X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=public%2Fjavascripts%2Fcomponents%2Fgame.js;h=fb4564f7f2c3a0de46a52d3ffaa0bbcb2bcbf503;hb=b955c65b942d09d24b5c3bed0d755d4f2f8f71f1;hp=594c8c221c032d46c93b7cb17c8b6e0f19f10883;hpb=7ee085c29c53c5072008e10a1ec8d3a763f42859;p=vchess.git diff --git a/public/javascripts/components/game.js b/public/javascripts/components/game.js index 594c8c22..fb4564f7 100644 --- a/public/javascripts/components/game.js +++ b/public/javascripts/components/game.js @@ -1,44 +1,47 @@ -// 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"], + // 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 { - // if oppid == "computer" then mode = "computer" (otherwise human) - myid: "", //our ID, always set - //this.myid = localStorage.getItem("myid") - oppid: "", //opponent ID in case of HH game - score: "*", //'*' means 'unfinished' - mycolor: "w", - oppConnected: false, //TODO? - pgnTxt: "", - // 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 + 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... - // orientation :: button flip - // userColor: given by gameId, or fen (if no game Id) - // gameOver: known if gameId; otherwise assue false - // lastMove: update after every play, initialize with last move from list (if continuation) - //orientation ? userColor ? gameOver ? lastMove ? - + cursor: -1, //index of the move just played + lastMove: null, }; }, watch: { - fen: function(newFen) { - this.vr = new VariantRules(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() { + gameRef: function() { this.loadGame(); }, }, @@ -47,6 +50,7 @@ Vue.component('my-game', { return this.allowChat && this.mode=='human' && this.score != '*'; }, showMoves: function() { + return true; return this.allowMovelist && window.innerWidth >= 768; }, showFen: function() { @@ -54,17 +58,6 @@ Vue.component('my-game', { }, }, // Modal end of game, and then sub-components - // TODO: provide chat parameters (connection, players ID...) - // and also moveList parameters (just moves ?) - // TODO: connection + turn indicators en haut à droite (superposé au menu) - // TODO: controls: abort, clear, resign, draw (avec confirm box) - // et si partie terminée : (mode analyse) just clear, back / play - // + flip button toujours disponible - // gotoMove : vr = new VariantRules(fen stocké dans le coup [TODO]) - - // NOTE: move.color must be fulfilled after each move played, because of Marseille (or Avalanche) chess - // --> useful in moveList component (universal comma separator ?) - template: `
@@ -77,10 +70,32 @@ Vue.component('my-game', {
- + - + +
+ + + + + +
+
+ + + +
+
+ +
+ {{ moves[cursor].message }} +
+

{{ vr.getFen() }} @@ -89,49 +104,65 @@ Vue.component('my-game', {

- +
+ + +
- +
`, created: function() { - -// console.log(this.fen); -// console.log(this.gameId); - if (!!this.gameId) + if (!!this.gameRef) this.loadGame(); else if (!!this.fen) - this.vr = new VariantRules(this.fen); - // TODO: after game, archive in indexedDB - // TODO: this events listener is central. Refactor ? How ? + { + 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)); + 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 != "*") @@ -140,7 +171,7 @@ Vue.component('my-game', { this.conn.send(JSON.stringify({ code: "lastate", oppid: data.oppid, - gameId: this.gameId, + gameId: this.gameRef.id, score: this.score, })); } @@ -151,8 +182,8 @@ Vue.component('my-game', { // 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, })); @@ -166,58 +197,137 @@ Vue.component('my-game', { // 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) + 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); } }, - // 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() { - // TODO: load this.gameId ... + // 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"; @@ -239,15 +349,45 @@ Vue.component('my-game', { this.endgameMessage = eogMessage; }, download: function() { - // Variants may have special PGN structure (so next function isn't defined here) - // TODO: get fenStart from local game (using gameid) - const content = V.GetPGN(this.moves, this.mycolor, this.score, fenStart, this.mode); + 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"); @@ -256,52 +396,33 @@ 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) - { - // 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(); 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 {}); 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") @@ -337,10 +484,13 @@ Vue.component('my-game', { // Send the move to web worker (including his own moves) this.compWorker.postMessage(["newmove",move]); } - if (this.score == "*" || this.mode == "analyze") + if (!navigate && (this.score == "*" || this.mode == "analyze")) { - // Stack move on movesList - this.moves.push(move); + // 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); @@ -351,24 +501,51 @@ Vue.component('my-game', { 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.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].$forceUpdate(); //TODO!? }, undo: function(move) { + let navigate = !move; + if (navigate) + { + if (this.cursor < 0) + return; //no more moves + move = this.moves[this.cursor]; + } this.vr.undo(move); - if (this.sound == 2) + this.cursor--; + this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined); + if (this.settings.sound == 2) new Audio("/sounds/undo.mp3").play().catch(err => {}); this.incheck = this.vr.getCheckSquares(this.vr.turn); - if (this.mode == "analyze") + if (navigate) + this.$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); + }, }, }) -// cursor + ........ -//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