Advance on components/game.js
[vchess.git] / public / javascripts / components / game.js
CommitLineData
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)
d44df0b0 8 props: ["conn","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",
fd373b27 17 oppConnected: false, //TODO?
3840e240 18 pgnTxt: "",
a897b421 19 // sound level: 0 = no sound, 1 = sound only on newgame, 2 = always
e6dcb115 20 sound: parseInt(localStorage["sound"] || "2"),
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21 // Web worker to play computer moves without freezing interface:
22 compWorker: new Worker('/javascripts/playCompMove.js'),
23 timeStart: undefined, //time when computer starts thinking
fd373b27 24 vr: null, //VariantRules object, describing the game state + rules
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25 endgameMessage: "",
26 orientation: "w",
27
28 moves: [], //TODO: initialize if gameId is defined...
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29 // orientation :: button flip
30 // userColor: given by gameId, or fen (if no game Id)
31 // gameOver: known if gameId; otherwise assue false
32 // lastMove: update after every play, initialize with last move from list (if continuation)
33 //orientation ? userColor ? gameOver ? lastMove ?
34
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35 };
36 },
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37 watch: {
38 fen: function(newFen) {
39 this.vr = new VariantRules(newFen);
40 },
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41 gameId: function() {
42 this.loadGame();
43 },
fd08ab2c 44 },
81da2786 45 computed: {
81da2786 46 showChat: function() {
fd373b27 47 return this.allowChat && this.mode=='human' && this.score != '*';
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48 },
49 showMoves: function() {
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50 return this.allowMovelist && window.innerWidth >= 768;
51 },
52 showFen: function() {
53 return variant.name != "Dark" || this.score != "*";
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54 },
55 },
81da2786 56 // Modal end of game, and then sub-components
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57 // TODO: provide chat parameters (connection, players ID...)
58 // and alwo moveList parameters (just moves ?)
59 // TODO: connection + turn indicators en haut à droite (superposé au menu)
60 // TODO: controls: abort, clear, resign, draw (avec confirm box)
61 // et si partie terminée : (mode analyse) just clear, back / play
62 // + flip button toujours disponible
63 // gotoMove : vr = new VariantRules(fen stocké dans le coup [TODO])
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64 template: `
65 <div class="col-sm-12 col-md-10 col-md-offset-1 col-lg-8 col-lg-offset-2">
66 <input id="modal-eog" type="checkbox" class="modal"/>
67 <div role="dialog" aria-labelledby="eogMessage">
68 <div class="card smallpad small-modal text-center">
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69 <label for="modal-eog" class="modal-close">
70 </label>
71 <h3 id="eogMessage" class="section">
72 {{ endgameMessage }}
73 </h3>
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74 </div>
75 </div>
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76 <my-chat v-if="showChat">
77 </my-chat>
d44df0b0 78 <my-board v-bind:vr="vr" :mode="mode" :orientation="orientation" :user-color="mycolor" @play-move="play">
fd373b27 79 </my-board>
d44df0b0 80 <div v-if="showFen && !!vr" id="fen-div" class="section-content">
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81 <p id="fen-string" class="text-center">
82 {{ vr.getFen() }}
83 </p>
84 </div>
81da2786 85 <div id="pgn-div" class="section-content">
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86 <a id="download" href: "#">
87 </a>
81da2786 88 <button id="downloadBtn" @click="download">
d44df0b0 89 {{ translate("Download PGN") }}
81da2786 90 </button>
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91 </div>
92 <my-move-list v-if="showMoves">
93 </my-move-list>
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94 </div>
95 `,
1d184b4c 96 created: function() {
81bc1102 97
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98// console.log(this.fen);
99// console.log(this.gameId);
100 if (!!this.gameId)
101 this.loadGame();
102 else if (!!this.fen)
103 this.vr = new VariantRules(this.fen);
fd373b27 104 // TODO: after game, archive in indexedDB
067c675b 105 // TODO: this events listener is central. Refactor ? How ?
d35f20e4 106 const socketMessageListener = msg => {
1d184b4c 107 const data = JSON.parse(msg.data);
edcd679a 108 let L = undefined;
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109 switch (data.code)
110 {
1d184b4c 111 case "newmove": //..he played!
8d7e2786 112 this.play(data.move, (variant.name!="Dark" ? "animate" : null));
1d184b4c 113 break;
f3802fcd 114 case "pong": //received if we sent a ping (game still alive on our side)
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115 if (this.gameId != data.gameId)
116 break; //games IDs don't match: definitely over...
1d184b4c 117 this.oppConnected = true;
f3802fcd 118 // Send our "last state" informations to opponent
edcd679a 119 L = this.vr.moves.length;
a29d9d6b 120 this.conn.send(JSON.stringify({
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121 code: "lastate",
122 oppid: this.oppid,
123 gameId: this.gameId,
124 lastMove: (L>0?this.vr.moves[L-1]:undefined),
125 movesCount: L,
a29d9d6b 126 }));
1d184b4c 127 break;
56a683cd 128 case "lastate": //got opponent infos about last move
edcd679a 129 L = this.vr.moves.length;
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130 if (this.gameId != data.gameId)
131 break; //games IDs don't match: nothing we can do...
