return V.CoordToColumn(coords.y) + (V.size.x - coords.x);
}
- // Path to pieces
+ // Path to pieces (standard ones in pieces/ folder)
getPpath(b) {
- return b; //usual pieces in pieces/ folder
+ return b;
}
// Path to promotion pieces (usually the same)
if (
Math.abs(s.x - e.x) == 2 &&
s.y == e.y &&
- move.appear[0].p == V.PAWN
+ (move.appear.length > 0 && move.appear[0].p == V.PAWN)
) {
return {
x: (s.x + e.x) / 2,
) {
const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
this.castleFlags[c][flagIdx] = V.size.y;
- } else if (
+ }
+ // NOTE: not "else if" because a rook could take an opposing rook
+ if (
move.end.x == oppFirstRank && //we took opponent rook?
this.castleFlags[oppCol].includes(move.end.y)
) {
}
let candidates = [0];
- for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++)
- candidates.push(j);
+ for (let i = 1; i < moves1.length && moves1[i].eval == moves1[0].eval; i++)
+ candidates.push(i);
return moves1[candidates[randInt(candidates.length)]];
}