Better Ball rules. Buggish but almost OK Synchrone variant
[vchess.git] / client / src / components / BaseGame.vue
index 442579d..2517c78 100644 (file)
 <template lang="pug">
-.row
-  .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
-    input#modalEog.modal(type="checkbox")
-    div(role="dialog" aria-labelledby="eogMessage")
-      .card.smallpad.small-modal.text-center
-        label.modal-close(for="modalEog")
-        h3#eogMessage.section {{ endgameMessage }}
-    // TODO: or "BoardHex" if this.game.vname in "Hexagonal..."
-    Board(:vr="vr" :last-move="lastMove" :analyze="game.mode=='analyze'"
-      :user-color="game.mycolor" :orientation="orientation"
-      :vname="game.vname" @play-move="play")
-    .button-group
-      button(@click="() => play()") Play
-      button(@click="() => undo()") Undo
-      button(@click="flip") Flip
-      button(@click="gotoBegin") GotoBegin
-      button(@click="gotoEnd") GotoEnd
-    #fenDiv.section-content(v-if="showFen && !!vr")
-      p#fenString.text-center {{ vr.getFen() }}
-    #pgnDiv.section-content
-      a#download(href="#")
-      .button-group
-        button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
-        button Import game
-    //MoveList(v-if="showMoves"
-      :moves="moves" :cursor="cursor" @goto-move="gotoMove")
+div#baseGame
+  input#modalEog.modal(type="checkbox")
+  div#eogDiv(
+    role="dialog"
+    data-checkbox="modalEog"
+  )
+    .card.text-center
+      label.modal-close(for="modalEog")
+      h3.section {{ endgameMessage }}
+  #gameContainer
+    #boardContainer
+      Board(
+        ref="board"
+        :vr="vr"
+        :last-move="lastMove"
+        :analyze="game.mode=='analyze'"
+        :score="game.score"
+        :user-color="game.mycolor"
+        :orientation="orientation"
+        :vname="game.vname"
+        :incheck="incheck"
+        @play-move="play"
+      )
+      #turnIndicator(v-if="showTurn") {{ turn }}
+      #controls.button-group
+        button(@click="gotoBegin()")
+          img.inline(src="/images/icons/fast-forward_rev.svg")
+        button(@click="undo()")
+          img.inline(src="/images/icons/play_rev.svg")
+        button(v-if="canFlip" @click="flip()")
+          img.inline(src="/images/icons/flip.svg")
+        button(
+          @click="runAutoplay()"
+          :class="{'in-autoplay': autoplay}"
+        )
+          img.inline(src="/images/icons/autoplay.svg")
+        button(@click="play()")
+          img.inline(src="/images/icons/play.svg")
+        button(@click="gotoEnd()")
+          img.inline(src="/images/icons/fast-forward.svg")
+    #movesList
+      MoveList(
+        :show="showMoves"
+        :canAnalyze="canAnalyze"
+        :canDownload="allowDownloadPGN"
+        :score="game.score"
+        :message="game.scoreMsg"
+        :firstNum="firstMoveNumber"
+        :moves="moves"
+        :cursor="cursor"
+        @download="download"
+        @showrules="showRules"
+        @analyze="analyzePosition"
+        @goto-move="gotoMove"
+      )
+    .clearer
 </template>
 
 <script>
 import Board from "@/components/Board.vue";
-//import MoveList from "@/components/MoveList.vue";
+import MoveList from "@/components/MoveList.vue";
 import { store } from "@/store";
 import { getSquareId } from "@/utils/squareId";
-
+import { getDate } from "@/utils/datetime";
+import { processModalClick } from "@/utils/modalClick";
+import { getScoreMessage } from "@/utils/scoring";
+import { getFullNotation } from "@/utils/notation";
+import { undoMove } from "@/utils/playUndo";
 export default {
-  name: 'my-base-game',
+  name: "my-base-game",
   components: {
     Board,
-    //MoveList,
+    MoveList
   },
-  // "vr": VariantRules object, describing the game state + rules
-  props: ["vr","game"],
+  props: ["game"],
   data: function() {
     return {
       st: store.state,
       // NOTE: all following variables must be reset at the beginning of a game
+      vr: null, //VariantRules object, game state
       endgameMessage: "",
       orientation: "w",
       score: "*", //'*' means 'unfinished'
       moves: [],
       cursor: -1, //index of the move just played
       lastMove: null,
+      firstMoveNumber: 0, //for printing
+      incheck: [], //for Board
+      inMultimove: false,
+      autoplay: false,
+      autoplayLoop: null,
+      inPlay: false,
+      stackToPlay: []
     };
   },
-  watch: {
-    // game initial FEN changes when a new game starts
-    "game.fenStart": function() {
-      this.re_setVariables();
-    },
-  },
   computed: {
     showMoves: function() {
-      return true;
-      //return window.innerWidth >= 768;
+      return this.game.score != "*"
+        ? "all"
+        : (this.vr ? this.vr.showMoves : "none");
+    },
+    showTurn: function() {
+      return (
+        this.game.score == '*' &&
+        !!this.vr && this.vr.showTurn
+      );
+    },
+    turn: function() {
+      if (!this.vr) return "";
+      if (this.vr.showMoves != "all")
+        return this.st.tr[(this.vr.turn == 'w' ? "White" : "Black") + " to move"];
+      // Cannot flip: racing king or circular chess
+      return this.vr.movesCount == 0 && this.game.mycolor == "w"
+        ? this.st.tr["It's your turn!"]
