setOtherVariables(fen) {
super.setOtherVariables(fen);
+ const fenParsed = V.ParseFen(fen);
// Also init reserves (used by the interface to show landable pieces)
- const reserve =
- V.ParseFen(fen).reserve.split("").map(x => parseInt(x, 10));
+ const reserve = fenParsed.reserve.split("").map(x => parseInt(x, 10));
this.reserve = {
w: {
[V.PAWN]: reserve[0],
}
getPotentialMovesFrom([x, y]) {
- if (x >= V.size.x) {
+ if (x >= V.size.x)
// Reserves, outside of board: x == sizeX(+1)
return this.getReserveMoves([x, y]);
- }
// Standard moves
return super.getPotentialMovesFrom([x, y]);
}
}
atLeastOneMove() {
- if (!super.atLeastOneMove()) {
- // Search one reserve move
- for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
- let moves = this.filterValid(
- this.getReserveMoves([V.size.x + (this.turn == "w" ? 0 : 1), i])
- );
- if (moves.length > 0) return true;
- }
- return false;
+ if (super.atLeastOneMove()) return true;
+ // Search one reserve move
+ for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
+ const moves = this.filterValid(
+ this.getReserveMoves([V.size.x + (this.turn == "w" ? 0 : 1), i])
+ );
+ if (moves.length > 0) return true;
}
- return true;
+ return false;
}
postPlay(move) {