}
static IsGoodPosition(position) {
- if (!ChessRules.IsGoodPosition(position))
- return false;
+ if (!ChessRules.IsGoodPosition(position)) return false;
// Also check that each piece type is present
const rows = position.split("/");
let pieces = {};
for (let row of rows) {
for (let i = 0; i < row.length; i++) {
- if (isNaN(parseInt(row[i])) && !pieces[row[i]])
+ if (isNaN(parseInt(row[i], 10)) && !pieces[row[i]])
pieces[row[i]] = true;
}
}
- if (Object.keys(pieces).length != 12)
- return false;
+ if (Object.keys(pieces).length != 12) return false;
return true;
}
setOtherVariables(fen) {
super.setOtherVariables(fen);
const pos = V.ParseFen(fen).position;
- // NOTE: no need for safety "|| []", because each piece type must be present
+ // NOTE: no need for safety "|| []", because each piece type is present
// (otherwise game is already over!)
this.material = {
w: {
return this.material[color][p] == 0;
})
) {
- // Very negative (resp. positive) if white (reps. black) pieces set is incomplete
+ // Very negative (resp. positive)
+ // if white (reps. black) pieces set is incomplete
return (color == "w" ? -1 : 1) * V.INFINITY;
}
return super.evalPosition();