Draft of Rules view (not working) with computer play
[vchess.git] / client / src / components / Game.vue
1 <template lang="pug">
2 .row
3 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
4 input#modalEog.modal(type="checkbox")
5 div(role="dialog" aria-labelledby="eogMessage")
6 .card.smallpad.small-modal.text-center
7 label.modal-close(for="modalEog")
8 h3#eogMessage.section {{ endgameMessage }}
9 Chat(v-if="showChat" :opponents="opponents" :people="people")
10 Board(:vr="vr" :last-move="lastMove" :mode="mode" :user-color="mycolor"
11 :orientation="orientation" @play-move="play")
12 .button-group
13 button(@click="() => play()") Play
14 button(@click="() => undo()") Undo
15 button(@click="flip") Flip
16 button(@click="gotoBegin") GotoBegin
17 button(@click="gotoEnd") GotoEnd
18 .button-group(v-if="mode=='human'")
19 button(@click="offerDraw") Draw
20 button(@click="abortGame") Abort
21 button(@click="resign") Resign
22 div(v-if="mode=='human' && subMode=='corr'")
23 textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg")
24 div(v-show="cursor>=0") {{ moves[cursor].message }}
25 .section-content(v-if="showFen && !!vr" id="fen-div")
26 p#fenString.text-center {{ vr.getFen() }}
27 #pgnDiv.section-content
28 a#download(href="#")
29 .button-group
30 button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
31 button Import game
32 MoveList(v-if="showMoves"
33 :moves="moves" :cursor="cursor" @goto-move="gotoMove")
34 </template>
35
36 <script>
37 // Game logic on a variant page: 3 modes, analyze, computer or human
38 // TODO: envoyer juste "light move", sans FEN ni notation ...etc
39 // TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ?
40 // onClick :: ask full game to remote player, and register as an observer in game
41 // (use gameId to communicate)
42 // on landing on game :: if gameId not found locally, check remotely
43 // ==> il manque un param dans game : "remoteId"
44 // TODO: import store, st
45 import Board from "@/components/Board.vue";
46 import Chat from "@/components/Chat.vue";
47 import MoveList from "@/components/MoveList.vue";
48 export default {
49 name: 'my-game',
50 // gameId: to find the game in storage (assumption: it exists)
51 // fen: to start from a FEN without identifiers (analyze mode)
52 // subMode: "auto" (game comp vs comp) or "corr" (correspondance game),
53 // or "examine" (after human game: TODO)
54 // gameRef in URL hash (listen for changes)
55 props: ["fen","mode","subMode"],
56 data: function() {
57 return {
58 gameRef: "",
59 // Web worker to play computer moves without freezing interface:
60 compWorker: new Worker('/javascripts/playCompMove.js'),
61 timeStart: undefined, //time when computer starts thinking
62 vr: null, //VariantRules object, describing the game state + rules
63 endgameMessage: "",
64 orientation: "w",
65 lockCompThink: false, //to avoid some ghost moves
66 myname: user.name, //may be anonymous (thus no name)
67 opponents: {}, //filled later (potentially 2 or 3 opponents)
68 drawOfferSent: false, //did I just ask for draw?
69 people: {}, //observers
70 score: "*", //'*' means 'unfinished'
71 // userColor: given by gameId, or fen in problems mode (if no game Id)...
72 mycolor: "w",
73 fenStart: "",
74 moves: [], //TODO: initialize if gameId is defined...
75 cursor: -1, //index of the move just played
76 lastMove: null,
77 };
78 },
79 // watch: {
80 // fen: function() {
81 // // (Security) No effect if a computer move is in progress:
82 // if (this.mode == "computer" && this.lockCompThink)
83 // return this.$emit("computer-think");
84 // this.newGameFromFen();
85 // },
86 //// // TODO: $route: ...
