if (sq != "-") return V.SquareToCoords(sq);
return undefined;
})];
- this.scanKingsRooks(fen);
+ this.scanKings(fen);
// Extract subTurn from turn indicator: "w" (first move), or
// "w1" or "w2" white subturn 1 or 2, and same for black
const fullTurn = V.ParseFen(fen).turn;
this.turn = fullTurn[0];
- this.subTurn = fullTurn[1] || 0; //"w0" = special code for first move in game
+ // At move 1, the subTurn doesn't need to be specified:
+ this.subTurn = fullTurn[1] || 1;
}
getPotentialPawnMoves([x, y]) {
move.turn = this.turn + this.subTurn;
V.PlayOnBoard(this.board, move);
const epSq = this.getEpSquare(move);
- if (this.subTurn == 0) {
- //first move in game
+ if (this.movesCount == 0) {
+ // First move in game
this.turn = "b";
- this.subTurn = 1;
this.epSquares.push([epSq]);
+ this.movesCount = 1;
}
// Does this move give check on subturn 1? If yes, skip subturn 2
else if (this.subTurn == 1 && this.underCheck(V.GetOppCol(this.turn))) {
this.turn = V.GetOppCol(this.turn);
this.epSquares.push([epSq]);
move.checkOnSubturn1 = true;
+ this.movesCount++;
} else {
if (this.subTurn == 2) {
this.turn = V.GetOppCol(this.turn);
let lastEpsq = this.epSquares[this.epSquares.length - 1];
lastEpsq.push(epSq);
- } else this.epSquares.push([epSq]);
+ } else {
+ this.epSquares.push([epSq]);
+ this.movesCount++;
+ }
this.subTurn = 3 - this.subTurn;
}
- this.updateVariables(move);
+ this.postPlay(move);
+ }
+
+ postPlay(move) {
+ const c = move.turn.charAt(0);
+ const piece = move.vanish[0].p;
+ const firstRank = c == "w" ? V.size.x - 1 : 0;
+
+ if (piece == V.KING && move.appear.length > 0) {
+ this.kingPos[c][0] = move.appear[0].x;
+ this.kingPos[c][1] = move.appear[0].y;
+ if (V.HasCastle) this.castleFlags[c] = [V.size.y, V.size.y];
+ return;
+ }
+ const oppCol = V.GetOppCol(c);
+ const oppFirstRank = V.size.x - 1 - firstRank;
+ if (
+ move.start.x == firstRank && //our rook moves?
+ this.castleFlags[c].includes(move.start.y)
+ ) {
+ const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
+ this.castleFlags[c][flagIdx] = V.size.y;
+ } else if (
+ move.end.x == oppFirstRank && //we took opponent rook?
+ this.castleFlags[oppCol].includes(move.end.y)
+ ) {
+ const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1);
+ this.castleFlags[oppCol][flagIdx] = V.size.y;
+ }
}
undo(move) {
this.disaggregateFlags(JSON.parse(move.flags));
V.UndoOnBoard(this.board, move);
- if (move.turn[1] == "0" || move.checkOnSubturn1 || this.subTurn == 2)
+ if (this.movesCount == 1 || !!move.checkOnSubturn1 || this.subTurn == 2) {
+ // The move may not be full, but is fully undone:
this.epSquares.pop();
- else {
- // this.subTurn == 1
+ // Moves counter was just incremented:
+ this.movesCount--;
+ } else {
+ // Undo the second half of a move
let lastEpsq = this.epSquares[this.epSquares.length - 1];
lastEpsq.pop();
}
this.turn = move.turn[0];
this.subTurn = parseInt(move.turn[1]);
- this.unupdateVariables(move);
+ super.postUndo(move);
}
// NOTE: GenRandInitFen() is OK,