Experimental symmetric randomness + deterministic option
[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
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 #belowControls
37 #downloadDiv(v-if="allowDownloadPGN")
38 a#download(href="#")
39 button(@click="download()") {{ st.tr["Download"] }} PGN
40 button(
41 v-if="canAnalyze"
42 @click="analyzePosition()"
43 )
44 | {{ st.tr["Analyse"] }}
45 // NOTE: variants pages already have a "Rules" link on top
46 button(
47 v-if="!$route.path.match('/variants/')"
48 @click="showRules()"
49 )
50 | {{ st.tr["Rules"] }}
51 #movesList
52 MoveList(
53 :show="showMoves"
54 :score="game.score"
55 :message="game.scoreMsg"
56 :firstNum="firstMoveNumber"
57 :moves="moves"
58 :cursor="cursor"
59 @goto-move="gotoMove"
60 )
61 .clearer
62 </template>
63
64 <script>
65 import Board from "@/components/Board.vue";
66 import MoveList from "@/components/MoveList.vue";
67 import { store } from "@/store";
68 import { getSquareId } from "@/utils/squareId";
69 import { getDate } from "@/utils/datetime";
70 import { processModalClick } from "@/utils/modalClick";
71 import { getScoreMessage } from "@/utils/scoring";
72 import { getFullNotation } from "@/utils/notation";
73 import { undoMove } from "@/utils/playUndo";
74 export default {
75 name: "my-base-game",
76 components: {
77 Board,
78 MoveList
79 },
80 props: ["game"],
81 data: function() {
82 return {
83 st: store.state,
84 // NOTE: all following variables must be reset at the beginning of a game
85 vr: null, //VariantRules object, game state
86 endgameMessage: "",
87 orientation: "w",
88 score: "*", //'*' means 'unfinished'
89 moves: [],
90 // TODO: later, use subCursor to navigate intra-multimoves?
91 cursor: -1, //index of the move just played
92 lastMove: null,
93 firstMoveNumber: 0, //for printing
94 incheck: [], //for Board
95 inMultimove: false
96 };
97 },
98 watch: {
99 // game initial FEN changes when a new game starts
100 "game.fenStart": function() {
101 this.re_setVariables();
102 },
103 },
104 computed: {
105 showMoves: function() {
106 return this.game.score != "*"
107 ? "all"
108 : (this.vr ? this.vr.showMoves : "none");
109 },
110 showTurn: function() {
111 return (
112 this.game.score == '*' &&
113 this.vr &&
114 (this.vr.showMoves != "all" || !this.vr.canFlip)
115 );
116 },
117 turn: function() {
118 if (!this.vr)
119 return "";
120 if (this.vr.showMoves != "all")
121 return this.st.tr[(this.vr.turn == 'w' ? "White" : "Black") + " to move"]
122 // Cannot flip: racing king or circular chess
123 return this.vr.movesCount == 0 && this.game.mycolor == "w"
124 ? this.st.tr["It's your turn!"]
125 : "";
126 },
127 canAnalyze: function() {
128 return this.game.mode != "analyze" && this.vr && this.vr.canAnalyze;
129 },
130 canFlip: function() {
131 return this.vr && this.vr.canFlip;
132 },
133 allowDownloadPGN: function() {
134 return this.game.score != "*" || (this.vr && this.vr.showMoves == "all");
135 }
136 },
137 created: function() {
138 if (this.game.fenStart) this.re_setVariables();
139 },
140 mounted: function() {
141 if (!("ontouchstart" in window)) {
142 // Desktop browser:
143 const baseGameDiv = document.getElementById("baseGame");
144 baseGameDiv.tabIndex = 0;
145 baseGameDiv.addEventListener("click", this.focusBg);
146 baseGameDiv.addEventListener("keydown", this.handleKeys);
147 baseGameDiv.addEventListener("wheel", this.handleScroll);
148 }
149 document.getElementById("eogDiv").addEventListener(
150 "click",
151 processModalClick);
152 },
153 methods: {
154 focusBg: function() {
155 document.getElementById("baseGame").focus();
156 },
157 handleKeys: function(e) {
158 if ([32, 37, 38, 39, 40].includes(e.keyCode)) e.preventDefault();
159 switch (e.keyCode) {
160 case 37:
161 this.undo();
162 break;
163 case 39:
164 this.play();
165 break;
166 case 38:
167 this.gotoBegin();
168 break;
169 case 40:
170 this.gotoEnd();
171 break;
172 case 32:
173 this.flip();
174 break;
175 }
176 },
177 handleScroll: function(e) {