87 //// gameRef: function() {
88 //// this.loadGame();
89 //// },
90 // },
91 // computed: {
92 // showChat: function() {
93 // return this.mode=='human' && this.score != '*';
94 // },
95 // showMoves: function() {
96 // return true;
97 // //return window.innerWidth >= 768;
98 // },
99 // showFen: function() {
100 // return variant.name != "Dark" || this.score != "*";
101 // },
102 // },
103 // // Modal end of game, and then sub-components
104 // created: function() {
105 // if (!!this.gameRef)
106 // this.loadGame();
107 // else if (!!this.fen)
108 // {
109 // this.vr = new V(this.fen);
110 // this.fenStart = this.fen;
111 // }
112 // // TODO: if I'm one of the players in game, then:
113 // // Send ping to server (answer pong if opponent is connected)
114 // if (true && !!this.conn && !!this.gameRef)
115 // {
116 // this.conn.onopen = () => {
117 // this.conn.send(JSON.stringify({
118 // code:"ping",oppid:this.oppid,gameId:this.gameRef.id}));
119 // };
120 // }
121 // // TODO: also handle "draw accepted" (use opponents array?)
122 // // --> must give this info also when sending lastState...
123 // // and, if all players agree then OK draw (end game ...etc)
124 // const socketMessageListener = msg => {
125 // const data = JSON.parse(msg.data);
126 // let L = undefined;
127 // switch (data.code)
128 // {
129 // case "newmove": //..he played!
130 // this.play(data.move, variant.name!="Dark" ? "animate" : null);
131 // break;
132 // case "pong": //received if we sent a ping (game still alive on our side)
133 // if (this.gameRef.id != data.gameId)
134 // break; //games IDs don't match: definitely over...
135 // this.oppConnected = true;
136 // // Send our "last state" informations to opponent(s)
137 // L = this.vr.moves.length;
138 // Object.keys(this.opponents).forEach(oid => {
139 // this.conn.send(JSON.stringify({
140 // code: "lastate",
141 // oppid: oid,
142 // gameId: this.gameRef.id,
143 // lastMove: (L>0?this.vr.moves[L-1]:undefined),
144 // movesCount: L,
145 // }));
146 // });
147 // break;
148 // // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one)
149 // case "lastate": //got opponent infos about last move
150 // L = this.vr.moves.length;
151 // if (this.gameRef.id != data.gameId)
152 // break; //games IDs don't match: nothing we can do...
153 // // OK, opponent still in game (which might be over)
154 // if (this.score != "*")
155 // {
156 // // We finished the game (any result possible)
157 // this.conn.send(JSON.stringify({
158 // code: "lastate",
159 // oppid: data.oppid,
160 // gameId: this.gameRef.id,
161 // score: this.score,
162 // }));
163 // }
164 // else if (!!data.score) //opponent finished the game
165 // this.endGame(data.score);
166 // else if (data.movesCount < L)
167 // {
168 // // We must tell last move to opponent
169 // this.conn.send(JSON.stringify({
170 // code: "lastate",
171 // oppid: this.opponent.id,
172 // gameId: this.gameRef.id,
173 // lastMove: this.vr.moves[L-1],
174 // movesCount: L,
175 // }));
176 // }
177 // else if (data.movesCount > L) //just got last move from him
178 // this.play(data.lastMove, "animate");
179 // break;
180 // case "resign": //..you won!
181 // this.endGame(this.mycolor=="w"?"1-0":"0-1");
182 // break;
183 // // TODO: also use (dis)connect info to count online players?
184 // case "connect":
185 // case "disconnect":
186 // if (this.mode=="human")
187 // {
188 // const online = (data.code == "connect");
189 // // If this is an opponent ?
190 // if (!!this.opponents[data.id])
191 // this.opponents[data.id].online = online;
192 // else
193 // {
194 // // Or an observer ?
195 // if (!online)
196 // delete this.people[data.id];
197 // else
198 // this.people[data.id] = data.name;
199 // }
200 // }
201 // break;
202 // }
203 // };
204 // const socketCloseListener = () => {
205 // this.conn.addEventListener('message', socketMessageListener);
206 // this.conn.addEventListener('close', socketCloseListener);
207 // };
208 // if (!!this.conn)
209 // {
210 // this.conn.onmessage = socketMessageListener;
211 // this.conn.onclose = socketCloseListener;
212 // }
213 // // Computer moves web worker logic: (TODO: also for observers in HH games ?)
