}
// d --> 3 (column letter to number)
- static ColumnToCoord(colnum)
+ static ColumnToCoord(column)
{
- return String.fromCharCode(97 + colnum);
+ return column.charCodeAt(0) - 97;
}
// a4 --> {x:3,y:0}
const lastRank = (color == "w" ? 0 : sizeX-1);
const pawnColor = this.getColor(x,y); //can be different for checkered
- if (x+shiftX >= 0 && x+shiftX < sizeX) //TODO: always true
+ // NOTE: next condition is generally true (no pawn on last rank)
+ if (x+shiftX >= 0 && x+shiftX < sizeX)
{
const finalPieces = x + shiftX == lastRank
? [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN]
// After move is played, update variables + flags
updateVariables(move)
{
- const piece = move.vanish[0].p;
- let c = move.vanish[0].c;
+ let piece = undefined;
+ let c = undefined;
+ if (move.vanish.length >= 1)
+ {
+ // Usual case, something is moved
+ piece = move.vanish[0].p;
+ c = move.vanish[0].c;
+ }
+ else
+ {
+ // Crazyhouse-like variants
+ piece = move.appear[0].p;
+ c = move.appear[0].c;
+ }
if (c == "c") //if (!["w","b"].includes(c))
{
// 'c = move.vanish[0].c' doesn't work for Checkered
{
this.kingPos[c][0] = move.appear[0].x;
this.kingPos[c][1] = move.appear[0].y;
- this.castleFlags[c] = [false,false];
+ if (V.HasFlags)
+ this.castleFlags[c] = [false,false];
return;
}
- const oppCol = this.getOppCol(c);
- const oppFirstRank = (V.size.x-1) - firstRank;
- if (move.start.x == firstRank //our rook moves?
- && this.INIT_COL_ROOK[c].includes(move.start.y))
- {
- const flagIdx = (move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1);
- this.castleFlags[c][flagIdx] = false;
- }
- else if (move.end.x == oppFirstRank //we took opponent rook?
- && this.INIT_COL_ROOK[oppCol].includes(move.end.y))
+ if (V.HasFlags)
{
- const flagIdx = (move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1);
- this.castleFlags[oppCol][flagIdx] = false;
+ // Update castling flags if rooks are moved
+ const oppCol = this.getOppCol(c);
+ const oppFirstRank = (V.size.x-1) - firstRank;
+ if (move.start.x == firstRank //our rook moves?
+ && this.INIT_COL_ROOK[c].includes(move.start.y))
+ {
+ const flagIdx = (move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1);
+ this.castleFlags[c][flagIdx] = false;
+ }
+ else if (move.end.x == oppFirstRank //we took opponent rook?
+ && this.INIT_COL_ROOK[oppCol].includes(move.end.y))
+ {
+ const flagIdx = (move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1);
+ this.castleFlags[oppCol][flagIdx] = false;
+ }
}
}
}
else
return currentBest;
- //console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
+// console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
candidates = [0];
for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++)