+        : "";
     },
-    showFen: function() {
-      return this.game.vname != "Dark" || this.score != "*";
+    canAnalyze: function() {
+      return this.game.mode != "analyze" && this.vr && this.vr.canAnalyze;
     },
-    analyze: function() {
-      return this.game.mode == "analyze";
+    canFlip: function() {
+      return this.vr && this.vr.canFlip;
     },
+    allowDownloadPGN: function() {
+      return this.game.score != "*" || (this.vr && this.vr.showMoves == "all");
+    }
   },
   created: function() {
-    if (!!this.game.fenStart)
-      this.re_setVariables();
+    if (!!this.game.fenStart) this.re_setVariables();
+  },
+  mounted: function() {
+    if (!("ontouchstart" in window)) {
+      // Desktop browser:
+      const baseGameDiv = document.getElementById("baseGame");
+      baseGameDiv.tabIndex = 0;
+      baseGameDiv.addEventListener("click", this.focusBg);
+      baseGameDiv.addEventListener("keydown", this.handleKeys);
+      baseGameDiv.addEventListener("wheel", this.handleScroll);
+    }
+    document.getElementById("eogDiv")
+      .addEventListener("click", processModalClick);
+  },
+  beforeDestroy: function() {
+    if (!!this.autoplayLoop) clearInterval(this.autoplayLoop);
   },
   methods: {
-    re_setVariables: function() {
+    focusBg: function() {
+      document.getElementById("baseGame").focus();
+    },
+    handleKeys: function(e) {
+      if ([32, 37, 38, 39, 40].includes(e.keyCode)) e.preventDefault();
+      switch (e.keyCode) {
+        case 37:
+          this.undo();
+          break;
+        case 39:
+          this.play();
+          break;
+        case 38:
+          this.gotoBegin();
+          break;
+        case 40:
+          this.gotoEnd();
+          break;
+        case 32:
+          this.flip();
+          break;
+      }
+    },
+    handleScroll: function(e) {
+      e.preventDefault();
+      if (e.deltaY < 0) this.undo();
+      else if (e.deltaY > 0) this.play();
+    },
+    showRules: function() {
+      //this.$router.push("/variants/" + this.game.vname);
+      window.open("#/variants/" + this.game.vname, "_blank"); //better
+    },
+    re_setVariables: function(game) {
+      if (!game) game = this.game; //in case of...
