if (position.length == 0) return false;
const rows = position.split("/");
if (rows.length != V.size.x) return false;
- let kingSymb = ['k', 'g', 'm', 'u', 'x', '_'];
+ let kingSymb = ['k', 'g', 'm', 'u', 'x', 'z', '_'];
let kings = { 'k': 0, 'K': 0 };
for (let row of rows) {
let sumElts = 0;
this.kingPos = { w: [-1, -1], b: [-1, -1] };
const fenRows = V.ParseFen(fen).position.split("/");
const startRow = { 'w': V.size.x - 1, 'b': 0 };
- const kingSymb = ['k', 'g', 'm', 'u', 'x', '_'];
+ const kingSymb = ['k', 'g', 'm', 'u', 'x', 'z', '_'];
for (let i = 0; i < fenRows.length; i++) {
let k = 0;
for (let j = 0; j < fenRows[i].length; j++) {
// "positions" = array of FENs to detect infinite loops. Example:
// r1q1k2r/p1Pb1ppp/5n2/1f1p4/AV5P/P1eDP3/3B1PP1/R3K1NR,
// Bxd2 Bxc3 Bxb4 Bxc3 Bxb4 etc.
- const newPos = { fen: super.getBaseFen(), piece: released };
- if (positions.some(p => p.piece == newPos.piece && p.fen == newPos.fen))
+ const newPos = {
+ fen: super.getBaseFen(),
+ piece: released,
+ from: fromSquare
+ };
+ if (
+ positions.some(p => {
+ return (
+ p.piece == newPos.piece &&
+ p.fen == newPos.fen &&
+ p.from == newPos.from
+ );
+ })
+ ) {
// Start of an infinite loop: exit
return false;
+ }
positions.push(newPos);
const rank = (color == 'w' ? 0 : 7);
const moves = this.getPotentialMovesFrom(fromSquare);
return res;
}
+ isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) {
+ for (let step of steps) {
+ let rx = x + step[0],
+ ry = y + step[1];
+ while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) {
+ rx += step[0];
+ ry += step[1];
+ }
+ if (
+ V.OnBoard(rx, ry) &&
+ this.board[rx][ry] != V.EMPTY &&
+ this.getPiece(rx, ry) == piece &&
+ this.getColor(rx, ry) == color &&
+ this.canTake([rx, ry], [x, y]) //TODO: necessary line?
+ //If not, generic method is OK
+ ) {
+ return true;
+ }
+ }
+ return false;
+ }
+
// Do not consider checks, except to forbid castling
getCheckSquares() {
return [];
const c = this.turn;
const L = this.lastMoveEnd.length;
const lm = this.lastMoveEnd[L-1];
- const piece = (!!lm ? lm.p : move.vanish[0].p);
+ // NOTE: lm.p != V.KING, always.
+ const piece =
+ !!lm
+ ? 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);
const pawnFirstRank = (c == 'w' ? 6 : 1);
- if (move.start.x == pawnFirstRank)
- // This move (potentially) turns off a 2-squares pawn flag
+ if (
+ move.start.x == pawnFirstRank &&
+ piece == V.PAWN &&
+ Math.abs(move.end.x - move.start.x) == 2
+ ) {
+ // This move turns off a 2-squares pawn flag
this.pawnFlags[c][move.start.y] = false;
+ }
}
play(move) {