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);
} else {
this.lastMove = this.moves[index];
}
- }
- else
- this.lastMove = null;
+ } else this.lastMove = null;
},
analyzePosition: function() {
let newUrl =
if (this.game.mode == "analyze") {
this.$emit(
"fenchange",
- this.lastMove ? this.lastMove.fen : this.game.fenStart
+ !!this.lastMove ? this.lastMove.fen : this.game.fenStart
);
}
},
}
const navigate = !move;
const playSubmove = (smove) => {
- if (!navigate) smove.notation = this.vr.getNotation(smove);
+ smove.notation = this.vr.getNotation(smove);
this.vr.play(smove);
this.lastMove = smove;
- // Is opponent in check?
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
- if (!navigate) {
- if (!this.inMultimove) {
- if (this.cursor < this.moves.length - 1)
- this.moves = this.moves.slice(0, this.cursor + 1);
- this.moves.push(smove);
- this.inMultimove = true; //potentially
- this.cursor++;
- } else {
- // Already in the middle of a multi-move
- const L = this.moves.length;
- if (!Array.isArray(this.moves[L-1]))
- this.$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;
}
})();
};
+ 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).
// 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++;
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 {
},
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() {