// 2) Check turn
if (!fenParsed.turn || !V.IsGoodTurn(fenParsed.turn)) return false;
// 3) Check moves count
- if (!fenParsed.movesCount || !(parseInt(fenParsed.movesCount) >= 0))
+ if (!fenParsed.movesCount || !(parseInt(fenParsed.movesCount, 10) >= 0))
return false;
// 4) Check flags
if (V.HasFlags && (!fenParsed.flags || !V.IsGoodFlags(fenParsed.flags)))
if (['K','k'].includes(row[i])) kings[row[i]]++;
if (V.PIECES.includes(row[i].toLowerCase())) sumElts++;
else {
- const num = parseInt(row[i]);
+ const num = parseInt(row[i], 10);
if (isNaN(num)) return false;
sumElts += num;
}
return {
// NOTE: column is always one char => max 26 columns
// row is counted from black side => subtraction
- x: V.size.x - parseInt(sq.substr(1)),
+ x: V.size.x - parseInt(sq.substr(1), 10),
y: sq[0].charCodeAt() - 97
};
}
let j = 0;
for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) {
const character = rows[i][indexInRow];
- const num = parseInt(character);
+ const num = parseInt(character, 10);
// If num is a number, just shift j:
if (!isNaN(num)) j += num;
// Else: something at position i,j
const fenParsed = V.ParseFen(fen);
this.board = V.GetBoard(fenParsed.position);
this.turn = fenParsed.turn;
- this.movesCount = parseInt(fenParsed.movesCount);
+ this.movesCount = parseInt(fenParsed.movesCount, 10);
this.setOtherVariables(fen);
}
this.INIT_COL_KING["w"] = k;
break;
default: {
- const num = parseInt(fenRows[i].charAt(j));
+ const num = parseInt(fenRows[i].charAt(j), 10);
if (!isNaN(num)) k += num - 1;
}
}
}
// "castleInCheck" arg to let some variants castle under check
- getCastleMoves([x, y], castleInCheck) {
+ getCastleMoves([x, y], castleInCheck, castleWith) {
const c = this.getColor(x, y);
if (x != (c == "w" ? V.size.x - 1 : 0) || y != this.INIT_COL_KING[c])
return []; //x isn't first rank, or king has moved (shortcut)
// NOTE: in some variants this is not a rook
const rookPos = this.castleFlags[c][castleSide];
- if (this.board[x][rookPos] == V.EMPTY || this.getColor(x, rookPos) != c)
+ if (
+ this.board[x][rookPos] == V.EMPTY ||
+ this.getColor(x, rookPos) != c ||
+ (!!castleWith && !castleWith.includes(this.getPiece(x, rookPos)))
+ ) {
// Rook is not here, or changed color (see Benedict)
continue;
+ }
// Nothing on the path of the king ? (and no checks)
const castlingPiece = this.getPiece(x, rookPos);
this.postPlay(move);
}
- updateCastleFlags(move, piece) {
- const c = V.GetOppCol(this.turn);
+ updateCastleFlags(move, piece, color) {
+ const c = color || V.GetOppCol(this.turn);
const firstRank = (c == "w" ? V.size.x - 1 : 0);
// Update castling flags if rooks are moved
const oppCol = this.turn;