Start thinking on room.js: TODO, implement and test challenge / new game HH / abort...
[vchess.git] / public / javascripts / components / game.js
1 // Game logic on a variant page: 3 modes, analyze, computer or human
2 // TODO: envoyer juste "light move", sans FEN ni notation ...etc
3 // TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ?
4 Vue.component('my-game', {
5 // gameId: to find the game in storage (assumption: it exists)
6 // fen: to start from a FEN without identifiers (analyze mode)
7 // subMode: "auto" (game comp vs comp) or "corr" (correspondance game),
8 // or "examine" (after human game: TODO)
9 props: ["conn","gameId","fen","mode","subMode","allowChat","allowMovelist",
10 "queryHash","settings"],
11 data: function() {
12 return {
13 // Web worker to play computer moves without freezing interface:
14 compWorker: new Worker('/javascripts/playCompMove.js'),
15 timeStart: undefined, //time when computer starts thinking
16 vr: null, //VariantRules object, describing the game state + rules
17 endgameMessage: "",
18 orientation: "w",
19 lockCompThink: false, //used to avoid some ghost moves
20 myname: user.name, //may be anonymous (thus no name)
21 opponents: {}, //filled later (potentially 2 or 3 opponents)
22 drawOfferSent: false, //did I just ask for draw?
23 people: {}, //observers
24 score: "*", //'*' means 'unfinished'
25 // userColor: given by gameId, or fen in problems mode (if no game Id)...
26 mycolor: "w",
27 fenStart: "",
28 moves: [], //TODO: initialize if gameId is defined...
29 cursor: -1, //index of the move just played
30 lastMove: null,
31 };
32 },
33 watch: {
34 fen: function(newFen) {
35 // (Security) No effect if a computer move is in progress:
36 if (this.mode == "computer" && this.lockCompThink)
37 return this.$emit("computer-think");
38 this.newGameFromFen(newFen);
39 },
40 gameId: function() {
41 this.loadGame();
42 },
43 queryHash: function(newQhash) {
44 // New query hash = "id=42"; get 42 as gameId
45 this.gameId = parseInt(newQhash.substr(2));
46 this.loadGame();
47 },
48 },
49 computed: {
50 showChat: function() {
51 return this.allowChat && this.mode=='human' && this.score != '*';
52 },
53 showMoves: function() {
54 return true;
55 return this.allowMovelist && window.innerWidth >= 768;
56 },
57 showFen: function() {
58 return variant.name != "Dark" || this.score != "*";
59 },
60 },
61 // Modal end of game, and then sub-components
62 template: `
63 <div class="col-sm-12 col-md-10 col-md-offset-1 col-lg-8 col-lg-offset-2">
64 <input id="modal-eog" type="checkbox" class="modal"/>
65 <div role="dialog" aria-labelledby="eogMessage">
66 <div class="card smallpad small-modal text-center">
67 <label for="modal-eog" class="modal-close">
68 </label>
69 <h3 id="eogMessage" class="section">
70 {{ endgameMessage }}
71 </h3>
72 </div>
73 </div>
74 <my-chat v-if="showChat" :conn="conn" :myname="myname"
75 :opponents="opponents" :people="people">
76 </my-chat>
77 <my-board v-bind:vr="vr" :last-move="lastMove" :mode="mode"
78 :orientation="orientation" :user-color="mycolor" :settings="settings"
79 @play-move="play">
80 </my-board>
81 <div class="button-group">
82 <button @click="() => play()">Play</button>
83 <button @click="() => undo()">Undo</button>
84 <button @click="flip">Flip</button>
85 <button @click="gotoBegin">GotoBegin</button>
86 <button @click="gotoEnd">GotoEnd</button>
87 </div>
88 <div v-if="mode=='human'" class="button-group">
89 <button @click="offerDraw">Draw</button>
90 <button @click="abortGame">Abort</button>
91 <button @click="resign">Resign</button>
92 </div>
93 <div v-if="mode=='human' && subMode=='corr'">
94 <textarea v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg">
95 </textarea>
96 <div v-show="cursor>=0">
97 {{ moves[cursor].message }}
98 </div>
99 </div>
100 <div v-if="showFen && !!vr" id="fen-div" class="section-content">
101 <p id="fen-string" class="text-center">
102 {{ vr.getFen() }}
103 </p>
104 </div>
105 <div id="pgn-div" class="section-content">
106 <a id="download" href="#">
107 </a>
108 <button id="downloadBtn" @click="download">
109 {{ translate("Download PGN") }}
110 </button>
111 </div>
112 <my-move-list v-if="showMoves" :moves="moves" :cursor="cursor" @goto-move="gotoMove">
113 </my-move-list>
114 </div>
115 `,
116 created: function() {
117 if (!!this.gameId)
118 this.loadGame();
119 else if (!!this.fen)
120 {
121 this.vr = new VariantRules(this.fen);
122 this.fenStart = this.fen;
123 }
124 // TODO: also handle "draw accepted" (use opponents array?)
