X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fclient_OLD%2Fjavascripts%2Fcomponents%2Fgame.js;fp=client%2Fclient_OLD%2Fjavascripts%2Fcomponents%2Fgame.js;h=fb4564f7f2c3a0de46a52d3ffaa0bbcb2bcbf503;hb=625022fdcf750f0aff8fcd699f7e9b89730e1d10;hp=0000000000000000000000000000000000000000;hpb=b955c65b942d09d24b5c3bed0d755d4f2f8f71f1;p=vchess.git diff --git a/client/client_OLD/javascripts/components/game.js b/client/client_OLD/javascripts/components/game.js new file mode 100644 index 00000000..fb4564f7 --- /dev/null +++ b/client/client_OLD/javascripts/components/game.js @@ -0,0 +1,551 @@ +// 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","gameRef","fen","mode","subMode", + "allowChat","allowMovelist","settings"], + data: function() { + return { + // 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, + }; + }, + 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.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: ` +
+ +
+
+ +

+ {{ endgameMessage }} +

+
+
+ + + + +
+ + + + + +
+
+ + + +
+
+ +
+ {{ moves[cursor].message }} +
+
+
+

+ {{ vr.getFen() }} +

+
+
+ + +
+ + +
+
+ + +
+ `, + created: function() { + 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.name!="Dark" ? "animate" : null); + break; + case "pong": //received if we sent a ping (game still alive on our side) + if (this.gameRef.id != data.gameId) + break; //games IDs don't match: definitely over... + this.oppConnected = true; + // 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.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.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 != "*") + { + // We finished the game (any result possible) + this.conn.send(JSON.stringify({ + code: "lastate", + oppid: data.oppid, + gameId: this.gameRef.id, + score: this.score, + })); + } + else if (!!data.score) //opponent finished the game + this.endGame(data.score); + else if (data.movesCount < L) + { + // We must tell last move to opponent + this.conn.send(JSON.stringify({ + code: "lastate", + oppid: this.opponent.id, + gameId: this.gameRef.id, + lastMove: this.vr.moves[L-1], + movesCount: L, + })); + } + else if (data.movesCount > L) //just got last move from him + this.play(data.lastMove, "animate"); + break; + case "resign": //..you won! + this.endGame(this.mycolor=="w"?"1-0":"0-1"); + break; + // TODO: also use (dis)connect info to count online players? + case "connect": + case "disconnect": + 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.addEventListener('message', socketMessageListener); + this.conn.addEventListener('close', 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: { + 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() { + 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) + { + 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; + this.showScoreMsg(score); + if (this.mode == "human") + localStorage["score"] = score; + this.$emit("game-over"); + }, + 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(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 { + for (let i=0; i {}); + 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].$forceUpdate(); //TODO!? + }, + undo: function(move) { + let navigate = !move; + if (navigate) + { + if (this.cursor < 0) + return; //no more moves + move = this.moves[this.cursor]; + } + this.vr.undo(move); + this.cursor--; + this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined); + if (this.settings.sound == 2) + new Audio("/sounds/undo.mp3").play().catch(err => {}); + this.incheck = this.vr.getCheckSquares(this.vr.turn); + if (navigate) + this.$children[0].$forceUpdate(); //TODO!? + else if (this.mode == "analyze") //TODO: can this happen? + this.moves.pop(); + }, + gotoMove: function(index) { + this.vr = new 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); + }, + }, +})