-// Game logic on a variant page
+// Game logic on a variant page: 3 modes, analyze, computer or human
+// TODO: envoyer juste "light move", sans FEN ni notation ...etc
+// TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ?
+// onClick :: ask full game to remote player, and register as an observer in game
+// (use gameId to communicate)
+// on landing on game :: if gameId not found locally, check remotely
+// ==> il manque un param dans game : "remoteId"
Vue.component('my-game', {
- props: ["gameId"], //to find the game in storage (assumption: it exists)
+ // gameId: to find the game in storage (assumption: it exists)
+ // fen: to start from a FEN without identifiers (analyze mode)
+ // subMode: "auto" (game comp vs comp) or "corr" (correspondance game),
+ // or "examine" (after human game: TODO)
+ props: ["conn","gameRef","fen","mode","subMode",
+ "allowChat","allowMovelist","settings"],
data: function() {
return {
-
- // TODO: merge next variables into "game"
- // if oppid == "computer" then mode = "computer" (otherwise human)
- myid: "", //our ID, always set
- //this.myid = localStorage.getItem("myid")
- oppid: "", //opponent ID in case of HH game
- score: "*", //'*' means 'unfinished'
- mycolor: "w",
- fromChallenge: false, //if true, show chat during game
-
- conn: null, //socket connection
- oppConnected: false,
- seek: false,
- fenStart: "",
- pgnTxt: "",
- // 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:
compWorker: new Worker('/javascripts/playCompMove.js'),
timeStart: undefined, //time when computer starts thinking
+ vr: null, //VariantRules object, describing the game state + rules
+ endgameMessage: "",
+ orientation: "w",
+ lockCompThink: false, //used to avoid some ghost moves
+ myname: user.name, //may be anonymous (thus no name)
+ opponents: {}, //filled later (potentially 2 or 3 opponents)
+ drawOfferSent: false, //did I just ask for draw?
+ people: {}, //observers
+ score: "*", //'*' means 'unfinished'
+ // userColor: given by gameId, or fen in problems mode (if no game Id)...
+ mycolor: "w",
+ fenStart: "",
+ moves: [], //TODO: initialize if gameId is defined...
+ cursor: -1, //index of the move just played
+ lastMove: null,
};
},
- computed: {
- mode: function() {
- return (this.game.oppid == "computer" ? "computer" ? "human");
+ watch: {
+ fen: function() {
+ // (Security) No effect if a computer move is in progress:
+ if (this.mode == "computer" && this.lockCompThink)
+ return this.$emit("computer-think");
+ this.newGameFromFen();
+ },
+ gameRef: function() {
+ this.loadGame();
},
+ },
+ computed: {
showChat: function() {
- return this.mode=='human' &&
- (this.game.score != '*' || this.game.fromChallenge);
+ return this.allowChat && this.mode=='human' && this.score != '*';
},
showMoves: function() {
- return window.innerWidth >= 768;
+ return true;
+ return this.allowMovelist && window.innerWidth >= 768;
+ },
+ showFen: function() {
+ return variant.name != "Dark" || this.score != "*";
},
},
// Modal end of game, and then sub-components
<input id="modal-eog" type="checkbox" class="modal"/>
<div role="dialog" aria-labelledby="eogMessage">
<div class="card smallpad small-modal text-center">
- <label for="modal-eog" class="modal-close"></label>
- <h3 id="eogMessage" class="section">{{ endgameMessage }}</h3>
-
- <my-chat v-if="showChat"></my-chat>
- //TODO: connection + turn indicators en haut à droite (superposé au menu)
- <my-board></my-board>
- // TODO: controls: abort, clear, resign, draw (avec confirm box)
- // et si partie terminée : (mode analyse) just clear, back / play
- // + flip button toujours disponible
-
+ <label for="modal-eog" class="modal-close">
+ </label>
+ <h3 id="eogMessage" class="section">
+ {{ endgameMessage }}
+ </h3>
+ </div>
+ </div>
+ <my-chat v-if="showChat" :conn="conn" :myname="myname"
+ :opponents="opponents" :people="people">
+ </my-chat>
+ <my-board v-bind:vr="vr" :last-move="lastMove" :mode="mode"
