Update play and check hints.
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@ -407,9 +407,6 @@ const INTERFACE = {
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let is_hover = INTERFACE.Ui.tile_is_hover(0, i);
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let is_select = INTERFACE.Ui.tile_is_select(0, i);
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let is_play = GAME_DATA.turn > 0 && (play.source < 2 || play.source == 3) && (play.to == i || ((play.source == 0 || play.source == 3) && play.from == i));
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let is_check = GAME_DATA.state.check != 0 && piece !== null && piece.piece == GAME.Const.PieceId.Heart && piece.player == (GAME_DATA.turn & 1);
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let tile_state = INTERFACE_DATA.board_state[i][1];
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let hover_state = INTERFACE_DATA.board_state[i][0];
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@ -435,11 +432,20 @@ const INTERFACE = {
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let piece = null;
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if(tile.piece !== null) { piece = GAME_DATA.board.pieces[tile.piece]; }
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let is_play = null;
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if(GAME_DATA.turn > 0 && (play.source < 2 || play.source == 3) && (play.to == i || ((play.source == 0 || play.source == 3) && play.from == i))) {
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is_play = +!(GAME_DATA.turn & 1);
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}
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let is_check = GAME_DATA.state.check != 0 && piece !== null && piece.piece == GAME.Const.PieceId.Heart && piece.player == (GAME_DATA.turn & 1);
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let background_color = null;
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let border_color = null;
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let background_scale = 0.94;
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// Get background color
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if(is_check) {
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background_color = INTERFACE.Color.HintCheck;
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}
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switch(hover_state) {
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case INTERFACE.TileStatus.Valid: background_color = INTERFACE.Color.HintValidDark; break;
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case INTERFACE.TileStatus.Threat: background_color = INTERFACE.Color.HintThreatDark; break;
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@ -458,30 +464,38 @@ const INTERFACE = {
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// Get border color
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if(draw_piece && tile.piece !== null) {
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if(GAME_DATA.board.pieces[tile.piece].player == GAME.Const.Player.Dawn) { border_color = INTERFACE.Color.DawnDark; }
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else { border_color = INTERFACE.Color.DuskDark; }
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if(GAME_DATA.board.pieces[tile.piece].player == GAME.Const.Player.Dawn) {
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border_color = INTERFACE.Color.DawnDark;
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} else {
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border_color = INTERFACE.Color.DuskDark;
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}
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}
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if(is_hover) {
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border_color = INTERFACE.Color.HintHover;
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} else if(background_color == null) {
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if(is_play) {
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if(is_play !== null) {
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if((GAME_DATA.turn & 1) != GAME.Const.Player.Dawn) { border_color = INTERFACE.Color.DawnDark; }
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else { border_color = INTERFACE.Color.DuskDark; }
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background_scale = 0.85;
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} else if(is_check) {
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border_color = INTERFACE.Color.HintCheck;
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background_scale = 0.8;
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background_scale = 0.9;
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}
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}
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// Get default colors
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if(background_color === null) {
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if(is_play !== null) {
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if(is_play === GAME.Const.Player.Dawn) {
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background_color = INTERFACE.Color.DawnDarkest;
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} else {
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background_color = INTERFACE.Color.DuskDarkest;
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}
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} else {
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switch(MATH.mod(coord.x + coord.y, 3)) {
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case 0: background_color = INTERFACE.Color.TileMedium; break;
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case 1: background_color = INTERFACE.Color.TileLight; break;
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case 2: background_color = INTERFACE.Color.TileDark; break;
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}
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}
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}
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if(border_color === null) {
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border_color = INTERFACE.Color.TileBorder;
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}
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@ -857,7 +871,7 @@ const INTERFACE = {
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if(piece.player == GAME.Const.Player.Dawn) { this.ctx.fillStyle = INTERFACE.Color.DawnDarkest; }
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else { this.ctx.fillStyle = INTERFACE.Color.DuskDarkest; }
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this.ctx.beginPath();
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this.hex(0.85);
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this.hex(0.9);
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this.ctx.fill();
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// Draw tile content
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