178 e.preventDefault();
179 if (e.deltaY < 0) this.undo();
180 else if (e.deltaY > 0) this.play();
181 },
182 showRules: function() {
183 //this.$router.push("/variants/" + this.game.vname);
184 window.open("#/variants/" + this.game.vname, "_blank"); //better
185 },
186 re_setVariables: function() {
187 this.endgameMessage = "";
188 // "w": default orientation for observed games
189 this.orientation = this.game.mycolor || "w";
190 this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
191 // Post-processing: decorate each move with notation and FEN
192 this.vr = new V(this.game.fenStart);
193 const parsedFen = V.ParseFen(this.game.fenStart);
194 const firstMoveColor = parsedFen.turn;
195 this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2);
196 this.moves.forEach(move => {
197 // Strategy working also for multi-moves:
198 if (!Array.isArray(move)) move = [move];
199 move.forEach(m => {
200 m.notation = this.vr.getNotation(m);
201 this.vr.play(m);
202 });
203 });
204 if (firstMoveColor == "b") {
205 // 'start' & 'end' is required for Board component
206 this.moves.unshift({
207 notation: "...",
208 start: { x: -1, y: -1 },
209 end: { x: -1, y: -1 }
210 });
211 }
212 this.positionCursorTo(this.moves.length - 1);
213 this.incheck = this.vr.getCheckSquares(this.vr.turn);
214 },
215 positionCursorTo: function(index) {
216 this.cursor = index;
217 // Caution: last move in moves array might be a multi-move
218 if (index >= 0) {
219 if (Array.isArray(this.moves[index])) {
220 const L = this.moves[index].length;
221 this.lastMove = this.moves[index][L - 1];
222 } else {
223 this.lastMove = this.moves[index];
224 }
225 }
226 else
227 this.lastMove = null;
228 },
229 analyzePosition: function() {
230 let newUrl =
231 "/analyse/" +
232 this.game.vname +
233 "/?fen=" +
234 this.vr.getFen().replace(/ /g, "_");
235 if (this.game.mycolor)
236 newUrl += "&side=" + this.game.mycolor;
237 // Open in same tab in live games (against cheating)
238 if (this.game.type == "live") this.$router.push(newUrl);
239 else window.open("#" + newUrl);
240 },
241 download: function() {
242 const content = this.getPgn();
243 // Prepare and trigger download link
244 let downloadAnchor = document.getElementById("download");
245 downloadAnchor.setAttribute("download", "game.pgn");
246 downloadAnchor.href =
247 "data:text/plain;charset=utf-8," + encodeURIComponent(content);
248 downloadAnchor.click();
249 },
250 getPgn: function() {
251 let pgn = "";
252 pgn += '[Site "vchess.club"]\n';
253 pgn += '[Variant "' + this.game.vname + '"]\n';
254 pgn += '[Date "' + getDate(new Date()) + '"]\n';
255 pgn += '[White "' + this.game.players[0].name + '"]\n';
256 pgn += '[Black "' + this.game.players[1].name + '"]\n';
257 pgn += '[Fen "' + this.game.fenStart + '"]\n';
258 pgn += '[Result "' + this.game.score + '"]\n\n';
259 for (let i = 0; i < this.moves.length; i += 2) {
260 pgn += (i/2+1) + "." + getFullNotation(this.moves[i]) + " ";
261 if (i+1 < this.moves.length)
262 pgn += getFullNotation(this.moves[i+1]) + " ";
263 }
264 return pgn + "\n";
265 },
266 showEndgameMsg: function(message) {
267 this.endgameMessage = message;
268 let modalBox = document.getElementById("modalEog");
269 modalBox.checked = true;
270 setTimeout(() => {
271 modalBox.checked = false;
272 }, 2000);
273 },
274 // Animate an elementary move
275 animateMove: function(move, callback) {
276 let startSquare = document.getElementById(getSquareId(move.start));
277 let endSquare = document.getElementById(getSquareId(move.end));
278 let rectStart = startSquare.getBoundingClientRect();
279 let rectEnd = endSquare.getBoundingClientRect();
280 let translation = {
281 x: rectEnd.x - rectStart.x,
282 y: rectEnd.y - rectStart.y
283 };
284 let movingPiece = document.querySelector(
285 "#" + getSquareId(move.start) + " > img.piece"
286 );
287 // HACK for animation (with positive translate, image slides "under background")
288 // Possible improvement: just alter squares on the piece's way...
