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();
+ const navigate = !move;
+ // Forbid playing outside analyze mode, except if move is received.
+ // Sufficient condition because Board already knows which turn it is.
+ if (
+ this.mode != "analyze" &&
+ !navigate &&
+ !received &&
+ (this.game.score != "*" || this.cursor < this.moves.length - 1)
+ ) {
+ return;
+ }
+ if (!!received) {
+ if (this.mode == "analyze") this.toggleAnalyze();
+ if (this.cursor < this.moves.length - 1)
+ // To play a received move, cursor must be at the end of the game:
+ this.gotoEnd();
+ }
if (!!noemit) {
if (this.inPlay) {
// Received moves in observed games can arrive too fast:
}
this.inPlay = true;
}
- const navigate = !move;
+ // The board may show some the possible moves: (TODO: bad solution)
+ this.$refs["board"].resetCurrentAttempt();
const playSubmove = (smove) => {
smove.notation = this.vr.getNotation(smove);
smove.unambiguous = V.GetUnambiguousNotation(smove);
return;
}
}
- // Forbid playing outside analyze mode, except if move is received.
- // Sufficient condition because Board already knows which turn it is.
- if (
- this.mode != "analyze" &&
- !navigate &&
- !received &&
- (this.game.score != "*" || this.cursor < this.moves.length - 1)
- ) {
- return;
- }
- if (!!received) {
- if (this.mode == "analyze") this.toggleAnalyze();
- if (this.cursor < this.moves.length - 1)
- // To play a received move, cursor must be at the end of the game:
- this.gotoEnd();
- }
playMove();
},
cancelCurrentMultimove: function() {