132 // OK, opponent still in game (which might be over)
edcd679a 133 if (this.score != "*")
a29d9d6b 134 {
56a683cd 135 // We finished the game (any result possible)
a29d9d6b 136 this.conn.send(JSON.stringify({
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137 code: "lastate",
138 oppid: data.oppid,
139 gameId: this.gameId,
140 score: this.score,
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141 }));
142 }
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143 else if (!!data.score) //opponent finished the game
144 this.endGame(data.score);
145 else if (data.movesCount < L)
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146 {
147 // We must tell last move to opponent
a29d9d6b 148 this.conn.send(JSON.stringify({
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149 code: "lastate",
150 oppid: this.oppid,
edcd679a 151 gameId: this.gameId,
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152 lastMove: this.vr.moves[L-1],
153 movesCount: L,
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154 }));
155 }
56a683cd 156 else if (data.movesCount > L) //just got last move from him
a29d9d6b 157 this.play(data.lastMove, "animate");
ecf44502 158 break;
1d184b4c 159 case "resign": //..you won!
dfb4afc1 160 this.endGame(this.mycolor=="w"?"1-0":"0-1");
1d184b4c 161 break;
f3802fcd 162 // TODO: also use (dis)connect info to count online players?
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163 case "connect":
164 case "disconnect":
4f7723a1 165 if (this.mode=="human" && this.oppid == data.id)
1d184b4c 166 this.oppConnected = (data.code == "connect");
4f7723a1 167 if (this.oppConnected && this.score != "*")
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168 {
169 // Send our name to the opponent, in case of he hasn't it
170 this.conn.send(JSON.stringify({
171 code:"myname", name:this.myname, oppid: this.oppid}));
172 }
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173 break;
174 }
175 };
067c675b 176
d35f20e4 177 const socketCloseListener = () => {
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178 this.conn.addEventListener('message', socketMessageListener);
179 this.conn.addEventListener('close', socketCloseListener);
180 };
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181 this.conn.onmessage = socketMessageListener;
182 this.conn.onclose = socketCloseListener;
81da2786 183
067c675b 184 // Computer moves web worker logic: (TODO: also for observers in HH games)
8d7e2786 185 this.compWorker.postMessage(["scripts",variant.name]);
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186 const self = this;
187 this.compWorker.onmessage = function(e) {
aa78cc74 188 let compMove = e.data;
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189 if (!compMove)
190 return; //may happen if MarseilleRules and subTurn==2 (TODO: a bit ugly...)
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191 if (!Array.isArray(compMove))
192 compMove = [compMove]; //to deal with MarseilleRules
193 // TODO: imperfect attempt to avoid ghost move:
194 compMove.forEach(m => { m.computer = true; });
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195 // (first move) HACK: small delay to avoid selecting elements
196 // before they appear on page:
197 const delay = Math.max(500-(Date.now()-self.timeStart), 0);
198 setTimeout(() => {
8d7e2786 199 const animate = (variant.name!="Dark" ? "animate" : null);
aa78cc74 200 if (self.mode == "computer") //warning: mode could have changed!
5915f720 201 self.play(compMove[0], animate);
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202 if (compMove.length == 2)
203 setTimeout( () => {
204 if (self.mode == "computer")
5915f720 205 self.play(compMove[1], animate);
78bab51e 206 }, 750);
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207 }, delay);
208 }
1d184b4c 209 },
d44df0b0 210 // this.conn est une prop, donnée depuis variant.js
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211 //dans variant.js (plutôt room.js) conn gère aussi les challenges
212 // Puis en webRTC, repenser tout ça.
81da2786 213 methods: {
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214 translate: translate,
215 loadGame: function() {
216 // TODO: load this.gameId ...
217 },
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218 setEndgameMessage: function(score) {
219 let eogMessage = "Undefined";
220 switch (score)
221 {
222 case "1-0":
223 eogMessage = translations["White win"];
224 break;
225 case "0-1":
226 eogMessage = translations["Black win"];
227 break;
228 case "1/2":
229 eogMessage = translations["Draw"];
230 break;
231 case "?":
232 eogMessage = "Unfinished";
233 break;
234 }
235 this.endgameMessage = eogMessage;
236 },
01ca2adc 237 download: function() {
edcd679a 238 // Variants may have special PGN structure (so next function isn't defined here)
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239 // TODO: get fenStart from local game (using gameid)
240 const content = V.GetPGN(this.moves, this.mycolor, this.score, fenStart, this.mode);
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241 // Prepare and trigger download link
242 let downloadAnchor = document.getElementById("download");
243 downloadAnchor.setAttribute("download", "game.pgn");
edcd679a 244 downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
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245 downloadAnchor.click();
246 },
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247 showScoreMsg: function(score) {
248 this.setEndgameMessage(score);
ecf44502 249 let modalBox = document.getElementById("modal-eog");
186516b8 250 modalBox.checked = true;
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251 setTimeout(() => { modalBox.checked = false; }, 2000);
252 },
253 endGame: function(score) {
254 this.score = score;
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255 if (["human","computer"].includes(this.mode))
256 {
257 const prefix = (this.mode=="computer" ? "comp-" : "");
258 localStorage.setItem(prefix+"score", score);
259 }
fd373b27 260 this.showScoreMsg(score);
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261 if (this.mode == "human" && this.oppConnected)
262 {
263 // Send our nickname to opponent
264 this.conn.send(JSON.stringify({
265 code:"myname", name:this.myname, oppid:this.oppid}));
266 }
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267 // TODO: what about cursor ?
