canIplay(side, [x, y]) {
return (
- (this.subTurn == 1 && this.turn == side && this.getColor(x, y) == side) ||
+ (this.subTurn == 1 && this.turn == side && this.getColor(x, y) == side)
+ ||
(this.subTurn == 2 && x == this.sentryPos.x && y == this.sentryPos.y)
);
}
case V.QUEEN:
return sliderAttack(V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
case V.LANCER: {
- // Special case: as long as no enemy units stands in-between, it attacks
- // (if it points toward the king).
+ // Special case: as long as no enemy units stands in-between,
+ // it attacks (if it points toward the king).
const allowedStep = V.LANCER_DIRS[this.board[x1][y1].charAt(1)];
return sliderAttack([allowedStep], "lancer");
}
Object.keys(V.LANCER_DIRNAMES).includes(move.appear[0].p)
) {
// Fix promotions in lancer:
- notation = notation.slice(0, -1) + "L:" + V.LANCER_DIRNAMES[move.appear[0].p];
+ notation = notation.slice(0, -1) +
+ "L:" + V.LANCER_DIRNAMES[move.appear[0].p];
}
return notation;
}