selectedPiece: null, //moving piece (or clicked piece)
conn: null, //socket connection
score: "*", //'*' means 'unfinished'
- mode: "idle", //human, chat, friend, problem, computer or idle (if not playing)
+ mode: "idle", //human, friend, problem, computer or idle (if not playing)
myid: "", //our ID, always set
oppid: "", //opponent ID in case of HH game
gameId: "", //useful if opponent started other human games after we disconnected
incheck: [],
pgnTxt: "",
hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
- color: localStorage["color"] || "lichess", //lichess, chesscom or chesstempo
+ bcolor: localStorage["bcolor"] || "lichess", //lichess, chesscom or chesstempo
// sound level: 0 = no sound, 1 = sound only on newgame, 2 = always
sound: parseInt(localStorage["sound"] || "2"),
// Web worker to play computer moves without freezing interface:
"play": true,
"seek": this.seek,
"playing": this.mode == "human",
- "spaceright": true,
},
},
[h('i', { 'class': { "material-icons": true } }, "accessibility")])
);
- if (["idle","chat","computer"].includes(this.mode))
+ if (["idle","computer","friend"].includes(this.mode)
+ || (this.mode == "human" && this.score != "*"))
{
actionArray.push(
h('button',
"tooltip":true,
"play": true,
"playing": this.mode == "computer",
- "spaceright": true,
+ "spaceleft": true,
},
},
[h('i', { 'class': { "material-icons": true } }, "computer")])
);
}
- if (["idle","chat","friend"].includes(this.mode))
+ if (variant != "Dark" && (["idle","friend"].includes(this.mode)
+ || (["computer","human"].includes(this.mode) && this.score != "*")))
{
actionArray.push(
h('button',
"tooltip":true,
"play": true,
"playing": this.mode == "friend",
- "spaceright": true,
+ "spaceleft": true,
},
},
[h('i', { 'class': { "material-icons": true } }, "people")])
parseFloat(settingsStyle.height.slice(0,-2)) - 2
];
let aboveBoardElts = [];
- if (["chat","human"].includes(this.mode))
+ if (this.mode == "human")
{
const connectedIndic = h(
'div',
);
aboveBoardElts.push(connectedIndic);
}
- if (this.mode == "chat")
+ if (this.mode == "human" && this.score != "*")
{
const chatButton = h(
'button',
);
aboveBoardElts.push(chatButton);
}
- else if (this.mode == "computer")
+ if (["human","computer","friend"].includes(this.mode))
{
const clearButton = h(
'button',
{
- on: { click: this.clearComputerGame },
+ on: { click: this.clearCurrentGame },
attrs: {
- "aria-label": translations['Clear game versus computer'],
+ "aria-label": translations['Clear current game'],
"id": "clearBtn",
},
'class': {
);
// Create board element (+ reserves if needed by variant or mode)
const lm = this.vr.lastMove;
- const showLight = this.hints &&
- (!["idle","chat"].includes(this.mode) || this.cursor==this.vr.moves.length);
+ const showLight = this.hints && variant!="Dark" &&
+ (this.mode != "idle" ||
+ (this.vr.moves.length > 0 && this.cursor==this.vr.moves.length));
const gameDiv = h('div',
{
'class': {
_.range(sizeY).map(j => {
let cj = (this.mycolor=='w' ? j : sizeY-j-1);
let elems = [];
- if (this.vr.board[ci][cj] != VariantRules.EMPTY)
+ if (this.vr.board[ci][cj] != VariantRules.EMPTY && (variant!="Dark"
+ || this.score!="*" || this.vr.enlightened[this.mycolor][ci][cj]))
{
elems.push(
h(
['board'+sizeY]: true,
'light-square': (i+j)%2==0,
'dark-square': (i+j)%2==1,
- [this.color]: true,
+ [this.bcolor]: true,
+ 'in-shadow': variant=="Dark" && this.score=="*"
+ && !this.vr.enlightened[this.mycolor][ci][cj],
'highlight': showLight && !!lm && _.isMatch(lm.end, {x:ci,y:cj}),
'incheck': showLight && incheckSq[ci][cj],
},
);
}), choices]
);
- if (!["idle","chat"].includes(this.mode))
+ if (["human","computer"].includes(this.mode))
{
- actionArray.push(
- h('button',
- {
- on: { click: this.resign },
- attrs: { "aria-label": translations['Resign'] },
- 'class': {
