X-Git-Url: https://git.auder.net/css/rpsls.css?a=blobdiff_plain;ds=sidebyside;f=client%2Fsrc%2Fcomponents%2FBaseGame.vue;h=572c80ad4e018606c79467e56c8ff48c3c1e9295;hb=af34341d92d47d14f396e7f4adb81f2a7e9d9a61;hp=dd15f1333dd8cabb6962ee6e4af8837fa1cf6659;hpb=7ddfec38b0804bf0bd0c5b5c6972d355902e9fb0;p=vchess.git diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue index dd15f133..572c80ad 100644 --- a/client/src/components/BaseGame.vue +++ b/client/src/components/BaseGame.vue @@ -205,24 +205,28 @@ export default { this.vr = new V(game.fenStart); const parsedFen = V.ParseFen(game.fenStart); const firstMoveColor = parsedFen.turn; - this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2); + this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2) + 1; let L = this.moves.length; - this.moves.forEach(move => { + this.moves.forEach((move,idx) => { // Strategy working also for multi-moves: if (!Array.isArray(move)) move = [move]; - move.forEach((m,idx) => { - m.index = this.vr.movesCount; + const Lm = move.length; + move.forEach((m,idxM) => { m.notation = this.vr.getNotation(m); m.unambiguous = V.GetUnambiguousNotation(m); this.vr.play(m); - if (idx < L - 1 && this.vr.getCheckSquares(this.vr.turn).length > 0) - m.notation += "+"; + const checkSquares = this.vr.getCheckSquares(); + if (checkSquares.length > 0) m.notation += "+"; + if (idx == L - 1 && idxM == Lm - 1) { + this.incheck = checkSquares; + const score = this.vr.getCurrentScore(); + if (["1-0", "0-1"].includes(score)) m.notation += "#"; + } }); }); if (firstMoveColor == "b") { // 'start' & 'end' is required for Board component this.moves.unshift({ - index: parsedFen.movesCount, notation: "...", unambiguous: "...", start: { x: -1, y: -1 }, @@ -231,25 +235,13 @@ export default { }); 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.incheck.length > 0) this.moves[L - 1].notation += "+"; - } + this.positionCursorTo(L - 1); }, 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; + // Note: last move in moves array might be a multi-move + if (index >= 0) this.lastMove = this.moves[index]; + else this.lastMove = null; }, analyzePosition: function() { let newUrl = @@ -279,23 +271,23 @@ export default { pgn += '[Black "' + this.game.players[1].name + '"]\n'; pgn += '[Fen "' + this.game.fenStart + '"]\n'; pgn += '[Result "' + this.game.score + '"]\n'; - if (!!this.game.id) { - pgn += '[Cadence "' + this.game.cadence + '"]\n'; + if (!!this.game.id) pgn += '[Url "' + params.serverUrl + '/game/' + this.game.id + '"]\n'; - } + if (!!this.game.cadence) + pgn += '[Cadence "' + this.game.cadence + '"]\n'; pgn += '\n'; for (let i = 0; i < this.moves.length; i += 2) { if (i > 0) pgn += " "; // Adjust dots notation for a better display: let fullNotation = getFullNotation(this.moves[i]); if (fullNotation == "...") fullNotation = ".."; - pgn += (this.moves[i].index / 2 + 1) + "." + fullNotation; + pgn += (i / 2 + this.firstMoveNumber) + "." + fullNotation; if (i+1 < this.moves.length) pgn += " " + getFullNotation(this.moves[i+1]); } pgn += "\n\n"; for (let i = 0; i < this.moves.length; i += 2) { - const moveNumber = this.moves[i].index / 2 + 1; + const moveNumber = i / 2 + this.firstMoveNumber; // Skip "dots move", useless for machine reading: if (this.moves[i].notation != "...") { pgn += moveNumber + ".w " + @@ -380,10 +372,15 @@ export default { // For Analyse mode: emitFenIfAnalyze: function() { if (this.game.mode == "analyze") { - this.$emit( - "fenchange", - !!this.lastMove ? this.lastMove.fen : this.game.fenStart - ); + let fen = this.game.fenStart; + if (!!this.lastMove) { + if (Array.isArray(this.lastMove)) { + const L = this.lastMove.length; + fen = this.lastMove[L-1].fen; + } + else fen = this.lastMove.fen; + } + this.$emit("fenchange", fen); } }, clickSquare: function(square) { @@ -395,6 +392,8 @@ export default { play: function(move, received, light, noemit) { // Freeze while choices are shown: if (this.$refs["board"].choices.length > 0) return; + // The board may show some the possible moves: (TODO: bad solution) + this.