return (Object.keys(this.ALICE_PIECES).includes(b[1]) ? "Alice/" : "") + b;
}
- initVariables(fen)
+ static get PIECES()
{
- super.initVariables(fen);
- const fenParts = fen.split(" ");
- const position = fenParts[0].split("/");
+ return ChessRules.PIECES.concat(Object.keys(V.ALICE_PIECES));
+ }
+
+ setOtherVariables(fen)
+ {
+ super.setOtherVariables(fen);
+ const rows = V.ParseFen(fen).position.split("/");
if (this.kingPos["w"][0] < 0 || this.kingPos["b"][0] < 0)
{
- // INIT_COL_XXX won't be used, so no need to set them for Alice kings
- for (let i=0; i<position.length; i++)
+ // INIT_COL_XXX won't be required if Alice kings are found (means 'king moved')
+ for (let i=0; i<rows.length; i++)
{
let k = 0; //column index on board
- for (let j=0; j<position[i].length; j++)
+ for (let j=0; j<rows[i].length; j++)
{
- switch (position[i].charAt(j))
+ switch (rows[i].charAt(j))
{
case 'l':
this.kingPos['b'] = [i,k];
this.kingPos['w'] = [i,k];
break;
default:
- let num = parseInt(position[i].charAt(j));
+ const num = parseInt(rows[i].charAt(j));
if (!isNaN(num))
k += (num-1);
}
return res;
}
- static get VALUES() {
+ static get VALUES()
+ {
return Object.assign(
ChessRules.VALUES,
{
return "0-0";
}
- const finalSquare = String.fromCharCode(97 + move.end.y) + (V.size.x-move.end.x);
+ const finalSquare = V.CoordsToSquare(move.end);
const piece = this.getPiece(move.start.x, move.start.y);
const captureMark = (move.vanish.length > move.appear.length ? "x" : "");
let pawnMark = "";
if (["p","s"].includes(piece) && captureMark.length == 1)
- pawnMark = String.fromCharCode(97 + move.start.y); //start column
+ pawnMark = V.GetColumn(move.start.y); //start column
// Piece or pawn movement
let notation = piece.toUpperCase() + pawnMark + captureMark + finalSquare;