- "tooltip":true,
- "play": true,
+ if (this.score == "*")
+ {
+ actionArray.push(
+ h('button',
+ {
+ on: { click: this.resign },
+ attrs: { "aria-label": translations['Resign'] },
+ 'class': {
+ "tooltip":true,
+ "play": true,
+ "spaceleft": true,
+ },
},
- },
- [h('i', { 'class': { "material-icons": true } }, "flag")])
- );
- }
- else if (this.vr.moves.length > 0)
- {
- // A game finished, and another is not started yet: allow navigation
- actionArray = actionArray.concat([
- h('button',
- {
- on: { click: e => this.undo() },
- attrs: { "aria-label": translations['Undo'] },
- "class": {
- "play": true,
- "spaceleft": true,
+ [h('i', { 'class': { "material-icons": true } }, "flag")])
+ );
+ }
+ else
+ {
+ // A game finished, and another is not started yet: allow navigation
+ actionArray = actionArray.concat([
+ h('button',
+ {
+ on: { click: e => this.undo() },
+ attrs: { "aria-label": translations['Undo'] },
+ "class": {
+ "play": true,
+ "big-spaceleft": true,
+ },
},
- },
- [h('i', { 'class': { "material-icons": true } }, "fast_rewind")]),
- h('button',
- {
- on: { click: e => this.play() },
- attrs: { "aria-label": translations['Play'] },
- "class": {
- "play": true,
- "spaceleft": true,
+ [h('i', { 'class': { "material-icons": true } }, "fast_rewind")]),
+ h('button',
+ {
+ on: { click: e => this.play() },
+ attrs: { "aria-label": translations['Play'] },
+ "class": {
+ "play": true,
+ "spaceleft": true,
+ },
},
- },
- [h('i', { 'class': { "material-icons": true } }, "fast_forward")]),
- ]
- );
+ [h('i', { 'class': { "material-icons": true } }, "fast_forward")]),
+ ]
+ );
+ }
}
if (["friend","problem"].includes(this.mode))
{
attrs: { "aria-label": translations['Undo'] },
"class": {
"play": true,
- "spaceleft": true,
+ "big-spaceleft": true,
},
},
[h('i', { 'class': { "material-icons": true } }, "undo")]
{
myReservePiecesArray.push(h('div',
{
- 'class': {'board':true, ['board'+sizeY+'-reserve']:true},
+ 'class': {'board':true, ['board'+sizeY]:true},
attrs: { id: this.getSquareId({x:sizeX+shiftIdx,y:i}) }
},
[
{
oppReservePiecesArray.push(h('div',
{
- 'class': {'board':true, ['board'+sizeY+'-reserve']:true},
+ 'class': {'board':true, ['board'+sizeY]:true},
attrs: { id: this.getSquareId({x:sizeX+(1-shiftIdx),y:i}) }
},
[
h("select",
{
attrs: { "id": "selectColor" },
- on: { "change": this.setColor },
+ on: { "change": this.setBoardColor },
},
[
h("option",
)
);
}
- // Show current FEN
- elementArray.push(
- h('div',
- {
- attrs: { id: "fen-div" },
- "class": { "section-content": true },
- },
- [
- h('p',
- {
- attrs: { id: "fen-string" },
- domProps: { innerHTML: this.vr.getBaseFen() },
- "class": { "text-center": true },
- }
- )
- ]
- )
- );
+ if (variant != "Dark" || this.score!="*")
+ {
+ // Show current FEN
+ elementArray.push(
+ h('div',
+ {
+ attrs: { id: "fen-div" },
+ "class": { "section-content": true },
+ },
+ [
+ h('p',
+ {
+ attrs: { id: "fen-string" },
+ domProps: { innerHTML: this.vr.getBaseFen() },
+ "class": { "text-center": true },
+ }
+ )
+ ]
+ )
+ );
+ }
}
return h(
'div',
const url = socketUrl;
const humanContinuation = (localStorage.getItem("variant") === variant);
const computerContinuation = (localStorage.getItem("comp-variant") === variant);
+ const friendContinuation = (localStorage.getItem("anlz-variant") === variant);
this.myid = (humanContinuation ? localStorage.getItem("myid") : getRandString());
this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
const socketOpenListener = () => {
this.continueGame("human");
else if (computerContinuation)
this.continueGame("computer");
+ else if (friendContinuation)
+ this.continueGame("friend");
};
const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
this.newGame("human", data.fen, data.color, data.oppid);
break;
case "newmove": //..he played!
