return false;
}
- static getPpath(b) {
+ static get PIECES() {
+ return ChessRules.PIECES.concat([V.IMMOBILIZER]);
+ }
+
+ getPpath(b) {
if (b[1] == "m")
//'m' for Immobilizer (I is too similar to 1)
return "Baroque/" + b;
return b; //usual piece
}
- static get PIECES() {
- return ChessRules.PIECES.concat([V.IMMOBILIZER]);
- }
-
// No castling, but checks, so keep track of kings
setOtherVariables(fen) {
this.kingPos = { w: [-1, -1], b: [-1, -1] };
} else if (move.appear[0].p == V.KING)
notation = "K" + (move.vanish.length > 1 ? "x" : "") + finalSquare;
else notation = move.appear[0].p.toUpperCase() + finalSquare;
- if (move.vanish.length > 1 && move.appear[0].p != V.KING) notation += "X"; //capture mark (not describing what is captured...)
+ // Add a capture mark (not describing what is captured...):
+ if (move.vanish.length > 1 && move.appear[0].p != V.KING) notation += "X";
return notation;
}
};