3446a0366a7130ab8c7dfdef03122f0101dd5301
[vchess.git] / client / src / components / BaseGame.vue
1 <template lang="pug">
2 div#baseGame
3 input#modalEog.modal(type="checkbox")
4 div#eogDiv(
5 role="dialog"
6 data-checkbox="modalEog"
7 )
8 .card.text-center
9 label.modal-close(for="modalEog")
10 h3.section {{ endgameMessage }}
11 #gameContainer
12 #boardContainer
13 Board(
14 :vr="vr"
15 :last-move="lastMove"
16 :analyze="game.mode=='analyze'"
17 :score="game.score"
18 :user-color="game.mycolor"
19 :orientation="orientation"
20 :vname="game.vname"
21 :incheck="incheck"
22 @play-move="play"
23 )
24 #turnIndicator(v-if="showTurn") {{ turn }}
25 #controls.button-group
26 button(@click="gotoBegin()")
27 img.inline(src="/images/icons/fast-forward_rev.svg")
28 button(@click="undo()")
29 img.inline(src="/images/icons/play_rev.svg")
30 button(v-if="canFlip" @click="flip()")
31 img.inline(src="/images/icons/flip.svg")
32 button(@click="play()")
33 img.inline(src="/images/icons/play.svg")
34 button(@click="gotoEnd()")
35 img.inline(src="/images/icons/fast-forward.svg")
36 #movesList
37 MoveList(
38 :show="showMoves"
39 :canAnalyze="canAnalyze"
40 :canDownload="allowDownloadPGN"
41 :score="game.score"
42 :message="game.scoreMsg"
43 :firstNum="firstMoveNumber"
44 :moves="moves"
45 :cursor="cursor"
46 @download="download"
47 @showrules="showRules"
48 @analyze="analyzePosition"
49 @goto-move="gotoMove"
50 )
51 .clearer
52 </template>
53
54 <script>
55 import Board from "@/components/Board.vue";
56 import MoveList from "@/components/MoveList.vue";
57 import { store } from "@/store";
58 import { getSquareId } from "@/utils/squareId";
59 import { getDate } from "@/utils/datetime";
60 import { processModalClick } from "@/utils/modalClick";
61 import { getScoreMessage } from "@/utils/scoring";
62 import { getFullNotation } from "@/utils/notation";
63 import { undoMove } from "@/utils/playUndo";
64 export default {
65 name: "my-base-game",
66 components: {
67 Board,
68 MoveList
69 },
70 props: ["game"],
71 data: function() {
72 return {
73 st: store.state,
74 // NOTE: all following variables must be reset at the beginning of a game
75 vr: null, //VariantRules object, game state
76 endgameMessage: "",
77 orientation: "w",
78 score: "*", //'*' means 'unfinished'
79 moves: [],
80 cursor: -1, //index of the move just played
81 lastMove: null,
82 firstMoveNumber: 0, //for printing
83 incheck: [], //for Board
84 inMultimove: false,
85 inPlay: false,
86 stackToPlay: []
87 };
88 },
89 computed: {
90 showMoves: function() {
91 return this.game.score != "*"
92 ? "all"
93 : (this.vr ? this.vr.showMoves : "none");
94 },
95 showTurn: function() {
96 return (
97 this.game.score == '*' &&
98 this.vr &&
99 (this.vr.showMoves != "all" || !this.vr.canFlip)
100 );
101 },
102 turn: function() {
103 if (!this.vr)
104 return "";
105 if (this.vr.showMoves != "all")
106 return this.st.tr[(this.vr.turn == 'w' ? "White" : "Black") + " to move"]
107 // Cannot flip: racing king or circular chess
108 return this.vr.movesCount == 0 && this.game.mycolor == "w"
109 ? this.st.tr["It's your turn!"]
