updateVariables(move)
{
super.updateVariables(move);
-
- const c = this.getColor(move.start.x,move.start.y);
+ const color = this.getColor(move.start.x,move.start.y);
// Next condition to avoid conflicts with harmless castle moves
- if (c != this.getColor(move.end.x,move.end.y)
+ if (color != this.getColor(move.end.x,move.end.y)
&& this.board[move.end.x][move.end.y] != VariantRules.EMPTY)
{
- const oppCol = this.getOppCol(c);
- const firstRank = (c == "w" ? 7 : 0);
- const oppFirstRank = 7 - firstRank;
-
- // Did we explode our king ? (TODO: remove move earlier)
- if (Math.abs(this.kingPos[c][0]-move.end.x) <= 1
- && Math.abs(this.kingPos[c][1]-move.end.y) <= 1)
+ const firstRank = {"w": 7, "b": 0};
+ for (let c of ["w","b"])
{
- this.kingPos[c] = [-1,-1];
- this.castleFlags[c] = [false,false];
- }
- else
- {
- // Now check if our init rook(s) exploded
- if (Math.abs(move.end.x-firstRank) <= 1)
+ // Did we explode king of color c ? (TODO: remove move earlier)
+ if (Math.abs(this.kingPos[c][0]-move.end.x) <= 1
+ && Math.abs(this.kingPos[c][1]-move.end.y) <= 1)
{
- if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][0]) <= 1)
- this.castleFlags[c][0] = false;
- if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][1]) <= 1)
- this.castleFlags[c][1] = false;
+ this.kingPos[c] = [-1,-1];
+ this.castleFlags[c] = [false,false];
}
- }
-
- // Did we explode opponent king ?
- if (Math.abs(this.kingPos[oppCol][0]-move.end.x) <= 1
- && Math.abs(this.kingPos[oppCol][1]-move.end.y) <= 1)
- {
- this.kingPos[oppCol] = [-1,-1];
- this.castleFlags[oppCol] = [false,false];
- }
- else
- {
- // Now check if opponent init rook(s) exploded
- if (Math.abs(move.end.x-oppFirstRank) <= 1)
+ else
{
- if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][0]) <= 1)
- this.castleFlags[oppCol][0] = false;
- if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][1]) <= 1)
- this.castleFlags[oppCol][1] = false;
+ // Now check if init rook(s) exploded
+ if (Math.abs(move.end.x-firstRank[c]) <= 1)
+ {
+ if (Math.abs(move.end.y-this.INIT_COL_ROOK[c][0]) <= 1)
+ this.castleFlags[c][0] = false;
+ if (Math.abs(move.end.y-this.INIT_COL_ROOK[c][1]) <= 1)
+ this.castleFlags[c][1] = false;
+ }
}
}
}