-// TODO: envoyer juste "light move", sans FEN ni notation ...etc
-// TODO: also "observers" prop, we should send moves to them too (in a web worker ? webRTC ?)
// 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', {
// gameId: to find the game in storage (assumption: it exists)
// fen: to start from a FEN without identifiers (analyze mode)
- props: ["conn","gameId","fen","mode","allowChat","allowMovelist","queryHash","settings"],
+ // 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 {
- oppConnected: false, //TODO?
// 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",
-
- oppid: "", //opponent ID in case of HH game
+ 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: 0,
+ cursor: -1, //index of the move just played
lastMove: null,
};
},
watch: {
- fen: function(newFen) {
- this.vr = new VariantRules(newFen);
- this.moves = [];
- this.cursor = 0;
- this.fenStart = newFen;
- this.score = "*";
- if (this.mode == "analyze")
- {
- this.mycolor = V.ParseFen(newFen).turn;
- this.orientation = "w"; //convention (TODO?!)
- }
- 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",newFen]);
- }
+ 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();
},
- gameId: function() {
- this.loadGame();
- },
- queryHash: function(newQhash) {
- // New query hash = "id=42"; get 42 as gameId
- this.gameId = parseInt(newQhash.substr(2));
+ gameRef: function() {
this.loadGame();
},
},
},
},
// Modal end of game, and then sub-components
- // TODO: provide chat parameters (connection, players ID...)
- // TODO: controls: abort, clear, resign, draw (avec confirm box)
template: `
<div class="col-sm-12 col-md-10 col-md-offset-1 col-lg-8 col-lg-offset-2">
<input id="modal-eog" type="checkbox" class="modal"/>
</h3>
</div>
</div>
- <my-chat v-if="showChat">
+ <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"
<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() }}
<div id="pgn-div" class="section-content">
<a id="download" href="#">
</a>
- <button id="downloadBtn" @click="download">
- {{ translate("Download PGN") }}
- </button>
+ <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>
`,
created: function() {
- if (!!this.gameId)
+ if (!!this.gameRef)
this.loadGame();
else if (!!this.fen)
{
- this.vr = new VariantRules(this.fen);
+ this.vr = new V(this.fen);
this.fenStart = this.fen;
}
- // TODO: after game, archive in indexedDB
- // TODO: this events listener is central. Refactor ? How ?
+ // 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.name!="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.addEventListener('message', socketMessageListener);
this.conn.addEventListener('close', socketCloseListener);
this.conn.onmessage = socketMessageListener;
this.conn.onclose = socketCloseListener;
}
-
- // Computer moves web worker logic: (TODO: also for observers in HH games)
+ // Computer moves web worker logic: (TODO: also for observers in HH games ?)
this.compWorker.postMessage(["scripts",variant.name]);
- const self = this;
- this.compWorker.onmessage = function(e) {
+ 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.name!="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);
}
},
- // this.conn est une prop, donnée depuis variant.js
- //dans variant.js (plutôt room.js) conn gère aussi les challenges
- // Puis en webRTC, repenser tout ça.
+ // 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() {
- const game = getGameFromStorage(this.gameId);
- this.oppid = game.oppid; //opponent ID in case of running HH game
+ // 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 || "w";
+ this.mycolor = game.mycolor;
this.fenStart = game.fenStart;
this.moves = game.moves;
- this.cursor = game.moves.length;
- this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor-1] : null);
+ this.cursor = game.moves.length-1;
+ this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null);
},
setEndgameMessage: function(score) {
let eogMessage = "Undefined";
},
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(score);
- if (this.mode == "human" && this.oppConnected)
- {
- // Send our nickname to opponent
- this.conn.send(JSON.stringify({
- code:"myname", name:this.myname, oppid:this.oppid}));
- }
- // TODO: what about cursor ?
- //this.cursor = this.vr.moves.length; //to navigate in finished game
+ 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();
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); //TODO: plutôt envoyer message "please play"
+ this.play(move);
}, 250);
},
play: function(move, programmatic) {
+ let navigate = !move;
// Forbid playing outside analyze mode when cursor isn't at moves.length-1
- if (this.mode != "analyze" && this.cursor < this.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)
+ {
return;
- let navigate = !move;
+ }
if (navigate)
{
- if (this.cursor == this.moves.length)
+ if (this.cursor == this.moves.length-1)
return; //no more moves
- move = this.moves[this.cursor];
+ move = this.moves[this.cursor+1];
}
- if (!!programmatic) //computer or human opponent
+ 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.subMode == "corr" && this.mycolor == this.vr.turn)
+ {
+ // TODO: show confirm box "validate move ?"
+ }
if (!move.notation)
move.notation = this.vr.getNotation(move);
if (!move.color)
if (this.cursor == this.moves.length)
this.moves.push(move);
else
- this.moves = this.moves.slice(0,this.cursor-1).concat([move]);
+ this.moves = this.moves.slice(0,this.cursor).concat([move]);
}
// Is opponent in check?
this.incheck = this.vr.getCheckSquares(this.vr.turn);
this.endGame(score);
else //just show score on screen (allow undo)
this.showScoreMsg(score);
- // TODO: notify end of game (give score)
}
- else if (this.mode == "computer" && this.vr.turn != this.mycolor)
+ // 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!?
let navigate = !move;
if (navigate)
{
- if (this.cursor == 0)
+ if (this.cursor < 0)
return; //no more moves
- move = this.moves[this.cursor-1];
+ move = this.moves[this.cursor];
}
this.vr.undo(move);
this.cursor--;
- this.lastMove = (this.cursor > 0 ? this.moves[this.cursor-1] : undefined);
- if (navigate)
- this.$children[0].$forceUpdate(); //TODO!?
+ 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.mode == "analyze")
- this.moves.pop();
if (navigate)
- this.$forceUpdate(); //TODO!?
+ this.$children[0].$forceUpdate(); //TODO!?
+ else if (this.mode == "analyze") //TODO: can this happen?
+ this.moves.pop();
},
gotoMove: function(index) {
- this.vr = new VariantRules(this.moves[index].fen);
- this.cursor = index+1;
+ this.vr = new V(this.moves[index].fen);
+ this.cursor = index;
this.lastMove = this.moves[index];
},
gotoBegin: function() {
- this.vr = new VariantRules(this.fenStart);
- this.cursor = 0;
+ this.vr = new V(this.fenStart);
+ this.cursor = -1;
this.lastMove = null;
},
gotoEnd: function() {
this.gotoMove(this.moves.length-1);
- this.lastMove = this.moves[this.moves.length-1];
},
flip: function() {
this.orientation = V.GetNextCol(this.orientation);
},
},
})
-//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
-//TODO: quand partie terminée (ci-dessus) passer partie dans indexedDB