110 : "";
111 },
112 canAnalyze: function() {
113 return this.game.mode != "analyze" && this.vr && this.vr.canAnalyze;
114 },
115 canFlip: function() {
116 return this.vr && this.vr.canFlip;
117 },
118 allowDownloadPGN: function() {
119 return this.game.score != "*" || (this.vr && this.vr.showMoves == "all");
120 }
121 },
122 created: function() {
123 if (!!this.game.fenStart) this.re_setVariables();
124 },
125 mounted: function() {
126 if (!("ontouchstart" in window)) {
127 // Desktop browser:
128 const baseGameDiv = document.getElementById("baseGame");
129 baseGameDiv.tabIndex = 0;
130 baseGameDiv.addEventListener("click", this.focusBg);
131 baseGameDiv.addEventListener("keydown", this.handleKeys);
132 baseGameDiv.addEventListener("wheel", this.handleScroll);
133 }
134 document.getElementById("eogDiv")
135 .addEventListener("click", processModalClick);
136 },
137 methods: {
138 focusBg: function() {
139 document.getElementById("baseGame").focus();
140 },
141 handleKeys: function(e) {
142 if ([32, 37, 38, 39, 40].includes(e.keyCode)) e.preventDefault();
143 switch (e.keyCode) {
144 case 37:
145 this.undo();
146 break;
147 case 39:
148 this.play();
149 break;
150 case 38:
151 this.gotoBegin();
152 break;
153 case 40:
154 this.gotoEnd();
155 break;
156 case 32:
157 this.flip();
158 break;
159 }
160 },
161 handleScroll: function(e) {
162 e.preventDefault();
163 if (e.deltaY < 0) this.undo();
164 else if (e.deltaY > 0) this.play();
165 },
166 showRules: function() {
167 //this.$router.push("/variants/" + this.game.vname);
168 window.open("#/variants/" + this.game.vname, "_blank"); //better
169 },
170 re_setVariables: function(game) {
171 if (!game) game = this.game; //in case of...
172 this.endgameMessage = "";
173 // "w": default orientation for observed games
174 this.orientation = game.mycolor || "w";
175 this.moves = JSON.parse(JSON.stringify(game.moves || []));
176 // Post-processing: decorate each move with notation and FEN
177 this.vr = new V(game.fenStart);
178 const parsedFen = V.ParseFen(game.fenStart);
179 const firstMoveColor = parsedFen.turn;
180 this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2);
181 let L = this.moves.length;
182 this.moves.forEach(move => {
183 // Strategy working also for multi-moves:
184 if (!Array.isArray(move)) move = [move];
185 move.forEach((m,idx) => {
186 m.notation = this.vr.getNotation(m);
187 this.vr.play(m);
188 if (idx < L - 1 && this.vr.getCheckSquares(this.vr.turn).length > 0)
189 m.notation += "+";
190 });
191 });
192 if (firstMoveColor == "b") {
193 // 'start' & 'end' is required for Board component
194 this.moves.unshift({
195 notation: "...",
196 start: { x: -1, y: -1 },
197 end: { x: -1, y: -1 },
198 fen: game.fenStart
199 });
200 L++;
201 }
202 this.positionCursorTo(this.moves.length - 1);
203 this.incheck = this.vr.getCheckSquares(this.vr.turn);
204 const score = this.vr.getCurrentScore();
205 if (["1-0","0-1"].includes(score))
206 this.moves[L - 1].notation += "#";
207 else if (this.vr.getCheckSquares(this.vr.turn).length > 0)
208 this.moves[L - 1].notation += "+";
209 },
210 positionCursorTo: function(index) {
211 this.cursor = index;
212 // Caution: last move in moves array might be a multi-move
213 if (index >= 0) {
214 if (Array.isArray(this.moves[index])) {
215 const L = this.moves[index].length;
216 this.lastMove = this.moves[index][L - 1];
217 } else {
218 this.lastMove = this.moves[index];
219 }
220 } else this.lastMove = null;
221 },
222 analyzePosition: function() {
