this.army2 = armies.charAt(1);
}
+ scanKings(fen) {
+ this.kingPos = { w: [-1, -1], b: [-1, -1] };
+ const fenRows = V.ParseFen(fen).position.split("/");
+ for (let i = 0; i < fenRows.length; i++) {
+ let k = 0;
+ for (let j = 0; j < fenRows[i].length; j++) {
+ const newChar = fenRows[i].charAt(j);
+ if (['a', 'e', 'k'].includes(newChar)) this.kingPos["b"] = [i, k];
+ else if (['A', 'E', 'K'].includes(newChar)) this.kingPos["w"] = [i, k];
+ else {
+ const num = parseInt(fenRows[i].charAt(j), 10);
+ if (!isNaN(num)) k += num - 1;
+ }
+ k++;
+ }
+ }
+ }
+
static ParseFen(fen) {
return Object.assign(
{ armies: fen.split(" ")[5] },
return super.isAttackedByQueen(sq, color);
}
+ postPlay(move) {
+ const c = V.GetOppCol(this.turn);
+ const piece = move.appear[0].p;
+ // Update king position + flags
+ if (['k', 'a', 'e'].includes(piece)) {
+ this.kingPos[c][0] = move.appear[0].x;
+ this.kingPos[c][1] = move.appear[0].y;
+ this.castleFlags[c] = [V.size.y, V.size.y];
+ }
+ // Next call is still required because the king may eat an opponent's rook
+ // TODO: castleFlags will be turned off twice then.
+ super.updateCastleFlags(move, piece);
+ }
+
+ postUndo(move) {
+ // (Potentially) Reset king position
+ const c = this.getColor(move.start.x, move.start.y);
+ const piece = move.appear[0].p;
+ if (['k', 'a', 'e'].includes(piece))
+ this.kingPos[c] = [move.start.x, move.start.y];
+ }
+
static get VALUES() {
return Object.assign(
{