// Pawns might be pushed on 1st rank and attempt to move again:
if (!V.OnBoard(x + shiftX, y)) return [];
- const finalPieces =
- // A push cannot put a pawn on last rank (it goes backward)
- x + shiftX == lastRank
- ? Object.keys(V.LANCER_DIRS).concat(
- [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.SENTRY, V.JAILER])
- : [V.PAWN];
+ // A push cannot put a pawn on last rank (it goes backward)
+ let finalPieces = [V.PAWN];
+ if (x + shiftX == lastRank) {
+ // Only allow direction facing inside board:
+ const allowedLancerDirs =
+ lastRank == 0
+ ? ['e', 'f', 'g', 'h', 'm']
+ : ['c', 'd', 'e', 'm', 'o'];
+ finalPieces =
+ allowedLancerDirs
+ .concat([V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.SENTRY, V.JAILER]);
+ }
if (this.board[x + shiftX][y] == V.EMPTY) {
// One square forward
for (let piece of finalPieces) {
const L = this.sentryPush.length;
const color = this.getColor(x, y);
const dirCode = this.board[x][y][1];
+ const curDir = V.LANCER_DIRS[dirCode];
if (!!this.sentryPush[L-1]) {
// Maybe I was pushed
const pl = this.sentryPush[L-1].length;
// I was pushed: allow all directions (for this move only), but
// do not change direction after moving, *except* if I keep the
// same orientation in which I was pushed.
- const curDir = V.LANCER_DIRS[dirCode];
// Also allow simple reorientation ("capturing king"):
if (!V.OnBoard(x + curDir[0], y + curDir[1])) {
const kp = this.kingPos[color];
let chooseMoves = [];
dirMoves.forEach(m => {
Object.keys(V.LANCER_DIRS).forEach(k => {
- let mk = JSON.parse(JSON.stringify(m));
- mk.appear[0].p = k;
- moves.push(mk);
+ const newDir = V.LANCER_DIRS[k];
+ // Prevent orientations toward outer board:
+ if (V.OnBoard(m.end.x + newDir[0], m.end.y + newDir[1])) {
+ let mk = JSON.parse(JSON.stringify(m));
+ mk.appear[0].p = k;
+ chooseMoves.push(mk);
+ }
});
});
Array.prototype.push.apply(moves, chooseMoves);
- } else Array.prototype.push.apply(moves, dirMoves);
+ }
+ else Array.prototype.push.apply(moves, dirMoves);
});
return moves;
}
if (this.subTurn == 1) {
monodirMoves.forEach(m => {
Object.keys(V.LANCER_DIRS).forEach(k => {
- let mk = JSON.parse(JSON.stringify(m));
- mk.appear[0].p = k;
- moves.push(mk);
+ const newDir = V.LANCER_DIRS[k];
+ // Prevent orientations toward outer board:
+ if (V.OnBoard(m.end.x + newDir[0], m.end.y + newDir[1])) {
+ let mk = JSON.parse(JSON.stringify(m));
+ mk.appear[0].p = k;
+ moves.push(mk);
+ }
});
});
return moves;
- } else {
- // I'm pushed: add potential nudges
+ }
+ else {
+ // I'm pushed: add potential nudges, except for current orientation
let potentialNudges = [];
for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
if (
+ (step[0] != curDir[0] || step[1] != curDir[1]) &&
V.OnBoard(x + step[0], y + step[1]) &&
this.board[x + step[0]][y + step[1]] == V.EMPTY
) {
coord.x += step[0];
coord.y += step[1];
}
+ const L = this.sentryPush.length;
+ const pl = (!!this.sentryPush[L-1] ? this.sentryPush[L-1].length : 0);
for (let xy of lancerPos) {
const dir = V.LANCER_DIRS[this.board[xy.x][xy.y].charAt(1)];
- if (dir[0] == -step[0] && dir[1] == -step[1]) return true;
+ if (
+ (dir[0] == -step[0] && dir[1] == -step[1]) ||
+ // If the lancer was just pushed, this is an attack too:
+ (
+ !!this.sentryPush[L-1] &&
+ this.sentryPush[L-1][pl-1].x == xy.x &&
+ this.sentryPush[L-1][pl-1].y == xy.y
+ )
+ ) {
+ return true;
+ }
}
}
return false;