-// TODO: use indexedDB instead of localStorage? (more flexible: allow several games)
+// 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)
+ // subMode: "auto" (game comp vs comp) or "corr" (correspondance game),
+ // or "examine" (after human game: TODO)
+ props: ["conn","gameId","fen","mode","subMode","allowChat","allowMovelist",
+ "queryHash","settings"],
data: function() {
return {
- vr: null, //object to check moves, store them, FEN..
- mycolor: "w",
- possibleMoves: [], //filled after each valid click/dragstart
- choices: [], //promotion pieces, or checkered captures... (contain possible pieces)
- start: {}, //pixels coordinates + id of starting square (click or drag)
- selectedPiece: null, //moving piece (or clicked piece)
- conn: null, //socket messages
+ // 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'
- mode: "idle", //human, computer or idle (when not playing)
- oppid: "", //opponent ID in case of HH game
- oppConnected: false,
- seek: false,
+ // userColor: given by gameId, or fen in problems mode (if no game Id)...
+ mycolor: "w",
fenStart: "",
- incheck: [],
- pgnTxt: "",
- expert: document.cookie.length>0 ? document.cookie.substr(-1)=="1" : false,
+ moves: [], //TODO: initialize if gameId is defined...
+ cursor: -1, //index of the move just played
+ lastMove: null,
};
},
- render(h) {
- let [sizeX,sizeY] = VariantRules.size;
- // Precompute hints squares to facilitate rendering
- let hintSquares = doubleArray(sizeX, sizeY, false);
- this.possibleMoves.forEach(m => { hintSquares[m.end.x][m.end.y] = true; });
- // Also precompute in-check squares
- let incheckSq = doubleArray(sizeX, sizeY, false);
- this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; });
- let elementArray = [];
- const playingHuman = (this.mode == "human");
- const playingComp = (this.mode == "computer");
- let actionArray = [
- h('button',
- {
- on: { click: this.clickGameSeek },
- attrs: { "aria-label": 'New game VS human' },
- 'class': {
- "tooltip": true,
- "bottom": true, //display below
- "seek": this.seek,
- "playing": playingHuman,
- },
- },
- [h('i', { 'class': { "material-icons": true } }, "accessibility")]),
- h('button',
- {
- on: { click: this.clickComputerGame },
- attrs: { "aria-label": 'New game VS computer' },
- 'class': {
- "tooltip":true,
- "bottom": true,
- "playing": playingComp,
- },
- },
- [h('i', { 'class': { "material-icons": true } }, "computer")])
- ];
- if (!!this.vr)
+ 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.newGameFromFen(newFen);
+ },
+ 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() {
+ return this.allowChat && this.mode=='human' && this.score != '*';
+ },
+ showMoves: function() {
+ return true;
+ return this.allowMovelist && window.innerWidth >= 768;
+ },
+ showFen: function() {
+ return variant.name != "Dark" || this.score != "*";
+ },
+ },
+ // Modal end of game, and then sub-components
+ 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"/>
+ <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>
+ </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>
+ <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)
+ this.loadGame();
+ else if (!!this.fen)
{
- const square00 = document.getElementById("sq-0-0");
- const squareWidth = !!square00
- ? parseFloat(window.getComputedStyle(square00).width.slice(0,-2))
- : 0;
- const indicWidth = (squareWidth>0 ? squareWidth/2 : 20);
- if (this.mode == "human")
- {
- let connectedIndic = h(
- 'div',
- {
- "class": {
- "topindicator": true,
- "indic-left": true,
- "connected": this.oppConnected,
- "disconnected": !this.oppConnected,
- },
- style: {
- "width": indicWidth + "px",
- "height": indicWidth + "px",
- },
- }
- );
- elementArray.push(connectedIndic);
- }
- let turnIndic = h(
- 'div',
- {
- "class": {
- "topindicator": true,
- "indic-right": true,
- "white-turn": this.vr.turn=="w",
- "black-turn": this.vr.turn=="b",
- },
- style: {
- "width": indicWidth + "px",
