if (moves.length == 0)
return [];
let sideBoard = [this.getSideBoard(1), this.getSideBoard(2)];
- return moves.filter(m => { return !this.underCheck(m, sideBoard); });
+ const color = this.turn;
+ return moves.filter(m => {
+ this.playSide(m, sideBoard); //no need to track flags
+ const res = !this.underCheck(color, sideBoard);
+ this.undoSide(m, sideBoard);
+ return res;
+ });
}
getAllValidMoves()
});
}
- underCheck(move, sideBoard) //sideBoard arg always provided
+ underCheck(color, sideBoard) //sideBoard arg always provided
{
- const color = this.turn;
- this.playSide(move, sideBoard); //no need to track flags
const kp = this.kingPos[color];
const mirrorSide = (sideBoard[0][kp[0]][kp[1]] != V.EMPTY ? 1 : 2);
let saveBoard = this.board;
this.board = sideBoard[mirrorSide-1];
let res = this.isAttacked(kp, [this.getOppCol(color)]);
this.board = saveBoard;
- this.undoSide(move, sideBoard);
return res;
}
- getCheckSquares(move)
+ getCheckSquares(color)
{
- this.play(move);
- const color = this.turn; //opponent
const pieces = Object.keys(V.ALICE_CODES);
const kp = this.kingPos[color];
const mirrorSide = (pieces.includes(this.getPiece(kp[0],kp[1])) ? 1 : 2);
? [ JSON.parse(JSON.stringify(this.kingPos[color])) ]
: [ ];
this.board = saveBoard;
- this.undo(move);
return res;
}
updateVariables(move)
{
super.updateVariables(move); //standard king
- const piece = this.getPiece(move.start.x,move.start.y);
- const c = this.getColor(move.start.x,move.start.y);
+ const piece = move.vanish[0].p;
+ const c = move.vanish[0].c;
// "l" = Alice king
if (piece == "l")
{
unupdateVariables(move)
{
super.unupdateVariables(move);
- const c = this.getColor(move.start.x,move.start.y);
- if (this.getPiece(move.start.x,move.start.y) == "l")
+ const c = move.vanish[0].c;
+ if (move.vanish[0].p == "l")
this.kingPos[c] = [move.start.x, move.start.y];
}
const captureMark = (move.vanish.length > move.appear.length ? "x" : "");
let pawnMark = "";
if (["p","s"].includes(piece) && captureMark.length == 1)
- pawnMark = V.GetColumn(move.start.y); //start column
+ pawnMark = V.CoordToColumn(move.start.y); //start column
// Piece or pawn movement
let notation = piece.toUpperCase() + pawnMark + captureMark + finalSquare;
return notation;
}
}
+
+const VariantRules = AliceRules;