// En-passant square, if any
getEpSquare(moveOrSquare) {
- if (!moveOrSquare) return undefined;
+ if (!moveOrSquare) return undefined; //TODO: necessary line?!
if (typeof moveOrSquare === "string") {
const square = moveOrSquare;
if (square == "-") return undefined;
// Castling ?
const oppCol = V.GetOppCol(c);
let moves = [];
- let i = 0;
// King, then rook:
finalSquares = finalSquares || [ [2, 3], [V.size.y - 2, V.size.y - 3] ];
const castlingKing = this.board[x][y].charAt(1);
// Nothing on the path of the king ? (and no checks)
const finDist = finalSquares[castleSide][0] - y;
let step = finDist / Math.max(1, Math.abs(finDist));
- i = y;
+ let i = y;
do {
if (
(!castleInCheck && this.isAttacked([x, i], oppCol)) ||
V.OnBoard(rx, ry) &&
this.board[rx][ry] != V.EMPTY &&
this.getPiece(rx, ry) == piece &&
- this.getColor(rx, ry) == color
+ this.getColor(rx, ry) == color &&
+ this.canTake([rx, ry], [x, y])
) {
return true;
}