- "height": indicWidth + "px",
- },
- }
- );
- elementArray.push(turnIndic);
- let expertSwitch = h(
- 'button',
- {
- on: { click: this.toggleExpertMode },
- attrs: { "aria-label": 'Toggle expert mode' },
- 'class': {
- "tooltip":true,
- "topindicator": true,
- "indic-right": true,
- "expert-switch": true,
- "expert-mode": this.expert,
- },
- },
- [h('i', { 'class': { "material-icons": true } }, "remove_red_eye")]
- );
- elementArray.push(expertSwitch);
- let choices = h('div',
- {
- attrs: { "id": "choices" },
- 'class': { 'row': true },
- style: {
- "display": this.choices.length>0?"block":"none",
- "top": "-" + ((sizeY/2)*squareWidth+squareWidth/2) + "px",
- "width": (this.choices.length * squareWidth) + "px",
- "height": squareWidth + "px",
- },
- },
- this.choices.map( m => { //a "choice" is a move
- return h('div',
- {
- 'class': { 'board': true },
- style: {
- 'width': (100/this.choices.length) + "%",
- 'padding-bottom': (100/this.choices.length) + "%",
- },
- },
- [h('img',
- {
- attrs: { "src": '/images/pieces/' + VariantRules.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' },
- 'class': { 'choice-piece': true, 'board': true },
- on: { "click": e => { this.play(m); this.choices=[]; } },
- })
- ]
- );
- })
- );
- // Create board element (+ reserves if needed by variant or mode)
- let gameDiv = h('div',
- {
- 'class': { 'game': true },
- },
- [_.range(sizeX).map(i => {
- let ci = this.mycolor=='w' ? i : sizeX-i-1;
- return h(
- 'div',
- {
- 'class': {
- 'row': true,
- },
- style: { 'opacity': this.choices.length>0?"0.5":"1" },
- },
- _.range(sizeY).map(j => {
- let cj = this.mycolor=='w' ? j : sizeY-j-1;
- let elems = [];
- if (this.vr.board[ci][cj] != VariantRules.EMPTY)
- {
- elems.push(
- h(
- 'img',
- {
- 'class': {
- 'piece': true,
- 'ghost': !!this.selectedPiece && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
- },
- attrs: {
- src: "/images/pieces/" + VariantRules.getPpath(this.vr.board[ci][cj]) + ".svg",
- },
- }
- )
- );
- }
- if (!this.expert && hintSquares[ci][cj])
- {
- elems.push(
- h(
- 'img',
- {
- 'class': {
- 'mark-square': true,
- },
- attrs: {
- src: "/images/mark.svg",
- },
- }
- )
- );
- }
- const lm = this.vr.lastMove;
- const highlight = !!lm && _.isMatch(lm.end, {x:ci,y:cj});
- return h(
- 'div',
- {
- 'class': {
- 'board': true,
- 'light-square': (i+j)%2==0 && (this.expert || !highlight),
- 'dark-square': (i+j)%2==1 && (this.expert || !highlight),
- 'highlight': !this.expert && highlight,
- 'incheck': !this.expert && incheckSq[ci][cj],
- },
- attrs: {
- id: this.getSquareId({x:ci,y:cj}),
- },
- },
- elems
- );
- })
- );
- }), choices]
- );
- if (this.mode != "idle")
- {
- actionArray.push(
- h('button',
- {
- on: { click: this.resign },
- attrs: { "aria-label": 'Resign' },
- 'class': {
- "tooltip":true,
- "bottom": true,
- },
- },
- [h('i', { 'class': { "material-icons": true } }, "flag")])
- );
- }
- elementArray.push(gameDiv);
- // if (!!vr.reserve)
- // {
- // let reserve = h('div',
- // {'class':{'game':true}}, [
- // h('div',
- // { 'class': { 'row': true }},
- // [
- // h('div',
- // {'class':{'board':true}},
- // [h('img',{'class':{"piece":true},attrs:{"src":"/images/pieces/wb.svg"}})]
- // )
- // ]
- // )
- // ],
- // );
- // elementArray.push(reserve);
- // }
- const eogMessage = this.getEndgameMessage(this.score);
- const modalEog = [
- h('input',
- {
- attrs: { "id": "modal-eog", type: "checkbox" },
- "class": { "modal": true },
- }),
- h('div',
- {
- attrs: { "role": "dialog", "aria-labelledby": "dialog-title" },
- },
- [
- h('div',
- {
- "class": { "card": true, "smallpad": true },
- },
- [
- h('label',
- {
- attrs: { "for": "modal-eog" },
- "class": { "modal-close": true },
- }
- ),
- h('h3',
- {
- "class": { "section": true },
- domProps: { innerHTML: eogMessage },
- }
- )
- ]
- )
- ]
- )
- ];
- elementArray = elementArray.concat(modalEog);
+ this.vr = new VariantRules(this.fen);
+ this.fenStart = this.fen;
