);
}
- static GenRandInitFen()
- {
- return ChessRules.GenRandInitFen() + " 0000000000";
- }
-
getFen()
{
return super.getFen() + " " + this.getCapturedFen();
return pieces["b"].join("") +
"/pppppppppp/10/10/10/10/10/10/PPPPPPPPPP/" +
pieces["w"].join("").toUpperCase() +
- " w 1111 -";
+ " w 1111 - 0000000000";
}
}
{
static get HasFlags() { return false; }
- setOtherVariables(fen)
- {
- const parsedFen = V.ParseFen(fen);
- const epSq = parsedFen.enpassant != "-"
- ? V.SquareToCoords(parsedFen.enpassant)
- : undefined;
- this.epSquares = [ epSq ];
- this.scanKingsRooks(fen);
- }
-
getPotentialPawnMoves([x,y])
{
let moves = super.getPotentialPawnMoves([x,y]);
{
static get HasEnpassant() { return false; }
- setOtherVariables(fen)
- {
- // No en-passant:
- const parsedFen = V.ParseFen(fen);
- this.setFlags(fenParsed.flags);
- this.scanKingsRooks(fen);
- }
-
getPotentialMovesFrom([x,y])
{
let standardMoves = super.getPotentialMovesFrom([x,y]);
change anything on the board. They also block magnetic actions which go in
their direction.
+p Castling is possible, but no en-passant captures.
+
h3 End of the game
p Win by capturing opponent's king. There is no notion of check or stalemate here.