<template lang="pug">
-.row
- .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- BaseGame(:game="game" :vr="vr" ref="basegame"
- @newmove="processMove" @gameover="gameOver")
- div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
- div(v-if="game.score=='*'") Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
- .button-group(v-if="game.mode!='analyze' && game.score=='*'")
- button(@click="offerDraw") Draw
- button(@click="abortGame") Abort
- button(@click="resign") Resign
- div(v-if="game.type=='corr'") {{ game.corrMsg }}
- textarea(v-if="game.score=='*'" v-model="corrMsg")
- Chat(:players="game.players")
+main
+ input#modalChat.modal(type="checkbox" @change="toggleChat")
+ div(role="dialog" aria-labelledby="inputChat")
+ #chat.card
+ label.modal-close(for="modalChat")
+ Chat(:players="game.players" :pastChats="game.chats"
+ @newchat-sent="finishSendChat" @newchat-received="processChat")
+ .row
+ .col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
+ button#chatBtn(onClick="doClick('modalChat')") Chat
+ #actions(v-if="game.mode!='analyze' && game.score=='*'")
+ button(@click="offerDraw") Draw
+ button(@click="abortGame") Abort
+ button(@click="resign") Resign
+ div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
+ div(v-if="game.score=='*'") Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
+ BaseGame(:game="game" :vr="vr" ref="basegame"
+ @newmove="processMove" @gameover="gameOver")
</template>
<script>
rid: ""
},
game: {players:[{name:""},{name:""}]}, //passed to BaseGame
- corrMsg: "", //to send offline messages in corr games
virtualClocks: [0, 0], //initialized with true game.clocks
vr: null, //"variant rules" object initialized from FEN
drawOffer: "", //TODO: use for button style
people: [], //players + observers
lastate: undefined, //used if opponent send lastate before game is ready
+ repeat: {}, //detect position repetition
};
},
watch: {
{
clearInterval(clockUpdate);
if (countdown < 0)
- this.setScore(this.vr.turn=="w" ? "0-1" : "1-0", "Time");
+ this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", "Time");
}
else
{
game:myGame, target:data.from}));
break;
case "newmove":
- this.corrMsg = data.move.message; //may be empty
- this.game.moveToPlay = data.move;
+ this.$set(this.game, "moveToPlay", data.move); //TODO: Vue3...
break;
case "lastate": //got opponent infos about last move
{
break;
}
case "resign":
- this.setScore(data.side=="b" ? "1-0" : "0-1", "Resign");
+ this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
break;
case "abort":
- this.setScore("?", "Abort");
+ this.gameOver("?", "Abort");
break;
case "draw":
- this.setScore("1/2", "Mutual agreement");
+ this.gameOver("1/2", "Mutual agreement");
break;
case "drawoffer":
this.drawOffer = "received"; //TODO: observers don't know who offered draw
if (data.movesCount > L)
{
// Just got last move from him
- this.game.moveToPlay = data.lastMove;
+ this.$set(this.game, "moveToPlay", data.lastMove);
if (data.score != "*" && this.game.score == "*")
{
// Opponent resigned or aborted game, or accepted draw offer
// (this is not a stalemate or checkmate)
- this.setScore(data.score, "Opponent action");
+ this.gameOver(data.score, "Opponent action");
}
this.game.clocks = data.clocks; //TODO: check this?
if (!!data.lastMove.draw)
this.drawOffer = "received";
}
},
- setScore: function(score, message) {
- this.game.scoreMsg = message;
- this.game.score = score;
- },
offerDraw: function() {
- if (this.drawOffer == "received")
+ if (["received","threerep"].includes(this.drawOffer))
{
if (!confirm("Accept draw?"))
return;
if (p.sid != this.st.user.sid)
this.st.conn.send(JSON.stringify({code:"draw", target:p.sid}));
});
- this.setScore("1/2", "Mutual agreement");
+ const message = (this.drawOffer == "received"
+ ? "Mutual agreement"
+ : "Three repetitions");
+ this.gameOver("1/2", message);
}
else if (this.drawOffer == "sent")
{
abortGame: function() {
if (!confirm(this.st.tr["Terminate game?"]))