}
- const modalNewgame = [
- h('input',
- {
- attrs: { "id": "modal-newgame", type: "checkbox" },
- "class": { "modal": true },
- }),
- h('div',
- {
- attrs: { "role": "dialog", "aria-labelledby": "dialog-title" },
- },
- [
- h('div',
- {
- "class": { "card": true, "smallpad": true },
- },
- [
- h('label',
- {
- attrs: { "id": "close-newgame", "for": "modal-newgame" },
- "class": { "modal-close": true },
- }
- ),
- h('h3',
- {
- "class": { "section": true },
- domProps: { innerHTML: "New game" },
- }
- ),
- h('p',
- {
- "class": { "section": true },
- domProps: { innerHTML: "Waiting for opponent..." },
- }
- )
- ]
- )
- ]
- )
- ];
- elementArray = elementArray.concat(modalNewgame);
- const actions = h('div',
- {
- attrs: { "id": "actions" },
- 'class': { 'text-center': true },
- },
- actionArray
- );
- elementArray.push(actions);
- if (this.score != "*")
+ // 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)
{
- elementArray.push(
- h('div',
- { attrs: { id: "pgn-div" } },
- [
- h('a',
- {
- attrs: {
- id: "download",
- href: "#",
- }
- }
- ),
- h('p',
- {
- attrs: { id: "pgn-game" },
- on: { click: this.download },
- domProps: {
- innerHTML: this.pgnTxt
- }
- }
- )
- ]
- )
- );
+ this.conn.send(JSON.stringify({
+ code:"ping",oppid:this.oppid,gameId:this.gameId}));
}
- return h(
- 'div',
- {
- 'class': {
- "col-sm-12":true,
- "col-md-8":true,
- "col-md-offset-2":true,
- "col-lg-6":true,
- "col-lg-offset-3":true,
- },
- // NOTE: click = mousedown + mouseup --> what about smartphone?!
- on: {
- mousedown: this.mousedown,
- mousemove: this.mousemove,
- mouseup: this.mouseup,
- touchdown: this.mousedown,
- touchmove: this.mousemove,
- touchup: this.mouseup,
- },
- },
- elementArray
- );
- },
- created: function() {
- const url = socketUrl;
- const continuation = (localStorage.getItem("variant") === variant);
- this.myid = continuation
- ? localStorage.getItem("myid")
- // random enough (TODO: function)
- : (Date.now().toString(36) + Math.random().toString(36).substr(2, 7)).toUpperCase();
- this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
- const socketOpenListener = () => {
- if (continuation)
- {
- const fen = localStorage.getItem("fen");
- const mycolor = localStorage.getItem("mycolor");
- const oppid = localStorage.getItem("oppid");
- const moves = JSON.parse(localStorage.getItem("moves"));
- this.newGame("human", fen, mycolor, oppid, moves, true);
- // Send ping to server (answer pong if opponent is connected)
- this.conn.send(JSON.stringify({code:"ping",oppid:this.oppid}));
- }
- else if (localStorage.getItem("newgame") === variant)
- {
- // New game request has been cancelled on disconnect
- this.seek = true;
- this.newGame("human", undefined, undefined, undefined, undefined, "reconnect");
- }
- };
+ // 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 "newgame": //opponent found
- this.newGame("human", data.fen, data.color, data.oppid); //oppid: opponent socket ID
- break;
case "newmove": //..he played!
- this.play(data.move, "animate");
+ 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)
+ break; //games IDs don't match: definitely over...
this.oppConnected = true;
- const L = this.vr.moves.length;
- // Send our "last state" informations to opponent
- this.conn.send(JSON.stringify({
- code:"lastate",
- oppid:this.oppid,
- lastMove:L>0?this.vr.moves[L-1]:undefined,
- movesCount:L,
- }));
+ // Send our "last state" informations to opponent(s)
+ L = this.vr.moves.length;
+ Object.keys(this.opponents).forEach(oid => {
+ this.conn.send(JSON.stringify({
+ code: "lastate",
+ oppid: oid,
+ gameId: this.gameId,
+ lastMove: (L>0?this.vr.moves[L-1]:undefined),
+ movesCount: L,
+ }));
+ });
break;
- case "lastate": //got opponent infos about last move (we might have resigned)
- if (this.mode!="human" || this.oppid!=data.oppid)
+ // 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)
+ break; //games IDs don't match: nothing we can do...
