X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fcomponents%2FBaseGame.vue;h=c4ffe5cafe9128930d50695ad242a3d8c47ea43f;hb=84fc0f02d3d399af66c40b3e9994f67b415ffd0e;hp=8c96e3940a2092a7b8d98979d09808273a8395cb;hpb=b1e46b33d78bdf144a5603f82a6907901763abb9;p=vchess.git diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue index 8c96e394..c4ffe5ca 100644 --- a/client/src/components/BaseGame.vue +++ b/client/src/components/BaseGame.vue @@ -191,7 +191,8 @@ export default { this.moves.unshift({ notation: "...", start: { x: -1, y: -1 }, - end: { x: -1, y: -1 } + end: { x: -1, y: -1 }, + fen: game.fenStart }); } this.positionCursorTo(this.moves.length - 1); @@ -207,9 +208,7 @@ export default { } else { this.lastMove = this.moves[index]; } - } - else - this.lastMove = null; + } else this.lastMove = null; }, analyzePosition: function() { let newUrl = @@ -292,7 +291,7 @@ export default { if (this.game.mode == "analyze") { this.$emit( "fenchange", - this.lastMove ? this.lastMove.fen : this.game.fenStart + !!this.lastMove ? this.lastMove.fen : this.game.fenStart ); } }, @@ -308,30 +307,26 @@ export default { } const navigate = !move; const playSubmove = (smove) => { - if (!navigate) smove.notation = this.vr.getNotation(smove); + smove.notation = this.vr.getNotation(smove); this.vr.play(smove); this.lastMove = smove; - // Is opponent in check? - this.incheck = this.vr.getCheckSquares(this.vr.turn); - if (!navigate) { - if (!this.inMultimove) { - if (this.cursor < this.moves.length - 1) - this.moves = this.moves.slice(0, this.cursor + 1); - this.moves.push(smove); - this.inMultimove = true; //potentially - this.cursor++; - } else { - // Already in the middle of a multi-move - const L = this.moves.length; - if (!Array.isArray(this.moves[L-1])) - this.$set(this.moves, L-1, [this.moves[L-1], smove]); - else - this.$set(this.moves, L-1, this.moves.concat([smove])); - } + if (!this.inMultimove) { + if (this.cursor < this.moves.length - 1) + this.moves = this.moves.slice(0, this.cursor + 1); + this.moves.push(smove); + this.inMultimove = true; //potentially + this.cursor++; + } else { + // Already in the middle of a multi-move + const L = this.moves.length; + if (!Array.isArray(this.moves[L-1])) + this.$set(this.moves, L-1, [this.moves[L-1], smove]); + else + this.$set(this.moves, L-1, this.moves.concat([smove])); } }; const playMove = () => { - const animate = V.ShowMoves == "all" && (received || navigate); + const animate = (V.ShowMoves == "all" && !!received); if (!Array.isArray(move)) move = [move]; let moveIdx = 0; let self = this; @@ -352,24 +347,27 @@ export default { } })(); }; + const computeScore = () => { + const score = this.vr.getCurrentScore(); + if (score != "*" && this.game.mode == "analyze") { + const message = getScoreMessage(score); + // Just show score on screen (allow undo) + this.showEndgameMsg(score + " . " + this.st.tr[message]); + } + return score; + }; const afterMove = (smove, initurn) => { if (this.vr.turn != initurn) { // Turn has changed: move is complete - if (!smove.fen) { + if (!smove.fen) // NOTE: only FEN of last sub-move is required (thus setting it here) smove.fen = this.vr.getFen(); - this.emitFenIfAnalyze(); - } + // Is opponent in check? + this.incheck = this.vr.getCheckSquares(this.vr.turn); + this.emitFenIfAnalyze(); this.inMultimove = false; - if (!noemit) { - var score = this.vr.getCurrentScore(); - if (score != "*" && this.game.mode == "analyze") { - const message = getScoreMessage(score); - // Just show score on screen (allow undo) - this.showEndgameMsg(score + " . " + this.st.tr[message]); - } - } - if (!navigate && this.game.mode != "analyze") { + if (!noemit) var score = computeScore(); + if (this.game.mode != "analyze") { const L = this.moves.length; if (!noemit) // Post-processing (e.g. computer play). @@ -390,13 +388,13 @@ export default { // 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(); + // Just play the move: + if (!Array.isArray(move)) move = [move]; + for (let i=0; i < move.length; i++) this.vr.play(move[i]); + if (!light) { + this.lastMove = move[move.length-1]; + this.incheck = this.vr.getCheckSquares(this.vr.turn); + computeScore(); this.emitFenIfAnalyze(); } this.cursor++; @@ -437,10 +435,13 @@ export default { this.incheck = this.vr.getCheckSquares(this.vr.turn); } else { if (!move) { - if (this.cursor < 0) return; //no more moves + const minCursor = + this.moves.length > 0 && this.moves[0].notation == "..." + ? 1 + : 0; + if (this.cursor < minCursor) return; //no more moves move = this.moves[this.cursor]; } - // Caution; if multi-move, undo all submoves from last to first undoMove(move, this.vr); if (light) this.cursor--; else { @@ -469,15 +470,13 @@ export default { }, gotoBegin: function() { if (this.inMultimove) this.cancelCurrentMultimove(); - while (this.cursor >= 0) - this.undo(null, null, "light"); - if (this.moves.length > 0 && this.moves[0].notation == "...") { - this.cursor = 0; - this.lastMove = this.moves[0]; - } else { - this.lastMove = null; - } - this.incheck = []; + const minCursor = + this.moves.length > 0 && this.moves[0].notation == "..." + ? 1 + : 0; + while (this.cursor >= minCursor) this.undo(null, null, "light"); + this.lastMove = (minCursor == 1 ? this.moves[0] : null); + this.incheck = this.vr.getCheckSquares(this.vr.turn); this.emitFenIfAnalyze(); }, gotoEnd: function() {