return potentialMoves;
}
+ getEmptyMove() {
+ return new Move({
+ start: { x: -1, y: -1 },
+ end: { x: -1, y: -1 },
+ appear: [],
+ vanish: []
+ });
+ }
+
doClick(square) {
// A click to promote a piece on subTurn 2 would trigger this.
// For now it would then return [NaN, NaN] because surrounding squares
!this.underCheck(this.turn) &&
(La == 0 || !this.oppositeMoves(this.amoves[La-1], this.firstMove[Lf-1]))
) {
- return {
- start: { x: -1, y: -1 },
- end: { x: -1, y: -1 },
- appear: [],
- vanish: []
- };
+ return this.getEmptyMove();
}
return null;
}
play(move) {
- move.flags = JSON.stringify(this.aggregateFlags());
- V.PlayOnBoard(this.board, move);
- // NOTE; if subTurn == 1, there may be no available moves at subTurn == 2.
- // However, it's quite easier to wait for a user click.
- if (this.subTurn == 2) {
+ const color = this.turn;
+ move.subTurn = this.subTurn; //for undo
+ const gotoNext = (mv) => {
const L = this.firstMove.length;
- this.amoves.push(this.getAmove(this.firstMove[L-1], move));
- this.turn = V.GetOppCol(this.turn);
+ this.amoves.push(this.getAmove(this.firstMove[L-1], mv));
+ this.turn = V.GetOppCol(color);
+ this.subTurn = 1;
this.movesCount++;
+ };
+ move.flags = JSON.stringify(this.aggregateFlags());
+ V.PlayOnBoard(this.board, move);
+ if (this.subTurn == 2) gotoNext(move);
+ else {
+ this.subTurn = 2;
+ this.firstMove.push(move);
+ this.toNewKingPos(move);
+ if (
+ // Condition is true on empty arrays:
+ this.getAllPotentialMoves().every(m => {
+ V.PlayOnBoard(this.board, m);
+ this.toNewKingPos(m);
+ const res = this.underCheck(color);
+ V.UndoOnBoard(this.board, m);
+ this.toOldKingPos(m);
+ return res;
+ })
+ ) {
+ // No valid move at subTurn 2
+ gotoNext(this.getEmptyMove());
+ }
+ this.toOldKingPos(move);
}
- else this.firstMove.push(move);
- this.subTurn = 3 - this.subTurn;
this.postPlay(move);
}
- postPlay(move) {
- if (move.start.x < 0) return;
+ toNewKingPos(move) {
for (let a of move.appear)
if (a.p == V.KING) this.kingPos[a.c] = [a.x, a.y];
+ }
+
+ postPlay(move) {
+ if (move.start.x < 0) return;
+ this.toNewKingPos(move);
this.updateCastleFlags(move);
}
this.turn = V.GetOppCol(this.turn);
this.movesCount--;
}
- else this.firstMove.pop();
- this.subTurn = 3 - this.subTurn;
- this.postUndo(move);
+ if (move.subTurn == 1) this.firstMove.pop();
+ this.subTurn = move.subTurn;
+ this.toOldKingPos(move);
}
- postUndo(move) {
+ toOldKingPos(move) {
// (Potentially) Reset king position
for (let v of move.vanish)
if (v.p == V.KING) this.kingPos[v.c] = [v.x, v.y];