{
if (moves.length == 0)
return [];
- let color = this.turn;
- return moves.filter(m => { return !this.underCheck(m, color); });
+ return moves.filter(m => { return !this.underCheck(m); });
}
// Search for all valid moves considering current turn (for engine and game end)
play(move, ingame)
{
+ // DEBUG:
+// if (!this.states) this.states = [];
+// if (!ingame) this.states.push(JSON.stringify(this.board));
+
if (!!ingame)
move.notation = this.getNotation(move);
this.moves.pop();
this.unupdateVariables(move);
this.parseFlags(JSON.parse(move.flags));
+
+ // DEBUG:
+// let state = this.states.pop();
+// if (JSON.stringify(this.board) != state)
+// debugger;
}
//////////////