addPincerCaptures(moves, byChameleon) {
const steps = this.pieces()['p'].moves[0].steps;
const color = this.turn;
- const oppCol = C.GetOppCol(color);
+ const oppCol = C.GetOppTurn(color);
moves.forEach(m => {
if (byChameleon && m.start.x != m.end.x && m.start.y != m.end.y)
// Chameleon not moving as pawn
addCoordinatorCaptures(moves, byChameleon) {
const color = this.turn;
- const oppCol = V.GetOppCol(color);
+ const oppCol = V.GetOppTurn(color);
const kp = this.searchKingPos(color)[0];
moves.forEach(m => {
// Check piece-king rectangle (if any) corners for enemy pieces
// Look in every direction for captures
const steps = this.pieces()['r'].moves[0].steps;
const color = this.turn;
- const oppCol = C.GetOppCol(color);
+ const oppCol = C.GetOppTurn(color);
let moves = [];
outerLoop: for (let step of steps) {
let [i, j] = [x + step[0], this.getY(y + step[1])];
const adjacentSteps = this.pieces()['r'].moves[0].steps;
let capturingPullDir = {};
const color = this.turn;
- const oppCol = C.GetOppCol(color);
+ const oppCol = C.GetOppTurn(color);
if (type != "push") {
adjacentSteps.forEach(step => {
const [bi, bj] = [sx - step[0], this.getY(sy - step[1])];