moves.forEach(m => {
if (m.vanish.length > 1 && m.appear.length <= 1) //avoid castles
{
- // Explosion! TODO: drop moves which explode our king here
+ // Explosion! TODO(?): drop moves which explode our king here
let steps = [ [-1,-1],[-1,0],[-1,1],[0,-1],[0,1],[1,-1],[1,0],[1,1] ];
for (let step of steps)
{
if (x>=0 && x<8 && y>=0 && y<8 && this.board[x][y] != VariantRules.EMPTY
&& this.getPiece(x,y) != VariantRules.PAWN)
{
- m.vanish.push(new PiPo({p:this.getPiece(x,y),c:this.getColor(x,y),x:x,y:y}));
+ m.vanish.push(
+ new PiPo({p:this.getPiece(x,y),c:this.getColor(x,y),x:x,y:y}));
}
}
m.end = {x:m.appear[0].x, y:m.appear[0].y};
isAttacked(sq, colors)
{
- if (this.getPiece(sq[0],sq[1]) == VariantRules.KING && this.isAttackedByKing(sq, colors))
+ if (this.getPiece(sq[0],sq[1]) == VariantRules.KING
+ && this.isAttackedByKing(sq, colors))
+ {
return false; //king cannot take...
+ }
return (this.isAttackedByPawn(sq, colors)
|| this.isAttackedByRook(sq, colors)
|| this.isAttackedByKnight(sq, colors)
updateVariables(move)
{
super.updateVariables(move);
-
- const c = this.getColor(move.start.x,move.start.y);
- // Next condition to avoid conflicts with harmless castle moves
- if (c != this.getColor(move.end.x,move.end.y)
- && this.board[move.end.x][move.end.y] != VariantRules.EMPTY)
+ const color = this.getColor(move.start.x,move.start.y);
+ if (move.appear.length == 0) //capture
{
- const oppCol = this.getOppCol(c);
- const firstRank = (c == "w" ? 7 : 0);
- const oppFirstRank = 7 - firstRank;
-
- // Did we explode our king ? (TODO: remove move earlier)
- if (Math.abs(this.kingPos[c][0]-move.end.x) <= 1
- && Math.abs(this.kingPos[c][1]-move.end.y) <= 1)
- {
- this.kingPos[c] = [-1,-1];
- this.castleFlags[c] = [false,false];
- }
- else
+ const firstRank = {"w": 7, "b": 0};
+ for (let c of ["w","b"])
{
- // Now check if our init rook(s) exploded
- if (Math.abs(move.end.x-firstRank) <= 1)
+ // Did we explode king of color c ? (TODO: remove move earlier)
+ if (Math.abs(this.kingPos[c][0]-move.end.x) <= 1
+ && Math.abs(this.kingPos[c][1]-move.end.y) <= 1)
{
- if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][0]) <= 1)
- this.castleFlags[c][0] = false;
- if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][1]) <= 1)
- this.castleFlags[c][1] = false;
+ this.kingPos[c] = [-1,-1];
+ this.castleFlags[c] = [false,false];
}
- }
-
- // Did we explode opponent king ?
- if (Math.abs(this.kingPos[oppCol][0]-move.end.x) <= 1
- && Math.abs(this.kingPos[oppCol][1]-move.end.y) <= 1)
- {
- this.kingPos[oppCol] = [-1,-1];
- this.castleFlags[oppCol] = [false,false];
- }
- else
- {
- // Now check if opponent init rook(s) exploded
- if (Math.abs(move.end.x-oppFirstRank) <= 1)
+ else
{
- if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][0]) <= 1)
- this.castleFlags[oppCol][0] = false;
- if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][1]) <= 1)
- this.castleFlags[oppCol][1] = false;
+ // Now check if init rook(s) exploded
+ if (Math.abs(move.end.x-firstRank[c]) <= 1)
+ {
+ if (Math.abs(move.end.y-this.INIT_COL_ROOK[c][0]) <= 1)
+ this.castleFlags[c][0] = false;
+ if (Math.abs(move.end.y-this.INIT_COL_ROOK[c][1]) <= 1)
+ this.castleFlags[c][1] = false;
+ }
}
}
}
return color == "w" ? "0-1" : "1-0";
if (!this.isAttacked(kp, [this.getOppCol(color)]))
return "1/2";
- // Checkmate
- return color == "w" ? "0-1" : "1-0";
+ return color == "w" ? "0-1" : "1-0"; //checkmate
}
}