Saving current state
[vchess.git] / public / javascripts / components / game.js
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fd373b27 1// TODO: envoyer juste "light move", sans FEN ni notation ...etc
2305d34a 2// TODO: also "observers" prop, we should send moves to them too (in a web worker ? webRTC ?)
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3
4// Game logic on a variant page: 3 modes, analyze, computer or human
1d184b4c 5Vue.component('my-game', {
fd373b27 6 // gameId: to find the game in storage (assumption: it exists)
81bc1102 7 // fen: to start from a FEN without identifiers (analyze mode)
fd08ab2c 8 props: ["gameId","fen","mode","allowChat","allowMovelist"],
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9 data: function() {
10 return {
81da2786 11 // if oppid == "computer" then mode = "computer" (otherwise human)
3a609580 12 myid: "", //our ID, always set
fd373b27 13 //this.myid = localStorage.getItem("myid")
1d184b4c 14 oppid: "", //opponent ID in case of HH game
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15 score: "*", //'*' means 'unfinished'
16 mycolor: "w",
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17 conn: null, //socket connection (et WebRTC connection ?!)
18 oppConnected: false, //TODO?
3840e240 19 pgnTxt: "",
a897b421 20 // sound level: 0 = no sound, 1 = sound only on newgame, 2 = always
e6dcb115 21 sound: parseInt(localStorage["sound"] || "2"),
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22 // Web worker to play computer moves without freezing interface:
23 compWorker: new Worker('/javascripts/playCompMove.js'),
24 timeStart: undefined, //time when computer starts thinking
fd373b27 25 vr: null, //VariantRules object, describing the game state + rules
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26
27 // orientation :: button flip
28 // userColor: given by gameId, or fen (if no game Id)
29 // gameOver: known if gameId; otherwise assue false
30 // lastMove: update after every play, initialize with last move from list (if continuation)
31 //orientation ? userColor ? gameOver ? lastMove ?
32
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33 };
34 },
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35 watch: {
36 fen: function(newFen) {
37 this.vr = new VariantRules(newFen);
38 },
39 },
81da2786 40 computed: {
81da2786 41 showChat: function() {
fd373b27 42 return this.allowChat && this.mode=='human' && this.score != '*';
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43 },
44 showMoves: function() {
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45 return this.allowMovelist && window.innerWidth >= 768;
46 },
47 showFen: function() {
48 return variant.name != "Dark" || this.score != "*";
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49 },
50 },
81da2786 51 // Modal end of game, and then sub-components
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52 // TODO: provide chat parameters (connection, players ID...)
53 // and alwo moveList parameters (just moves ?)
54 // TODO: connection + turn indicators en haut à droite (superposé au menu)
55 // TODO: controls: abort, clear, resign, draw (avec confirm box)
56 // et si partie terminée : (mode analyse) just clear, back / play
57 // + flip button toujours disponible
58 // gotoMove : vr = new VariantRules(fen stocké dans le coup [TODO])
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59 template: `
60 <div class="col-sm-12 col-md-10 col-md-offset-1 col-lg-8 col-lg-offset-2">
61 <input id="modal-eog" type="checkbox" class="modal"/>
62 <div role="dialog" aria-labelledby="eogMessage">
63 <div class="card smallpad small-modal text-center">
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64 <label for="modal-eog" class="modal-close">
65 </label>
66 <h3 id="eogMessage" class="section">
67 {{ endgameMessage }}
68 </h3>
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69 </div>
70 </div>
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71 <my-chat v-if="showChat">
72 </my-chat>
73 <my-board v-bind:vr="vr">
74 </my-board>
75 <div v-show="showFen" id="fen-div" class="section-content">
76 <p id="fen-string" class="text-center">
77 {{ vr.getFen() }}
78 </p>
79 </div>
81da2786 80 <div id="pgn-div" class="section-content">
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81 <a id="download" href: "#">
82 </a>
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83 <button id="downloadBtn" @click="download">
84 {{ translations["Download PGN"] }}
85 </button>
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86 </div>
87 <my-move-list v-if="showMoves">
88 </my-move-list>
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89 </div>
90 `,
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91 created: function() {
92 const url = socketUrl;
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93
94// TODO: connexion initialized in variant.js and passed as a prop
95
fd373b27 96 // TODO: after game, archive in indexedDB
067c675b 97 // TODO: this events listener is central. Refactor ? How ?
d35f20e4 98 const socketMessageListener = msg => {
1d184b4c 99 const data = JSON.parse(msg.data);
edcd679a 100 let L = undefined;
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101 switch (data.code)
102 {
1d184b4c 103 case "newmove": //..he played!
8d7e2786 104 this.play(data.move, (variant.name!="Dark" ? "animate" : null));
1d184b4c 105 break;
f3802fcd 106 case "pong": //received if we sent a ping (game still alive on our side)
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107 if (this.gameId != data.gameId)
108 break; //games IDs don't match: definitely over...
