Fix two bugs in Ultima isAttackedBy...
[vchess.git] / public / javascripts / variants / Ultima.js
index 229910c..ac0cf95 100644 (file)
@@ -189,8 +189,8 @@ class UltimaRules extends ChessRules
                        // Check piece-king rectangle (if any) corners for enemy pieces
                        if (m.end.x == kp[0] || m.end.y == kp[1])
                                return; //"flat rectangle"
-                       const corner1 = [Math.max(m.end.x,kp[0]), Math.min(m.end.y,kp[1])];
-                       const corner2 = [Math.min(m.end.x,kp[0]), Math.max(m.end.y,kp[1])];
+                       const corner1 = [m.end.x, kp[1]];
+                       const corner2 = [kp[0], m.end.y];
                        for (let [i,j] of [corner1,corner2])
                        {
                                if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) == oppCol)
@@ -386,9 +386,8 @@ class UltimaRules extends ChessRules
        {
                // Square (x,y) must be surroundable by two enemy pieces,
                // and one of them at least should be a pawn (moving).
-               const dirs = [ [1,0],[0,1],[1,1],[-1,1] ];
-               const steps = VariantRules.steps[VariantRules.ROOK]
-                       .concat(VariantRules.steps[VariantRules.BISHOP]);
+               const dirs = [ [1,0],[0,1] ];
+               const steps = VariantRules.steps[VariantRules.ROOK];
                const [sizeX,sizeY] = VariantRules.size;
                for (let dir of dirs)
                {
@@ -417,6 +416,7 @@ class UltimaRules extends ChessRules
                                                        j3 += step[1];
                                                }
                                                if (i3>=0 && i3<sizeX && j3>=0 && j3<sizeY
+                                                       && colors.includes(this.getColor(i3,j3))
                                                        && this.getPiece(i3,j3) == VariantRules.PAWN
                                                        && !this.isImmobilized([i3,j3]))
                                                {
@@ -480,16 +480,27 @@ class UltimaRules extends ChessRules
                        {
                                // Try in opposite direction:
                                let [i,j] = [x-step[0],y-step[1]];
-                               while (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j] == V.EMPTY)
-                               {
-                                       i -= step[0];
-                                       j -= step[1];
-                               }
-                               if (i>=0 && i<sizeX && j>=0 && j<sizeY && colors.includes(this.getColor(i,j))
-                                       && this.getPiece(i,j) == V.KNIGHT)
+                               while (i>=0 && i<sizeX && j>=0 && j<sizeY)
                                {
-                                       if (!this.isImmobilized([i,j]))
-                                               return true;
+                                       while (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j] == V.EMPTY)
+                                       {
+                                               i -= step[0];
+                                               j -= step[1];
+                                       }
+                                       if (i>=0 && i<sizeX && j>=0 && j<sizeY)
+                                       {
+                                               if (colors.includes(this.getColor(i,j)))
+                                               {
+                                                       if (this.getPiece(i,j) == V.KNIGHT && !this.isImmobilized([i,j]))
+                                                               return true;
+                                                       continue outerLoop;
+                                               }
+                                               // [else] Our color, could be captured *if there was an empty space*
+                                               if (this.board[i+step[0]][j+step[1]] != V.EMPTY)
+                                                       continue outerLoop;
+                                               i -= step[0];
+                                               j -= step[1];
+                                       }
                                }
                        }
                }