+ :orientation="orientation" :user-color="mycolor" :settings="settings"
+ @play-move="play">
+ </my-board>
+ <div class="button-group">
+ <button @click="() => play()">Play</button>
+ <button @click="() => undo()">Undo</button>
+ <button @click="flip">Flip</button>
+ <button @click="gotoBegin">GotoBegin</button>
+ <button @click="gotoEnd">GotoEnd</button>
+ </div>
+ <div v-if="mode=='human'" class="button-group">
+ <button @click="offerDraw">Draw</button>
+ <button @click="abortGame">Abort</button>
+ <button @click="resign">Resign</button>
+ </div>
+ <div v-if="mode=='human' && subMode=='corr'">
+ <textarea v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg">
+ </textarea>
+ <div v-show="cursor>=0">
+ {{ moves[cursor].message }}
+ </div>
+ </div>
+ <div v-if="showFen && !!vr" id="fen-div" class="section-content">
+ <p id="fen-string" class="text-center">
+ {{ vr.getFen() }}
+ </p>
+ </div>
<div id="pgn-div" class="section-content">
- <a id="download" href: "#"></a>
- <button id="downloadBtn" @click="download">
- {{ translations["Download PGN"] }}
- </button>
-
- <my-move-list v-if="showMoves"></my-move-list>
+ <a id="download" href="#">
+ </a>
+ <div class="button-group">
+ <button id="downloadBtn" @click="download">
+ {{ translate("Download PGN") }}
+ </button>
+ <button>Import game</button>
+ </div>
+ </div>
+ <my-move-list v-if="showMoves" :moves="moves" :cursor="cursor" @goto-move="gotoMove">
+ </my-move-list>
</div>
`,
- computed: {
- endgameMessage: function() {
- let eogMessage = "Unfinished";
- switch (this.game.score)
- {
- case "1-0":
- eogMessage = translations["White win"];
- break;
- case "0-1":
- eogMessage = translations["Black win"];
- break;
- case "1/2":
- eogMessage = translations["Draw"];
- break;
- }
- return eogMessage;
- },
- },
created: function() {
- const url = socketUrl;
- this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
-// const socketOpenListener = () => {
-// };
-
-// TODO: after game, archive in indexedDB
-
- // TODO: this events listener is central. Refactor ? How ?
+ if (!!this.gameRef)
+ this.loadGame();
+ else if (!!this.fen)
+ {
+ this.vr = new V(this.fen);
+ this.fenStart = this.fen;
+ }
+ // TODO: if I'm one of the players in game, then:
+ // Send ping to server (answer pong if opponent is connected)
+ if (true && !!this.conn && !!this.gameRef)
+ {
+ this.conn.onopen = () => {
+ this.conn.send(JSON.stringify({
+ code:"ping",oppid:this.oppid,gameId:this.gameRef.id}));
+ };
+ }
+ // TODO: also handle "draw accepted" (use opponents array?)
+ // --> must give this info also when sending lastState...
+ // and, if all players agree then OK draw (end game ...etc)
const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
let L = undefined;
switch (data.code)
{
case "newmove": //..he played!
- this.play(data.move, (variant!="Dark" ? "animate" : null));
+ this.play(data.move, variant.name!="Dark" ? "animate" : null);
break;
case "pong": //received if we sent a ping (game still alive on our side)
- if (this.gameId != data.gameId)
+ if (this.gameRef.id != data.gameId)
break; //games IDs don't match: definitely over...
this.oppConnected = true;
- // Send our "last state" informations to opponent
+ // Send our "last state" informations to opponent(s)
L = this.vr.moves.length;
- this.conn.send(JSON.stringify({
- code: "lastate",
- oppid: this.oppid,
- gameId: this.gameId,
- lastMove: (L>0?this.vr.moves[L-1]:undefined),
- movesCount: L,
- }));
+ Object.keys(this.opponents).forEach(oid => {
+ this.conn.send(JSON.stringify({
+ code: "lastate",
+ oppid: oid,
+ gameId: this.gameRef.id,
+ lastMove: (L>0?this.vr.moves[L-1]:undefined),
+ movesCount: L,
+ }));
+ });
break;
+ // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one)
case "lastate": //got opponent infos about last move
L = this.vr.moves.length;
- if (this.gameId != data.gameId)
+ if (this.gameRef.id != data.gameId)
break; //games IDs don't match: nothing we can do...
