}
let baseMoves = [];
const c = this.turn;
- switch (piece || this.getPiece(x, y)) {
+ switch (piece) {
case V.PAWN: {
const firstRank = (c == 'w' ? 7 : 0);
baseMoves = this.getPotentialPawnMoves([x, y]).filter(m => {
const lm = this.lastMoveEnd[L-1];
const piece =
!!lm
- ? lm.p :
- this.getPiece(move.vanish[0].x, move.vanish[0].y);
+ ? lm.p
+ : this.getPiece(move.vanish[0].x, move.vanish[0].y);
if (piece == V.KING)
this.kingPos[c] = [move.appear[0].x, move.appear[0].y];
this.updateCastleFlags(move, piece);
postUndo(move) {
if (this.getPiece(move.start.x, move.start.y) == V.KING)
this.kingPos[this.turn] = [move.start.x, move.start.y];
+ else {
+ // Check if a king is being released: put it on releasing square
+ const L = this.lastMoveEnd.length;
+ const lm = this.lastMoveEnd[L-1];
+ if (!!lm && lm.p == V.KING)
+ this.kingPos[this.turn] = [move.start.x, move.start.y];
+ }
}
getCurrentScore() {