return V.ShowMoves;
}
+ // Sometimes moves must remain hidden until game ends
+ static get SomeHiddenMoves() {
+ return false;
+ }
+ get someHiddenMoves() {
+ return V.SomeHiddenMoves;
+ }
+
+ // Generally true, unless the variant includes random effects
+ static get CorrConfirm() {
+ return true;
+ }
+
// Used for Monochrome variant (TODO: harmonize: !canFlip ==> showFirstTurn)
get showFirstTurn() {
return false;
if (x2 == lastRank) {
// promotions arg: special override for Hiddenqueen variant
if (!!promotions) finalPieces = promotions;
- else if (!!V.PawnSpecs.promotions)
- finalPieces = V.PawnSpecs.promotions;
+ else if (!!V.PawnSpecs.promotions) finalPieces = V.PawnSpecs.promotions;
}
let tr = null;
for (let piece of finalPieces) {
// Captures
if (V.PawnSpecs.canCapture) {
for (let shiftY of [-1, 1]) {
- if (
- y + shiftY >= 0 &&
- y + shiftY < sizeY
- ) {
+ if (y + shiftY >= 0 && y + shiftY < sizeY) {
if (
this.board[x + shiftX][y + shiftY] != V.EMPTY &&
this.canTake([x, y], [x + shiftX, y + shiftY])
if (
// NOTE: "castling" arg is used by some variants (Monster),
// where "isAttacked" is overloaded in an infinite-recursive way.
+ // TODO: not used anymore (Monster + Doublemove2 are simplified).
(!castleInCheck && this.isAttacked([x, i], oppCol, "castling")) ||
(this.board[x][i] != V.EMPTY &&
// NOTE: next check is enough, because of chessboard constraints