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
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+// 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 }}
+
+
+
+
+
+
+
+
+ play()">Play
+ undo()">Undo
+ Flip
+ GotoBegin
+ GotoEnd
+
+
+ Draw
+ Abort
+ Resign
+
+
+
+
+ {{ moves[cursor].message }}
+
+
+
+
+ {{ vr.getFen() }}
+
+
+
+
+
+
+
+ {{ translate("Download PGN") }}
+
+ Import game
+
+
+
+
+
+ `,
+ 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);
+ },
+ },
+})