289 const squares = document.getElementsByClassName("board");
290 for (let i = 0; i < squares.length; i++) {
291 let square = squares.item(i);
292 if (square.id != getSquareId(move.start)) square.style.zIndex = "-1";
293 }
294 movingPiece.style.transform =
295 "translate(" + translation.x + "px," + translation.y + "px)";
296 movingPiece.style.transitionDuration = "0.25s";
297 movingPiece.style.zIndex = "3000";
298 setTimeout(() => {
299 for (let i = 0; i < squares.length; i++)
300 squares.item(i).style.zIndex = "auto";
301 movingPiece.style = {}; //required e.g. for 0-0 with KR swap
302 callback();
303 }, 250);
304 },
305 // For Analyse mode:
306 emitFenIfAnalyze: function() {
307 if (this.game.mode == "analyze") {
308 this.$emit(
309 "fenchange",
310 this.lastMove ? this.lastMove.fen : this.game.fenStart
311 );
312 }
313 },
314 // "light": if gotoMove() or gotoEnd()
315 // data: some custom data (addTime) to be re-emitted
316 play: function(move, received, light, data) {
317 const navigate = !move;
318 const playSubmove = (smove) => {
319 if (!navigate) smove.notation = this.vr.getNotation(smove);
320 this.vr.play(smove);
321 this.lastMove = smove;
322 // Is opponent in check?
323 this.incheck = this.vr.getCheckSquares(this.vr.turn);
324 if (!navigate) {
325 if (!this.inMultimove) {
326 if (this.cursor < this.moves.length - 1)
327 this.moves = this.moves.slice(0, this.cursor + 1);
328 this.moves.push(smove);
329 this.inMultimove = true; //potentially
330 this.cursor++;
331 } else {
332 // Already in the middle of a multi-move
333 const L = this.moves.length;
334 if (!Array.isArray(this.moves[L-1]))
335 this.$set(this.moves, L-1, [this.moves[L-1], smove]);
336 else
337 this.$set(this.moves, L-1, this.moves.concat([smove]));
338 }
339 }
340 };
341 const playMove = () => {
342 const animate = V.ShowMoves == "all" && (received || navigate);
343 if (!Array.isArray(move)) move = [move];
344 let moveIdx = 0;
345 let self = this;
346 const initurn = this.vr.turn;
347 (function executeMove() {
348 const smove = move[moveIdx++];
349 if (animate) {
350 self.animateMove(smove, () => {
351 playSubmove(smove);
352 if (moveIdx < move.length)
353 setTimeout(executeMove, 500);
354 else afterMove(smove, initurn);
355 });
356 } else {
357 playSubmove(smove);
358 if (moveIdx < move.length) executeMove();
359 else afterMove(smove, initurn);
360 }
361 })();
362 };
363 const afterMove = (smove, initurn) => {
364 if (this.vr.turn != initurn) {
365 // Turn has changed: move is complete
366 if (!smove.fen) {
367 // NOTE: only FEN of last sub-move is required (thus setting it here)
368 smove.fen = this.vr.getFen();
369 this.emitFenIfAnalyze();
370 }
371 this.inMultimove = false;
372 const score = this.vr.getCurrentScore();
373 if (score != "*") {
374 const message = getScoreMessage(score);
375 if (!navigate && this.game.mode != "analyze")
376 this.$emit("gameover", score, message);
377 else if (this.game.mode == "analyze")
378 // Just show score on screen (allow undo)
379 this.showEndgameMsg(score + " . " + this.st.tr[message]);
380 }
381 if (!navigate && this.game.mode != "analyze") {
382 const L = this.moves.length;
383 // Post-processing (e.g. computer play)
384 this.$emit("newmove", this.moves[L-1], data);
385 }
386 }
387 };
388 // NOTE: navigate and received are mutually exclusive
389 if (navigate) {
390 // The move to navigate to is necessarily full:
391 if (this.cursor == this.moves.length - 1) return; //no more moves
392 move = this.moves[this.cursor + 1];
393 if (light) {
394 // Just play the move, nothing else:
395 if (!Array.isArray(move)) move = [move];
396 for (let i=0; i < move.length; i++) this.vr.play(move[i]);
397 }
398 else {
399 playMove();
400 this.emitFenIfAnalyze();
401 }
402 this.cursor++;
403 return;
404 }
405 // Forbid playing outside analyze mode, except if move is received.
