class MagneticRules extends ChessRules
{
- getEpSquare(move)
- {
- return undefined; //no en-passant
- }
+ static get HasEnpassant() { return false; }
getPotentialMovesFrom([x,y])
{
this.play(move);
// The only way to be "under check" is to have lost the king (thus game over)
let res = this.kingPos[c][0] < 0
- ? [ JSON.parse(JSON.stringify(saveKingPos)) ]
- : [ ];
+ ? [JSON.parse(JSON.stringify(saveKingPos))]
+ : [];
this.undo(move);
return res;
}
updateVariables(move)
{
super.updateVariables(move);
- const c = this.getColor(move.start.x,move.start.y);
- if (this.board[move.end.x][move.end.y] != V.EMPTY
- && c != this.getColor(move.end.x,move.end.y)
- && this.getPiece(move.end.x,move.end.y) == V.KING)
+ const c = move.vanish[0].c;
+ if (move.vanish.length >= 2 && move.vanish[1].p == V.KING)
{
// We took opponent king !
const oppCol = this.getOppCol(c);
unupdateVariables(move)
{
super.unupdateVariables(move);
- const c = this.getColor(move.start.x,move.start.y);
+ const c = move.vanish[0].c;
const oppCol = this.getOppCol(c);
if (this.kingPos[oppCol][0] < 0)
{
return this.turn == "w" ? "0-1" : "1-0";
}
- static get THRESHOLD_MATE() {
+ static get THRESHOLD_MATE()
+ {
return 500; //checkmates evals may be slightly below 1000
}
}
+
+const VariantRules = MagneticRules;