+ const playMove = () => {
+ const animate = V.ShowMoves == "all" && (received || navigate);
+ if (!Array.isArray(move)) move = [move];
+ let moveIdx = 0;
+ let self = this;
+ const initurn = this.vr.turn;
+ (function executeMove() {
+ const smove = move[moveIdx++];
+ if (animate) {
+ self.animateMove(smove, () => {
+ playSubmove(smove);
+ if (moveIdx < move.length)
+ setTimeout(executeMove, 500);
+ else afterMove(smove, initurn);
+ });
+ } else {
+ playSubmove(smove);
+ if (moveIdx < move.length) executeMove();
+ else afterMove(smove, initurn);
+ }
+ })();
+ };
+ const afterMove = (smove, initurn) => {
+ if (this.vr.turn != initurn) {
+ // Turn has changed: move is complete
+ if (!smove.fen) {
+ // NOTE: only FEN of last sub-move is required (thus setting it here)
+ smove.fen = this.vr.getFen();
+ this.emitFenIfAnalyze();
+ }
+ this.inMultimove = false;
+ const score = this.vr.getCurrentScore();
+ if (score != "*") {
+ const message = getScoreMessage(score);
+ if (!navigate && this.game.mode != "analyze")
+ this.$emit("gameover", score, message);
+ else if (this.game.mode == "analyze")
+ // Just show score on screen (allow undo)
+ this.showEndgameMsg(score + " . " + this.st.tr[message]);
+ }
+ if (!navigate && this.game.mode != "analyze") {
+ const L = this.moves.length;
+ if (!noemit)
+ // Post-processing (e.g. computer play)
+ this.$emit("newmove", this.moves[L-1]);
+ else {
+ this.inPlay = false;
+ if (this.stackToPlay.length > 0)
+ // Move(s) arrived in-between
+ this.play(this.stackToPlay.pop(), received, light, noemit);
+ }
+ }
+ }
+ };
+ // NOTE: navigate and received are mutually exclusive
+ if (navigate) {
+ // The move to navigate to is necessarily full:
+ if (this.cursor == this.moves.length - 1) return; //no more moves
+ move = this.moves[this.cursor + 1];
+ if (light) {
+ // Just play the move, nothing else:
+ if (!Array.isArray(move)) move = [move];
+ for (let i=0; i < move.length; i++) this.vr.play(move[i]);
+ }
+ else {
+ playMove();
+ this.emitFenIfAnalyze();
+ }
+ this.cursor++;
+ return;