move.start.x == firstRank && //our rook moves?
this.INIT_COL_ROOK[c].includes(move.start.y)
) {
- const flagIdx = move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1;
+ const flagIdx = (move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1);
this.castleFlags[c][flagIdx] = false;
} else if (
move.end.x == oppFirstRank && //we took opponent rook?
this.INIT_COL_ROOK[oppCol].includes(move.end.y)
) {
- const flagIdx = move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1;
+ const flagIdx = (move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1);
this.castleFlags[oppCol][flagIdx] = false;
}
}
play(move) {
// DEBUG:
// if (!this.states) this.states = [];
-// const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen();
+// const stateFen = this.getBaseFen() + this.getTurnFen();// + this.getFlagsFen();
// this.states.push(stateFen);
if (V.HasFlags) move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo)
this.unupdateVariables(move);
// DEBUG:
-// const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen();
+// const stateFen = this.getBaseFen() + this.getTurnFen();// + this.getFlagsFen();
// if (stateFen != this.states[this.states.length-1]) debugger;
// this.states.pop();
}