}
// Path to promotion pieces (usually the same)
- getPPpath(b) {
- return this.getPpath(b);
+ getPPpath(m) {
+ return this.getPpath(m.appear[0].c + m.appear[0].p);
}
// Aggregates flags into one object
const s = move.start,
e = move.end;
if (
- Math.abs(s.x - e.x) == 2 &&
s.y == e.y &&
- move.appear[0].p == V.PAWN
+ Math.abs(s.x - e.x) == 2 &&
+ // Next conditions for variants like Atomic or Rifle, Recycle...
+ (move.appear.length > 0 && move.appear[0].p == V.PAWN) &&
+ (move.vanish.length > 0 && move.vanish[0].p == V.PAWN)
) {
return {
x: (s.x + e.x) / 2,
}
// Stop at the first move found
+ // TODO: not really, it explores all moves from a square but one would suffice.
atLeastOneMove() {
const color = this.turn;
for (let i = 0; i < V.size.x; i++) {
const c = V.GetOppCol(this.turn);
const firstRank = (c == "w" ? V.size.x - 1 : 0);
// Update castling flags if rooks are moved
- const oppCol = V.GetOppCol(c);
+ const oppCol = this.turn;
const oppFirstRank = V.size.x - 1 - firstRank;
if (piece == V.KING && move.appear.length > 0)
this.castleFlags[c] = [V.size.y, V.size.y];
}
let candidates = [0];
- for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++)
- candidates.push(j);
+ for (let i = 1; i < moves1.length && moves1[i].eval == moves1[0].eval; i++)
+ candidates.push(i);
return moves1[candidates[randInt(candidates.length)]];
}