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)
{
super.updateVariables(move);
const color = this.getColor(move.start.x,move.start.y);
- // Next condition to avoid conflicts with harmless castle moves
- if (color != this.getColor(move.end.x,move.end.y)
- && this.board[move.end.x][move.end.y] != VariantRules.EMPTY)
+ if (move.appear.length == 0) //capture
{
const firstRank = {"w": 7, "b": 0};
for (let c of ["w","b"])
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
}
}