'r': [ [-1,0],[1,0],[0,-1],[0,1] ],
'n': [ [-1,-2],[-1,2],[1,-2],[1,2],[-2,-1],[-2,1],[2,-1],[2,1] ],
'b': [ [-1,-1],[-1,1],[1,-1],[1,1] ],
- 'q': [ [-1,0],[1,0],[0,-1],[0,1],[-1,-1],[-1,1],[1,-1],[1,1] ]
};
}
// What are the queen moves from square x,y ?
getPotentialQueenMoves(sq)
{
- return this.getSlideNJumpMoves(sq, VariantRules.steps[VariantRules.QUEEN]);
+ const V = VariantRules;
+ return this.getSlideNJumpMoves(sq, V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
}
// What are the king moves from square x,y ?
getPotentialKingMoves(sq)
{
+ const V = VariantRules;
// Initialize with normal moves
- let moves = this.getSlideNJumpMoves(sq, VariantRules.steps[VariantRules.QUEEN], "oneStep");
+ let moves = this.getSlideNJumpMoves(sq,
+ V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
return moves.concat(this.getCastleMoves(sq));
}
getCastleMoves([x,y])
{
const c = this.getColor(x,y);
- if (x != (c=="w" ? 7 : 0) || y != this.INIT_COL_KING[c])
+ const [sizeX,sizeY] = VariantRules.size;
+ if (x != (c=="w" ? sizeX-1 : 0) || y != this.INIT_COL_KING[c])
return []; //x isn't first rank, or king has moved (shortcut)
const V = VariantRules;
const oppCol = this.getOppCol(c);
let moves = [];
let i = 0;
- const finalSquares = [ [2,3], [6,5] ]; //king, then rook
+ const finalSquares = [ [2,3], [sizeY-2,sizeY-3] ]; //king, then rook
castlingCheck:
for (let castleSide=0; castleSide < 2; castleSide++) //large, then small
{
{
const color = this.turn;
const oppCol = this.getOppCol(color);
- var potentialMoves = [];
- let [sizeX,sizeY] = VariantRules.size;
+ let potentialMoves = [];
+ const [sizeX,sizeY] = VariantRules.size;
for (var i=0; i<sizeX; i++)
{
for (var j=0; j<sizeY; j++)
{
const color = this.turn;
const oppCol = this.getOppCol(color);
- let [sizeX,sizeY] = VariantRules.size;
+ const [sizeX,sizeY] = VariantRules.size;
for (let i=0; i<sizeX; i++)
{
for (let j=0; j<sizeY; j++)
// Is square x,y attacked by queens of color c ?
isAttackedByQueen(sq, colors)
{
- return this.isAttackedBySlideNJump(sq, colors,
- VariantRules.QUEEN, VariantRules.steps[VariantRules.QUEEN]);
+ const V = VariantRules;
+ return this.isAttackedBySlideNJump(sq, colors, V.QUEEN,
+ V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
}
// Is square x,y attacked by king of color c ?
isAttackedByKing(sq, colors)
{
- return this.isAttackedBySlideNJump(sq, colors,
- VariantRules.KING, VariantRules.steps[VariantRules.QUEEN], "oneStep");
+ const V = VariantRules;
+ return this.isAttackedBySlideNJump(sq, colors, V.KING,
+ V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
}
// Generic method for non-pawn pieces ("sliding or jumping"): is x,y attacked by piece != color ?
{
const piece = this.getPiece(move.start.x,move.start.y);
const c = this.getColor(move.start.x,move.start.y);
- const firstRank = (c == "w" ? 7 : 0);
+ const [sizeX,sizeY] = VariantRules.size;
+ const firstRank = (c == "w" ? sizeX-1 : 0);
// Update king position + flags
if (piece == VariantRules.KING && move.appear.length > 0)
return;
}
const oppCol = this.getOppCol(c);
- const oppFirstRank = 7 - firstRank;
+ const oppFirstRank = (sizeX-1) - firstRank;
if (move.start.x == firstRank //our rook moves?
&& this.INIT_COL_ROOK[c].includes(move.start.y))
{