- this.play(data.move, "animate");
+ this.play(data.move, (variant!="Dark" ? "animate" : null));
break;
case "pong": //received if we sent a ping (game still alive on our side)
if (this.gameId != data.gameId)
// TODO: also use (dis)connect info to count online players?
case "connect":
case "disconnect":
- if (["human","chat"].includes(this.mode) && this.oppid == data.id)
+ if (this.mode=="human" && this.oppid == data.id)
this.oppConnected = (data.code == "connect");
- if (this.oppConnected && this.mode == "chat")
+ if (this.oppConnected && this.score != "*")
{
// Send our name to the opponent, in case of he hasn't it
this.conn.send(JSON.stringify({
this.conn.onclose = socketCloseListener;
// Listen to keyboard left/right to navigate in game
document.onkeydown = event => {
- if (["idle","chat"].includes(this.mode) &&
+ if (["human","computer"].includes(this.mode) &&
!!this.vr && this.vr.moves.length > 0 && [37,39].includes(event.keyCode))
{
event.preventDefault();
const self = this;
this.compWorker.onmessage = function(e) {
let compMove = e.data;
- compMove.computer = true; //TODO: imperfect attempt to avoid ghost move
+ if (!compMove)
+ return; //may happen if MarseilleRules and subTurn==2 (TODO: a bit ugly...)
+ if (!Array.isArray(compMove))
+ compMove = [compMove]; //to deal with MarseilleRules
+ // TODO: imperfect attempt to avoid ghost move:
+ compMove.forEach(m => { m.computer = true; });
// (first move) HACK: small delay to avoid selecting elements
// before they appear on page:
const delay = Math.max(500-(Date.now()-self.timeStart), 0);
setTimeout(() => {
+ const animate = (variant!="Dark" ? "animate" : null);
if (self.mode == "computer") //warning: mode could have changed!
- self.play(compMove, "animate")
+ self.play(compMove[0], animate);
+ if (compMove.length == 2)
+ setTimeout( () => {
+ if (self.mode == "computer")
+ self.play(compMove[1], animate);
+ }, 750);
}, delay);
}
},
this.conn.send(JSON.stringify({
code:"myname", name:this.myname, oppid:this.oppid}));
}
- this.mode = (this.mode=="human" ? "chat" : "idle");
this.cursor = this.vr.moves.length; //to navigate in finished game
},
+ getStoragePrefix: function(mode) {
+ let prefix = "";
+ if (mode == "computer")
+ prefix = "comp-";
+ else if (mode == "friend")
+ prefix = "anlz-";
+ return prefix;
+ },
setStorage: function() {
if (this.mode=="human")
{
localStorage.setItem("oppid", this.oppid);
localStorage.setItem("gameId", this.gameId);
}
- // 'prefix' = "comp-" to resume games vs. computer
- const prefix = (this.mode=="computer" ? "comp-" : "");
+ const prefix = this.getStoragePrefix(this.mode);
localStorage.setItem(prefix+"variant", variant);
localStorage.setItem(prefix+"mycolor", this.mycolor);
localStorage.setItem(prefix+"fenStart", this.fenStart);
localStorage.setItem(prefix+"score", "*");
},
updateStorage: function() {
- const prefix = (this.mode=="computer" ? "comp-" : "");
+ const prefix = this.getStoragePrefix(this.mode);
localStorage.setItem(prefix+"moves", JSON.stringify(this.vr.moves));
localStorage.setItem(prefix+"fen", this.vr.getFen());
if (this.score != "*")
},
// "computer mode" clearing is done through the menu
clearStorage: function() {
- if (["human","chat"].includes(this.mode))
+ if (this.mode == "human")
{
delete localStorage["myid"];
delete localStorage["oppid"];
delete localStorage["gameId"];
}
- const prefix = (this.mode=="computer" ? "comp-" : "");
+ const prefix = this.getStoragePrefix(this.mode);
delete localStorage[prefix+"variant"];
delete localStorage[prefix+"mycolor"];