       this.endgameMessage = "";
-      this.orientation = this.game.mycolor || "w"; //default orientation for observed games
-      this.score = this.game.score || "*"; //mutable (if initially "*")
-      this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
-      const L = this.moves.length;
-      this.cursor = L-1;
-      this.lastMove = (L > 0 ? this.moves[L-1]  : null);
+      // "w": default orientation for observed games
+      this.orientation = game.mycolor || "w";
+      this.moves = JSON.parse(JSON.stringify(game.moves || []));
+      // Post-processing: decorate each move with notation and FEN
+      this.vr = new V(game.fenStart);
+      const parsedFen = V.ParseFen(game.fenStart);
+      const firstMoveColor = parsedFen.turn;
+      this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2);
+      let L = this.moves.length;
+      this.moves.forEach(move => {
+        // Strategy working also for multi-moves:
+        if (!Array.isArray(move)) move = [move];
+        move.forEach((m,idx) => {
+          m.notation = this.vr.getNotation(m);
+          this.vr.play(m);
+          if (idx < L - 1 && this.vr.getCheckSquares(this.vr.turn).length > 0)
+            m.notation += "+";
+        });
+      });
+      if (firstMoveColor == "b") {
+        // 'start' & 'end' is required for Board component
+        this.moves.unshift({
+          notation: "...",
+          start: { x: -1, y: -1 },
+          end: { x: -1, y: -1 },
+          fen: game.fenStart
+        });
+        L++;
+      }
+      this.positionCursorTo(this.moves.length - 1);
+      this.incheck = this.vr.getCheckSquares(this.vr.turn);
+      const score = this.vr.getCurrentScore();
+      if (L > 0 && this.moves[L - 1].notation != "...") {
+        if (["1-0","0-1"].includes(score))
+          this.moves[L - 1].notation += "#";
+        else if (this.vr.getCheckSquares(this.vr.turn).length > 0)
+          this.moves[L - 1].notation += "+";
+      }
+    },
+    positionCursorTo: function(index) {
+      this.cursor = index;
+      // Caution: last move in moves array might be a multi-move
+      if (index >= 0) {
+        if (Array.isArray(this.moves[index])) {
+          const L = this.moves[index].length;
+          this.lastMove = this.moves[index][L - 1];
+        } else {
+          this.lastMove = this.moves[index];
+        }
+      } else this.lastMove = null;
+    },
+    analyzePosition: function() {
+      let newUrl =
+        "/analyse/" +
+        this.game.vname +
+        "/?fen=" +
+        this.vr.getFen().replace(/ /g, "_");
+      if (this.game.mycolor)
+        newUrl += "&side=" + this.game.mycolor;
+      // Open in same tab in live games (against cheating)
+      if (this.game.type == "live") this.$router.push(newUrl);
+      else window.open("#" + newUrl);
     },
     download: function() {
       const content = this.getPgn();
       // Prepare and trigger download link
       let downloadAnchor = document.getElementById("download");
       downloadAnchor.setAttribute("download", "game.pgn");
-      downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
+      downloadAnchor.href =
+        "data:text/plain;charset=utf-8," + encodeURIComponent(content);
       downloadAnchor.click();
     },
     getPgn: function() {
@@ -98,180 +256,356 @@ export default {
       pgn += '[Site "vchess.club"]\n';
       pgn += '[Variant "' + this.game.vname + '"]\n';
       pgn += '[Date "' + getDate(new Date()) + '"]\n';
-      pgn += '[White "' + this.game.players[0] + '"]\n';
-      pgn += '[Black "' + this.game.players[1] + '"]\n';
+      pgn += '[White "' + this.game.players[0].name + '"]\n';
+      pgn += '[Black "' + this.game.players[1].name + '"]\n';
       pgn += '[Fen "' + this.game.fenStart + '"]\n';
-      pgn += '[Result "' + this.score + '"]\n\n';
-      let counter = 1;
-      let i = 0;
-      while (i < this.moves.length)
-      {
-        pgn += (counter++) + ".";
-        for (let color of ["w","b"])
-        {
-          let move = "";
-          while (i < this.moves.length && this.moves[i].color == color)
-            move += this.moves[i++].notation[0] + ",";
-          move = move.slice(0,-1); //remove last comma
-          pgn += move + (i < this.moves.length-1 ? " " : "");
-        }
+      pgn += '[Result "' + this.game.score + '"]\n\n';
+      for (let i = 0; i < this.moves.length; i += 2) {
+        pgn += (i/2+1) + "." + getFullNotation(this.moves[i]) + " ";
+        if (i+1 < this.moves.length)
+          pgn += getFullNotation(this.moves[i+1]) + " ";
       }
       return pgn + "\n";
     },
-    getScoreMessage: function(score) {
-      let eogMessage = "Undefined";
-      switch (score)
-      {
-        case "1-0":
-          eogMessage = this.st.tr["White win"];