1d184b4c 109 this.oppConnected = true;
f3802fcd 110 // Send our "last state" informations to opponent
edcd679a 111 L = this.vr.moves.length;
a29d9d6b 112 this.conn.send(JSON.stringify({
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113 code: "lastate",
114 oppid: this.oppid,
115 gameId: this.gameId,
116 lastMove: (L>0?this.vr.moves[L-1]:undefined),
117 movesCount: L,
a29d9d6b 118 }));
1d184b4c 119 break;
56a683cd 120 case "lastate": //got opponent infos about last move
edcd679a 121 L = this.vr.moves.length;
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122 if (this.gameId != data.gameId)
123 break; //games IDs don't match: nothing we can do...
124 // OK, opponent still in game (which might be over)
edcd679a 125 if (this.score != "*")
a29d9d6b 126 {
56a683cd 127 // We finished the game (any result possible)
a29d9d6b 128 this.conn.send(JSON.stringify({
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129 code: "lastate",
130 oppid: data.oppid,
131 gameId: this.gameId,
132 score: this.score,
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133 }));
134 }
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135 else if (!!data.score) //opponent finished the game
136 this.endGame(data.score);
137 else if (data.movesCount < L)
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138 {
139 // We must tell last move to opponent
a29d9d6b 140 this.conn.send(JSON.stringify({
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141 code: "lastate",
142 oppid: this.oppid,
edcd679a 143 gameId: this.gameId,
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144 lastMove: this.vr.moves[L-1],
145 movesCount: L,
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146 }));
147 }
56a683cd 148 else if (data.movesCount > L) //just got last move from him
a29d9d6b 149 this.play(data.lastMove, "animate");
ecf44502 150 break;
1d184b4c 151 case "resign": //..you won!
dfb4afc1 152 this.endGame(this.mycolor=="w"?"1-0":"0-1");
1d184b4c 153 break;
f3802fcd 154 // TODO: also use (dis)connect info to count online players?
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155 case "connect":
156 case "disconnect":
4f7723a1 157 if (this.mode=="human" && this.oppid == data.id)
1d184b4c 158 this.oppConnected = (data.code == "connect");
4f7723a1 159 if (this.oppConnected && this.score != "*")
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160 {
161 // Send our name to the opponent, in case of he hasn't it
162 this.conn.send(JSON.stringify({
163 code:"myname", name:this.myname, oppid: this.oppid}));
164 }
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165 break;
166 }
167 };
067c675b 168
d35f20e4 169 const socketCloseListener = () => {
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170 this.conn.addEventListener('message', socketMessageListener);
171 this.conn.addEventListener('close', socketCloseListener);
172 };
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173 this.conn.onmessage = socketMessageListener;
174 this.conn.onclose = socketCloseListener;
81da2786 175
067c675b 176 // Computer moves web worker logic: (TODO: also for observers in HH games)
8d7e2786 177 this.compWorker.postMessage(["scripts",variant.name]);
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178 const self = this;
179 this.compWorker.onmessage = function(e) {
aa78cc74 180 let compMove = e.data;
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181 if (!compMove)
182 return; //may happen if MarseilleRules and subTurn==2 (TODO: a bit ugly...)
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183 if (!Array.isArray(compMove))
184 compMove = [compMove]; //to deal with MarseilleRules
185 // TODO: imperfect attempt to avoid ghost move:
186 compMove.forEach(m => { m.computer = true; });
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187 // (first move) HACK: small delay to avoid selecting elements
188 // before they appear on page:
189 const delay = Math.max(500-(Date.now()-self.timeStart), 0);
190 setTimeout(() => {
8d7e2786 191 const animate = (variant.name!="Dark" ? "animate" : null);
aa78cc74 192 if (self.mode == "computer") //warning: mode could have changed!
5915f720 193 self.play(compMove[0], animate);
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194 if (compMove.length == 2)
195 setTimeout( () => {
196 if (self.mode == "computer")
5915f720 197 self.play(compMove[1], animate);
78bab51e 198 }, 750);
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199 }, delay);
200 }
1d184b4c 201 },
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202 //TODO: conn pourrait être une prop, donnée depuis variant.js
203 //dans variant.js (plutôt room.js) conn gère aussi les challenges
204 // Puis en webRTC, repenser tout ça.
