minor refactoring & internal name changes
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aa33042c30
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57b5da99b5
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@ -50,11 +50,28 @@ $(function (){
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function cbSquare(where) {
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function cbSquare(where) {
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if (where === PS.PHANTOM) {
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if (where === PS.PHANTOM) {
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return $('#cb_phantom').first()
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return $('#cb_phantom').first()
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} else {
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} else if (where.match(/^[a-h][1-8]$/)) {
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return $('#cb_' + where).first()
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return $('#cb_' + where).first()
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} else {
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return null;
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}
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}
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}
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}
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function cbSquareLocation(square) {
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const id = square.id || square[0].id;
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if (id === 'cb_phantom') {
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return PS.PHANTOM;
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}
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const found = id.match(/^cb_([a-h][1-8])$/);
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if (found) {
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return found[1];
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}
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return null;
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}
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function pieceStartMove(piece, event) {
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function pieceStartMove(piece, event) {
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const side = piece.data('side');
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const side = piece.data('side');
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const type = piece.data('type');
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const type = piece.data('type');
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@ -83,7 +100,7 @@ $(function (){
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}
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}
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$('#cb_board').data('last_state', currentGame.moves);
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$('#cb_board').data('last_state', currentGame.moves);
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setCurrentBoard(currentGame);
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setCurrentGame(currentGame);
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putState();
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putState();
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}
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}
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@ -94,11 +111,11 @@ $(function (){
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return;
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return;
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}
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}
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pieceEndMove(selected, this.id.replace(/^cb_/, ''));
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pieceEndMove(selected, cbSquareLocation(this));
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}
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}
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function squareDropDestination(ev, ui) {
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function squareDropDestination(ev, ui) {
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pieceEndMove(ui.draggable, this.id.replace(/^cb_/, ''));
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pieceEndMove(ui.draggable, cbSquareLocation(this));
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}
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}
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function pieceClickUnselect(ev, ui) {
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function pieceClickUnselect(ev, ui) {
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@ -278,13 +295,16 @@ $(function (){
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}
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}
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}
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}
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function setCurrentBoard(game, animate) {
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function setVisibleGame(game, animate) {
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currentGame = game;
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/* navigation should not include the redo stack */
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/* navigation should not include the redo stack */
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visibleGame = new PS.Game(game);
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visibleGame = new PS.Game(game);
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visibleGame.clearRedo();
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visibleGame.clearRedo();
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renderBoard(animate);
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renderBoard(animate);
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}
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function setCurrentGame(game, animate) {
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currentGame = game;
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setVisibleGame(game);
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const moves = game.moves;
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const moves = game.moves;
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@ -386,7 +406,7 @@ $(function (){
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closeNotifications();
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closeNotifications();
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/* this will be the starting state if no data is received from peers */
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/* this will be the starting state if no data is received from peers */
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setCurrentBoard(new PS.Game());
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setCurrentGame(new PS.Game());
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boardElem.data('last_state', currentGame.moves);
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boardElem.data('last_state', currentGame.moves);
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boardElem.data('lightName', 'Light');
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boardElem.data('lightName', 'Light');
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@ -424,7 +444,7 @@ $(function (){
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newGame.undo();
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newGame.undo();
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}
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}
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setCurrentBoard(newGame, moves.past.length > currentGame.moves.length);
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setCurrentGame(newGame, moves.past.length > currentGame.moves.length);
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} catch (err) {
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} catch (err) {
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debug('Error replaying board state', err);
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debug('Error replaying board state', err);
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}
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}
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@ -615,7 +635,7 @@ $(function (){
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if (currentGame.canUndo) {
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if (currentGame.canUndo) {
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currentGame.undo();
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currentGame.undo();
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$('#cb_board').data('last_state', currentGame.moves);
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$('#cb_board').data('last_state', currentGame.moves);
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setCurrentBoard(currentGame);
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setCurrentGame(currentGame);
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putState();
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putState();
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}
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}
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});
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});
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@ -624,7 +644,7 @@ $(function (){
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if (currentGame.canRedo) {
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if (currentGame.canRedo) {
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currentGame.redo();
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currentGame.redo();
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$('#cb_board').data('last_state', currentGame.moves);
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$('#cb_board').data('last_state', currentGame.moves);
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setCurrentBoard(currentGame, true);
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setCurrentGame(currentGame, true);
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putState();
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putState();
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}
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}
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});
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});
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@ -638,7 +658,7 @@ $(function (){
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}
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}
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$('#cb_board').data('last_state', currentGame.moves);
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$('#cb_board').data('last_state', currentGame.moves);
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setCurrentBoard(currentGame);
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setCurrentGame(currentGame);
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putState();
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putState();
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});
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});
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@ -895,9 +915,9 @@ $(function (){
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getCurrentGame: function() { return currentGame; },
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getCurrentGame: function() { return currentGame; },
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getVisibleGame: function() { return visibleGame; },
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getVisibleGame: function() { return visibleGame; },
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setCurrentGame: function(game) { setCurrentBoard(game) },
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setCurrentGame: setCurrentGame,
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setVisibleGame: function(game) { visibleGame = game; renderBoard(); },
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setVisibleGame: setVisibleGame,
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refresh: function() { setCurrentBoard(currentGame); },
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refresh: function() { setCurrentGame(currentGame); },
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renderBoard: renderBoard,
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renderBoard: renderBoard,
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putState: putState,
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putState: putState,
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putMeta: putMeta,
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putMeta: putMeta,
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