return false;
}
+ canTake() {
+ return false;
+ }
+
// Find potential captures from a square
// follow steps from x,y until something is met.
findAttacks([x, y]) {
}
postProcessPotentialMoves(moves) {
- if (moves.length == 0)
- return moves;
- const color = this.getColor(moves[0].start.x, moves[0].start.y);
- const oppCol = C.GetOppCol(color);
- // Remove captures (NOTE: altering canTake has side effects,
- // Benedict is still based on captures even if they are forbidden):
- moves = super.postProcessPotentialMoves(moves)
- .filter(m => this.board[m.end.x][m.end.y] == "");
moves.forEach(m => {
super.playOnBoard(m);
let attacks = this.findAttacks([m.end.x, m.end.y])
if (this.options["zen"]) {
let endSquares = {};
- super.findCapturesOn([m.end.x, m.end.y], true).forEach(c => {
+ super.findCapturesOn([m.end.x, m.end.y], {zen: true}).forEach(c => {
endSquares[C.CoordsToSquare(c.end)] = true;
});
Array.prototype.push.apply(attacks, Object.keys(endSquares));
}
// A king under (regular) check flips color, and the game is over.
- underCheck(square, color) {
+ underCheck() {
return false;
}