X-Git-Url: https://git.auder.net/variants/%24%7Bobj.vname%7D/style.css?a=blobdiff_plain;f=client%2Fsrc%2Fbase_rules.js;h=b8f05060edce33e217d9df014c1efc37359b8c74;hb=6cc34165a3ca6dcad86030c96df8c0f49c1fabad;hp=770561bdb4988ec252d31ac0ec23dfb1c13bf033;hpb=3cf543959e84a8a5aa3f39f4f294790e2050b3b6;p=vchess.git diff --git a/client/src/base_rules.js b/client/src/base_rules.js index 770561bd..b8f05060 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -158,7 +158,7 @@ export const ChessRules = class ChessRules { // Turn "p" into "bp" (for board) static fen2board(f) { - return f.charCodeAt() <= 90 ? "w" + f.toLowerCase() : "b" + f; + return f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f; } // Check if FEN describes a board situation correctly @@ -275,7 +275,7 @@ export const ChessRules = class ChessRules { // En-passant square, if any getEpSquare(moveOrSquare) { - if (!moveOrSquare) return undefined; + if (!moveOrSquare) return undefined; //TODO: necessary line?! if (typeof moveOrSquare === "string") { const square = moveOrSquare; if (square == "-") return undefined; @@ -892,7 +892,6 @@ export const ChessRules = class ChessRules { // Castling ? const oppCol = V.GetOppCol(c); let moves = []; - let i = 0; // King, then rook: finalSquares = finalSquares || [ [2, 3], [V.size.y - 2, V.size.y - 3] ]; const castlingKing = this.board[x][y].charAt(1); @@ -919,7 +918,7 @@ export const ChessRules = class ChessRules { // Nothing on the path of the king ? (and no checks) const finDist = finalSquares[castleSide][0] - y; let step = finDist / Math.max(1, Math.abs(finDist)); - i = y; + let i = y; do { if ( (!castleInCheck && this.isAttacked([x, i], oppCol)) || @@ -1073,7 +1072,8 @@ export const ChessRules = class ChessRules { V.OnBoard(rx, ry) && this.board[rx][ry] != V.EMPTY && this.getPiece(rx, ry) == piece && - this.getColor(rx, ry) == color + this.getColor(rx, ry) == color && + this.canTake([rx, ry], [x, y]) ) { return true; } @@ -1173,6 +1173,7 @@ export const ChessRules = class ChessRules { } updateCastleFlags(move, piece, color) { + // TODO: check flags. If already off, no need to always re-evaluate const c = color || V.GetOppCol(this.turn); const firstRank = (c == "w" ? V.size.x - 1 : 0); // Update castling flags if rooks are moved