223 let newUrl =
224 "/analyse/" +
225 this.game.vname +
226 "/?fen=" +
227 this.vr.getFen().replace(/ /g, "_");
228 if (this.game.mycolor)
229 newUrl += "&side=" + this.game.mycolor;
230 // Open in same tab in live games (against cheating)
231 if (this.game.type == "live") this.$router.push(newUrl);
232 else window.open("#" + newUrl);
233 },
234 download: function() {
235 const content = this.getPgn();
236 // Prepare and trigger download link
237 let downloadAnchor = document.getElementById("download");
238 downloadAnchor.setAttribute("download", "game.pgn");
239 downloadAnchor.href =
240 "data:text/plain;charset=utf-8," + encodeURIComponent(content);
241 downloadAnchor.click();
242 },
243 getPgn: function() {
244 let pgn = "";
245 pgn += '[Site "vchess.club"]\n';
246 pgn += '[Variant "' + this.game.vname + '"]\n';
247 pgn += '[Date "' + getDate(new Date()) + '"]\n';
248 pgn += '[White "' + this.game.players[0].name + '"]\n';
249 pgn += '[Black "' + this.game.players[1].name + '"]\n';
250 pgn += '[Fen "' + this.game.fenStart + '"]\n';
251 pgn += '[Result "' + this.game.score + '"]\n\n';
252 for (let i = 0; i < this.moves.length; i += 2) {
253 pgn += (i/2+1) + "." + getFullNotation(this.moves[i]) + " ";
254 if (i+1 < this.moves.length)
255 pgn += getFullNotation(this.moves[i+1]) + " ";
256 }
257 return pgn + "\n";
258 },
259 showEndgameMsg: function(message) {
260 this.endgameMessage = message;
261 document.getElementById("modalEog").checked = true;
262 },
263 // Animate an elementary move
264 animateMove: function(move, callback) {
265 let startSquare = document.getElementById(getSquareId(move.start));
266 if (!startSquare) return; //shouldn't happen but...
267 let endSquare = document.getElementById(getSquareId(move.end));
268 let rectStart = startSquare.getBoundingClientRect();
269 let rectEnd = endSquare.getBoundingClientRect();
270 let translation = {
271 x: rectEnd.x - rectStart.x,
272 y: rectEnd.y - rectStart.y
273 };
274 let movingPiece = document.querySelector(
275 "#" + getSquareId(move.start) + " > img.piece"
276 );
277 // For some unknown reasons Opera get "movingPiece == null" error
278 // TOOO: is it calling 'animate()' twice ? One extra time ?
279 if (!movingPiece) return;
280 // HACK for animation (with positive translate, image slides "under background")
281 // Possible improvement: just alter squares on the piece's way...
282 const squares = document.getElementsByClassName("board");
283 for (let i = 0; i < squares.length; i++) {
284 let square = squares.item(i);
285 if (square.id != getSquareId(move.start)) square.style.zIndex = "-1";
286 }
287 movingPiece.style.transform =
288 "translate(" + translation.x + "px," + translation.y + "px)";
289 movingPiece.style.transitionDuration = "0.25s";
290 movingPiece.style.zIndex = "3000";
291 setTimeout(() => {
292 for (let i = 0; i < squares.length; i++)
293 squares.item(i).style.zIndex = "auto";
294 movingPiece.style = {}; //required e.g. for 0-0 with KR swap
295 callback();
296 }, 250);
297 },
298 // For Analyse mode:
299 emitFenIfAnalyze: function() {
300 if (this.game.mode == "analyze") {
301 this.$emit(
302 "fenchange",
303 !!this.lastMove ? this.lastMove.fen : this.game.fenStart
304 );
305 }
306 },
307 // "light": if gotoMove() or gotoEnd()
308 play: function(move, received, light, noemit) {
309 if (!!noemit) {
310 if (this.inPlay) {
311 // Received moves in observed games can arrive too fast:
312 this.stackToPlay.unshift(move);
313 return;
314 }
