return moves;
}
+ atLeastOneMove() {
+ const color = this.turn;
+ for (let i = 0; i < V.size.x; i++) {
+ for (let j = 0; j < V.size.y; j++) {
+ if (this.board[i][j] != V.EMPTY && this.getColor(i, j) == color) {
+ const moves = this.getPotentialMovesFrom([i, j]);
+ if (moves.length > 0) {
+ for (let k = 0; k < moves.length; k++) {
+ const m = moves[k];
+ // NOTE: not using play() here (=> infinite loop)
+ V.PlayOnBoard(this.board, m);
+ if (m.vanish[0].p == V.KING)
+ this.kingPos[color] = [m.appear[0].x, m.appear[0].y];
+ const res = !this.underCheck(color);
+ V.UndoOnBoard(this.board, m);
+ if (m.vanish[0].p == V.KING)
+ this.kingPos[color] = [m.start.x, m.start.y];
+ if (res) return true;
+ }
+ }
+ }
+ }
+ }
+ return false;
+ }
+
play(move) {
move.flags = JSON.stringify(this.aggregateFlags());
move.turn = [this.turn, this.subTurn];
V.PlayOnBoard(this.board, move);
const epSq = this.getEpSquare(move);
+ const oppCol = V.GetOppCol(this.turn);
if (this.movesCount == 0) {
// First move in game
this.turn = "b";
!this.atLeastOneMove()
)
) {
- this.turn = V.GetOppCol(this.turn);
+ this.turn = oppCol;
this.epSquares.push([epSq]);
move.checkOnSubturn1 = true;
this.movesCount++;
}
else {
if (this.subTurn == 2) {
- this.turn = V.GetOppCol(this.turn);
+ this.turn = oppCol;
let lastEpsq = this.epSquares[this.epSquares.length - 1];
lastEpsq.push(epSq);
}
const firstRank = c == "w" ? V.size.x - 1 : 0;
if (piece == V.KING) {
- this.kingPos[c][0] = move.appear[0].x;
- this.kingPos[c][1] = move.appear[0].y;
+ this.kingPos[c] = [move.appear[0].x, move.appear[0].y];
this.castleFlags[c] = [V.size.y, V.size.y];
return;
}