let moves = this.getPotentialMovesOf(piece, [x, y]);
if (piece == "p" && this.hasEnpassant && this.epSquare)
Array.prototype.push.apply(moves, this.getEnpassantCaptures([x, y]));
- if (
- this.isKing(0, 0, piece) && this.hasCastle &&
- this.castleFlags[color || this.turn].some(v => v < this.size.y)
- ) {
+ if (this.isKing(0, 0, piece) && this.hasCastle)
Array.prototype.push.apply(moves, this.getCastleMoves([x, y]));
- }
return this.postProcessPotentialMoves(moves);
}
return [];
}
- getCastleMoves([x, y], finalSquares, castleWith) {
+ getCastleMoves([x, y], finalSquares, castleWith, castleFlags) {
const c = this.getColor(x, y);
+ castleFlags = castleFlags || this.castleFlags[c];
// Castling ?
const oppCols = this.getOppCols(c);
castleSide < 2;
castleSide++ //large, then small
) {
- if (this.castleFlags[c][castleSide] >= this.size.y)
+ if (castleFlags[castleSide] >= this.size.y)
continue;
// If this code is reached, rook and king are on initial position
// NOTE: in some variants this is not a rook
- const rookPos = this.castleFlags[c][castleSide];
+ const rookPos = castleFlags[castleSide];
const castlingPiece = this.getPiece(x, rookPos);
if (
this.board[x][rookPos] == "" ||
this.board[psq.x][psq.y] = psq.c + psq.p;
}
- updateCastleFlags(move) {
+ // NOTE: arg "castleFlags" for Coregal or Twokings
+ updateCastleFlags(move, castleFlags) {
+ castleFlags = castleFlags || this.castleFlags;
+ // If flags already off, no need to re-check:
+ if (
+ Object.values(castleFlags).every(cvals =>
+ cvals.every(val => val >= this.size.y))
+ ) {
+ return;
+ }
// Update castling flags if start or arrive from/at rook/king locations
move.appear.concat(move.vanish).forEach(psq => {
if (this.isKing(0, 0, psq.p))
- this.castleFlags[psq.c] = [this.size.y, this.size.y];
+ castleFlags[psq.c] = [this.size.y, this.size.y];
// NOTE: not "else if" because king can capture enemy rook...
let c = "";
if (psq.x == 0)
else if (psq.x == this.size.x - 1)
c = "w";
if (c != "") {
- const fidx = this.castleFlags[c].findIndex(f => f == psq.y);
+ const fidx = castleFlags[c].findIndex(f => f == psq.y);
if (fidx >= 0)
- this.castleFlags[c][fidx] = this.size.y;
+ castleFlags[c][fidx] = this.size.y;
}
});
}
prePlay(move) {
- if (
- this.hasCastle &&
- // If flags already off, no need to re-check:
- Object.values(this.castleFlags).some(cvals =>
- cvals.some(val => val < this.size.y))
- ) {
+ if (this.hasCastle)
this.updateCastleFlags(move);
- }
if (this.options["crazyhouse"]) {
move.vanish.forEach(v => {
const square = C.CoordsToSquare({x: v.x, y: v.y});