const color = move.vanish[0].c;
const pawnShift = color == "w" ? -1 : 1;
const startRank = color == "w" ? V.size.x - 2 : 1;
- const lastRank = color == "w" ? 0 : V.size.x - 1;
return (
- // The queen is discovered if she reaches the 8th rank,
- // even if this would be a technically valid pawn move.
- move.end.x != lastRank &&
(
+ move.end.x - move.start.x == pawnShift &&
(
- move.end.x - move.start.x == pawnShift &&
(
- (
- // Normal move
- move.end.y == move.start.y &&
- this.board[move.end.x][move.end.y] == V.EMPTY
- )
- ||
- (
- // Capture
- Math.abs(move.end.y - move.start.y) == 1 &&
- this.board[move.end.x][move.end.y] != V.EMPTY
- )
+ // Normal move
+ move.end.y == move.start.y &&
+ this.board[move.end.x][move.end.y] == V.EMPTY
+ )
+ ||
+ (
+ // Capture
+ Math.abs(move.end.y - move.start.y) == 1 &&
+ this.board[move.end.x][move.end.y] != V.EMPTY
)
)
- ||
- (
- // Two-spaces initial jump
- move.start.x == startRank &&
- move.end.y == move.start.y &&
- move.end.x - move.start.x == 2 * pawnShift &&
- this.board[move.end.x][move.end.y] == V.EMPTY
- )
+ )
+ ||
+ (
+ // Two-spaces initial jump
+ move.start.x == startRank &&
+ move.end.y == move.start.y &&
+ move.end.x - move.start.x == 2 * pawnShift &&
+ this.board[move.end.x][move.end.y] == V.EMPTY
)
);
}
? piece == V.PAWN
? [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN]
: [V.QUEEN] //hidden queen revealed
- : piece;
+ : [piece]; //V.PAWN
if (this.board[x + shiftX][y] == V.EMPTY) {
// One square forward
for (let p of finalPieces) {
}
}
- if (V.HasEnpassant) {
- // En passant
- const Lep = this.epSquares.length;
- const epSquare = this.epSquares[Lep - 1]; //always at least one element
- if (
- !!epSquare &&
- epSquare.x == x + shiftX &&
- Math.abs(epSquare.y - y) == 1
- ) {
- let enpassantMove = this.getBasicMove([x, y], [epSquare.x, epSquare.y]);
- enpassantMove.vanish.push({
- x: x,
- y: epSquare.y,
- p: "p",
- c: this.getColor(x, epSquare.y)
- });
- moves.push(enpassantMove);
- }
+ // En passant
+ const Lep = this.epSquares.length;
+ const epSquare = this.epSquares[Lep - 1]; //always at least one element
+ if (
+ !!epSquare &&
+ epSquare.x == x + shiftX &&
+ Math.abs(epSquare.y - y) == 1
+ ) {
+ let enpassantMove = this.getBasicMove([x, y], [epSquare.x, epSquare.y]);
+ enpassantMove.vanish.push({
+ x: x,
+ y: epSquare.y,
+ p: "p",
+ c: this.getColor(x, epSquare.y)
+ });
+ moves.push(enpassantMove);
}
return moves;
return fen;
}
- updateVariables(move) {
- super.updateVariables(move);
+ postPlay(move) {
+ super.postPlay(move);
if (move.vanish.length == 2 && move.vanish[1].p == V.KING)
// We took opponent king
this.kingPos[this.turn] = [-1, -1];
}
- unupdateVariables(move) {
- super.unupdateVariables(move);
- const c = move.vanish[0].c;
- const oppCol = V.GetOppCol(c);
+ preUndo(move) {
+ super.preUndo(move);
+ const oppCol = this.turn;
if (this.kingPos[oppCol][0] < 0)
- // Last move took opponent's king:
+ // Move takes opponent's king:
this.kingPos[oppCol] = [move.vanish[1].x, move.vanish[1].y];
}