-          break;
-        case "0-1":
-          eogMessage = this.st.tr["Black win"];
-          break;
-        case "1/2":
-          eogMessage = this.st.tr["Draw"];
-          break;
-        case "?":
-          eogMessage = this.st.tr["Unfinished"];
-          break;
-      }
-      return eogMessage;
-    },
     showEndgameMsg: function(message) {
       this.endgameMessage = message;
-      let modalBox = document.getElementById("modalEog");
-      modalBox.checked = true;
-      setTimeout(() => { modalBox.checked = false; }, 2000);
+      document.getElementById("modalEog").checked = true;
     },
-    endGame: function(score, message) {
-      this.score = score;
-      if (!message)
-        message = this.getScoreMessage(score);
-      this.showEndgameMsg(score + " . " + message);
-      this.$emit("gameover", score);
+    runAutoplay: function() {
+      const infinitePlay = () => {
+        if (this.cursor == this.moves.length - 1) {
+          clearInterval(this.autoplayLoop);
+          this.autoplayLoop = null;
+          this.autoplay = false;
+          return;
+        }
+        if (this.inPlay || this.inMultimove)
+          // Wait next tick
+          return;
+        this.play();
+      };
+      if (this.autoplay) {
+        this.autoplay = false;
+        clearInterval(this.autoplayLoop);
+        this.autoplayLoop = null;
+      } else {
+        this.autoplay = true;
+        infinitePlay();
+        this.autoplayLoop = setInterval(infinitePlay, 1500);
+      }
     },
-    animateMove: function(move) {
+    // Animate an elementary move
+    animateMove: function(move, callback) {
       let startSquare = document.getElementById(getSquareId(move.start));
+      if (!startSquare) return; //shouldn't happen but...
       let endSquare = document.getElementById(getSquareId(move.end));
       let rectStart = startSquare.getBoundingClientRect();
       let rectEnd = endSquare.getBoundingClientRect();
-      let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
-      let movingPiece =
-        document.querySelector("#" + getSquareId(move.start) + " > img.piece");
+      let translation = {
+        x: rectEnd.x - rectStart.x,
+        y: rectEnd.y - rectStart.y
+      };
+      let movingPiece = document.querySelector(
+        "#" + getSquareId(move.start) + " > img.piece"
+      );
+      // For some unknown reasons Opera get "movingPiece == null" error
+      // TOOO: is it calling 'animate()' twice ? One extra time ?
+      if (!movingPiece) return;
       // HACK for animation (with positive translate, image slides "under background")
       // Possible improvement: just alter squares on the piece's way...
       const squares = document.getElementsByClassName("board");
-      for (let i=0; i<squares.length; i++)
-      {
+      for (let i = 0; i < squares.length; i++) {
         let square = squares.item(i);
-        if (square.id != getSquareId(move.start))
-          square.style.zIndex = "-1";
+        if (square.id != getSquareId(move.start)) square.style.zIndex = "-1";
       }
-      movingPiece.style.transform = "translate(" + translation.x + "px," +
-        translation.y + "px)";
-      movingPiece.style.transitionDuration = "0.2s";
+      movingPiece.style.transform =
+        "translate(" + translation.x + "px," + translation.y + "px)";
+      movingPiece.style.transitionDuration = "0.25s";
       movingPiece.style.zIndex = "3000";
-      setTimeout( () => {
-        for (let i=0; i<squares.length; i++)
+      setTimeout(() => {
+        for (let i = 0; i < squares.length; i++)
           squares.item(i).style.zIndex = "auto";
         movingPiece.style = {}; //required e.g. for 0-0 with KR swap
-        this.play(move);
+        callback();
       }, 250);
     },
-    play: function(move, receive, noanimate) {
-      const navigate = !move;
-      // Forbid playing outside analyze mode when cursor isn't at moves.length-1
-      // (except if we receive opponent's move, human or computer)
-      if (!navigate && !this.analyze && !receive
-        && this.cursor < this.moves.length-1)
-      {
-        return;
-      }
-      if (navigate)
-      {
-        if (this.cursor == this.moves.length-1)
-          return; //no more moves
-        move = this.moves[this.cursor+1];
-      }
-      if (!!receive && !noanimate) //opponent move, variant != "Dark"
-      {
-        if (this.cursor < this.moves.length-1)
-          this.gotoEnd(); //required to play the move
-        return this.animateMove(move);
+    // For Analyse mode:
+    emitFenIfAnalyze: function() {
+      if (this.game.mode == "analyze") {
+        this.$emit(
+          "fenchange",
+          !!this.lastMove ? this.lastMove.fen : this.game.fenStart
+        );
       }
