if (position.length == 0) return false;
const rows = position.split("/");
if (rows.length != V.size.x) return false;
- let kingSymb = ['k', 'g', 'm', 'u', 'x', '_'];
let kings = { 'k': 0, 'K': 0 };
for (let row of rows) {
let sumElts = 0;
for (let i = 0; i < row.length; i++) {
- const lowR = row[i].toLowerCase
+ const lowR = row[i].toLowerCase();
const readNext = !(ChessRules.PIECES.includes(lowR));
if (!!(lowR.match(/[a-z_]/))) {
sumElts++;
- if (kingSymb.includes(row[i])) kings['k']++;
- // Not "else if", if two kings dancing together
- if (kingSymb.some(s => row[i] == s.toUpperCase())) kings['K']++;
- if (readNext) i++;
+ if (lowR == 'k') kings[row[i]]++;
+ else if (readNext) {
+ const up = this.getUnionPieces(row[++i], lowR);
+ if (up.w == V.KING) kings['K']++;
+ // NOTE: not "else if" because two kings might be in union
+ if (up.b == V.KING) kings['k']++;
+ }
}
else {
const num = parseInt(row[i], 10);
this.kingPos = { w: [-1, -1], b: [-1, -1] };
const fenRows = V.ParseFen(fen).position.split("/");
const startRow = { 'w': V.size.x - 1, 'b': 0 };
- const kingSymb = ['k', 'g', 'm', 'u', 'x', '_'];
for (let i = 0; i < fenRows.length; i++) {
let k = 0;
for (let j = 0; j < fenRows[i].length; j++) {
const lowR = c.toLowerCase();
const readNext = !(ChessRules.PIECES.includes(lowR));
if (!!(lowR.match(/[a-z_]/))) {
- if (kingSymb.includes(c))
- this.kingPos["b"] = [i, k];
- // Not "else if", in case of two kings dancing together
- if (kingSymb.some(s => c == s.toUpperCase()))
- this.kingPos["w"] = [i, k];
- if (readNext) j++;
+ if (lowR == 'k') this.kingPos[c == 'k' ? 'b' : 'w'] = [i, k];
+ else if (readNext) {
+ const up = this.getUnionPieces(fenRows[i][++j], lowR);
+ if (up.w == V.KING) this.kingPos['w'] = [i, k];
+ if (up.b == V.KING) this.kingPos['b'] = [i, k];
+ }
}
else {
const num = parseInt(fenRows[i].charAt(j), 10);
const c = this.turn;
const L = this.lastMoveEnd.length;
const lm = this.lastMoveEnd[L-1];
- const piece = (!!lm ? lm.p : move.vanish[0].p);
+ const piece =
+ !!lm
+ ? lm.p :
+ this.getPiece(move.vanish[0].x, move.vanish[0].y);
if (piece == V.KING)
this.kingPos[c] = [move.appear[0].x, move.appear[0].y];
this.updateCastleFlags(move, piece);
const pawnFirstRank = (c == 'w' ? 6 : 1);
- if (move.start.x == pawnFirstRank)
- // This move (potentially) turns off a 2-squares pawn flag
+ if (
+ move.start.x == pawnFirstRank &&
+ piece == V.PAWN &&
+ Math.abs(move.end.x - move.start.x) == 2
+ ) {
+ // This move turns off a 2-squares pawn flag
this.pawnFlags[c][move.start.y] = false;
+ }
}
play(move) {
if (position.length == 0) return false;
const rows = position.split("/");
if (rows.length != V.size.x) return false;
- let kingSymb = ['k', 'g', 'm', 'u', 'x', '_'];
+ let kingSymb = ['k', 'g', 'm', 'u', 'x', 'z', '_'];
let kings = { 'k': 0, 'K': 0 };
for (let row of rows) {
let sumElts = 0;
this.kingPos = { w: [-1, -1], b: [-1, -1] };
const fenRows = V.ParseFen(fen).position.split("/");
const startRow = { 'w': V.size.x - 1, 'b': 0 };
- const kingSymb = ['k', 'g', 'm', 'u', 'x', '_'];
+ const kingSymb = ['k', 'g', 'm', 'u', 'x', 'z', '_'];
for (let i = 0; i < fenRows.length; i++) {
let k = 0;
for (let j = 0; j < fenRows[i].length; j++) {
const c = this.turn;
const L = this.lastMoveEnd.length;
const lm = this.lastMoveEnd[L-1];
- const piece = (!!lm ? lm.p : move.vanish[0].p);
+ // NOTE: lm.p != V.KING, always.
+ const piece =
+ !!lm
+ ? lm.p :
+ this.getPiece(move.vanish[0].x, move.vanish[0].y);
if (piece == V.KING)
this.kingPos[c] = [move.appear[0].x, move.appear[0].y];
this.updateCastleFlags(move, piece);
const pawnFirstRank = (c == 'w' ? 6 : 1);
- if (move.start.x == pawnFirstRank)
- // This move (potentially) turns off a 2-squares pawn flag
+ if (
+ move.start.x == pawnFirstRank &&
+ piece == V.PAWN &&
+ Math.abs(move.end.x - move.start.x) == 2
+ ) {
+ // This move turns off a 2-squares pawn flag
this.pawnFlags[c][move.start.y] = false;
+ }
}
play(move) {