getPotentialKingMoves([x,y])
{
+ const V = VariantRules;
// King cannot capture:
let moves = [];
- let [sizeX,sizeY] = VariantRules.size;
- const steps = VariantRules.steps[VariantRules.QUEEN];
+ let [sizeX,sizeY] = V.size;
+ const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
for (let step of steps)
{
var i = x + step[0];
&& this.board[move.end.x][move.end.y] != VariantRules.EMPTY)
{
const oppCol = this.getOppCol(c);
- const oppFirstRank = (oppCol == "w" ? 7 : 0);
+ 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
this.kingPos[c] = [-1,-1];
this.castleFlags[c] = [false,false];
}
+ else
+ {
+ // Now check if our init rook(s) exploded
+ if (Math.abs(move.end.x-firstRank) <= 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;
+ }
+ }
// Did we explode opponent king ?
if (Math.abs(this.kingPos[oppCol][0]-move.end.x) <= 1
res = false;
// Otherwise, if we remain under check, move is not valid
else
- res = this.isAttacked(this.kingPos[c], oppCol);
+ res = this.isAttacked(this.kingPos[c], [oppCol]);
this.undo(move);
return res;
}
let res = [ ];
if (this.kingPos[c][0] < 0)
res = [saveKingPos];
- else if (this.isAttacked(this.kingPos[c], this.getOppCol(c)))
+ else if (this.isAttacked(this.kingPos[c], [this.getOppCol(c)]))
res = [ JSON.parse(JSON.stringify(this.kingPos[c])) ]
this.undo(move);
return res;
const kp = this.kingPos[color];
if (kp[0] < 0) //king disappeared
return color == "w" ? "0-1" : "1-0";
- if (!this.isAttacked(kp, this.getOppCol(color)))
+ if (!this.isAttacked(kp, [this.getOppCol(color)]))
return "1/2";
// Checkmate
return color == "w" ? "0-1" : "1-0";