return moves.concat(promoteAfterStun);
}
+ getPotentialKingMoves(sq) {
+ return (
+ this.getSlideNJumpMoves(
+ sq,
+ V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
+ "oneStep"
+ ).concat(super.getCastleMoves(sq, true, ['r']))
+ );
+ }
+
filterValid(moves) {
// Forbid kicking own king out
const color = this.turn;
// Base method is fine because a stunned king (which won't be detected)
// can still castle after going back to normal.
super.postPlay(move);
- const kIdx = move.vanish.findIndex(v => v.p == "l");
- if (kIdx >= 0)
- // A stunned king vanish (game over)
- this.kingPos[move.vanish[kIdx].c] = [-1, -1];
+ const color = this.turn;
+ const kp = this.kingPos[color];
+ if (
+ this.board[kp[0], kp[1]] == V.EMPTY ||
+ !['k', 'l'].includes(this.getPiece(kp[0], kp[1])) ||
+ this.getColor(kp[0], kp[1]) != color
+ ) {
+ // King didn't move by itself, and vanished => game over
+ this.kingPos[color] = [-1, -1];
+ }
move.stunned = JSON.stringify(this.stunned);
// Array of stunned stage 1 pieces (just back to normal then)
Object.keys(this.stunned).forEach(square => {
postUndo(move) {
super.postUndo(move);
- const kIdx = move.vanish.findIndex(v => v.p == "l");
- if (kIdx >= 0) {
- // A stunned king vanished
- this.kingPos[move.vanish[kIdx].c] =
- [move.vanish[kIdx].x, move.vanish[kIdx].y];
+ const oppCol = V.GetOppCol(this.turn);
+ if (this.kingPos[oppCol][0] < 0) {
+ // Opponent's king vanished
+ const psq =
+ move.vanish.find((v,i) => i >= 1 && ['k', 'l'].includes(v.p));
+ this.kingPos[oppCol] = [psq.x, psq.y];
}
this.stunned = JSON.parse(move.stunned);
for (let i=0; i<8; i++) {