Array.prototype.push.apply(moves, newMoves);
};
// Free to play any move (if piece of my color):
- const moves =
+ let moves =
this.getColor(x, y) == color
? super.getPotentialMovesFrom([x, y])
: [];
+ // There may be several suicide moves: keep only one
+ let hasExit = false;
+ moves = moves.filter(m => {
+ const suicide = (m.appear.length == 0);
+ if (suicide) {
+ if (hasExit) return false;
+ hasExit = true;
+ }
+ return true;
+ });
const pawnShift = (color == 'w' ? -1 : 1);
const pawnStartRank = (color == 'w' ? 6 : 1);
// Structure to avoid adding moves twice (can be action & move)
) {
const deltaX = Math.abs(i - x);
const deltaY = Math.abs(j - y);
- // Can a priori go both ways, except with pawns
switch (this.getPiece(i, j)) {
case V.PAWN:
if (
if (deltaX == deltaY) addMoves(step);
break;
case V.QUEEN:
- if (deltaX == 0 || deltaY == 0 || deltaX == deltaY)
- addMoves(step);
+ // All steps are valid for a queen:
+ addMoves(step);
break;
case V.KING:
if (deltaX <= 1 && deltaY <= 1) addMoves(step, 1);
return [];
}
+ getSlideNJumpMoves([x, y], steps, oneStep) {
+ let moves = [];
+ outerLoop: for (let step of steps) {
+ let i = x + step[0];
+ let j = y + step[1];
+ while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ if (oneStep) continue outerLoop;
+ i += step[0];
+ j += step[1];
+ }
+ if (V.OnBoard(i, j)) {
+ if (this.canTake([x, y], [i, j]))
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ }
+ else {
+ // Add potential board exit (suicide), except for the king
+ const piece = this.getPiece(x, y);
+ if (piece != V.KING) {
+ const c = this.getColor(x, y);
+ moves.push({
+ start: { x: x, y: y},
+ end: { x: this.kingPos[c][0], y: this.kingPos[c][1] },
+ appear: [],
+ vanish: [
+ new PiPo({
+ x: x,
+ y: y,
+ c: c,
+ p: piece
+ })
+ ]
+ });
+ }
+ }
+ }
+ return moves;
+ }
+
// Does m2 un-do m1 ? (to disallow undoing actions)
oppositeMoves(m1, m2) {
const isEqual = (av1, av2) => {