From 067c675b75072c496f9665c4bf801cdc3d40398d Mon Sep 17 00:00:00 2001
From: Benjamin Auder <benjamin.auder@somewhere>
Date: Mon, 7 Jan 2019 12:01:10 +0100
Subject: [PATCH] Add some TODOs, some refactoring, first test for a future
 hexagonal board with canvas

---
 hexaboard_test.html                   |  50 ++++++++++
 public/javascripts/base_rules.js      |  76 +++++----------
 public/javascripts/components/game.js | 131 +++++++++++++++++---------
 3 files changed, 160 insertions(+), 97 deletions(-)
 create mode 100644 hexaboard_test.html

diff --git a/hexaboard_test.html b/hexaboard_test.html
new file mode 100644
index 00000000..800e1896
--- /dev/null
+++ b/hexaboard_test.html
@@ -0,0 +1,50 @@
+<!DOCTYPE html>
+<html>
+<head>
+<title> Chess Board</title>
+</head>
+
+<body>
+
+<canvas id="myCanvas" width="560" height="560" style="border:2px solid #d3d3d3;">
+Your browser does not support the HTML5 canvas tag.
+TODO: describe chessboard ?
+</canvas>
+
+<script>
+
+// TODO: draw hexagonal board, allow click and drag pieces
+// ==> work with coordinates and current board size as a parameter
+
+var c=document.getElementById("myCanvas");
+var ctx=c.getContext("2d");
+
+for(i=0;i<8;i++)
+{for(j=0;j<8;j++)
+{ctx.moveTo(0,70*j);
+ctx.lineTo(560,70*j);
+ctx.stroke();
+
+ctx.moveTo(70*i,0);
+ctx.lineTo(70*i,560);
+ctx.stroke();
+var left = 0;
+for(var a=0;a<8;a++) {
+    for(var b=0; b<8;b+=2) {
+      startX = b * 70;
+      if(a%2==0) startX = (b+1) * 70;
+      ctx.fillRect(startX + left,(a*70) ,70,70);
+	}}
+}}
+
+var img = new Image();
+img.onload = function() {
+	    ctx.drawImage(img, 0, 0, 60, 60);
+}
+img.src = "public/images/pieces/wb.svg";
+
+	
+</script>
+
+</body>
+</html>
diff --git a/public/javascripts/base_rules.js b/public/javascripts/base_rules.js
index e405cbaa..b6efa714 100644
--- a/public/javascripts/base_rules.js
+++ b/public/javascripts/base_rules.js
@@ -503,6 +503,12 @@ class ChessRules
 		return (color=="w" ? "b" : "w");
 	}
 
+	// Get next color (for compatibility with 3 and 4 players games)
+	getNextCol(color)
+	{
+		return this.getOppCol(color);
+	}
+
 	// Pieces codes (for a clearer code)
 	static get PAWN() { return 'p'; }
 	static get ROOK() { return 'r'; }
@@ -1036,14 +1042,12 @@ class ChessRules
 			this.kingPos[c] = [move.start.x, move.start.y];
 	}
 
-	play(move, ingame)
+	play(move)
 	{
 		// DEBUG:
 //		if (!this.states) this.states = [];
-//		if (!ingame) this.states.push(this.getFen());
-
-		if (!!ingame)
-			move.notation = this.getNotation(move);
+//		const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen();
+//		this.states.push(stateFen);
 
 		if (V.HasFlags)
 			move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo)
@@ -1053,12 +1057,6 @@ class ChessRules
 		this.turn = this.getOppCol(this.turn);
 		this.movesCount++;
 		this.updateVariables(move);
-
-		if (!!ingame)
-		{
-			// Hash of current game state *after move*, to detect repetitions
-			move.hash = hex_md5(this.getFen());
-		}
 	}
 
 	undo(move)
@@ -1073,27 +1071,21 @@ class ChessRules
 		this.unupdateVariables(move);
 
 		// DEBUG:
-//		if (this.getFen() != this.states[this.states.length-1])
-//			debugger;
+//		const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen();
+//		if (stateFen != this.states[this.states.length-1]) debugger;
 //		this.states.pop();
 	}
 
 	///////////////
 	// END OF GAME
 
-	// Is game over ? And if yes, what is the score ?
-	checkGameOver()
+	// What is the score ? (Interesting if game is over)
+	getCurrentScore()
 	{
 		if (this.atLeastOneMove()) // game not over
 			return "*";
 