268 //this.cursor = this.vr.moves.length; //to navigate in finished game
1d184b4c 269 },
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270 resign: function(e) {
271 this.getRidOfTooltip(e.currentTarget);
272 if (this.mode == "human" && this.oppConnected)
273 {
274 try {
275 this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
276 } catch (INVALID_STATE_ERR) {
277 return; //socket is not ready (and not yet reconnected)
278 }
279 }
280 this.endGame(this.mycolor=="w"?"0-1":"1-0");
281 },
1d184b4c 282 playComputerMove: function() {
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283 this.timeStart = Date.now();
284 this.compWorker.postMessage(["askmove"]);
1d184b4c 285 },
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286 animateMove: function(move) {
287 let startSquare = document.getElementById(this.getSquareId(move.start));
288 let endSquare = document.getElementById(this.getSquareId(move.end));
289 let rectStart = startSquare.getBoundingClientRect();
290 let rectEnd = endSquare.getBoundingClientRect();
291 let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
292 let movingPiece =
293 document.querySelector("#" + this.getSquareId(move.start) + " > img.piece");
294 // HACK for animation (with positive translate, image slides "under background")
295 // Possible improvement: just alter squares on the piece's way...
296 squares = document.getElementsByClassName("board");
297 for (let i=0; i<squares.length; i++)
298 {
299 let square = squares.item(i);
300 if (square.id != this.getSquareId(move.start))
301 square.style.zIndex = "-1";
302 }
303 movingPiece.style.transform = "translate(" + translation.x + "px," +
304 translation.y + "px)";
305 movingPiece.style.transitionDuration = "0.2s";
306 movingPiece.style.zIndex = "3000";
307 setTimeout( () => {
308 for (let i=0; i<squares.length; i++)
309 squares.item(i).style.zIndex = "auto";
310 movingPiece.style = {}; //required e.g. for 0-0 with KR swap
311 this.play(move); //TODO: plutôt envoyer message "please play"
312 }, 250);
313 },
314 play: function(move, programmatic) {
315 if (!!programmatic) //computer or human opponent
316 return this.animateMove(move);
317 // Not programmatic, or animation is over
318 if (!move.notation)
319 move.notation = this.vr.getNotation(move);
320 this.vr.play(move);
321 if (!move.fen)
322 move.fen = this.vr.getFen();
323 if (this.sound == 2)
324 new Audio("/sounds/move.mp3").play().catch(err => {});
325 if (this.mode == "human")
326 {
327 updateStorage(move); //after our moves and opponent moves
328 if (this.vr.turn == this.userColor)
329 this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
330 }
331 else if (this.mode == "computer")
332 {
333 // Send the move to web worker (including his own moves)
334 this.compWorker.postMessage(["newmove",move]);
335 }
336 if (this.score == "*" || this.mode == "analyze")
337 {
338 // Stack move on movesList
339 this.moves.push(move);
340 }
341 // Is opponent in check?
342 this.incheck = this.vr.getCheckSquares(this.vr.turn);
343 const score = this.vr.getCurrentScore();
344 if (score != "*")
345 {
346 if (["human","computer"].includes(this.mode))
347 this.endGame(score);
348 else //just show score on screen (allow undo)
349 this.showScoreMsg(score);
350 // TODO: notify end of game (give score)
351 }
352 else if (this.mode == "computer" && this.vr.turn != this.userColor)
353 this.playComputerMove();
354 },
355 undo: function(move) {
356 this.vr.undo(move);
357 if (this.sound == 2)
358 new Audio("/sounds/undo.mp3").play().catch(err => {});
359 this.incheck = this.vr.getCheckSquares(this.vr.turn);
360 if (this.mode == "analyze")
361 this.moves.pop();
362 },
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363 },
364})
fd373b27 365// cursor + ........
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366//TODO: confirm dialog with "opponent offers draw", avec possible bouton "prevent future offers" + bouton "proposer nulle"
367//+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
368//comme sur lichess
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369//
370//TODO: quand partie terminée (ci-dessus) passer partie dans indexedDB