315 this.inPlay = true;
316 }
317 const navigate = !move;
318 const playSubmove = (smove) => {
319 smove.notation = this.vr.getNotation(smove);
320 this.vr.play(smove);
321 this.lastMove = smove;
322 if (!this.inMultimove) {
323 if (this.cursor < this.moves.length - 1)
324 this.moves = this.moves.slice(0, this.cursor + 1);
325 this.moves.push(smove);
326 this.inMultimove = true; //potentially
327 this.cursor++;
328 } else {
329 // Already in the middle of a multi-move
330 const L = this.moves.length;
331 if (!Array.isArray(this.moves[L-1]))
332 this.$set(this.moves, L-1, [this.moves[L-1], smove]);
333 else
334 this.$set(this.moves, L-1, this.moves.concat([smove]));
335 }
336 };
337 const playMove = () => {
338 const animate = (V.ShowMoves == "all" && !!received);
339 if (!Array.isArray(move)) move = [move];
340 let moveIdx = 0;
341 let self = this;
342 const initurn = this.vr.turn;
343 (function executeMove() {
344 const smove = move[moveIdx++];
345 if (animate) {
346 self.animateMove(smove, () => {
347 playSubmove(smove);
348 if (moveIdx < move.length)
349 setTimeout(executeMove, 500);
350 else afterMove(smove, initurn);
351 });
352 } else {
353 playSubmove(smove);
354 if (moveIdx < move.length) executeMove();
355 else afterMove(smove, initurn);
356 }
357 })();
358 };
359 const computeScore = () => {
360 const score = this.vr.getCurrentScore();
361 if (!navigate) {
362 if (["1-0","0-1"].includes(score))
363 this.lastMove.notation += "#";
364 else if (this.vr.getCheckSquares(this.vr.turn).length > 0)
365 this.lastMove.notation += "+";
366 }
367 if (score != "*" && this.game.mode == "analyze") {
368 const message = getScoreMessage(score);
369 // Just show score on screen (allow undo)
370 this.showEndgameMsg(score + " . " + this.st.tr[message]);
371 }
372 return score;
373 };
374 const afterMove = (smove, initurn) => {
375 if (this.vr.turn != initurn) {
376 // Turn has changed: move is complete
377 if (!smove.fen)
378 // NOTE: only FEN of last sub-move is required (thus setting it here)
379 smove.fen = this.vr.getFen();
380 // Is opponent in check?
381 this.incheck = this.vr.getCheckSquares(this.vr.turn);
382 this.emitFenIfAnalyze();
383 this.inMultimove = false;
384 this.score = computeScore();
385 if (this.game.mode != "analyze") {
386 if (!noemit) {
387 // Post-processing (e.g. computer play).
388 const L = this.moves.length;
389 // NOTE: always emit the score, even in unfinished,
390 // to tell Game::processMove() that it's not a received move.
391 this.$emit("newmove", this.moves[L-1], { score: this.score });
392 } else {
393 this.inPlay = false;
394 if (this.stackToPlay.length > 0)
395 // Move(s) arrived in-between
396 this.play(this.stackToPlay.pop(), received, light, noemit);
397 }
398 }
399 }
400 };
401 // NOTE: navigate and received are mutually exclusive
402 if (navigate) {
403 // The move to navigate to is necessarily full:
404 if (this.cursor == this.moves.length - 1) return; //no more moves
405 move = this.moves[this.cursor + 1];
406 // Just play the move:
407 if (!Array.isArray(move)) move = [move];
408 for (let i=0; i < move.length; i++) this.vr.play(move[i]);
409 if (!light) {
410 this.lastMove = move[move.length-1];
411 this.incheck = this.vr.getCheckSquares(this.vr.turn);
412 this.score = computeScore();
413 this.emitFenIfAnalyze();
414 }
415 this.cursor++;
416 return;
417 }
418 // Forbid playing outside analyze mode, except if move is received.
419 // Sufficient condition because Board already knows which turn it is.
