+ this.$set(this.moves, L-1, this.moves.concat([smove]));
+ }
+ };
+ const playMove = () => {
+ const animate = (V.ShowMoves == "all" && !!received);
+ if (!Array.isArray(move)) move = [move];
+ let moveIdx = 0;
+ let self = this;
+ const initurn = this.vr.turn;
+ (function executeMove() {
+ const smove = move[moveIdx++];
+ if (animate) {
+ self.animateMove(smove, () => {
+ playSubmove(smove);
+ if (moveIdx < move.length)
+ setTimeout(executeMove, 500);
+ else afterMove(smove, initurn);
+ });
+ } else {
+ playSubmove(smove);
+ if (moveIdx < move.length) executeMove();
+ else afterMove(smove, initurn);
+ }
+ })();
+ };
+ const computeScore = () => {
+ const score = this.vr.getCurrentScore();
+ if (score != "*" && this.game.mode == "analyze") {
+ const message = getScoreMessage(score);
+ // Just show score on screen (allow undo)
+ this.showEndgameMsg(score + " . " + this.st.tr[message]);
+ }
+ return score;
+ };
+ const afterMove = (smove, initurn) => {
+ if (this.vr.turn != initurn) {
+ // Turn has changed: move is complete
+ if (!smove.fen)
+ // NOTE: only FEN of last sub-move is required (thus setting it here)
+ smove.fen = this.vr.getFen();
+ // Is opponent in check?
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.emitFenIfAnalyze();
+ this.inMultimove = false;
+ if (!noemit) var score = computeScore();
+ if (this.game.mode != "analyze") {
+ const L = this.moves.length;
+ if (!noemit)
+ // Post-processing (e.g. computer play).
+ // NOTE: always emit the score, even in unfinished,
+ // to tell Game::processMove() that it's not a received move.
+ this.$emit("newmove", this.moves[L-1], { score: score });
+ else {
+ this.inPlay = false;
+ if (this.stackToPlay.length > 0)
+ // Move(s) arrived in-between
+ this.play(this.stackToPlay.pop(), received, light, noemit);
+ }
+ }