// OK, opponent still in game (which might be over)
if (this.score != "*")
this.conn.send(JSON.stringify({
code: "lastate",
oppid: data.oppid,
- gameId: this.gameId,
+ gameId: this.gameRef.id,
score: this.score,
}));
}
// We must tell last move to opponent
this.conn.send(JSON.stringify({
code: "lastate",
- oppid: this.oppid,
- gameId: this.gameId,
+ oppid: this.opponent.id,
+ gameId: this.gameRef.id,
lastMove: this.vr.moves[L-1],
movesCount: L,
}));
// TODO: also use (dis)connect info to count online players?
case "connect":
case "disconnect":
- if (this.mode=="human" && this.oppid == data.id)
- this.oppConnected = (data.code == "connect");
- if (this.oppConnected && this.score != "*")
+ if (this.mode=="human")
{
- // Send our name to the opponent, in case of he hasn't it
- this.conn.send(JSON.stringify({
- code:"myname", name:this.myname, oppid: this.oppid}));
+ const online = (data.code == "connect");
+ // If this is an opponent ?
+ if (!!this.opponents[data.id])
+ this.opponents[data.id].online = online;
+ else
+ {
+ // Or an observer ?
+ if (!online)
+ delete this.people[data.id];
+ else
+ this.people[data.id] = data.name;
+ }
}
break;
}
};
-
const socketCloseListener = () => {
- this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
- //this.conn.addEventListener('open', socketOpenListener);
this.conn.addEventListener('message', socketMessageListener);
this.conn.addEventListener('close', socketCloseListener);
};
- //this.conn.onopen = socketOpenListener;
- this.conn.onmessage = socketMessageListener;
- this.conn.onclose = socketCloseListener;
-
-
- // Listen to keyboard left/right to navigate in game
- // TODO: also mouse wheel !
- document.onkeydown = event => {
- if (["human","computer"].includes(this.mode) &&
- !!this.vr && this.vr.moves.length > 0 && [37,39].includes(event.keyCode))
- {
- event.preventDefault();
- if (event.keyCode == 37) //Back
- this.undo();
- else //Forward (39)
- this.play();
- }
- };
-
-
- // 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) {
+ if (!!this.conn)
+ {
+ this.conn.onmessage = socketMessageListener;
+ this.conn.onclose = socketCloseListener;
+ }
+ // Computer moves web worker logic: (TODO: also for observers in HH games ?)
+ this.compWorker.postMessage(["scripts",variant.name]);
+ this.compWorker.onmessage = e => {
+ this.lockCompThink = true; //to avoid some ghost moves
let compMove = e.data;
- 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);
+ // Small delay for the bot to appear "more human"
+ const delay = Math.max(500-(Date.now()-this.timeStart), 0);
setTimeout(() => {
- const animate = (variant!="Dark" ? "animate" : null);
- if (self.mode == "computer") //warning: mode could have changed!
- self.play(compMove[0], animate);
+ const animate = variant.name != "Dark";
+ this.play(compMove[0], animate);
if (compMove.length == 2)
- setTimeout( () => {
- if (self.mode == "computer")
- self.play(compMove[1], animate);
- }, 750);
+ setTimeout( () => { this.play(compMove[1], animate); }, 750);
+ else //250 == length of animation (TODO: should be a constant somewhere)
+ setTimeout( () => this.lockCompThink = false, 250);
}, delay);
}
},
-
-
+ // dans variant.js (plutôt room.js) conn gère aussi les challenges
+ // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
methods: {
+ offerDraw: function() {
+ if (!confirm("Offer draw?"))
+ return;
+ // Stay in "draw offer sent" state until next move is played
+ this.drawOfferSent = true;
+ if (this.subMode == "corr")
+ {
+ // TODO: set drawOffer on in game (how ?)