406 // Sufficient condition because Board already knows which turn it is.
407 if (
408 this.game.mode != "analyze" &&
409 !received &&
410 (this.game.score != "*" || this.cursor < this.moves.length - 1)
411 ) {
412 return;
413 }
414 // To play a received move, cursor must be at the end of the game:
415 if (received && this.cursor < this.moves.length - 1)
416 this.gotoEnd();
417 playMove();
418 },
419 cancelCurrentMultimove: function() {
420 const L = this.moves.length;
421 let move = this.moves[L-1];
422 if (!Array.isArray(move)) move = [move];
423 for (let i=move.length -1; i >= 0; i--) this.vr.undo(move[i]);
424 this.moves.pop();
425 this.cursor--;
426 this.inMultimove = false;
427 },
428 cancelLastMove: function() {
429 // The last played move was canceled (corr game)
430 this.undo();
431 this.moves.pop();
432 },
433 // "light": if gotoMove() or gotoBegin()
434 undo: function(move, light) {
435 if (this.inMultimove) {
436 this.cancelCurrentMultimove();
437 this.incheck = this.vr.getCheckSquares(this.vr.turn);
438 } else {
439 if (!move) {
440 if (this.cursor < 0) return; //no more moves
441 move = this.moves[this.cursor];
442 }
443 // Caution; if multi-move, undo all submoves from last to first
444 undoMove(move, this.vr);
445 if (light) this.cursor--;
446 else {
447 this.positionCursorTo(this.cursor - 1);
448 this.incheck = this.vr.getCheckSquares(this.vr.turn);
449 this.emitFenIfAnalyze();
450 }
451 }
452 },
453 gotoMove: function(index) {
454 if (this.inMultimove) this.cancelCurrentMultimove();
455 if (index == this.cursor) return;
456 if (index < this.cursor) {
457 while (this.cursor > index)
458 this.undo(null, null, "light");
459 }
460 else {
461 // index > this.cursor)
462 while (this.cursor < index)
463 this.play(null, null, "light");
464 }
465 // NOTE: next line also re-assign cursor, but it's very light
466 this.positionCursorTo(index);
467 this.incheck = this.vr.getCheckSquares(this.vr.turn);
468 this.emitFenIfAnalyze();
469 },
470 gotoBegin: function() {
471 if (this.inMultimove) this.cancelCurrentMultimove();
472 while (this.cursor >= 0)
473 this.undo(null, null, "light");
474 if (this.moves.length > 0 && this.moves[0].notation == "...") {
475 this.cursor = 0;
476 this.lastMove = this.moves[0];
477 } else {
478 this.lastMove = null;
479 }
480 this.incheck = [];
481 this.emitFenIfAnalyze();
482 },
483 gotoEnd: function() {
484 if (this.cursor == this.moves.length - 1) return;
485 this.gotoMove(this.moves.length - 1);
486 this.emitFenIfAnalyze();
487 },
488 flip: function() {
489 this.orientation = V.GetOppCol(this.orientation);
490 }
491 }
492 };
493 </script>
494
495 <style lang="sass" scoped>
496 [type="checkbox"]#modalEog+div .card
497 min-height: 45px
498
499 #baseGame
500 width: 100%
501 &:focus
502 outline: none
503
504 #gameContainer
505 margin-left: auto
506 margin-right: auto
507
508 #downloadDiv
509 display: inline-block
510
511 #controls
512 margin: 0 auto
513 text-align: center
514 display: flex
515 button
516 display: inline-block
517 width: 20%
518 margin: 0
519 img.inline
520 height: 24px
521 padding-top: 5px
522 @media screen and (max-width: 767px)
523 img.inline
524 height: 18px
525
526 #turnIndicator
527 text-align: center
528 font-weight: bold
529
530 #belowControls
531 border-top: 1px solid #2f4f4f
532 text-align: center
533 margin: 0 auto
534 & > #downloadDiv
535 margin: 0
536 & > button
537 margin: 0
538 & > button
539 border-left: 1px solid #2f4f4f
540 margin: 0
541
542 #boardContainer
543 float: left
544 // TODO: later, maybe, allow movesList of variable width
545 // or e.g. between 250 and 350px (but more complicated)
546
547 #movesList
548 width: 280px
549 float: left
550
551 @media screen and (max-width: 767px)
552 #movesList
553 width: 100%
554 float: none
555 clear: both
556 </style>