$refs["board"].resetCurrentAttempt(); if (!!noemit) { if (this.inPlay) { // Received moves in observed games can arrive too fast: @@ -408,10 +407,17 @@ export default { smove.notation = this.vr.getNotation(smove); smove.unambiguous = V.GetUnambiguousNotation(smove); this.vr.play(smove); - this.lastMove = smove; + if (!!this.lastMove) { + if (!Array.isArray(this.lastMove)) + this.lastMove = [this.lastMove, smove]; + else this.lastMove.push(smove); + } // Is opponent (or me) in check? - this.incheck = this.vr.getCheckSquares(this.vr.turn); + this.incheck = this.vr.getCheckSquares(); + if (this.incheck.length > 0) smove.notation += "+"; if (!this.inMultimove) { + // First sub-move: + this.lastMove = smove; // Condition is "!navigate" but we mean "!this.autoplay" if (!navigate) { if (this.cursor < this.moves.length - 1) @@ -439,7 +445,9 @@ export default { const initurn = this.vr.turn; (function executeMove() { const smove = move[moveIdx++]; - if (animate) { + // NOTE: condition "smove.start.x >= 0" required for Dynamo, + // because second move may be empty. + if (animate && smove.start.x >= 0) { self.animateMove(smove, () => { playSubmove(smove); if (moveIdx < move.length) @@ -456,8 +464,13 @@ export default { const computeScore = () => { const score = this.vr.getCurrentScore(); if (!navigate) { - if (["1-0","0-1"].includes(score)) this.lastMove.notation += "#"; - else if (this.incheck.length > 0) this.lastMove.notation += "+"; + if (["1-0","0-1"].includes(score)) { + if (Array.isArray(this.lastMove)) { + const L = this.lastMove.length; + this.lastMove[L - 1].notation += "#"; + } + else this.lastMove.notation += "#"; + } } if (score != "*" && this.game.mode == "analyze") { const message = getScoreMessage(score); @@ -501,8 +514,8 @@ export default { 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.lastMove = move; + this.incheck = this.vr.getCheckSquares(); this.score = computeScore(); this.emitFenIfAnalyze(); } @@ -529,11 +542,9 @@ export default { 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]); + for (let i = move.length - 1; i >= 0; i--) this.vr.undo(move[i]); this.moves.pop(); this.cursor--; - // The board may still show the possible moves: (TODO: bad solution) - this.$refs["board"].resetCurrentAttempt(); this.inMultimove = false; }, cancelLastMove: function() { @@ -545,9 +556,10 @@ export default { undo: function(move, light) { // Freeze while choices are shown: if (this.$refs["board"].choices.length > 0) return; + this.$refs["board"].resetCurrentAttempt(); if (this.inMultimove) { this.cancelCurrentMultimove(); - this.incheck = this.vr.getCheckSquares(this.vr.turn); + this.incheck = this.vr.getCheckSquares(); } else { if (!move) { const minCursor = @@ -557,17 +569,19 @@ export default { if (this.cursor < minCursor) return; //no more moves move = this.moves[this.cursor]; } + this.$refs["board"].resetCurrentAttempt(); undoMove(move, this.vr); if (light) this.cursor--; else { this.positionCursorTo(this.cursor - 1); - this.incheck = this.vr.getCheckSquares(this.vr.turn); + this.incheck = this.vr.getCheckSquares(); this.emitFenIfAnalyze(); } } }, gotoMove: function(index) { if (this.$refs["board"].choices.length > 0) return; + this.$refs["board"].resetCurrentAttempt(); if (this.inMultimove) this.cancelCurrentMultimove(); if (index == this.cursor) return; if (index < this.cursor) { @@ -581,11 +595,12 @@ export default { } // NOTE: next line also re-assign cursor, but it's very light this.positionCursorTo(index); - this.incheck = this.vr.getCheckSquares(this.vr.turn); + this.incheck = this.vr.getCheckSquares(); this.emitFenIfAnalyze(); }, gotoBegin: function() { if (this.$refs["board"].choices.length > 0) return; + this.$refs["board"].resetCurrentAttempt(); if (this.inMultimove) this.cancelCurrentMultimove(); const minCursor = this.moves.length > 0 && this.moves[0].notation == "..." @@ -593,11 +608,12 @@ export default { : 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.incheck = this.vr.getCheckSquares(); this.emitFenIfAnalyze(); }, gotoEnd: function() { if (this.$refs["board"].choices.length > 0) return; + this.$refs["board"].resetCurrentAttempt(); if (this.cursor == this.moves.length - 1) return; this.gotoMove(this.moves.length - 1); this.emitFenIfAnalyze();