420 if (
421 this.game.mode != "analyze" &&
422 !received &&
423 (this.game.score != "*" || this.cursor < this.moves.length - 1)
424 ) {
425 return;
426 }
427 // To play a received move, cursor must be at the end of the game:
428 if (received && this.cursor < this.moves.length - 1)
429 this.gotoEnd();
430 playMove();
431 },
432 cancelCurrentMultimove: function() {
433 const L = this.moves.length;
434 let move = this.moves[L-1];
435 if (!Array.isArray(move)) move = [move];
436 for (let i=move.length -1; i >= 0; i--) this.vr.undo(move[i]);
437 this.moves.pop();
438 this.cursor--;
439 this.inMultimove = false;
440 },
441 cancelLastMove: function() {
442 // The last played move was canceled (corr game)
443 this.undo();
444 this.moves.pop();
445 },
446 // "light": if gotoMove() or gotoBegin()
447 undo: function(move, light) {
448 if (this.inMultimove) {
449 this.cancelCurrentMultimove();
450 this.incheck = this.vr.getCheckSquares(this.vr.turn);
451 } else {
452 if (!move) {
453 const minCursor =
454 this.moves.length > 0 && this.moves[0].notation == "..."
455 ? 1
456 : 0;
457 if (this.cursor < minCursor) return; //no more moves
458 move = this.moves[this.cursor];
459 }
460 undoMove(move, this.vr);
461 if (light) this.cursor--;
462 else {
463 this.positionCursorTo(this.cursor - 1);
464 this.incheck = this.vr.getCheckSquares(this.vr.turn);
465 this.emitFenIfAnalyze();
466 }
467 }
468 },
469 gotoMove: function(index) {
470 if (this.inMultimove) this.cancelCurrentMultimove();
471 if (index == this.cursor) return;
472 if (index < this.cursor) {
473 while (this.cursor > index)
474 this.undo(null, null, "light");
475 }
476 else {
477 // index > this.cursor)
478 while (this.cursor < index)
479 this.play(null, null, "light");
480 }
481 // NOTE: next line also re-assign cursor, but it's very light
482 this.positionCursorTo(index);
483 this.incheck = this.vr.getCheckSquares(this.vr.turn);
484 this.emitFenIfAnalyze();
485 },
486 gotoBegin: function() {
487 if (this.inMultimove) this.cancelCurrentMultimove();
488 const minCursor =
489 this.moves.length > 0 && this.moves[0].notation == "..."
490 ? 1
491 : 0;
492 while (this.cursor >= minCursor) this.undo(null, null, "light");
493 this.lastMove = (minCursor == 1 ? this.moves[0] : null);
494 this.incheck = this.vr.getCheckSquares(this.vr.turn);
495 this.emitFenIfAnalyze();
496 },
497 gotoEnd: function() {
498 if (this.cursor == this.moves.length - 1) return;
499 this.gotoMove(this.moves.length - 1);
500 this.emitFenIfAnalyze();
501 },
502 flip: function() {
503 this.orientation = V.GetOppCol(this.orientation);
504 }
505 }
506 };
507 </script>
508
509 <style lang="sass" scoped>
510 [type="checkbox"]#modalEog+div .card
511 min-height: 45px
512
513 #baseGame
514 width: 100%
515 &:focus
516 outline: none
517
518 #gameContainer
519 margin-left: auto
520 margin-right: auto
521
522 #downloadDiv
523 display: inline-block
524
525 #controls
526 user-select: none
527 button
528 border: none
529 margin: 0
530 padding-top: 5px
531 padding-bottom: 5px
532
533 img.inline
534 height: 24px
535 padding-top: 5px
536 @media screen and (max-width: 767px)
537 height: 18px
538
539 #turnIndicator
540 text-align: center
541 font-weight: bold
542
543 #boardContainer
544 float: left
545 // TODO: later, maybe, allow movesList of variable width
546 // or e.g. between 250 and 350px (but more complicated)
547
548 #movesList
549 width: 280px
550 float: left
551
552 @media screen and (max-width: 767px)
553 #movesList
554 width: 100%
555 float: none
556 clear: both
557 </style>