214 // this.compWorker.postMessage(["scripts",variant.name]);
215 // this.compWorker.onmessage = e => {
216 // this.lockCompThink = true; //to avoid some ghost moves
217 // let compMove = e.data;
218 // if (!Array.isArray(compMove))
219 // compMove = [compMove]; //to deal with MarseilleRules
220 // // Small delay for the bot to appear "more human"
221 // const delay = Math.max(500-(Date.now()-this.timeStart), 0);
222 // setTimeout(() => {
223 // const animate = variant.name != "Dark";
224 // this.play(compMove[0], animate);
225 // if (compMove.length == 2)
226 // setTimeout( () => { this.play(compMove[1], animate); }, 750);
227 // else //250 == length of animation (TODO: should be a constant somewhere)
228 // setTimeout( () => this.lockCompThink = false, 250);
229 // }, delay);
230 // }
231 // },
232 // // dans variant.js (plutôt room.js) conn gère aussi les challenges
233 // // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
234 // methods: {
235 // offerDraw: function() {
236 // if (!confirm("Offer draw?"))
237 // return;
238 // // Stay in "draw offer sent" state until next move is played
239 // this.drawOfferSent = true;
240 // if (this.subMode == "corr")
241 // {
242 // // TODO: set drawOffer on in game (how ?)
243 // }
244 // else //live game
245 // {
246 // this.opponents.forEach(o => {
247 // if (!!o.online)
248 // {
249 // try {
250 // this.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
251 // } catch (INVALID_STATE_ERR) {
252 // return;
253 // }
254 // }
255 // });
256 // }
257 // },
258 // // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
259 // receiveDrawOffer: function() {
260 // //if (...)
261 // // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
262 // // if accept: send message "draw"
263 // },
264 // abortGame: function() {
265 // if (!confirm("Abort the game?"))
266 // return;
267 // //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
268 // //send message: "gameOver" avec score "?"
269 // },
270 // resign: function(e) {
271 // if (!confirm("Resign the game?"))
272 // return;
273 // if (this.mode == "human" && this.oppConnected(this.oppid))
274 // {
275 // try {
276 // this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
277 // } catch (INVALID_STATE_ERR) {
278 // return;
279 // }
280 // }
281 // this.endGame(this.mycolor=="w"?"0-1":"1-0");
282 // },
283 // translate: translate,
284 // newGameFromFen: function() {
285 // this.vr = new V(this.fen);
286 // this.moves = [];
287 // this.cursor = -1;
288 // this.fenStart = this.fen;
289 // this.score = "*";
290 // if (this.mode == "analyze")
291 // {
292 // this.mycolor = V.ParseFen(this.fen).turn;
293 // this.orientation = this.mycolor;
294 // }
295 // else if (this.mode == "computer") //only other alternative (HH with gameId)
296 // {
297 // this.mycolor = (Math.random() < 0.5 ? "w" : "b");
298 // this.orientation = this.mycolor;
299 // this.compWorker.postMessage(["init",this.fen]);
300 // if (this.mycolor != "w" || this.subMode == "auto")
301 // this.playComputerMove();
302 // }
303 // },
304 // loadGame: function() {
305 // // TODO: ask game to remote peer if this.remoteId is set
306 // // (or just if game not found locally)
307 // // NOTE: if it's a corr game, ask it from server
308 // const game = getGameFromStorage(this.gameRef.id, this.gameRef.uid); //uid may be blank
309 // this.opponent.id = game.oppid; //opponent ID in case of running HH game
310 // this.opponent.name = game.oppname; //maye be blank (if anonymous)
311 // this.score = game.score;
312 // this.mycolor = game.mycolor;
313 // this.fenStart = game.fenStart;
314 // this.moves = game.moves;
315 // this.cursor = game.moves.length-1;
316 // this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null);
317 // },
318 // setEndgameMessage: function(score) {
319 // let eogMessage = "Undefined";
320 // switch (score)
321 // {
322 // case "1-0":
323 // eogMessage = translations["White win"];
324 // break;
325 // case "0-1":
326 // eogMessage = translations["Black win"];
327 // break;
328 // case "1/2":
329 // eogMessage = translations["Draw"];
330 // break;
331 // case "?":
332 // eogMessage = "Unfinished";
333 // break;
334 // }
335 // this.endgameMessage = eogMessage;
336 // },
337 // download: function() {
338 // const content = this.getPgn();
339 // // Prepare and trigger download link
