do
for file = 0, 7 do
piece = board[coordsToIndex(file, row)]
res = res .. (piece or '1')
end
if row > 0 then
res = res .. '/'
end
end
return mw.ustring.gsub(res, '1+', function(s)
return #s
end)
end
local function findCandidate(board, piece, color, oldFile, oldRow, file, row, capture, notation)
local enpassant = {}
local candidates, newCands = findPieces(board, piece, color), {} -- all black pawns or white kings etc.
if oldFile or oldRow then
local newCands = {}
for _, cand in ipairs(candidates) do
local file, row = indexToCoords(cand)
if file == oldFile then
table.insert(newCands, cand)
end
if row == oldRow then
table.insert(newCands, cand)
end
end
candidates, newCands = newCands, {}
end
local dest = coordsToIndex(file, row)
for _, candidate in ipairs(candidates) do
local can
can, enpassant[candidate] = canMove(board, candidate, dest, capture)
if can then
table.insert(newCands, candidate)
end
end
candidates, newCands = newCands, {}
if #candidates == 1 then
return candidates[1], enpassant[candidates[1]]
end
if #candidates == 0 then
error('could not find a piece that can execute ' .. notation)
end
-- we have more than one candidate. this means that all but one of them can't really move, b/c it will expose the king
-- test for it by creating a new board with this candidate removed, and see if the king became exposed
for _, candidate in ipairs(candidates) do
local cloneBoard = clone(board) -- first, clone the board
cloneBoard = clear(cloneBoard, candidate) -- now, remove the piece
if not exposed(cloneBoard, color) then
table.insert(newCands, candidate)
end
end
candidates, newCands = newCands, {}
if #candidates == 1 then
return candidates[1]
end
error(mw.ustring.format('too many (%d, expected 1) pieces can execute %s at board %s', #candidates, notation, generateFen(board)))
end
local function move(board, notation, color)
local endGame = { ['1-0'] = true, ['0-1'] = true, ['1/2-1/2'] = true, ['*'] = true }
local cleanNotation = mw.ustring.gsub(notation, '[!?+# ]', '')
if cleanNotation == 'O-O' then
return doCastle(board, color, KINGSIDE)
end
if cleanNotation == 'O-O-O' then
return doCastle(board, color, QUEENSIDE)
end
if endGame[cleanNotation] then
return board, true
end
local pattern = '([RNBKQ]?)([a-h]?)([1-8]?)(x?)([a-h])([1-8])(=?[RNBKQ]?)'
local _, _, piece, oldFile, oldRow, isCapture, file, row, promotion = mw.ustring.find(cleanNotation, pattern)
oldFile, file = apply(charToFile, oldFile, file)
oldRow, row = apply(charToRow, oldRow, row)
piece = falseIfEmpty(piece) or PAWN
promotion = falseIfEmpty(promotion)
isCapture = falseIfEmpty(isCapture)
local candidate, enpassant = findCandidate(board, piece, color, oldFile, oldRow, file, row, isCapture, notation) -- findCandidates should panic if # != 1
if enpassant then
return doEnPassant(board, candidate, file, row)
end
board[coordsToIndex(file, row)] = promotion and pieceToChar(promotion:sub(-1), color) or board[candidate]
board = clear(board, candidate)
return board
end
local function create(fen)
-- converts FEN notation to 64 entry array of positions. copied from enwiki Module:Chessboard (in some distant past i prolly wrote it)
local res = {}
local row = 8
-- Loop over rows, which are delimited by /
for srow in string.gmatch("/" .. fen, "/%w+") do
srow = srow:sub(2)
row = row - 1
local ind = row * 8
-- Loop over all letters and numbers in the row
for piece in srow:gmatch("%w") do
if piece:match("%d") then
-- if a digit
ind = ind + piece
else
-- not a digit
res[ind] = piece
ind = ind + 1
end
end
end
return res
end
local function processMeta(grossMeta)
res = {}
-- process grossMEta here
for item in mw.ustring.gmatch(grossMeta or '', '%[([^%]]*)%]') do
key, val = item:match('([^"]+)"([^"]*)"')
if key and val then
res[mw.text.trim(key)] = mw.text.trim(val) -- add mw.text.trim()
else
error('strange item detected: ' .. item .. #items) -- error later
end
end
return res
end
local function analyzePgn(pgn)
local grossMeta = pgn:match('%[(.*)%]') -- first open to to last bracket
pgn = string.gsub(pgn, '%[(.*)%]', '')
local steps = mw.text.split(pgn, '%s*%d+%.%s*')
local moves = {}
for _, step in ipairs(steps) do
if mw.ustring.len(mw.text.trim(step)) then
ssteps = mw.text.split(step, '%s+')
for _, sstep in ipairs(ssteps) do
if sstep and not mw.ustring.match(sstep, '^%s*$') then
table.insert(moves, sstep)
end
end
end
end
return processMeta(grossMeta), moves
end
local function pgn2fen(pgn)
local metadata, notationList = analyzePgn(pgn)
local fen = metadata.fen or DEFAULT_BOARD
