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];
updateVariables(move)
{
super.updateVariables(move);
-
- const c = this.getColor(move.start.x,move.start.y);
+ const color = 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)
+ if (color != this.getColor(move.end.x,move.end.y)
&& this.board[move.end.x][move.end.y] != VariantRules.EMPTY)
{
- const oppCol = this.getOppCol(c);
- const oppFirstRank = (oppCol == "w" ? 7 : 0);
-
- // 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];
- }
-
- // 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)
+ const firstRank = {"w": 7, "b": 0};
+ for (let c of ["w","b"])
{
- 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)
+ // 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)
+ {
+ this.kingPos[c] = [-1,-1];
+ this.castleFlags[c] = [false,false];
+ }
+ 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;
+ }
}
}
}
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";