getTurnFen()
{
- if (this.startAtFirstMove && this.moves.length==0)
- return "w";
return this.turn + this.subTurn;
}
// Extract subTurn from turn indicator: "w" (first move), or
// "w1" or "w2" white subturn 1 or 2, and same for black
const fullTurn = V.ParseFen(fen).turn;
- this.startAtFirstMove = (fullTurn == "w");
this.turn = fullTurn[0];
- this.subTurn = (fullTurn[1] || 1);
+ this.subTurn = (fullTurn[1] || 0); //"w0" = special code for first move in game
}
getPotentialPawnMoves([x,y])
return moves;
}
- play(move, ingame)
+ play(move)
{
- if (!!ingame)
- {
- move.notation = [this.getNotation(move), this.getLongNotation(move)];
- // In this special case, we also need the "move color":
- move.color = this.turn;
- }
move.flags = JSON.stringify(this.aggregateFlags());
+ move.turn = this.turn + this.subturn;
V.PlayOnBoard(this.board, move);
const epSq = this.getEpSquare(move);
- if (this.startAtFirstMove && this.moves.length == 0)
+ if (this.subTurn == 0) //first move in game
{
this.turn = "b";
this.epSquares.push([epSq]);
this.epSquares.push([epSq]);
this.subTurn = 3 - this.subTurn;
}
- this.moves.push(move);
this.updateVariables(move);
- if (!!ingame)
- move.hash = hex_md5(this.getFen());
}
undo(move)
{
this.disaggregateFlags(JSON.parse(move.flags));
V.UndoOnBoard(this.board, move);
- if (this.startAtFirstMove && this.moves.length == 1)
- {
- this.turn = "w";
+ if (move.turn[1] == '0' || move.checkOnSubturn1 || this.subTurn == 2)
this.epSquares.pop();
- }
- else if (move.checkOnSubturn1)
+ else //this.subTurn == 1
{
- this.turn = V.GetOppCol(this.turn);
- this.subTurn = 1;
- this.epSquares.pop();
- }
- else
- {
- if (this.subTurn == 1)
- {
- this.turn = V.GetOppCol(this.turn);
- let lastEpsq = this.epSquares[this.epSquares.length-1];
- lastEpsq.pop();
- }
- else
- this.epSquares.pop();
- this.subTurn = 3 - this.subTurn;
+ let lastEpsq = this.epSquares[this.epSquares.length-1];
+ lastEpsq.pop();
}
- this.moves.pop();
+ this.turn = move.turn[0];
+ this.subTurn = parseInt(move.turn[1]);
this.unupdateVariables(move);
}
return selected;
}
+ // TODO: put this generic version elsewhere
getPGN(mycolor, score, fenStart, mode)
{
let pgn = "";