 		// Game over
-		return this.checkGameEnd();
-	}
-
-	// No moves are possible: compute score
-	checkGameEnd()
-	{
 		const color = this.turn;
 		// No valid move: stalemate or checkmate?
 		if (!this.isAttacked(this.kingPos[color], [this.getOppCol(color)]))
@@ -1142,11 +1134,10 @@ class ChessRules
 		{
 			this.play(moves1[i]);
 			let finish = (Math.abs(this.evalPosition()) >= V.THRESHOLD_MATE);
-			if (!finish && !this.atLeastOneMove())
+			if (!finish)
 			{
-				// Test mate (for other variants)
-				const score = this.checkGameEnd();
-				if (score != "1/2")
+				const score = this.getCurrentScore();
+				if (["1-0","0-1"].includes(score))
 					finish = true;
 			}
 			this.undo(moves1[i]);
@@ -1160,8 +1151,9 @@ class ChessRules
 			// Initial self evaluation is very low: "I'm checkmated"
 			moves1[i].eval = (color=="w" ? -1 : 1) * maxeval;
 			this.play(moves1[i]);
+			const score1 = this.getCurrentScore();
 			let eval2 = undefined;
-			if (this.atLeastOneMove())
+			if (score1 == "*")
 			{
 				// Initial enemy evaluation is very low too, for him
 				eval2 = (color=="w" ? 1 : -1) * maxeval;
@@ -1170,15 +1162,10 @@ class ChessRules
 				for (let j=0; j<moves2.length; j++)
 				{
 					this.play(moves2[j]);
-					let evalPos = undefined;
-					if (this.atLeastOneMove())
-						evalPos = this.evalPosition()
-					else
-					{
-						// Working with scores is more accurate (necessary for Loser variant)
-						const score = this.checkGameEnd();
-						evalPos = (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
-					}
+					const score2 = this.getCurrentScore();
+					const evalPos = score2 == "*"
+						? this.evalPosition()
+						: (score2=="1/2" ? 0 : (score2=="1-0" ? 1 : -1) * maxeval);
 					if ((color == "w" && evalPos < eval2)
 						|| (color=="b" && evalPos > eval2))
 					{
@@ -1188,10 +1175,7 @@ class ChessRules
 				}
 			}
 			else
-			{
-				const score = this.checkGameEnd();
-				eval2 = (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
-			}
+				eval2 = (score1=="1/2" ? 0 : (score1=="1-0" ? 1 : -1) * maxeval);
 			if ((color=="w" && eval2 > moves1[i].eval)
 				|| (color=="b" && eval2 < moves1[i].eval))
 			{
@@ -1239,17 +1223,9 @@ class ChessRules
   {
 		const maxeval = V.INFINITY;
 		const color = this.turn;
-		if (!this.atLeastOneMove())
-		{
-			switch (this.checkGameEnd())
-			{
-				case "1/2":
-					return 0;
-				default:
-					const score = this.checkGameEnd();
-					return (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
-			}
-		}
+		const score = this.getCurrentScore();
+		if (score != "*")
+			return (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
 		if (depth == 0)
       return this.evalPosition();
 		const moves = this.getAllValidMoves("computer");
diff --git a/public/javascripts/components/game.js b/public/javascripts/components/game.js
index c02893b5..fec3df54 100644
--- a/public/javascripts/components/game.js
+++ b/public/javascripts/components/game.js
@@ -38,6 +38,8 @@ Vue.component('my-game', {
 			this.newGame("problem", p.fen, V.ParseFen(p.fen).turn);
 		},
 	},
+	// TODO: split the rendering in other components ?
+	// At least divide in parts, it's too big now.
 	render(h) {
 		const [sizeX,sizeY] = [V.size.x,V.size.y];
 		// Precompute hints squares to facilitate rendering
@@ -810,6 +812,8 @@ Vue.component('my-game', {
 			else if (friendContinuation)
 				this.continueGame("friend");
 		};
+
+		// TODO: this events listener is central. Refactor ? How ?
 		const socketMessageListener = msg => {
 			const data = JSON.parse(msg.data);
 			let L = undefined;
@@ -899,6 +903,7 @@ Vue.component('my-game', {
 					break;
 			}
 		};
+
 		const socketCloseListener = () => {
 			this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
 			this.conn.addEventListener('open', socketOpenListener);
@@ -920,7 +925,7 @@ Vue.component('my-game', {
 					this.play();
 			}
 		};
-		// Computer moves web worker logic:
+		// Computer moves web worker logic: (TODO: also for observers in HH games)
 		this.compWorker.postMessage(["scripts",variant]);
 		const self = this;
 		this.compWorker.onmessage = function(e) {
@@ -947,10 +952,29 @@ Vue.component('my-game', {
 		}
 	},
 	methods: {
+		// TODO: in settings.js
 		setMyname: function(e) {
 			this.myname = e.target.value;
 			localStorage["username"] = this.myname;
 		},
+		showSettings: function(e) {
+			this.getRidOfTooltip(e.currentTarget);
+			document.getElementById("modal-settings").checked = true;
+		},
+		toggleHints: function() {
+			this.hints = !this.hints;
+			localStorage["hints"] = (this.hints ? "1" : "0");
+		},
+		setBoardColor: function(e) {
+			this.bcolor = e.target.options[e.target.selectedIndex].value;
+			localStorage["bcolor"] = this.bcolor;
+		},
+		setSound: function(e) {
+			this.sound = parseInt(e.target.options[e.target.selectedIndex].value);
+			localStorage["sound"] = this.sound;
+		},
+
+		// TODO: in another component
 		trySendChat: function(e) {
 			if (e.keyCode == 13) //'enter' key
 				this.sendChat();
@@ -963,6 +987,12 @@ Vue.component('my-game', {
 			this.conn.send(JSON.stringify({
 				code:"newchat", oppid: this.oppid, msg: chatTxt}));
 		},
+		startChat: function(e) {
+			this.getRidOfTooltip(e.currentTarget);
+			document.getElementById("modal-chat").checked = true;
+		},
+
+		// TODO: in  problems component
 		toggleShowSolution: function() {
 			let problemSolution = document.getElementById("problem-solution");
 			problemSolution.style.display =
@@ -970,6 +1000,7 @@ Vue.component('my-game', {
 					? "block"
 					: "none";
 		},
+
 		download: function() {
 			// Variants may have special PGN structure (so next function isn't defined here)
 			const content = this.vr.getPGN(this.mycolor, this.score, this.fenStart, this.mode);
@@ -1000,6 +1031,10 @@ Vue.component('my-game', {
 			}
 			this.cursor = this.vr.moves.length; //to navigate in finished game
 		},
+
+		// TODO: elsewhere (general methods to access/retrieve from storage, to be generalized)
+		// https://developer.mozilla.org/fr/docs/Web/API/API_IndexedDB
+		// https://dexie.org/
 		getStoragePrefix: function(mode) {
 			let prefix = "";
 			if (mode == "computer")
@@ -1046,37 +1081,20 @@ Vue.component('my-game', {
 			delete localStorage[prefix+"fen"];
 			delete localStorage[prefix+"score"];
 		},
-		// HACK because mini-css tooltips are persistent after click...
-		// NOTE: seems to work only in chrome/chromium. TODO...
-		getRidOfTooltip: function(elt) {
-			elt.style.visibility = "hidden";
-			setTimeout(() => { elt.style.visibility="visible"; }, 100);
-		},
-		startChat: function(e) {
-			this.getRidOfTooltip(e.currentTarget);
-			document.getElementById("modal-chat").checked = true;
-		},
 		clearCurrentGame: function(e) {
 			this.getRidOfTooltip(e.currentTarget);
 			this.clearStorage();
 			location.reload(); //to see clearing effects
 		},
-		showSettings: function(e) {
-			this.getRidOfTooltip(e.currentTarget);
-			document.getElementById("modal-settings").checked = true;
-		},
-		toggleHints: function() {
-			this.hints = !this.hints;
-			localStorage["hints"] = (this.hints ? "1" : "0");
-		},
-		setBoardColor: function(e) {
-			this.bcolor = e.target.options[e.target.selectedIndex].value;
-			localStorage["bcolor"] = this.bcolor;
-		},
-		setSound: function(e) {
-			this.sound = parseInt(e.target.options[e.target.selectedIndex].value);
-			localStorage["sound"] = this.sound;
+
+		// HACK because mini-css tooltips are persistent after click...
+		// NOTE: seems to work only in chrome/chromium. TODO...
+		getRidOfTooltip: function(elt) {
+			elt.style.visibility = "hidden";
+			setTimeout(() => { elt.style.visibility="visible"; }, 100);
 		},
+
+		// TODO: elsewhere, probably (new game button)
 		clickGameSeek: function(e) {
 			this.getRidOfTooltip(e.currentTarget);
 			if (this.mode == "human" && this.score == "*")
