const L = this.lastMoveEnd.length;
if (!asA && !!this.lastMoveEnd[L-1]) {
asA = this.lastMoveEnd[L-1].p;
- if (x != this.lastMoveEnd[L-1].x || y != this.lastMoveEnd[L-1].y) {
+ if (x != this.lastMoveEnd[L-1].x || y != this.lastMoveEnd[L-1].y)
// A capture was played: wrong square
return [];
- }
}
let moves = [];
const piece = this.getPiece(x, y);
switch (asA || piece) {
case V.PAWN:
if (!asA || piece == V.PAWN)
- moves = this.getPotentialPawnMoves([x, y]);
+ moves = super.getPotentialPawnMoves([x, y]);
else {
// Special case: we don't want promotion, since just moving like
// a pawn, but I'm in fact not a pawn :)