-      if (!navigate)
-      {
-        move.color = this.vr.turn;
-        move.notation = this.vr.getNotation(move);
+    },
+    // "light": if gotoMove() or gotoEnd()
+    play: function(move, received, light, noemit) {
+      // Freeze while choices are shown:
+      if (this.$refs["board"].choices.length > 0) return;
+      if (!!noemit) {
+        if (this.inPlay) {
+          // Received moves in observed games can arrive too fast:
+          this.stackToPlay.unshift(move);
+          return;
+        }
+        this.inPlay = true;
       }
-      // Not programmatic, or animation is over
-      this.vr.play(move);
-      this.cursor++;
-      this.lastMove = move;
-      if (this.st.settings.sound == 2)
-        new Audio("/sounds/move.mp3").play().catch(err => {});
-      if (!navigate)
-      {
-        move.fen = this.vr.getFen();
-        if (this.score == "*" || this.analyze)
-        {
-          // Stack move on movesList at current cursor
-          if (this.cursor == this.moves.length)
-            this.moves.push(move);
+      const navigate = !move;
+      const playSubmove = (smove) => {
+        smove.notation = this.vr.getNotation(smove);
+        this.vr.play(smove);
+        this.lastMove = smove;
+        if (!this.inMultimove) {
+          // Condition is "!navigate" but we mean "!this.autoplay"
+          if (!navigate) {
+            if (this.cursor < this.moves.length - 1)
+              this.moves = this.moves.slice(0, this.cursor + 1);
+            this.moves.push(smove);
+          }
+          this.inMultimove = true; //potentially
+          this.cursor++;
+        } else if (!navigate) {
+          // Already in the middle of a multi-move
+          const L = this.moves.length;
+          if (!Array.isArray(this.moves[L-1]))
+            this.$set(this.moves, L-1, [this.moves[L-1], smove]);
           else
-            this.moves = this.moves.slice(0,this.cursor).concat([move]);
+            this.$set(this.moves, L-1, this.moves.concat([smove]));
         }
-      }
-      // Is opponent in check? (TODO: generalize, find all check squares)
-      this.incheck = this.vr.getCheckSquares(this.vr.turn);
-      const score = this.vr.getCurrentScore();
-      if (score != "*") //TODO: generalize score for 3 or 4 players
-      {
-        if (!this.analyze)
-          this.endGame(score);
-        else
-        {
+      };
+      const playMove = () => {
+        const animate = (
+          V.ShowMoves == "all" &&
+          (this.autoplay || !!received)
+        );
+        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 computeScore = () => {
+        const score = this.vr.getCurrentScore();
+        if (!navigate) {
+          if (["1-0","0-1"].includes(score))
+            this.lastMove.notation += "#";
+          else if (this.vr.getCheckSquares(this.vr.turn).length > 0)
+            this.lastMove.notation += "+";
+        }
+        if (score != "*" && this.game.mode == "analyze") {
+          const message = getScoreMessage(score);
           // Just show score on screen (allow undo)
-          const message = this.getScoreMessage(score);
-          this.showEndgameMsg(score + " . " + message);
+          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)
+            // NOTE: only FEN of last sub-move is required (thus setting it here)
+            smove.fen = this.vr.getFen();
+          // Is opponent in check?
+          this.incheck = this.vr.getCheckSquares(this.vr.turn);
+          this.emitFenIfAnalyze();
+          this.inMultimove = false;
+          this.score = computeScore();
+          if (this.game.mode != "analyze" && !navigate) {
+            if (!noemit) {
+              // Post-processing (e.g. computer play).
+              const L = this.moves.length;
+              // NOTE: always emit the score, even in unfinished,
+              // to tell Game::processMove() that it's not a received move.
+              this.$emit("newmove", this.moves[L-1], { score: this.score });
+            } 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 (!this.autoplay) {
+          // 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);
+            this.score = computeScore();
+            this.emitFenIfAnalyze();
+          }
+          this.cursor++;
+          return;
         }
       }
-      if (!this.analyze)
-        this.$emit("newmove", move); //post-processing (e.g. computer play)
-    },
-    undo: function(move) {
-      const navigate = !move;
-      if (navigate)
-      {
-        if (this.cursor < 0)
-          return; //no more moves
-        move = this.moves[this.cursor];
+      // Forbid playing outside analyze mode, except if move is received.
+      // Sufficient condition because Board already knows which turn it is.