+ // OK, opponent still in game (which might be over)
+ if (this.score != "*")
{
- // OK, we resigned
+ // We finished the game (any result possible)
this.conn.send(JSON.stringify({
- code:"lastate",
- oppid:this.oppid,
- lastMove:undefined,
- movesCount:-1,
+ code: "lastate",
+ oppid: data.oppid,
+ gameId: this.gameId,
+ score: this.score,
}));
}
- else if (data.movesCount < 0)
- {
- // OK, he resigned
- this.endGame(this.mycolor=="w"?"1-0":"0-1");
- }
- else if (data.movesCount < this.vr.moves.length)
+ else if (!!data.score) //opponent finished the game
+ this.endGame(data.score);
+ else if (data.movesCount < L)
{
// We must tell last move to opponent
- const L = this.vr.moves.length;
this.conn.send(JSON.stringify({
- code:"lastate",
- oppid:this.oppid,
- lastMove:this.vr.moves[L-1],
- movesCount:L,
+ code: "lastate",
+ oppid: this.opponent.id,
+ gameId: this.gameId,
+ lastMove: this.vr.moves[L-1],
+ movesCount: L,
}));
}
- else if (data.movesCount > this.vr.moves.length) //just got last move from him
+ else if (data.movesCount > L) //just got last move from him
this.play(data.lastMove, "animate");
break;
case "resign": //..you won!
// 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.mode=="human")
+ {
+ 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;
+ 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 (!Array.isArray(compMove))
+ compMove = [compMove]; //to deal with MarseilleRules
+ // 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";
+ this.play(compMove[0], animate);
+ if (compMove.length == 2)
+ 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: {
- download: function() {
- let content = document.getElementById("pgn-game").innerHTML;
- content = content.replace(/<br>/g, "\n");
- // 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();
- },
- endGame: function(score) {
- this.score = score;
- let modalBox = document.getElementById("modal-eog");
- modalBox.checked = true;
- // Variants may have special PGN structure (so next function isn't defined here)
- this.pgnTxt = this.vr.getPGN(this.mycolor, this.score, this.fenStart, this.mode);
- setTimeout(() => { modalBox.checked = false; }, 2000);
- if (this.mode == "human")
- this.clearStorage();
- this.mode = "idle";
- this.oppid = "";
- },
- getEndgameMessage: function(score) {
- let eogMessage = "Unfinished";
- switch (this.score)
+ 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")
{
- case "1-0":
- eogMessage = "White win";
- break;
- case "0-1":
- eogMessage = "Black win";
- break;
- case "1/2":
- eogMessage = "Draw";
- break;
+ // 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;
+ }
+ }
+ });
}
- return eogMessage;
},
- toggleExpertMode: function() {
- this.expert = !this.expert;
- document.cookie = "expert=" + (this.expert ? "1" : "0");
+ // + 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() {
- if (this.mode == "human" && this.oppConnected)
+ 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; //socket is not ready (and not yet reconnected)
+ return;
}
}
this.endGame(this.mycolor=="w"?"0-1":"1-0");
},
- setStorage: function() {
- localStorage.setItem("myid", this.myid);
- localStorage.setItem("variant", variant);
- localStorage.setItem("mycolor", this.mycolor);
- localStorage.setItem("oppid", this.oppid);
- localStorage.setItem("fenStart", this.fenStart);
- localStorage.setItem("moves", JSON.stringify(this.vr.moves));
- localStorage.setItem("fen", this.vr.getFen());
- },
- updateStorage: function() {
- localStorage.setItem("moves", JSON.stringify(this.vr.moves));
- localStorage.setItem("fen", this.vr.getFen());
- },
- clearStorage: function() {
- delete localStorage["variant"];
- delete localStorage["myid"];
- delete localStorage["mycolor"];
- delete localStorage["oppid"];
- delete localStorage["fenStart"];
- delete localStorage["fen"];
- delete localStorage["moves"];
- },
- clickGameSeek: function() {
- if (this.mode == "human")
- return; //no newgame while playing
- if (this.seek)
- {
- delete localStorage["newgame"]; //cancel game seek
- this.seek = false;
- }
- else
- this.newGame("human");
- },
- clickComputerGame: function() {
- if (this.mode == "human")
- return; //no newgame while playing
- this.newGame("computer");
- },
- newGame: function(mode, fenInit, color, oppId, moves, continuation) {
- //const fen = "qrbnkbrn/pppppppp/8/8/8/8/PPPPPPPP/BNNBRKRQ 1111";//fenInit || VariantRules.GenRandInitFen();
- const fen = fenInit || VariantRules.GenRandInitFen();
- console.log(fen); //DEBUG
+ translate: translate,
+ newGameFromFen: function(fen) {
+ this.vr = new VariantRules(fen);
+ this.moves = [];
+ this.cursor = -1;
+ this.fenStart = newFen;
this.score = "*";
- if (mode=="human" && !oppId)
- {
- const storageVariant = localStorage.getItem("variant");
- if (!!storageVariant && storageVariant !== variant)
- {
- alert("Finish your " + storageVariant + " game first!");
- return;
- }
- // Send game request and wait..