81da2786 205 methods: {
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206 setEndgameMessage: function(score) {
207 let eogMessage = "Undefined";
208 switch (score)
209 {
210 case "1-0":
211 eogMessage = translations["White win"];
212 break;
213 case "0-1":
214 eogMessage = translations["Black win"];
215 break;
216 case "1/2":
217 eogMessage = translations["Draw"];
218 break;
219 case "?":
220 eogMessage = "Unfinished";
221 break;
222 }
223 this.endgameMessage = eogMessage;
224 },
01ca2adc 225 download: function() {
edcd679a 226 // Variants may have special PGN structure (so next function isn't defined here)
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227 // TODO: get fenStart from local game (using gameid)
228 const content = V.GetPGN(this.moves, this.mycolor, this.score, fenStart, this.mode);
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229 // Prepare and trigger download link
230 let downloadAnchor = document.getElementById("download");
231 downloadAnchor.setAttribute("download", "game.pgn");
edcd679a 232 downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
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233 downloadAnchor.click();
234 },
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235 showScoreMsg: function(score) {
236 this.setEndgameMessage(score);
ecf44502 237 let modalBox = document.getElementById("modal-eog");
186516b8 238 modalBox.checked = true;
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239 setTimeout(() => { modalBox.checked = false; }, 2000);
240 },
241 endGame: function(score) {
242 this.score = score;
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243 if (["human","computer"].includes(this.mode))
244 {
245 const prefix = (this.mode=="computer" ? "comp-" : "");
246 localStorage.setItem(prefix+"score", score);
247 }
fd373b27 248 this.showScoreMsg(score);
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249 if (this.mode == "human" && this.oppConnected)
250 {
251 // Send our nickname to opponent
252 this.conn.send(JSON.stringify({
253 code:"myname", name:this.myname, oppid:this.oppid}));
254 }
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255 // TODO: what about cursor ?
256 //this.cursor = this.vr.moves.length; //to navigate in finished game
1d184b4c 257 },
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258 resign: function(e) {
259 this.getRidOfTooltip(e.currentTarget);
260 if (this.mode == "human" && this.oppConnected)
261 {
262 try {
263 this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
264 } catch (INVALID_STATE_ERR) {
265 return; //socket is not ready (and not yet reconnected)
266 }
267 }
268 this.endGame(this.mycolor=="w"?"0-1":"1-0");
269 },
1d184b4c 270 playComputerMove: function() {
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271 this.timeStart = Date.now();
272 this.compWorker.postMessage(["askmove"]);
1d184b4c 273 },
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274 animateMove: function(move) {
275 let startSquare = document.getElementById(this.getSquareId(move.start));
276 let endSquare = document.getElementById(this.getSquareId(move.end));
277 let rectStart = startSquare.getBoundingClientRect();
278 let rectEnd = endSquare.getBoundingClientRect();
279 let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
280 let movingPiece =
281 document.querySelector("#" + this.getSquareId(move.start) + " > img.piece");
282 // HACK for animation (with positive translate, image slides "under background")
283 // Possible improvement: just alter squares on the piece's way...
284 squares = document.getElementsByClassName("board");
285 for (let i=0; i<squares.length; i++)
286 {
287 let square = squares.item(i);
288 if (square.id != this.getSquareId(move.start))
289 square.style.zIndex = "-1";
290 }
291 movingPiece.style.transform = "translate(" + translation.x + "px," +
292 translation.y + "px)";
293 movingPiece.style.transitionDuration = "0.2s";
294 movingPiece.style.zIndex = "3000";
295 setTimeout( () => {
296 for (let i=0; i<squares.length; i++)
297 squares.item(i).style.zIndex = "auto";
298 movingPiece.style = {}; //required e.g. for 0-0 with KR swap
299 this.play(move); //TODO: plutôt envoyer message "please play"
300 }, 250);
301 },
302 play: function(move, programmatic) {
303 if (!!programmatic) //computer or human opponent
304 return this.animateMove(move);
305 // Not programmatic, or animation is over
306 if (!move.notation)
307 move.notation = this.vr.getNotation(move);
308 this.vr.play(move);
309 if (!move.fen)
310 move.fen = this.vr.getFen();
311 if (this.sound == 2)
312 new Audio("/sounds/move.mp3").play().catch(err => {});
313 if (this.mode == "human")
314 {
315 updateStorage(move); //after our moves and opponent moves
316 if (this.vr.turn == this.userColor)
317 this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
318 }
319 else if (this.mode == "computer")
320 {
321 // Send the move to web worker (including his own moves)
322 this.compWorker.postMessage(["newmove",move]);
323 }
324 if (this.score == "*" || this.mode == "analyze")
325 {
326 // Stack move on movesList
327 this.moves.push(move);
328 }
329 // Is opponent in check?
330 this.incheck = this.vr.getCheckSquares(this.vr.turn);
331 const score = this.vr.getCurrentScore();
332 if (score != "*")
333 {
334 if (["human","computer"].includes(this.mode))
335 this.endGame(score);
336 else //just show score on screen (allow undo)
337 this.showScoreMsg(score);
338 // TODO: notify end of game (give score)
339 }
340 else if (this.mode == "computer" && this.vr.turn != this.userColor)
341 this.playComputerMove();
342 },
343 undo: function(move) {
344 this.vr.undo(move);
345 if (this.sound == 2)
346 new Audio("/sounds/undo.mp3").play().catch(err => {});
347 this.incheck = this.vr.getCheckSquares(this.vr.turn);
348 if (this.mode == "analyze")
349 this.moves.pop();
350 },
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351 },
352})
fd373b27 353// cursor + ........
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354//TODO: confirm dialog with "opponent offers draw", avec possible bouton "prevent future offers" + bouton "proposer nulle"
355//+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
356//comme sur lichess
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357//
358//TODO: quand partie terminée (ci-dessus) passer partie dans indexedDB