// p1 or p2 already have knight + other piece
return (p1 == V.KNIGHT ? p2 : p1);
}
+ if ([p1, p2].includes(V.QN)) return V.QN;
for (let p of [p1, p2]) {
- if (p == V.QN) return V.QN;
if ([V.BN, V.RN].includes(p))
return V.MergeComposed[[p1, p2].sort().join("")];
}
return (
V.OnBoard(x + forward, y) &&
(
- this.board[x + forward][y] != oppCol ||
+ this.board[x + forward][y] == V.EMPTY ||
(
V.OnBoard(x + forward, y + 1) &&
this.board[x + forward][y + 1] != V.EMPTY &&
};
if (
this.game.type == "corr" &&
- V.CorrConfirm &&
moveCol == this.game.mycolor &&
!data.receiveMyMove
) {
if (data.score == "*") this.re_setClocks();
}
};
+ if (!V.CorrConfirm) {
+ afterSetScore();
+ return;
+ }
let el = document.querySelector("#buttonsConfirm > .acceptBtn");
// We may play several moves in a row: in case of, remove listener:
let elClone = el.cloneNode(true);