+ }
+ else //live game
+ {
+ this.opponents.forEach(o => {
+ if (!!o.online)
+ {
+ try {
+ this.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
+ } catch (INVALID_STATE_ERR) {
+ return;
+ }
+ }
+ });
+ }
+ },
+ // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
+ receiveDrawOffer: function() {
+ //if (...)
+ // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
+ // if accept: send message "draw"
+ },
+ abortGame: function() {
+ if (!confirm("Abort the game?"))
+ return;
+ //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
+ //send message: "gameOver" avec score "?"
+ },
+ resign: function(e) {
+ if (!confirm("Resign the game?"))
+ return;
+ if (this.mode == "human" && this.oppConnected(this.oppid))
+ {
+ try {
+ this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
+ } catch (INVALID_STATE_ERR) {
+ return;
+ }
+ }
+ this.endGame(this.mycolor=="w"?"0-1":"1-0");
+ },
+ translate: translate,
+ newGameFromFen: function() {
+ this.vr = new V(this.fen);
+ this.moves = [];
+ this.cursor = -1;
+ this.fenStart = this.fen;
+ this.score = "*";
+ if (this.mode == "analyze")
+ {
+ this.mycolor = V.ParseFen(this.fen).turn;
+ this.orientation = this.mycolor;
+ }
+ else if (this.mode == "computer") //only other alternative (HH with gameId)
+ {
+ this.mycolor = (Math.random() < 0.5 ? "w" : "b");
+ this.orientation = this.mycolor;
+ this.compWorker.postMessage(["init",this.fen]);
+ if (this.mycolor != "w" || this.subMode == "auto")
+ this.playComputerMove();
+ }
+ },
+ loadGame: function() {
+ // TODO: ask game to remote peer if this.remoteId is set
+ // (or just if game not found locally)
+ // NOTE: if it's a corr game, ask it from server
+ const game = getGameFromStorage(this.gameRef.id, this.gameRef.uid); //uid may be blank
+ this.opponent.id = game.oppid; //opponent ID in case of running HH game
+ this.opponent.name = game.oppname; //maye be blank (if anonymous)
+ this.score = game.score;
+ this.mycolor = game.mycolor;
+ this.fenStart = game.fenStart;
+ this.moves = game.moves;
+ this.cursor = game.moves.length-1;
+ this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null);
+ },
+ setEndgameMessage: function(score) {
+ let eogMessage = "Undefined";
+ switch (score)
+ {
+ case "1-0":
+ eogMessage = translations["White win"];
+ break;
+ case "0-1":
+ eogMessage = translations["Black win"];
+ break;
+ case "1/2":
+ eogMessage = translations["Draw"];
+ break;
+ case "?":
+ eogMessage = "Unfinished";
+ break;
+ }
+ this.endgameMessage = eogMessage;
+ },
download: function() {
- // Variants may have special PGN structure (so next function isn't defined here)
- const content = V.GetPGN(this.moves, this.mycolor, this.score, this.fenStart, this.mode);
+ const content = this.getPgn();
// Prepare and trigger download link
let downloadAnchor = document.getElementById("download");
downloadAnchor.setAttribute("download", "game.pgn");
downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
downloadAnchor.click();
},
- showScoreMsg: function() {
+ getPgn: function() {
+ let pgn = "";
+ pgn += '[Site "vchess.club"]\n';
+ const opponent = (this.mode=="human" ? "Anonymous" : "Computer");
+ pgn += '[Variant "' + variant.name + '"]\n';
+ pgn += '[Date "' + getDate(new Date()) + '"]\n';
+ const whiteName = ["human","computer"].includes(this.mode)
+ ? (this.mycolor=='w'?'Myself':opponent)
+ : "analyze";
+ const blackName = ["human","computer"].includes(this.mode)
+ ? (this.mycolor=='b'?'Myself':opponent)
+ : "analyze";
+ pgn += '[White "' + whiteName + '"]\n';
+ pgn += '[Black "' + blackName + '"]\n';
+ pgn += '[Fen "' + this.fenStart + '"]\n';
+ pgn += '[Result "' + this.score + '"]\n\n';
+ let counter = 1;
+ let i = 0;
+ while (i < this.moves.length)
+ {
+ pgn += (counter++) + ".";
+ for (let color of ["w","b"])
+ {
+ let move = "";
+ while (i < this.moves.length && this.moves[i].color == color)
+ move += this.moves[i++].notation[0] + ",";