local board = create(fen)
local res = { fen }
local colors = { BLACK, WHITE }
for step, notation in ipairs(notationList) do
local color = colors[step % 2 + 1]
board = move(board, notation, color)
local fen = generateFen(board)
table.insert(res, fen)
end
return res, metadata
end
-- End Module:Pgn
-- start Module:Chessboard
local function innerboard(definedPieces, pieceInfo, size, rev)
pattern = cfg.pattern or '%w%w'
local root = mw.html.create('div')
root:addClass('chess-pieces notheme')
:css('position', 'relative')
:wikitext(cfg.image_board(size))
for piece in pairs(definedPieces) do
if piece:match(pattern) then
local img = cfg.image_square(piece:match(pattern), row, col, size)
local curPos = pieceInfo[1][piece] or { -1, -1 }
root:tag('div')
:css('top', 'calc(var(--calculator-top_piece' .. piece .. ',' .. curPos[1] .. ')*1px)')
:css('left', 'calc(var(--calculator-left_piece' .. piece .. ',' .. curPos[2] .. ')*1px)')
:css('z-index', 'min(var(--calculator-top_piece' .. piece .. ',' .. curPos[1] .. '),0)')
:wikitext(img)
end
end
return tostring(root)
end
local function getPositions(args, size, rev)
pattern = cfg.pattern or '%w%w'
local pieceInfo = {}
local definedPieces = {}
for moveIndex, move in ipairs(args) do
pieceInfo[moveIndex] = {}
local layout = convertFenToArgs(move)
for trow = 1, nrows do
local row = rev and trow or (1 + nrows - trow)
for tcol = 1, ncols do
local col = rev and (1 + ncols - tcol) or tcol
local piece = layout[ncols * (nrows - row) + col + 2] or ''
local pieceName = piece:match(pattern)
if pieceName then
-- Maximum number of pieces of the same type and color is 10
-- (eg. 2 rooks + 8 pawns each promoted to a rook)
local pieceIdx = 1
for i = 1, 10 do
if not pieceInfo[moveIndex][pieceName .. i] then
pieceIdx = i
break
end
end
definedPieces[pieceName .. pieceIdx] = true
pieceInfo[moveIndex][pieceName .. pieceIdx] = { (trow - 1) * size, (tcol - 1) * size }
end
end
end
end
return definedPieces, pieceInfo
end
function chessboard(definedPieces, pieceInfo, size, rev, letters, numbers, header, footer, align, clear)
function letters_row(rev, num_lt, num_rt)
local letters = cfg.letters()
local root = mw.html.create('')
if num_lt then
root:tag('td')
end
for k = 1, ncols do
root:tag('td')
:css('height', '18px')
:css('width', size .. 'px')
:wikitext(rev and letters[1 + ncols - k] or letters[k])
end
if num_rt then
root:tag('td')
end
return tostring(root)
end
local letters_top = letters:match('both') or letters:match('top')
local letters_bottom = letters:match('both') or letters:match('bottom')
local numbers_left = numbers:match('both') or numbers:match('left')
local numbers_right = numbers:match('both') or numbers:match('right')
local width = ncols * size + 2
if (numbers_left) then
width = width + 18
end
if (numbers_right) then
width = width + 18
end
local root = mw.html.create('div')
:addClass('chessboard')
:addClass('calculator-container')
:addClass('thumb')
:addClass('noviewer')
:addClass(align)
if (header and header ~= '') then
root:tag('div')
:addClass('center')
:css('line-height', '130%')
:css('margin', '0 auto')
:css('max-width', (width + ncols) .. 'px')
:wikitext(header)
end
local div = root:tag('div')
:addClass('thumbinner')
:css('width', width .. 'px')
local b = div:tag('table')
:attr('cellpadding', '0')
:attr('cellspacing', '0')
:addClass('calculator-field')
:attr('data-calculator-type', 'passthru')
:attr('data-calculator-formula', 'rotate')
if (letters_top) then
b:tag('tr')
:wikitext(letters_row(rev, numbers_left, numbers_right))
end
local tablerow = b:tag('tr')
if (numbers_left) then
tablerow:tag('td')
:css('width', '18px')
:css('height', size .. 'px')
:wikitext(rev and 1 or nrows)
end
local td = tablerow:tag('td')
:attr('colspan', ncols)
:attr('rowspan', nrows)
:addClass('pieces')
:wikitext(innerboard(definedPieces, pieceInfo, size, rev))
if (numbers_right) then
tablerow:tag('td')
:css('width', '18px')
:css('height', size .. 'px')
:wikitext(rev and 1 or nrows)
end
if (numbers_left or numbers_right) then
for trow = 2, nrows do
local idx = rev and trow or (1 + nrows - trow)
tablerow = b:tag('tr')
if (numbers_left) then
tablerow:tag('td')
:css('height', size .. 'px')
:wikitext(idx)
end
if (numbers_right) then
tablerow:tag('td')
:css('height', size .. 'px')
:wikitext(idx)
end
end
end
if (letters_bottom) then
b:tag('tr')
:wikitext(letters_row(rev, numbers_left, numbers_right))
end
if footer and mw.text.trim(footer) ~= '' then
div:tag('div')
:addClass('thumbcaption')
:wikitext(footer)
end
return tostring(root) ..
