Fix computer mode in rules tab
[vchess.git] / public / javascripts / components / game.js
index edd17c4..37cdec1 100644 (file)
@@ -1,40 +1,64 @@
 // 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 ?)
+// TODO: also "observers" prop (human mode only), we should send moves to them too (in a web worker ? webRTC ?)
 // Game logic on a variant page: 3 modes, analyze, computer or human
 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"],
+       // subMode: "auto" (game comp vs comp) or "corr" (correspondance game)
+       props: ["conn","gameId","fen","mode","subMode","allowChat","allowMovelist","queryHash","settings"],
        data: function() {
                return {
                        oppConnected: false, //TODO?
-                       // 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
 
-                       // if oppid == "computer" then mode = "computer" (otherwise human)
                        oppid: "", //opponent ID in case of HH game
                        score: "*", //'*' means 'unfinished'
-                       // userColor: given by gameId, or fen (if no game Id)
+                       // 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) {
+                       // (Security) No effect if a computer move is in progress:
+                       if (this.mode == "computer" && this.lockCompThink)
+                               return this.$emit("computer-think");
                        this.vr = new VariantRules(newFen);
+                       this.moves = [];
+                       this.cursor = -1;
+                       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]);
+                               if (this.mycolor != "w" || this.subMode == "auto")
+                                       this.playComputerMove();
+                       }
                },
                gameId: function() {
                        this.loadGame();
                },
+               queryHash: function(newQhash) {
+                       // New query hash = "id=42"; get 42 as gameId
+                       this.gameId = parseInt(newQhash.substr(2));
+                       this.loadGame();
+               },
        },
        computed: {
                showChat: function() {
@@ -51,6 +75,7 @@ Vue.component('my-game', {
        // Modal end of game, and then sub-components
        // TODO: provide chat parameters (connection, players ID...)
        // TODO: controls: abort, clear, resign, draw (avec confirm box)
+       // TODO: add corrMsg to sent move in case of corr game
        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"/>
@@ -65,7 +90,9 @@ Vue.component('my-game', {
                        </div>
                        <my-chat v-if="showChat">
                        </my-chat>
-                       <my-board v-bind:vr="vr" :last-move="lastMove" :mode="mode" :orientation="orientation" :user-color="mycolor" @play-move="play">
+                       <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>
@@ -74,6 +101,13 @@ Vue.component('my-game', {
                                <button @click="gotoBegin">GotoBegin</button>
                                <button @click="gotoEnd">GotoEnd</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() }}
@@ -175,32 +209,28 @@ Vue.component('my-game', {
                        this.conn.addEventListener('message', socketMessageListener);
                        this.conn.addEventListener('close', socketCloseListener);
                };
-               this.conn.onmessage = socketMessageListener;
-               this.conn.onclose = socketCloseListener;
+               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]);
-               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);
                }
        },
@@ -216,8 +246,8 @@ Vue.component('my-game', {
                        this.mycolor = game.mycolor || "w";
                        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";
@@ -286,20 +316,18 @@ Vue.component('my-game', {
                },
                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)
+                       this.$emit("game-over", score);
+                       if (this.mode == "human")
                        {
-                               // Send our nickname to opponent
-                               this.conn.send(JSON.stringify({
-                                       code:"myname", name:this.myname, oppid:this.oppid}));
+                               localStorage["score"] = score;
+                               if (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
                },
                resign: function(e) {
                        this.getRidOfTooltip(e.currentTarget);
@@ -318,20 +346,20 @@ Vue.component('my-game', {
                        this.compWorker.postMessage(["askmove"]);
                },
                animateMove: function(move) {
-                       let startSquare = document.getElementById(this.getSquareId(move.start));
-                       let endSquare = document.getElementById(this.getSquareId(move.end));
+                       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("#" + this.getSquareId(move.start) + " > img.piece");
+                               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 != this.getSquareId(move.start))
+                               if (square.id != getSquareId(move.start))
                                        square.style.zIndex = "-1";
                        }
                        movingPiece.style.transform = "translate(" + translation.x + "px," +
@@ -346,18 +374,26 @@ Vue.component('my-game', {
                        }, 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 (!move.notation)
                                move.notation = this.vr.getNotation(move);
@@ -368,12 +404,12 @@ Vue.component('my-game', {
                        this.lastMove = move;
                        if (!move.fen)
                                move.fen = this.vr.getFen();
-                       if (this.sound == 2)
+                       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.userColor)
+                               if (this.vr.turn == this.mycolor)
                                        this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
                        }
                        else if (this.mode == "computer")
@@ -400,8 +436,12 @@ Vue.component('my-game', {
                                        this.showScoreMsg(score);
                                // TODO: notify end of game (give score)
                        }
-                       else if (this.mode == "computer" && this.vr.turn != this.userColor)
+                       // 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].$forceUpdate(); //TODO!?
@@ -410,16 +450,16 @@ Vue.component('my-game', {
                        let navigate = !move;
                        if (navigate)
                        {
-                               if (this.cursor == 0)
+                               if (this.cursor < 0)
                                        return; //no more moves
-                               move = this.moves[this.cursor-1];
+                               move = this.moves[this.cursor];
                        }
                        this.vr.undo(move);
                        this.cursor--;
-                       this.lastMove = (this.cursor > 0 ? this.moves[this.cursor-1] : undefined);
+                       this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
                        if (navigate)
                                this.$children[0].$forceUpdate(); //TODO!?
-                       if (this.sound == 2)
+                       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")
@@ -429,17 +469,16 @@ Vue.component('my-game', {
                },
                gotoMove: function(index) {
                        this.vr = new VariantRules(this.moves[index].fen);
-                       this.cursor = index+1;
+                       this.cursor = index;
                        this.lastMove = this.moves[index];
                },
                gotoBegin: function() {
                        this.vr = new VariantRules(this.fenStart);
-                       this.cursor = 0;
+                       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);