+ move = move.slice(0,-1); //remove last comma
+ pgn += move + (i < this.moves.length-1 ? " " : "");
+ }
+ }
+ return pgn + "\n";
+ },
+ showScoreMsg: function(score) {
+ this.setEndgameMessage(score);
let modalBox = document.getElementById("modal-eog");
modalBox.checked = true;
setTimeout(() => { modalBox.checked = false; }, 2000);
},
endGame: function(score) {
this.score = score;
- if (["human","computer"].includes(this.mode))
- {
- const prefix = (this.mode=="computer" ? "comp-" : "");
- localStorage.setItem(prefix+"score", score);
- }
- this.showScoreMsg();
- if (this.mode == "human" && this.oppConnected)
- {
- // Send our nickname to opponent
- this.conn.send(JSON.stringify({
- code:"myname", name:this.myname, oppid:this.oppid}));
- }
- this.cursor = this.vr.moves.length; //to navigate in finished game
+ this.showScoreMsg(score);
+ if (this.mode == "human")
+ localStorage["score"] = score;
+ this.$emit("game-over");
},
- 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");
+ oppConnected: function(uid) {
+ return this.opponents.any(o => o.id == uidi && o.online);
},
playComputerMove: function() {
this.timeStart = Date.now();
this.compWorker.postMessage(["askmove"]);
},
- // OK, these last functions can stay here (?!)
+ animateMove: function(move) {
+ let startSquare = document.getElementById(getSquareId(move.start));
+ let endSquare = document.getElementById(getSquareId(move.end));
+ let rectStart = startSquare.getBoundingClientRect();
+ let rectEnd = endSquare.getBoundingClientRect();
+ let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
+ let movingPiece =
+ document.querySelector("#" + getSquareId(move.start) + " > img.piece");
+ // HACK for animation (with positive translate, image slides "under background")
+ // Possible improvement: just alter squares on the piece's way...
+ squares = document.getElementsByClassName("board");
+ for (let i=0; i<squares.length; i++)
+ {
+ let square = squares.item(i);
+ if (square.id != getSquareId(move.start))
+ square.style.zIndex = "-1";
+ }
+ movingPiece.style.transform = "translate(" + translation.x + "px," +
+ translation.y + "px)";
+ movingPiece.style.transitionDuration = "0.2s";
+ movingPiece.style.zIndex = "3000";
+ setTimeout( () => {
+ for (let i=0; i<squares.length; i++)
+ squares.item(i).style.zIndex = "auto";
+ movingPiece.style = {}; //required e.g. for 0-0 with KR swap
+ this.play(move);
+ }, 250);
+ },
play: function(move, programmatic) {
- if (!move)
+ let navigate = !move;
+ // Forbid playing outside analyze mode when cursor isn't at moves.length-1
+ // (except if we receive opponent's move, human or computer)
+ if (!navigate && this.mode != "analyze" && !programmatic
+ && this.cursor < this.moves.length-1)
{
- // Navigate after game is over
- if (this.cursor >= this.moves.length)
- return; //already at the end
- move = this.moves[this.cursor++];
+ return;
}
- if (!!programmatic) //computer or human opponent
+ if (navigate)
+ {
+ if (this.cursor == this.moves.length-1)
+ return; //no more moves
+ move = this.moves[this.cursor+1];
+ }
+ if (!!programmatic) //computer or (remote) human opponent
+ {
+ if (this.cursor < this.moves.length-1)
+ this.gotoEnd(); //required to play the move
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}));
-
-
- // 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()
+ if (this.mode == "human" && this.subMode == "corr" && this.mycolor == this.vr.turn)
{
- // Emergency check, if human game started "at the same time"
- // TODO: robustify this...
- if (this.mode == "human" && !!move.computer)
- return;
- 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]);
- }
- const eog = this.vr.getCurrentScore();
- if (eog != "*")
- {
- if (["human","computer"].includes(this.mode))
- this.endGame(eog);
- else
- {
- // Just show score on screen (allow undo)
- this.score = eog;
- this.showScoreMsg();
- }
- }
+ // TODO: show confirm box "validate move ?"