340 // let downloadAnchor = document.getElementById("download");
341 // downloadAnchor.setAttribute("download", "game.pgn");
342 // downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
343 // downloadAnchor.click();
344 // },
345 // getPgn: function() {
346 // let pgn = "";
347 // pgn += '[Site "vchess.club"]\n';
348 // const opponent = (this.mode=="human" ? "Anonymous" : "Computer");
349 // pgn += '[Variant "' + variant.name + '"]\n';
350 // pgn += '[Date "' + getDate(new Date()) + '"]\n';
351 // const whiteName = ["human","computer"].includes(this.mode)
352 // ? (this.mycolor=='w'?'Myself':opponent)
353 // : "analyze";
354 // const blackName = ["human","computer"].includes(this.mode)
355 // ? (this.mycolor=='b'?'Myself':opponent)
356 // : "analyze";
357 // pgn += '[White "' + whiteName + '"]\n';
358 // pgn += '[Black "' + blackName + '"]\n';
359 // pgn += '[Fen "' + this.fenStart + '"]\n';
360 // pgn += '[Result "' + this.score + '"]\n\n';
361 // let counter = 1;
362 // let i = 0;
363 // while (i < this.moves.length)
364 // {
365 // pgn += (counter++) + ".";
366 // for (let color of ["w","b"])
367 // {
368 // let move = "";
369 // while (i < this.moves.length && this.moves[i].color == color)
370 // move += this.moves[i++].notation[0] + ",";
371 // move = move.slice(0,-1); //remove last comma
372 // pgn += move + (i < this.moves.length-1 ? " " : "");
373 // }
374 // }
375 // return pgn + "\n";
376 // },
377 // showScoreMsg: function(score) {
378 // this.setEndgameMessage(score);
379 // let modalBox = document.getElementById("modal-eog");
380 // modalBox.checked = true;
381 // setTimeout(() => { modalBox.checked = false; }, 2000);
382 // },
383 // endGame: function(score) {
384 // this.score = score;
385 // this.showScoreMsg(score);
386 // if (this.mode == "human")
387 // localStorage["score"] = score;
388 // this.$emit("game-over");
389 // },
390 // oppConnected: function(uid) {
391 // return this.opponents.any(o => o.id == uidi && o.online);
392 // },
393 // playComputerMove: function() {
394 // this.timeStart = Date.now();
395 // this.compWorker.postMessage(["askmove"]);
396 // },
397 // animateMove: function(move) {
398 // let startSquare = document.getElementById(getSquareId(move.start));
399 // let endSquare = document.getElementById(getSquareId(move.end));
400 // let rectStart = startSquare.getBoundingClientRect();
401 // let rectEnd = endSquare.getBoundingClientRect();
402 // let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
403 // let movingPiece =
404 // document.querySelector("#" + getSquareId(move.start) + " > img.piece");
405 // // HACK for animation (with positive translate, image slides "under background")
406 // // Possible improvement: just alter squares on the piece's way...
407 // squares = document.getElementsByClassName("board");
408 // for (let i=0; i<squares.length; i++)
409 // {
410 // let square = squares.item(i);
411 // if (square.id != getSquareId(move.start))
412 // square.style.zIndex = "-1";
413 // }
414 // movingPiece.style.transform = "translate(" + translation.x + "px," +
415 // translation.y + "px)";
416 // movingPiece.style.transitionDuration = "0.2s";
417 // movingPiece.style.zIndex = "3000";
418 // setTimeout( () => {
419 // for (let i=0; i<squares.length; i++)
420 // squares.item(i).style.zIndex = "auto";
421 // movingPiece.style = {}; //required e.g. for 0-0 with KR swap
422 // this.play(move);
423 // }, 250);
424 // },
425 // play: function(move, programmatic) {
426 // let navigate = !move;
427 // // Forbid playing outside analyze mode when cursor isn't at moves.length-1
428 // // (except if we receive opponent's move, human or computer)
429 // if (!navigate && this.mode != "analyze" && !programmatic
430 // && this.cursor < this.moves.length-1)
431 // {
432 // return;
433 // }
434 // if (navigate)
435 // {
436 // if (this.cursor == this.moves.length-1)
437 // return; //no more moves
438 // move = this.moves[this.cursor+1];
439 // }
440 // if (!!programmatic) //computer or (remote) human opponent
441 // {
442 // if (this.cursor < this.moves.length-1)
443 // this.gotoEnd(); //required to play the move
444 // return this.animateMove(move);
445 // }
446 // // Not programmatic, or animation is over
447 // if (this.mode == "human" && this.subMode == "corr" && this.mycolor == this.vr.turn)
448 // {
449 // // TODO: show confirm box "validate move ?"