mw.getCurrentFrame():extensionTag('templatestyles', '', { src = 'Module:Chessboard/styles.css' })
end
function convertFenToArgs(fen)
-- converts FEN notation to 64 entry array of positions, offset by 2
local res = { ' ', ' ' }
-- Loop over rows, which are delimited by /
for srow in string.gmatch("/" .. fen, "/%w+") do
-- Loop over all letters and numbers in the row
for piece in srow:gmatch("%w") do
if piece:match("%d") then
-- if a digit
for k = 1, piece do
table.insert(res, ' ')
end
else
-- not a digit
local color = piece:match('%u') and 'l' or 'd'
piece = piece:lower()
table.insert(res, piece .. color)
end
end
end
return res
end
local function getPieceMoves(definedPieces, pieceInfo)
local ret = mw.html.create('div')
for piece in pairs(definedPieces) do
local curTop = -1
local curLeft = -1
local switchTop = 'switch(move,'
local switchLeft = 'switch(move,'
for moveNumber, move in ipairs(pieceInfo) do
if (move[piece] and move[piece][1] or -1) ~= curTop then
switchTop = switchTop .. (moveNumber - 1) .. ',' .. curTop .. ','
curTop = (move[piece] and move[piece][1] or -1)
end
if (move[piece] and move[piece][2] or -1) ~= curLeft then
switchLeft = switchLeft .. (moveNumber - 1) .. ',' .. curLeft .. ','
curLeft = (move[piece] and move[piece][2] or -1)
end
end
switchTop = switchTop .. curTop .. ')'
switchLeft = switchLeft .. curLeft .. ')'
ret:tag('span')
:addClass('calculator-field')
:attr('id', 'calculator-field-top_piece' .. piece)
:attr('data-calculator-type', 'hidden')
:css('display', 'none')
:attr('data-calculator-formula', switchTop)
ret:tag('span')
:addClass('calculator-field')
:attr('id', 'calculator-field-left_piece' .. piece)
:attr('data-calculator-type', 'hidden')
:css('display', 'none')
:attr('data-calculator-formula', switchLeft)
end
return tostring(ret)
end
function p.board(frame)
local args = frame.args
local pargs = frame:getParent().args
nrows, ncols = cfg.dims()
local size = args.size or pargs.size or '26'
local reverse = (args.reverse or pargs.reverse or ''):lower() == "true"
local letters = (args.letters or pargs.letters or 'both'):lower()
local numbers = (args.numbers or pargs.numbers or 'both'):lower()
local header = args[2] or pargs[2] or ''
local footer = args[nrows * ncols + 3] or pargs[nrows * ncols + 3] or ''
local align = (args[1] or pargs[1] or 'tright'):lower()
local clear = args.clear or pargs.clear or (align:match('tright') and 'right') or 'none'
local pgn = args.pgn or pargs.pgn
local moves, metadata
local definedPieces, pieceInfo
size = mw.ustring.match(size, '[%d]+') or '26' -- remove px from size
assert(pgn, "pgn argument required")
moves, metadata = pgn2fen(pgn)
definedPieces, pieceInfo = getPositions(moves, size, reverse)
align = args.align or pargs.align or 'tright'
clear = args.clear or pargs.clear or (align:match('tright') and 'right') or 'none'
header = args.header or pargs.header or ''
footer = args.footer or pargs.footer or ''
if args.animate or pargs.animate then
align = align .. ' animate'
end
local controls = Calculator:new { scoped = false, noJSFallback = '' }
controls:button { text = '|←', ['for'] = 'move', type = 'default', formula = 1 }
controls:button { text = '←', ['for'] = 'move', type = 'default', formula = 'max(1, move-1)' }
controls:button { text = '☯', ['for'] = 'rotate', type = 'default', formula = '(rotate+1)%2' }
controls:button { text = '→', ['for'] = 'move', type = 'default', formula = 'min('.. #moves..', move+1)' }
controls:button { text = '→|', ['for'] = 'move', type = 'default', formula = #moves }
controls:hidden { id = 'move', default = 1 }
controls:hidden { id = 'rotate', default = 0 }
header = header .. tostring(controls)
footer = footer
.. frame:extensionTag('templatestyles', '', { src = 'Module:Sandbox/SD0001/Chess3/animations.css' })
.. getPieceMoves(definedPieces, pieceInfo)
return chessboard(definedPieces, pieceInfo, size, reverse, letters, numbers, header, footer, align, clear)
end
return p