static ParseFen(fen) {
const fenParts = fen.split(" ");
return Object.assign(ChessRules.ParseFen(fen), {
- reserve: fenParts[5],
+ reserve: fenParts[5]
});
}
+ getEpSquare(moveOrSquare) {
+ if (typeof moveOrSquare !== "object" || moveOrSquare.vanish.length > 0)
+ return super.getEpSquare(moveOrSquare);
+ // Landing move: no en-passant
+ return undefined;
+ }
+
static GenRandInitFen(randomness) {
return ChessRules.GenRandInitFen(randomness) + " 0000000000";
}
getFen() {
- return (
- super.getFen() + " " + this.getReserveFen()
- );
+ return super.getFen() + " " + this.getReserveFen();
}
getFenForRepeat() {
- return (
- this.getBaseFen() + "_" +
- this.getTurnFen() + "_" +
- this.getFlagsFen() + "_" +
- this.getEnpassantFen() + "_" +
- this.getReserveFen()
- );
+ return super.getFenForRepeat() + "_" + this.getReserveFen();
}
getReserveFen() {
return this.getPiece(x2, y2) != V.KING;
}
- updateVariables(move) {
- super.updateVariables(move);
+ postPlay(move) {
+ super.postPlay(move);
if (move.vanish.length == 2 && move.appear.length == 2) return; //skip castle
- const color = V.GetOppCol(this.turn);
- if (move.vanish.length == 0) {
- this.reserve[color][move.appear[0].p]--;
- return;
- }
- else if (move.vanish.length == 2 && move.vanish[1].c == color) {
+ const color = move.appear[0].c;
+ if (move.vanish.length == 0) this.reserve[color][move.appear[0].p]--;
+ else if (move.vanish.length == 2 && move.vanish[1].c == color)
// Self-capture
this.reserve[color][move.vanish[1].p]++;
- }
}
- unupdateVariables(move) {
- super.unupdateVariables(move);
+ postUndo(move) {
+ super.postUndo(move);
if (move.vanish.length == 2 && move.appear.length == 2) return;
const color = this.turn;
- if (move.vanish.length == 0) {
- this.reserve[color][move.appear[0].p]++;
- return;
- }
- else if (move.vanish.length == 2 && move.vanish[1].c == color) {
+ if (move.vanish.length == 0) this.reserve[color][move.appear[0].p]++;
+ else if (move.vanish.length == 2 && move.vanish[1].c == color)
this.reserve[color][move.vanish[1].p]--;
- }
}
static get SEARCH_DEPTH() {