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H. G. Muller wrote on Wed, Aug 5, 2020 07:44 AM UTC in reply to Fergus Duniho from 02:10 AM:

I have not looked into this either, but I would advise you to closely examine the code for the Pawn subroutines in the fairychess include file.

OK, it seems that $answered is the thing I need to break out of the infinite loop, when the move is not augmented as a result of askpromote. So this issue is solved now. Just for my understanding: the GAME code manual lists this just as answered. Is the $ prefix something similar to # or ?, to distinguish variables that live in a different name space?

Now that you are working on the continuemove form: for the purpose of entering a multi-leg move, it would be convenient if the form started with the piece that was just moved already selected, as if the user had already clicked it, so that he now would have to click only the (highlighted) destination. But of course for true multi-move variants like Marseillais Chess you would not want that.

The JavaScript in the page should be able to see the difference, though: if there is an array legalmoves passed to the JavaScript, and all moves in it start with the same square, it could just simulate a click on that square by calling movePiece() for that square:

if(legalMoves != null) {
  var origen = legalmoves[0][0];
  for(var i=legalmoves.length-1; i>0; i--) if(origen != legalmoves[i][0]) break;
  if(i > 0) movePiece(origen); // fake a click on the only piece that can legally move
}

If there is a 'Pass' button, the user would not be hindered by the fact that there already is some text in the move field because of this.

[Edit] I encountered some unexpected behavior:

When I do set a #b; where b is an array, it will in general copy the entire array. Except when it is an array of only a single element. Then a will not be an array, but just that element. And expressions like match #something a then do not work. This is pretty annoying when you cannot know in advance how many elements the array will have.


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