H. G. Muller wrote on Mon, Mar 2, 2020 01:20 PM UTC:
OK, I sort of fixed this too. To show the move diagram the move generator must be run in a special mode. Normally (i.e. when playing moves on the board) it would just indicate the pseudo-legal moves. But running t on an empty board for the purpose of displaying a move diagram would then omit all captures. So in this mode it applies extra highlights on empty squares, to indicate what could happen there if it was occupied. In particular red or yellow highlights when enemy pieces could be captured there. (And it also indicates 'virtual' hopper mounts / locust victims on the end-point of non-final legs.)
But the highlighting for the 'destroy' mode (capture friend) is not really well developed. There are 7 possible non-empty combinations of mcd, and mc (yellow), m (green) and c (red) have their own color. There are no distinct colors for d, md, cd and mcd, though, there only is blue. Considering that I haven't really encountered any variant where friendly capture is possible, it seems wasted effort to elaborate very much on this. The problem is compounded by the fact that the highlighting for entering moves is not completely consistent: on empty squares it distinguishes mc (yellow) and m (green), even though capture is never possible there for lack of anything to capture. But actual captures are always highlighted in red, without distinction between mc and c. So when an mcd move hits an opponent, should I highlight in red, to indicate it is a capture, or in blue, to indicate that a friendly capture would also have been possible on that square?
OK, I sort of fixed this too. To show the move diagram the move generator must be run in a special mode. Normally (i.e. when playing moves on the board) it would just indicate the pseudo-legal moves. But running t on an empty board for the purpose of displaying a move diagram would then omit all captures. So in this mode it applies extra highlights on empty squares, to indicate what could happen there if it was occupied. In particular red or yellow highlights when enemy pieces could be captured there. (And it also indicates 'virtual' hopper mounts / locust victims on the end-point of non-final legs.)
But the highlighting for the 'destroy' mode (capture friend) is not really well developed. There are 7 possible non-empty combinations of mcd, and mc (yellow), m (green) and c (red) have their own color. There are no distinct colors for d, md, cd and mcd, though, there only is blue. Considering that I haven't really encountered any variant where friendly capture is possible, it seems wasted effort to elaborate very much on this. The problem is compounded by the fact that the highlighting for entering moves is not completely consistent: on empty squares it distinguishes mc (yellow) and m (green), even though capture is never possible there for lack of anything to capture. But actual captures are always highlighted in red, without distinction between mc and c. So when an mcd move hits an opponent, should I highlight in red, to indicate it is a capture, or in blue, to indicate that a friendly capture would also have been possible on that square?