return Object.assign(
ChessRules.steps, //add camel moves:
{'c': [ [-3,-1],[-3,1],[-1,-3],[-1,3],[1,-3],[1,3],[3,-1],[3,1] ]}
);
}
return Object.assign(
ChessRules.steps, //add camel moves:
{'c': [ [-3,-1],[-3,1],[-1,-3],[-1,3],[1,-3],[1,3],[3,-1],[3,1] ]}
);
}
+ // There may be 2 enPassant squares (if pawn jump 3 squares)
+ getEnpassantFen()
+ {
+ const L = this.epSquares.length;
+ if (!this.epSquares[L-1])
+ return "-"; //no en-passant
+ let res = "";
+ this.epSquares[L-1].forEach(sq => {
+ res += V.CoordsToSquare(sq) + ",";
+ });
+ return res.slice(0,-1); //remove last comma
+ }
+
+ if (!moveOrSquare)
+ return undefined;
+ if (typeof moveOrSquare === "string")
+ {
+ const square = moveOrSquare;
+ if (square == "-")
+ return undefined;
+ let res = [];
+ square.split(",").forEach(sq => {
+ res.push(V.SquareToCoords(sq));
+ });
+ return res;
+ }
+ // Argument is a move:
+ const move = moveOrSquare;
const [sx,sy,ex] = [move.start.x,move.start.y,move.end.x];
if (this.getPiece(sx,sy) == V.PAWN && Math.abs(sx - ex) >= 2)
{
const [sx,sy,ex] = [move.start.x,move.start.y,move.end.x];
if (this.getPiece(sx,sy) == V.PAWN && Math.abs(sx - ex) >= 2)
{
- let epStep = epsq.y - y;
- var enpassantMove = this.getBasicMove([x,y], [x+shift,y+epStep]);
+ var enpassantMove = this.getBasicMove([x,y], [x+shift,epsq.y]);
return pieces["b"].join("") +
"/ppppppppppp/11/11/11/11/11/11/PPPPPPPPPPP/" +
pieces["w"].join("").toUpperCase() +
return pieces["b"].join("") +
"/ppppppppppp/11/11/11/11/11/11/PPPPPPPPPPP/" +
pieces["w"].join("").toUpperCase() +