+ setOtherVariables(fen) {
+ super.setOtherVariables(fen);
+ const fenParsed = V.ParseFen(fen);
+ // Also init reserves (used by the interface to show landable pieces)
+ this.reserve = {
+ w: {
+ [V.PAWN]: parseInt(fenParsed.reserve[0]),
+ [V.ROOK]: parseInt(fenParsed.reserve[1]),
+ [V.KNIGHT]: parseInt(fenParsed.reserve[2]),
+ [V.BISHOP]: parseInt(fenParsed.reserve[3]),
+ [V.QUEEN]: parseInt(fenParsed.reserve[4])
+ },
+ b: {
+ [V.PAWN]: parseInt(fenParsed.reserve[5]),
+ [V.ROOK]: parseInt(fenParsed.reserve[6]),
+ [V.KNIGHT]: parseInt(fenParsed.reserve[7]),
+ [V.BISHOP]: parseInt(fenParsed.reserve[8]),
+ [V.QUEEN]: parseInt(fenParsed.reserve[9])
+ }
+ };
+ this.promoted = ArrayFun.init(V.size.x, V.size.y, false);
+ if (fenParsed.promoted != "-") {
+ for (let square of fenParsed.promoted.split(",")) {
+ const coords = V.SquareToCoords(square);
+ this.promoted[coords.x][coords.y] = true;
+ }
+ }
+ }