}
-// else
-// {
-// VariantRules.PlayOnBoard(this.vr.board, move);
-// this.$forceUpdate(); //TODO: ?!
-// }
- if (["human","computer","friend"].includes(this.mode))
- this.updateStorage(); //after our moves and opponent moves
- if (this.mode == "computer" && this.vr.turn != this.mycolor && this.score == "*")
+ if (!move.notation)
+ move.notation = this.vr.getNotation(move);
+ if (!move.color)
+ move.color = this.vr.turn;
+ this.vr.play(move);
+ this.cursor++;
+ this.lastMove = move;
+ if (!move.fen)
+ move.fen = this.vr.getFen();
+ if (this.settings.sound == 2)
+ new Audio("/sounds/move.mp3").play().catch(err => {});
+ if (this.mode == "human")
+ {
+ updateStorage(move); //after our moves and opponent moves
+ if (this.vr.turn == this.mycolor)
+ this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
+ }
+ else if (this.mode == "computer")
+ {
+ // Send the move to web worker (including his own moves)
+ this.compWorker.postMessage(["newmove",move]);
+ }
+ if (!navigate && (this.score == "*" || this.mode == "analyze"))
+ {
+ // Stack move on movesList at current cursor
+ if (this.cursor == this.moves.length)
+ this.moves.push(move);
+ else
+ this.moves = this.moves.slice(0,this.cursor).concat([move]);
+ }
+ // Is opponent in check?
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ const score = this.vr.getCurrentScore();
+ if (score != "*")
+ {
+ if (["human","computer"].includes(this.mode))
+ this.endGame(score);
+ else //just show score on screen (allow undo)
+ this.showScoreMsg(score);
+ }
+ // subTurn condition for Marseille (and Avalanche) rules
+ else if ((this.mode == "computer" && (!this.vr.subTurn || this.vr.subTurn <= 1))
+ && (this.subMode == "auto" || this.vr.turn != this.mycolor))
+ {
this.playComputerMove();
+ }
+ // https://vuejs.org/v2/guide/list.html#Caveats (also for undo)
+ if (navigate)
+ this.$children[0].$forceUpdate(); //TODO!?
},
- // TODO: merge two next functions
- undo: function() {
- // Navigate after game is over
- if (this.cursor == 0)
- return; //already at the beginning
- if (this.cursor == this.vr.moves.length)
- this.incheck = []; //in case of...
- const move = this.vr.moves[--this.cursor];
- VariantRules.UndoOnBoard(this.vr.board, move);
- this.$forceUpdate(); //TODO: ?!
- },
- undoInGame: function() {
- const lm = this.vr.lastMove;
- if (!!lm)
+ undo: function(move) {
+ let navigate = !move;
+ if (navigate)
{
- this.vr.undo(lm);
- if (this.sound == 2)
- new Audio("/sounds/undo.mp3").play().catch(err => {});
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ if (this.cursor < 0)
+ return; //no more moves
+ move = this.moves[this.cursor];
}
+ this.vr.undo(move);
+ this.cursor--;
+ this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
+ if (this.settings.sound == 2)
+ new Audio("/sounds/undo.mp3").play().catch(err => {});
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ if (navigate)
+ this.$children[0].$forceUpdate(); //TODO!?
+ else if (this.mode == "analyze") //TODO: can this happen?
+ this.moves.pop();
+ },
+ gotoMove: function(index) {
+ this.vr = new V(this.moves[index].fen);
+ this.cursor = index;
+ this.lastMove = this.moves[index];
+ },
+ gotoBegin: function() {
+ this.vr = new V(this.fenStart);
+ this.cursor = -1;
+ this.lastMove = null;
+ },
+ gotoEnd: function() {
+ this.gotoMove(this.moves.length-1);
+ },
+ flip: function() {
+ this.orientation = V.GetNextCol(this.orientation);
},
},
})
-
-//// TODO: keep moves list here
-//get lastMove()
-// {
-// const L = this.moves.length;
-// return (L>0 ? this.moves[L-1] : null);
-// }
-//
-//// here too:
-// move.notation = this.getNotation(move);
-//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