delete localStorage[prefix+"fenStart"];
this.getRidOfTooltip(e.currentTarget);
document.getElementById("modal-chat").checked = true;
},
- clearComputerGame: function(e) {
+ clearCurrentGame: function(e) {
this.getRidOfTooltip(e.currentTarget);
- this.clearStorage(); //this.mode=="computer" (already checked)
+ this.clearStorage();
location.reload(); //to see clearing effects
},
showSettings: function(e) {
this.hints = !this.hints;
localStorage["hints"] = (this.hints ? "1" : "0");
},
- setColor: function(e) {
- this.color = e.target.options[e.target.selectedIndex].value;
- localStorage["color"] = this.color;
+ 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);
},
clickComputerGame: function(e) {
this.getRidOfTooltip(e.currentTarget);
+ if (this.mode == "computer" && this.score == "*"
+ && this.vr.turn != this.mycolor)
+ {
+ // Wait for computer reply first (avoid potential "ghost move" bug)
+ return;
+ }
this.newGame("computer");
},
clickFriendGame: function(e) {
this.endGame(this.mycolor=="w"?"0-1":"1-0");
},
newGame: function(mode, fenInit, color, oppId) {
- let fen = fenInit || VariantRules.GenRandInitFen();
+ const fen = fenInit || VariantRules.GenRandInitFen();
console.log(fen); //DEBUG
if (mode=="human" && !oppId)
{
const storageVariant = localStorage.getItem("variant");
- if (!!storageVariant && storageVariant !== variant)
+ if (!!storageVariant && storageVariant !== variant
+ && localStorage["score"] == "*")
{
return alert(translations["Finish your "] +
- storageVariant + translations[" game first!"]);
+ storageVariant + translations[" game first!"]);
}
// Send game request and wait..
try {
setTimeout(() => { modalBox.checked = false; }, 2000);
return;
}
- if (["human","chat"].includes(this.mode))
- {
- // Start a new game vs. another human (or...) => forget about current one
- this.clearStorage();
- }
+ const prefix = this.getStoragePrefix(mode);
if (mode == "computer")
{
- const storageVariant = localStorage.getItem("comp-variant");
+ const storageVariant = localStorage.getItem(prefix+"variant");
if (!!storageVariant)
{
- const score = localStorage.getItem("comp-score");
+ const score = localStorage.getItem(prefix+"score");
if (storageVariant !== variant && score == "*")
{
if (!confirm(storageVariant +
return;
}
}
- else if (score == "*")
- return this.continueGame("computer");
+ }
+ }
+ else if (mode == "friend")
+ {
+ const storageVariant = localStorage.getItem(prefix+"variant");
+ if (!!storageVariant)
+ {
+ const score = localStorage.getItem(prefix+"score");
+ if (storageVariant !== variant && score == "*")
+ {
+ if (!confirm(storageVariant +
+ translations[": current analysis will be erased"]))
+ {
+ return;
+ }
+ }
}
}
this.vr = new VariantRules(fen, []);
this.mode = mode;
this.incheck = [];
this.fenStart = V.ParseFen(fen).position; //this is enough
+ if (mode != "problem")
+ this.setStorage(); //store game state in case of interruptions
if (mode=="human")
{
// Opponent found!
if (this.sound >= 1)
new Audio("/sounds/newgame.mp3").play().catch(err => {});
document.getElementById("modal-newgame").checked = false;
- this.setStorage(); //in case of interruptions
}
else if (mode == "computer")
{
this.compWorker.postMessage(["init",this.vr.getFen()]);
this.mycolor = (Math.random() < 0.5 ? 'w' : 'b');
- this.setStorage(); //store game state
if (this.mycolor != this.vr.turn)
this.playComputerMove();
}
- //else: against a (IRL) friend or problem solving: nothing more to do
+ else if (mode == "friend")
+ this.mycolor = "w"; //convention...
