},
[h('i', { 'class': { "material-icons": true } }, "accessibility")])
);
- if (variant != "Dark" &&
- (["idle","computer","friend"].includes(this.mode)
- || ["friend","human"].includes(this.mode) && this.score != "*"))
+ if (["idle","computer","friend"].includes(this.mode)
+ || (this.mode == "human" && this.score != "*"))
{
actionArray.push(
h('button',
[h('i', { 'class': { "material-icons": true } }, "computer")])
);
}
- if (variant != "Dark" &&
- (["idle","friend"].includes(this.mode)
- || ["computer","human"].includes(this.mode) && this.score != "*"))
+ if (variant != "Dark" && (["idle","friend"].includes(this.mode)
+ || (["computer","human"].includes(this.mode) && this.score != "*")))
{
actionArray.push(
h('button',
{
myReservePiecesArray.push(h('div',
{
- 'class': {'board':true, ['board'+sizeY+'-reserve']:true},
+ 'class': {'board':true, ['board'+sizeY]:true},
attrs: { id: this.getSquareId({x:sizeX+shiftIdx,y:i}) }
},
[
{
oppReservePiecesArray.push(h('div',
{
- 'class': {'board':true, ['board'+sizeY+'-reserve']:true},
+ 'class': {'board':true, ['board'+sizeY]:true},
attrs: { id: this.getSquareId({x:sizeX+(1-shiftIdx),y:i}) }
},
[
this.conn.onclose = socketCloseListener;
// Listen to keyboard left/right to navigate in game
document.onkeydown = event => {
- if (["idle","chat"].includes(this.mode) &&
+ if (["human","computer"].includes(this.mode) &&
!!this.vr && this.vr.moves.length > 0 && [37,39].includes(event.keyCode))
{
event.preventDefault();
const self = this;
this.compWorker.onmessage = function(e) {
let compMove = e.data;
- compMove.computer = true; //TODO: imperfect attempt to avoid ghost move
+ if (!compMove)
+ return; //may happen if MarseilleRules and subTurn==2 (TODO: a bit ugly...)
+ if (!Array.isArray(compMove))
+ compMove = [compMove]; //to deal with MarseilleRules
+ // TODO: imperfect attempt to avoid ghost move:
+ compMove.forEach(m => { m.computer = true; });
// (first move) HACK: small delay to avoid selecting elements
// before they appear on page:
const delay = Math.max(500-(Date.now()-self.timeStart), 0);
setTimeout(() => {
+ const animate = (variant!="Dark" ? "animate" : null);
if (self.mode == "computer") //warning: mode could have changed!
- self.play(compMove, "animate")
+ self.play(compMove[0], animate);
+ if (compMove.length == 2)
+ setTimeout( () => {
+ if (self.mode == "computer")
+ self.play(compMove[1], animate);
+ }, 750);
}, delay);
}
},
},
clickComputerGame: function(e) {
this.getRidOfTooltip(e.currentTarget);
+ if (this.mode == "computer" && this.score == "*"
+ && this.vr.turn != this.mycolor)
+ {
+ // Wait for computer reply first (avoid potential "ghost move" bug)
+ return;
+ }
this.newGame("computer");
},
clickFriendGame: function(e) {
return;
}
}
- else if (score == "*")
- return this.continueGame("computer");
}
}
else if (mode == "friend")
else if (mode == "computer")
{
this.compWorker.postMessage(["init",fen]);
- if (this.mycolor != this.vr.turn)
+ if (score == "*" && this.mycolor != this.vr.turn)
this.playComputerMove();
}
//else: nothing special to do in friend mode
// Send the move to web worker (TODO: including his own moves?!)
this.compWorker.postMessage(["newmove",move]);
}
+ const eog = this.vr.checkGameOver();
+ if (eog != "*")
+ {
+ if (["human","computer"].includes(this.mode))
+ this.endGame(eog);
+ else
+ {
+ // Just show score on screen (allow undo)
+ this.score = eog;
+ this.showScoreMsg();
+ }
+ }
}
else
{
VariantRules.PlayOnBoard(this.vr.board, move);
this.$forceUpdate(); //TODO: ?!
}
- const eog = this.vr.checkGameOver();
- if (eog != "*")
- {
- if (["human","computer"].includes(this.mode))
- this.endGame(eog);
- else
- {
- // Just show score on screen (allow undo)
- this.score = eog;
- this.showScoreMsg();
- }
- }
if (["human","computer","friend"].includes(this.mode))
this.updateStorage(); //after our moves and opponent moves
if (this.mode == "computer" && this.vr.turn != this.mycolor && this.score == "*")