setOtherVariables(fen) {
super.setOtherVariables(fen);
- const fenParsed = V.ParseFen(fen);
// Also init reserves (used by the interface to show landable pieces)
+ const reserve =
+ V.ParseFen(fen).reserve.split("").map(x => parseInt(x, 10));
this.reserve = {
w: {
- [V.PAWN]: parseInt(fenParsed.reserve[0]),
- [V.ROOK]: parseInt(fenParsed.reserve[1]),
- [V.BISHOP]: parseInt(fenParsed.reserve[2]),
- [V.GOLD_G]: parseInt(fenParsed.reserve[3]),
- [V.SILVER_G]: parseInt(fenParsed.reserve[4]),
- [V.KNIGHT]: parseInt(fenParsed.reserve[5]),
- [V.LANCE]: parseInt(fenParsed.reserve[6])
+ [V.PAWN]: reserve[0],
+ [V.ROOK]: reserve[1],
+ [V.BISHOP]: reserve[2],
+ [V.GOLD_G]: reserve[3],
+ [V.SILVER_G]: reserve[4],
+ [V.KNIGHT]: reserve[5],
+ [V.LANCE]: reserve[6]
},
b: {
- [V.PAWN]: parseInt(fenParsed.reserve[7]),
- [V.ROOK]: parseInt(fenParsed.reserve[8]),
- [V.BISHOP]: parseInt(fenParsed.reserve[9]),
- [V.GOLD_G]: parseInt(fenParsed.reserve[10]),
- [V.SILVER_G]: parseInt(fenParsed.reserve[11]),
- [V.KNIGHT]: parseInt(fenParsed.reserve[12]),
- [V.LANCE]: parseInt(fenParsed.reserve[13])
+ [V.PAWN]: reserve[7],
+ [V.ROOK]: reserve[8],
+ [V.BISHOP]: reserve[9],
+ [V.GOLD_G]: reserve[10],
+ [V.SILVER_G]: reserve[11],
+ [V.KNIGHT]: reserve[12],
+ [V.LANCE]: reserve[13]
}
};
}