}
getCurrentScore() {
- if (this.atLeastOneMove())
- // game not over
- return "*";
-
+ if (this.atLeastOneMove()) return "*";
const color = this.turn;
// Artifically change turn, for checkered pawns
this.turn = V.GetOppCol(this.turn);
}
static ParseFen(fen) {
- return Object.assign({}, ChessRules.ParseFen(fen), {
- cmove: fen.split(" ")[5]
- });
+ return Object.assign(
+ ChessRules.ParseFen(fen),
+ { cmove: fen.split(" ")[5] }
+ );
}
getFen() {