@@ -1103,18 +1121,7 @@ Vue.component('my-game', {
 			this.getRidOfTooltip(e.currentTarget);
 			document.getElementById("modal-fenedit").checked = true;
 		},
-		resign: function(e) {
-			this.getRidOfTooltip(e.currentTarget);
-			if (this.mode == "human" && this.oppConnected)
-			{
-				try {
-					this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
-				} catch (INVALID_STATE_ERR) {
-					return; //socket is not ready (and not yet reconnected)
-				}
-			}
-			this.endGame(this.mycolor=="w"?"0-1":"1-0");
-		},
+		// In main hall :
 		newGame: function(mode, fenInit, color, oppId, gameId) {
 			const fen = fenInit || VariantRules.GenRandInitFen();
 			console.log(fen); //DEBUG
@@ -1234,10 +1241,25 @@ Vue.component('my-game', {
 				setTimeout(() => this.endGame(score), 100);
 			}
 		},
+
+		resign: function(e) {
+			this.getRidOfTooltip(e.currentTarget);
+			if (this.mode == "human" && this.oppConnected)
+			{
+				try {
+					this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
+				} catch (INVALID_STATE_ERR) {
+					return; //socket is not ready (and not yet reconnected)
+				}
+			}
+			this.endGame(this.mycolor=="w"?"0-1":"1-0");
+		},
 		playComputerMove: function() {
 			this.timeStart = Date.now();
 			this.compWorker.postMessage(["askmove"]);
 		},
+
+		// TODO: purely graphical, move in a "chessground-like" component
 		// Get the identifier of a HTML table cell from its numeric coordinates o.x,o.y.
 		getSquareId: function(o) {
 			// NOTE: a separator is required to allow any size of board
@@ -1376,20 +1398,26 @@ Vue.component('my-game', {
 				this.play(move);
 			}, 250);
 		},
+
+		// OK, these last functions can stay here (?!)
 		play: function(move, programmatic) {
 			if (!move)
 			{
 				// Navigate after game is over
-				if (this.cursor >= this.vr.moves.length)
+				if (this.cursor >= this.moves.length)
 					return; //already at the end
-				move = this.vr.moves[this.cursor++];
+				move = this.moves[this.cursor++];
 			}
 			if (!!programmatic) //computer or human opponent
 				return this.animateMove(move);
 			// Not programmatic, or animation is over
 			if (this.mode == "human" && this.vr.turn == this.mycolor)
 				this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
-			if (this.score == "*")
+			
+			
+			// TODO: play move, and stack it on this.moves (if a move was provided; otherwise just navigate)
+			
+			if (this.score == "*") //TODO: I don't like this if()
 			{
 				// Emergency check, if human game started "at the same time"
 				// TODO: robustify this...
@@ -1405,7 +1433,7 @@ Vue.component('my-game', {
 					// Send the move to web worker (TODO: including his own moves?!)
 					this.compWorker.postMessage(["newmove",move]);
 				}
-				const eog = this.vr.checkGameOver();
+				const eog = this.vr.getCurrentScore();
 				if (eog != "*")
 				{
 					if (["human","computer"].includes(this.mode))
@@ -1418,16 +1446,17 @@ Vue.component('my-game', {
 					}
 				}
 			}
-			else
-			{
-				VariantRules.PlayOnBoard(this.vr.board, move);
-				this.$forceUpdate(); //TODO: ?!
-			}
+//			else
+//			{
+//				VariantRules.PlayOnBoard(this.vr.board, move);
+//				this.$forceUpdate(); //TODO: ?!
+//			}
 			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 == "*")
 				this.playComputerMove();
 		},
+		// TODO: merge two next functions
 		undo: function() {
 			// Navigate after game is over
 			if (this.cursor == 0)
@@ -1457,3 +1486,11 @@ get lastMove()
 		const L = this.moves.length;
 		return (L>0 ? this.moves[L-1] : null);
 	}
+
+// here too:
+			move.notation = this.getNotation(move);
+			// Hash of current game state *after move*, to detect repetitions
+			move.hash = hex_md5(this.getBaseFen() + this.getTurnFen() + this.getFlagsFen());
+//TODO: confirm dialog with "opponent offers draw", avec possible bouton "prevent future offers" + bouton "proposer nulle"
+//+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
+//comme sur lichess
-- 
2.44.0