return;
- this.setScore("?", "Abort");
+ this.gameOver("?", "Abort");
this.people.forEach(p => {
if (p.sid != this.st.user.sid)
{
side:this.game.mycolor, target:p.sid}));
}
});
- this.setScore(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
+ this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
},
// 3 cases for loading a game:
// - from indexedDB (running or completed live game I play)
vanish: s.vanish,
start: s.start,
end: s.end,
- message: m.message,
};
});
+ // Also sort chat messages (if any)
+ game.chats.sort( (c1,c2) => { return c2.added - c1.added; });
}
const myIdx = game.players.findIndex(p => {
return p.sid == this.st.user.sid || p.uid == this.st.user.id;
oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
}
);
+ this.repeat = {}; //reset
if (!!this.lastate) //lastate arrived before game was loaded:
this.processLastate();
callback();
},
// Post-process a move (which was just played)
processMove: function(move) {
- if (!this.game.mycolor)
- return; //I'm just an observer
- // Update storage (corr or live)
+ // Update storage (corr or live) if I play in the game
const colorIdx = ["w","b"].indexOf(move.color);
// https://stackoverflow.com/a/38750895
- const allowed_fields = ["appear", "vanish", "start", "end"];
- const filtered_move = Object.keys(move)
- .filter(key => allowed_fields.includes(key))
- .reduce((obj, key) => {
- obj[key] = move[key];
- return obj;
- }, {});
+ if (!!this.game.mycolor)
+ {
+ const allowed_fields = ["appear", "vanish", "start", "end"];
+ // NOTE: 'var' to see this variable outside this block
+ var filtered_move = Object.keys(move)
+ .filter(key => allowed_fields.includes(key))
+ .reduce((obj, key) => {
+ obj[key] = move[key];
+ return obj;
+ }, {});
+ }
// Send move ("newmove" event) to people in the room (if our turn)
let addTime = 0;
if (move.color == this.game.mycolor)
addTime = this.game.increment - elapsed/1000;
}
let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
- if (this.game.type == "corr")
- sendMove.message = this.corrMsg;
this.people.forEach(p => {
if (p.sid != this.st.user.sid)
{
const nextIdx = ["w","b"].indexOf(this.vr.turn);
// Since corr games are stored at only one location, update should be
// done only by one player for each move:
- if (this.game.type == "live" || move.color == this.game.mycolor)
+ if (!!this.game.mycolor &&
+ (this.game.type == "live" || move.color == this.game.mycolor))
{
if (this.game.type == "corr")
{
GameStorage.update(this.gameRef.id,
{
fen: move.fen,
- message: this.corrMsg,
move:
{
squares: filtered_move,
//TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
this.game.initime[nextIdx] = Date.now();
+ // If repetition detected, consider that a draw offer was received:
+ const fenObj = V.ParseFen(move.fen);
+ let repIdx = fenObj.position + "_" + fenObj.turn;
+ if (!!fenObj.flags)
+ repIdx += "_" + fenObj.flags;
+ this.repeat[repIdx] = (!!this.repeat[repIdx]
+ ? this.repeat[repIdx]+1
+ : 1);
+ if (this.repeat[repIdx] >= 3)
+ this.drawOffer = "threerep";
+ },
+ toggleChat: function() {
+ document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
},
- gameOver: function(score) {
+ finishSendChat: function(chat) {
+ if (this.game.type == "corr")
+ GameStorage.update(this.gameRef.id, {chat: chat});
+ },
+ processChat: function() {
+ if (!document.getElementById("inputChat").checked)
+ document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
+ },
+ gameOver: function(score, scoreMsg) {
this.game.mode = "analyze";
this.game.score = score;
+ this.game.scoreMsg = scoreMsg;
const myIdx = this.game.players.findIndex(p => {
return p.sid == this.st.user.sid || p.uid == this.st.user.id;
});
</script>
<style lang="sass">
-// TODO
+.connected
+ background-color: green
+.disconnected
+ background-color: red
+
+@media screen and (min-width: 768px)
+ #actions
+ width: 300px
+@media screen and (max-width: 767px)
+ .game
+ width: 100%
+
+#actions
+ display: inline-block
+ margin-top: 10px
+ button
+ display: inline-block
+ width: 33%
+ margin: 0
+
+#chat
+ padding-top: 20px
+ max-width: 600px
+ border: none;
+
+#chatBtn
+ margin: 0 10px 0 0
</style>