- localStorage["newgame"] = variant;
- this.seek = true;
- this.clearStorage(); //in case of
- try {
- this.conn.send(JSON.stringify({code:"newgame", fen:fen}));
- } catch (INVALID_STATE_ERR) {
- return; //nothing achieved
- }
- if (continuation !== "reconnect") //TODO: bad HACK...
- {
- let modalBox = document.getElementById("modal-newgame");
- modalBox.checked = true;
- setTimeout(() => { modalBox.checked = false; }, 2000);
- }
- return;
- }
- this.vr = new VariantRules(fen, moves || []);
- this.pgnTxt = ""; //redundant with this.score = "*", but cleaner
- this.mode = mode;
- this.incheck = []; //in case of
- this.fenStart = continuation
- ? localStorage.getItem("fenStart")
- : fen.split(" ")[0]; //Only the position matters
- if (mode=="human")
+ if (this.mode == "analyze")
{
- // Opponent found!
- if (!continuation)
- {
- // Not playing sound on game continuation:
- new Audio("/sounds/newgame.mp3").play().then(() => {}).catch(err => {});
- document.getElementById("modal-newgame").checked = false;
- }
- this.oppid = oppId;
- this.oppConnected = true;
- this.mycolor = color;
- this.seek = false;
- if (!!moves && moves.length > 0) //imply continuation
- {
- const lastMove = moves[moves.length-1];
- this.vr.undo(lastMove);
- this.incheck = this.vr.getCheckSquares(lastMove);
- this.vr.play(lastMove, "ingame");
- }
- delete localStorage["newgame"];
- this.setStorage(); //in case of interruptions
+ this.mycolor = V.ParseFen(newFen).turn;
+ this.orientation = this.mycolor;
}
- else //against computer
+ else if (this.mode == "computer") //only other alternative (HH with gameId)
{
- this.mycolor = Math.random() < 0.5 ? 'w' : 'b';
- if (this.mycolor == 'b')
- setTimeout(this.playComputerMove, 500);
+ 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();
}
},
- playComputerMove: function() {
- const compMove = this.vr.getComputerMove();
- // HACK: avoid selecting elements before they appear on page:
- setTimeout(() => this.play(compMove, "animate"), 500);
- },
- // Get the identifier of a HTML table cell from its numeric coordinates o.x,o.y.
