X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fbase_rules.js;h=9ee506e50c312ef56c738bf2091a2513b5930c9b;hb=a9e1202b681d9d2f814767180183a0b04c58f8ab;hp=e70b9de88eef4caf811de25ad45aa69fbf5b1654;hpb=964eda04ad6415b4ec95387ea08b63a3d0f0f9cc;p=vchess.git diff --git a/client/src/base_rules.js b/client/src/base_rules.js index e70b9de8..9ee506e5 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -158,7 +158,7 @@ export const ChessRules = class ChessRules { // 2) Check turn if (!fenParsed.turn || !V.IsGoodTurn(fenParsed.turn)) return false; // 3) Check moves count - if (!fenParsed.movesCount || !(parseInt(fenParsed.movesCount) >= 0)) + if (!fenParsed.movesCount || !(parseInt(fenParsed.movesCount, 10) >= 0)) return false; // 4) Check flags if (V.HasFlags && (!fenParsed.flags || !V.IsGoodFlags(fenParsed.flags))) @@ -185,7 +185,7 @@ export const ChessRules = class ChessRules { if (['K','k'].includes(row[i])) kings[row[i]]++; if (V.PIECES.includes(row[i].toLowerCase())) sumElts++; else { - const num = parseInt(row[i]); + const num = parseInt(row[i], 10); if (isNaN(num)) return false; sumElts += num; } @@ -232,7 +232,7 @@ export const ChessRules = class ChessRules { return { // NOTE: column is always one char => max 26 columns // row is counted from black side => subtraction - x: V.size.x - parseInt(sq.substr(1)), + x: V.size.x - parseInt(sq.substr(1), 10), y: sq[0].charCodeAt() - 97 }; } @@ -480,7 +480,7 @@ export const ChessRules = class ChessRules { let j = 0; for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) { const character = rows[i][indexInRow]; - const num = parseInt(character); + const num = parseInt(character, 10); // If num is a number, just shift j: if (!isNaN(num)) j += num; // Else: something at position i,j @@ -512,7 +512,7 @@ export const ChessRules = class ChessRules { const fenParsed = V.ParseFen(fen); this.board = V.GetBoard(fenParsed.position); this.turn = fenParsed.turn; - this.movesCount = parseInt(fenParsed.movesCount); + this.movesCount = parseInt(fenParsed.movesCount, 10); this.setOtherVariables(fen); } @@ -536,7 +536,7 @@ export const ChessRules = class ChessRules { this.INIT_COL_KING["w"] = k; break; default: { - const num = parseInt(fenRows[i].charAt(j)); + const num = parseInt(fenRows[i].charAt(j), 10); if (!isNaN(num)) k += num - 1; } } @@ -766,6 +766,7 @@ export const ChessRules = class ChessRules { const [sizeX, sizeY] = [V.size.x, V.size.y]; const pawnShiftX = V.PawnSpecs.directions[color]; const firstRank = (color == "w" ? sizeX - 1 : 0); + const forward = (color == 'w' ? -1 : 1); // Pawn movements in shiftX direction: const getPawnMoves = (shiftX) => { @@ -773,7 +774,7 @@ export const ChessRules = class ChessRules { // NOTE: next condition is generally true (no pawn on last rank) if (x + shiftX >= 0 && x + shiftX < sizeX) { if (this.board[x + shiftX][y] == V.EMPTY) { - // One square forward + // One square forward (or backward) this.addPawnMoves([x, y], [x + shiftX, y], moves, promotions); // Next condition because pawns on 1st rank can generally jump if ( @@ -784,7 +785,10 @@ export const ChessRules = class ChessRules { (color == 'b' && x <= V.PawnSpecs.initShift['b']) ) ) { - if (this.board[x + 2 * shiftX][y] == V.EMPTY) { + if ( + shiftX == forward && + this.board[x + 2 * shiftX][y] == V.EMPTY + ) { // Two squares jump moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y])); if ( @@ -811,13 +815,13 @@ export const ChessRules = class ChessRules { ); } if ( - V.PawnSpecs.captureBackward && + V.PawnSpecs.captureBackward && shiftX == forward && x - shiftX >= 0 && x - shiftX < V.size.x && this.board[x - shiftX][y + shiftY] != V.EMPTY && this.canTake([x, y], [x - shiftX, y + shiftY]) ) { this.addPawnMoves( - [x, y], [x + shiftX, y + shiftY], + [x, y], [x - shiftX, y + shiftY], moves, promotions ); } @@ -1165,8 +1169,8 @@ export const ChessRules = class ChessRules { this.postPlay(move); } - updateCastleFlags(move, piece) { - const c = V.GetOppCol(this.turn); + updateCastleFlags(move, piece, color) { + const c = color || V.GetOppCol(this.turn); const firstRank = (c == "w" ? V.size.x - 1 : 0); // Update castling flags if rooks are moved const oppCol = this.turn;