+ //else: problem solving: nothing more to do
},
continueGame: function(mode) {
this.mode = mode;
this.oppid = (mode=="human" ? localStorage.getItem("oppid") : undefined);
- const prefix = (mode=="computer" ? "comp-" : "");
+ const prefix = this.getStoragePrefix(mode);
this.mycolor = localStorage.getItem(prefix+"mycolor");
const moves = JSON.parse(localStorage.getItem(prefix+"moves"));
const fen = localStorage.getItem(prefix+"fen");
const score = localStorage.getItem(prefix+"score"); //set in "endGame()"
this.fenStart = localStorage.getItem(prefix+"fenStart");
this.vr = new VariantRules(fen, moves);
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
if (mode == "human")
{
this.gameId = localStorage.getItem("gameId");
this.conn.send(JSON.stringify({
code:"ping",oppid:this.oppid,gameId:this.gameId}));
}
- else
+ else if (mode == "computer")
{
this.compWorker.postMessage(["init",fen]);
- if (this.mycolor != this.vr.turn)
+ if (score == "*" && this.mycolor != this.vr.turn)
this.playComputerMove();
}
- if (moves.length > 0)
- {
- const lastMove = moves[moves.length-1];
- this.vr.undo(lastMove);
- this.incheck = this.vr.getCheckSquares(lastMove);
- this.vr.play(lastMove, "ingame");
- }
+ //else: nothing special to do in friend mode
if (score != "*")
{
// Small delay required when continuation run faster than drawing page
this.selectedPiece.style.zIndex = 3000;
const startSquare = this.getSquareFromId(e.target.parentNode.id);
this.possibleMoves = [];
- if (!["idle","chat"].includes(this.mode))
+ if (this.score == "*")
{
const color = ["friend","problem"].includes(this.mode)
? this.vr.turn
move = this.vr.moves[this.cursor++];
}
if (!!programmatic) //computer or human opponent
- {
- this.animateMove(move);
- return;
- }
+ 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 (!["idle","chat"].includes(this.mode))
+ if (this.score == "*")
{
// Emergency check, if human game started "at the same time"
// TODO: robustify this...
if (this.mode == "human" && !!move.computer)
return;
- this.incheck = this.vr.getCheckSquares(move); //is opponent in check?
this.vr.play(move, "ingame");
+ // Is opponent in check?
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
if (this.sound == 2)
new Audio("/sounds/move.mp3").play().catch(err => {});
if (this.mode == "computer")
// Send the move to web worker (TODO: including his own moves?!)
this.compWorker.postMessage(["newmove",move]);
}
- }
- else
- {
- VariantRules.PlayOnBoard(this.vr.board, move);
- this.$forceUpdate(); //TODO: ?!
- }
- if (!["idle","chat"].includes(this.mode))
- {
const eog = this.vr.checkGameOver();
if (eog != "*")
{
}
}
}
- if (["human","computer"].includes(this.mode))
+ else
+ {
+ VariantRules.PlayOnBoard(this.vr.board, move);
+ this.$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();
this.vr.undo(lm);
if (this.sound == 2)
new Audio("/sounds/undo.mp3").play().catch(err => {});
- const lmBefore = this.vr.lastMove;
- if (!!lmBefore)
- {
- this.vr.undo(lmBefore);
- this.incheck = this.vr.getCheckSquares(lmBefore);
- this.vr.play(lmBefore, "ingame");
- }
- else
- this.incheck = [];
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
}
},
},