450 // }
451 // if (!move.notation)
452 // move.notation = this.vr.getNotation(move);
453 // if (!move.color)
454 // move.color = this.vr.turn;
455 // this.vr.play(move);
456 // this.cursor++;
457 // this.lastMove = move;
458 // if (!move.fen)
459 // move.fen = this.vr.getFen();
460 // if (this.settings.sound == 2)
461 // new Audio("/sounds/move.mp3").play().catch(err => {});
462 // if (this.mode == "human")
463 // {
464 // updateStorage(move); //after our moves and opponent moves
465 // if (this.vr.turn == this.mycolor)
466 // this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
467 // }
468 // else if (this.mode == "computer")
469 // {
470 // // Send the move to web worker (including his own moves)
471 // this.compWorker.postMessage(["newmove",move]);
472 // }
473 // if (!navigate && (this.score == "*" || this.mode == "analyze"))
474 // {
475 // // Stack move on movesList at current cursor
476 // if (this.cursor == this.moves.length)
477 // this.moves.push(move);
478 // else
479 // this.moves = this.moves.slice(0,this.cursor).concat([move]);
480 // }
481 // // Is opponent in check?
482 // this.incheck = this.vr.getCheckSquares(this.vr.turn);
483 // const score = this.vr.getCurrentScore();
484 // if (score != "*")
485 // {
486 // if (["human","computer"].includes(this.mode))
487 // this.endGame(score);
488 // else //just show score on screen (allow undo)
489 // this.showScoreMsg(score);
490 // }
491 // // subTurn condition for Marseille (and Avalanche) rules
492 // else if ((this.mode == "computer" && (!this.vr.subTurn || this.vr.subTurn <= 1))
493 // && (this.subMode == "auto" || this.vr.turn != this.mycolor))
494 // {
495 // this.playComputerMove();
496 // }
497 // // https://vuejs.org/v2/guide/list.html#Caveats (also for undo)
498 // if (navigate)
499 // this.$children[0].$forceUpdate(); //TODO!?
500 // },
501 // undo: function(move) {
502 // let navigate = !move;
503 // if (navigate)
504 // {
505 // if (this.cursor < 0)
506 // return; //no more moves
507 // move = this.moves[this.cursor];
508 // }
509 // this.vr.undo(move);
510 // this.cursor--;
511 // this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
512 // if (this.settings.sound == 2)
513 // new Audio("/sounds/undo.mp3").play().catch(err => {});
514 // this.incheck = this.vr.getCheckSquares(this.vr.turn);
515 // if (navigate)
516 // this.$children[0].$forceUpdate(); //TODO!?
517 // else if (this.mode == "analyze") //TODO: can this happen?
518 // this.moves.pop();
519 // },
520 // gotoMove: function(index) {
521 // this.vr = new V(this.moves[index].fen);
522 // this.cursor = index;
523 // this.lastMove = this.moves[index];
524 // },
525 // gotoBegin: function() {
526 // this.vr = new V(this.fenStart);
527 // this.cursor = -1;
528 // this.lastMove = null;
529 // },
530 // gotoEnd: function() {
531 // this.gotoMove(this.moves.length-1);
532 // },
533 // flip: function() {
534 // this.orientation = V.GetNextCol(this.orientation);
535 // },
536 // },
537 };
538 </script>