getPotentialKingMoves([x,y])
{
+ const V = VariantRules;
// King cannot capture:
let moves = [];
- let [sizeX,sizeY] = VariantRules.size;
- const steps = VariantRules.steps[VariantRules.QUEEN];
+ let [sizeX,sizeY] = V.size;
+ const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
for (let step of steps)
{
var i = x + step[0];
&& Math.abs(this.kingPos[c][1]-move.end.y) <= 1)
{
this.kingPos[c] = [-1,-1];
- this.flags[c] = [false,false];
+ this.castleFlags[c] = [false,false];
}
// Did we explode opponent king ?
&& Math.abs(this.kingPos[oppCol][1]-move.end.y) <= 1)
{
this.kingPos[oppCol] = [-1,-1];
- this.flags[oppCol] = [false,false];
+ this.castleFlags[oppCol] = [false,false];
}
else
{
if (Math.abs(move.end.x-oppFirstRank) <= 1)
{
if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][0]) <= 1)
- this.flags[oppCol][0] = false;
+ this.castleFlags[oppCol][0] = false;
if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][1]) <= 1)
- this.flags[oppCol][1] = false;
+ this.castleFlags[oppCol][1] = false;
}
}
}
res = false;
// Otherwise, if we remain under check, move is not valid
else
- res = this.isAttacked(this.kingPos[c], oppCol);
+ res = this.isAttacked(this.kingPos[c], [oppCol]);
this.undo(move);
return res;
}
let res = [ ];
if (this.kingPos[c][0] < 0)
res = [saveKingPos];
- else if (this.isAttacked(this.kingPos[c], this.getOppCol(c)))
+ else if (this.isAttacked(this.kingPos[c], [this.getOppCol(c)]))
res = [ JSON.parse(JSON.stringify(this.kingPos[c])) ]
this.undo(move);
return res;
const kp = this.kingPos[color];
if (kp[0] < 0) //king disappeared
return color == "w" ? "0-1" : "1-0";
- if (!this.isAttacked(kp, this.getOppCol(color)))
+ if (!this.isAttacked(kp, [this.getOppCol(color)]))
return "1/2";
// Checkmate
return color == "w" ? "0-1" : "1-0";