- getSquareId: function(o) {
- // NOTE: a separator is required to allow any size of board
- return "sq-" + o.x + "-" + o.y;
+ 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.gameId);
+ 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);
},
- // Inverse function
- getSquareFromId: function(id) {
- let idParts = id.split('-');
- return [parseInt(idParts[1]), parseInt(idParts[2])];
- },
- mousedown: function(e) {
- e = e || window.event;
- e.preventDefault(); //disable native drag & drop
- if (!this.selectedPiece && e.target.classList.contains("piece"))
+ setEndgameMessage: function(score) {
+ let eogMessage = "Undefined";
+ switch (score)
{
- // Next few lines to center the piece on mouse cursor
- let rect = e.target.parentNode.getBoundingClientRect();
- this.start = {
- x: rect.x + rect.width/2,
- y: rect.y + rect.width/2,
- id: e.target.parentNode.id
- };
- this.selectedPiece = e.target.cloneNode();
- this.selectedPiece.style.position = "absolute";
- this.selectedPiece.style.top = 0;
- this.selectedPiece.style.display = "inline-block";
- this.selectedPiece.style.zIndex = 3000;
- let startSquare = this.getSquareFromId(e.target.parentNode.id);
- this.possibleMoves = this.mode!="idle" && this.vr.canIplay(this.mycolor,startSquare)
- ? this.vr.getPossibleMovesFrom(startSquare)
- : [];
- e.target.parentNode.appendChild(this.selectedPiece);
+ 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;
},
- mousemove: function(e) {
- if (!this.selectedPiece)
- return;
- e = e || window.event;
- // If there is an active element, move it around
- if (!!this.selectedPiece)
+ download: function() {
+ 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();
+ },
+ 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)
{
- this.selectedPiece.style.left = (e.clientX-this.start.x) + "px";
- this.selectedPiece.style.top = (e.clientY-this.start.y) + "px";
+ 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";
},
- mouseup: function(e) {
- if (!this.selectedPiece)
- return;
- e = e || window.event;
- // Read drop target (or parentElement, parentNode... if type == "img")
- this.selectedPiece.style.zIndex = -3000; //HACK to find square from final coordinates
- let landing = document.elementFromPoint(e.clientX, e.clientY);
- this.selectedPiece.style.zIndex = 3000;
- while (landing.tagName == "IMG") //classList.contains(piece) fails because of mark/highlight
- landing = landing.parentNode;
- if (this.start.id == landing.id) //a click: selectedPiece and possibleMoves already filled
- return;
- // OK: process move attempt
- let endSquare = this.getSquareFromId(landing.id);
- let moves = this.findMatchingMoves(endSquare);
- this.possibleMoves = [];
- if (moves.length > 1)
- this.choices = moves;
- else if (moves.length==1)
- this.play(moves[0]);
- // Else: impossible move
- this.selectedPiece.parentNode.removeChild(this.selectedPiece);
- delete this.selectedPiece;
- this.selectedPiece = null;
+ 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;
+ this.showScoreMsg(score);
+ if (this.mode == "human")
+ localStorage["score"] = score;
+ this.$emit("game-over");
},
- findMatchingMoves: function(endSquare) {
- // Run through moves list and return the matching set (if promotions...)
- let moves = [];
- this.possibleMoves.forEach(function(m) {
- if (endSquare[0] == m.end.x && endSquare[1] == m.end.y)
- moves.push(m);
- });
- return moves;
+ oppConnected: function(uid) {
+ return this.opponents.any(o => o.id == uidi && o.online);
+ },
+ playComputerMove: function() {
+ this.timeStart = Date.now();
+ 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");
- // HACK for animation (otherwise with positive translate, image slides "under background"...)
+ 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 != this.getSquareId(move.start))
+ if (square.id != getSquareId(move.start))
square.style.zIndex = "-1";
}
- movingPiece.style.transform = "translate(" + translation.x + "px," + translation.y + "px)";
+ movingPiece.style.transform = "translate(" + translation.x + "px," +
+ translation.y + "px)";
movingPiece.style.transitionDuration = "0.2s";
movingPiece.style.zIndex = "3000";
setTimeout( () => {
squares.item(i).style.zIndex = "auto";
movingPiece.style = {}; //required e.g. for 0-0 with KR swap
this.play(move);
- }, 200);
+ }, 250);
},
play: function(move, programmatic) {
- if (!!programmatic) //computer or human opponent
+ 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)
{
- this.animateMove(move);
return;
}
- this.incheck = this.vr.getCheckSquares(move); //is opponent in check?
+ 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}));
- new Audio("/sounds/chessmove1.mp3").play().then(() => {}).catch(err => {});
- this.vr.play(move, "ingame");
+ 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)
+ 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")
- this.updateStorage(); //after our moves and opponent moves
- const eog = this.vr.checkGameOver();
- if (eog != "*")
- this.endGame(eog);
- else if (this.mode == "computer" && this.vr.turn != this.mycolor)
- setTimeout(this.playComputerMove, 500);
+ {
+ 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-1).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!?
+ },
+ undo: function(move) {
+ let navigate = !move;
+ if (navigate)
+ {
+ 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 VariantRules(this.moves[index].fen);
+ this.cursor = index;
+ this.lastMove = this.moves[index];
+ },
+ gotoBegin: function() {
+ this.vr = new VariantRules(this.fenStart);
+ this.cursor = -1;
+ this.lastMove = null;
+ },
+ gotoEnd: function() {
+ this.gotoMove(this.moves.length-1);
+ },
+ flip: function() {
+ this.orientation = V.GetNextCol(this.orientation);
},
},
})