+      if (
+        this.game.mode != "analyze" &&
+        !navigate &&
+        !received &&
+        (this.game.score != "*" || this.cursor < this.moves.length - 1)
+      ) {
+        return;
       }
-      this.vr.undo(move);
+      // To play a received move, cursor must be at the end of the game:
+      if (received && this.cursor < this.moves.length - 1)
+        this.gotoEnd();
+      playMove();
+    },
+    cancelCurrentMultimove: function() {
+      const L = this.moves.length;
+      let move = this.moves[L-1];
+      if (!Array.isArray(move)) move = [move];
+      for (let i=move.length -1; i >= 0; i--) this.vr.undo(move[i]);
+      this.moves.pop();
       this.cursor--;
-      this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
-      if (this.st.settings.sound == 2)
-        new Audio("/sounds/undo.mp3").play().catch(err => {});
-      this.incheck = this.vr.getCheckSquares(this.vr.turn);
-      if (!navigate)
-        this.moves.pop();
+      this.inMultimove = false;
+    },
+    cancelLastMove: function() {
+      // The last played move was canceled (corr game)
+      this.undo();
+      this.moves.pop();
+    },
+    // "light": if gotoMove() or gotoBegin()
+    undo: function(move, light) {
+      // Freeze while choices are shown:
+      if (this.$refs["board"].choices.length > 0) return;
+      if (this.inMultimove) {
+        this.cancelCurrentMultimove();
+        this.incheck = this.vr.getCheckSquares(this.vr.turn);
+      } else {
+        if (!move) {
+          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];
+        }
+        undoMove(move, this.vr);
+        if (light) this.cursor--;
+        else {
+          this.positionCursorTo(this.cursor - 1);
+          this.incheck = this.vr.getCheckSquares(this.vr.turn);
+          this.emitFenIfAnalyze();
+        }
+      }
     },
     gotoMove: function(index) {
-      this.vr.re_init(this.moves[index].fen);
-      this.cursor = index;
-      this.lastMove = this.moves[index];
+      if (this.$refs["board"].choices.length > 0) return;
+      if (this.inMultimove) this.cancelCurrentMultimove();
+      if (index == this.cursor) return;
+      if (index < this.cursor) {
+        while (this.cursor > index)
+          this.undo(null, null, "light");
+      }
+      else {
+        // index > this.cursor)
+        while (this.cursor < index)
+          this.play(null, null, "light");
+      }
+      // NOTE: next line also re-assign cursor, but it's very light
+      this.positionCursorTo(index);
+      this.incheck = this.vr.getCheckSquares(this.vr.turn);
+      this.emitFenIfAnalyze();
     },
     gotoBegin: function() {
-      this.vr.re_init(this.game.fenStart);
-      this.cursor = -1;
-      this.lastMove = null;
+      if (this.$refs["board"].choices.length > 0) return;
+      if (this.inMultimove) this.cancelCurrentMultimove();
+      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() {
-      this.gotoMove(this.moves.length-1);
+      if (this.$refs["board"].choices.length > 0) return;
+      if (this.cursor == this.moves.length - 1) return;
+      this.gotoMove(this.moves.length - 1);
+      this.emitFenIfAnalyze();
     },
     flip: function() {
-      this.orientation = V.GetNextCol(this.orientation);
-    },
-  },
+      if (this.$refs["board"].choices.length > 0) return;
+      this.orientation = V.GetOppCol(this.orientation);
+    }
+  }
 };
 </script>
+
+<style lang="sass" scoped>
+[type="checkbox"]#modalEog+div .card
+  min-height: 45px
+
+#baseGame
+  width: 100%
+  &:focus
+    outline: none
+
+#gameContainer
+  margin-left: auto
+  margin-right: auto
+
+#downloadDiv
+  display: inline-block
+
+#controls
+  user-select: none
+  button
+    border: none
+    margin: 0
+    padding-top: 5px
+    padding-bottom: 5px
+
+.in-autoplay
+  background-color: #FACF8C
+
+img.inline
+  height: 22px
+  padding-top: 5px
+  @media screen and (max-width: 767px)
+    height: 18px
+
+#turnIndicator
+  text-align: center
+  font-weight: bold
+
+#boardContainer
+  float: left
+// TODO: later, maybe, allow movesList of variable width
+// or e.g. between 250 and 350px (but more complicated)
+
+#movesList
+  width: 280px
+  float: left
+
+@media screen and (max-width: 767px)
+  #movesList
+    width: 100%
+    float: none
+    clear: both
+</style>