x: ['b', 'k'],
y: ['q', 'q'],
z: ['q', 'k'],
- '_': ['k', 'k']
+ '@': ['k', 'k']
};
}
for (let i = 0; i < row.length; i++) {
const lowR = row[i].toLowerCase();
const readNext = !(ChessRules.PIECES.includes(lowR));
- if (!!(lowR.match(/[a-z_]/))) {
+ if (!!(lowR.match(/[a-z@]/))) {
sumElts++;
if (lowR == 'k') kings[row[i]]++;
else if (readNext) {
const c = fenRows[i].charAt(j);
const lowR = c.toLowerCase();
const readNext = !(ChessRules.PIECES.includes(lowR));
- if (!!(lowR.match(/[a-z_]/))) {
+ if (!!(lowR.match(/[a-z@]/))) {
if (lowR == 'k') this.kingPos[c == 'k' ? 'b' : 'w'] = [i, k];
else if (readNext) {
const up = this.getUnionPieces(fenRows[i][++j], lowR);
super.setOtherVariables(fen);
// Stack of "last move" only for intermediate chaining
this.lastMoveEnd = [null];
+ this.repetitions = [];
}
static IsGoodFlags(flags) {
// Transformation computed without taking union into account
const up = this.getUnionPieces(initColor, initPiece);
let args = [tr.p, up[oppCol]];
- if (['a', 'v'].includes(initColor)) args = args.reverse();
+ if (
+ ['a', 'v'].includes(initColor) ||
+ // HACK: "ba" piece = two pawns, black controling.
+ // If promoting, must artificially imagine color was 'a':
+ (initPiece == 'a' && initColor == 'b')
+ ) {
+ args = args.reverse();
+ }
const capturer = (['a', 'b'].includes(initColor) ? 'b' : 'w');
const cp = this.getUnionCode(args[0], args[1], capturer);
tr.c = cp.c;
getCheckSquares() {
return [];
}
+
filterValid(moves) {
- return moves;
+ if (moves.length == 0) return [];
+ return moves.filter(m => {
+ if (!m.end.released) return true;
+ // Check for repetitions:
+ V.PlayOnBoard(this.board, m);
+ const newState = {
+ piece: m.end.released,
+ square: { x: m.end.x, y: m.end.y },
+ position: this.getBaseFen()
+ };
+ const repet =
+ this.repetitions.some(r => {
+ return (
+ r.piece == newState.piece &&
+ (
+ r.square.x == newState.square.x &&
+ r.square.y == newState.square.y
+ ) &&
+ r.position == newState.position
+ );
+ });
+ V.UndoOnBoard(this.board, m);
+ return !repet;
+ });
}
updateCastleFlags(move, piece) {
else
this.lastMoveEnd.push(Object.assign({ p: move.end.released }, move.end));
V.PlayOnBoard(this.board, move);
+ if (!move.end.released) this.repetitions = [];
+ else {
+ this.repetitions.push(
+ {
+ piece: move.end.released,
+ square: { x: move.end.x, y: move.end.y },
+ position: this.getBaseFen()
+ }
+ );
+ }
}
undo(move) {
this.turn = V.GetOppCol(this.turn);
this.movesCount--;
}
+ if (!!move.end.released) this.repetitions.pop();
this.postUndo(move);
}