Comments (1)
The library does not currently flag it as EGameEndType.CheckMate. The reason for this is that the original code which flagged it, is located outside the library. I had planned to move the checkmate check into the library. But since it just involves checking the move count, it would require an additional move generation to do that. Until I've improved the move generator to be able to just generate moves for evasions, I would recommend you just check on generated move count and set the flag yourself. However it is able to flag the various draw states in Game.UpdateDrawTypes().
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Related Issues (20)
- How to achieve that ~6 second search time for depth of 6 HOT 2
- MakeMove(Move), where the from square is empty leads to unexpected result HOT 3
- Bugs when imported to Unity 2019.4.3f1 HOT 1
- Bug in Disambiguation Logic for SAN Moves HOT 4
- Multiple errors, contact approach HOT 4
- En passant square not set when Loading position from FEN HOT 1
- Polyglot HashKey calculation broken
- Best way to implement shallow move scores. HOT 2
- State(State other) constructor doesn't work on a default State object
- Cuckoo unit tests missing
- Usable material implementation
- == operator by Move comparison HOT 1
- Additional constructors for Square and Move HOT 1
- Incorrect SAN Notation HOT 1
- Square.None HOT 1
- Promoting a pawn to Queen with check HOT 3
- Some questions HOT 1
- Position.IsLegal(Move) returns true for many moves that are not legal HOT 1
- San Ambiguity() bug (issue with Pinner pieces)
- Incorrect Fullmove number in FEN
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