125 // --> must give this info also when sending lastState...
126 // and, if all players agree then OK draw (end game ...etc)
127 const socketMessageListener = msg => {
128 const data = JSON.parse(msg.data);
129 let L = undefined;
130 switch (data.code)
131 {
132 case "newmove": //..he played!
133 this.play(data.move, variant.name!="Dark" ? "animate" : null);
134 break;
135 case "pong": //received if we sent a ping (game still alive on our side)
136 if (this.gameId != data.gameId)
137 break; //games IDs don't match: definitely over...
138 this.oppConnected = true;
139 // Send our "last state" informations to opponent(s)
140 L = this.vr.moves.length;
141 Object.keys(this.opponents).forEach(oid => {
142 this.conn.send(JSON.stringify({
143 code: "lastate",
144 oppid: oid,
145 gameId: this.gameId,
146 lastMove: (L>0?this.vr.moves[L-1]:undefined),
147 movesCount: L,
148 }));
149 });
150 break;
151 // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one)
152 case "lastate": //got opponent infos about last move
153 L = this.vr.moves.length;
154 if (this.gameId != data.gameId)
155 break; //games IDs don't match: nothing we can do...
156 // OK, opponent still in game (which might be over)
157 if (this.score != "*")
158 {
159 // We finished the game (any result possible)
160 this.conn.send(JSON.stringify({
161 code: "lastate",
162 oppid: data.oppid,
163 gameId: this.gameId,
164 score: this.score,
165 }));
166 }
167 else if (!!data.score) //opponent finished the game
168 this.endGame(data.score);
169 else if (data.movesCount < L)
170 {
171 // We must tell last move to opponent
172 this.conn.send(JSON.stringify({
173 code: "lastate",
174 oppid: this.opponent.id,
175 gameId: this.gameId,
176 lastMove: this.vr.moves[L-1],
177 movesCount: L,
178 }));
179 }
180 else if (data.movesCount > L) //just got last move from him
181 this.play(data.lastMove, "animate");
182 break;
183 case "resign": //..you won!
184 this.endGame(this.mycolor=="w"?"1-0":"0-1");
185 break;
186 // TODO: also use (dis)connect info to count online players?
187 case "connect":
188 case "disconnect":
189 if (this.mode=="human")
190 {
191 const online = (data.code == "connect");
192 // If this is an opponent ?
193 if (!!this.opponents[data.id])
194 this.opponents[data.id].online = online;
195 else
196 {
197 // Or an observer ?
198 if (!online)
199 delete this.people[data.id];
200 else
201 this.people[data.id] = data.name;
202 }
203 }
204 break;
205 }
206 };
207 const socketCloseListener = () => {
208 this.conn.addEventListener('message', socketMessageListener);
209 this.conn.addEventListener('close', socketCloseListener);
210 };
211 if (!!this.conn)
212 {
213 this.conn.onmessage = socketMessageListener;
214 this.conn.onclose = socketCloseListener;
215 }
216 // Computer moves web worker logic: (TODO: also for observers in HH games ?)
217 this.compWorker.postMessage(["scripts",variant.name]);
218 this.compWorker.onmessage = e => {
219 this.lockCompThink = true; //to avoid some ghost moves
220 let compMove = e.data;
221 if (!Array.isArray(compMove))
222 compMove = [compMove]; //to deal with MarseilleRules
223 // Small delay for the bot to appear "more human"
224 const delay = Math.max(500-(Date.now()-this.timeStart), 0);
225 setTimeout(() => {
226 const animate = variant.name != "Dark";
227 this.play(compMove[0], animate);
228 if (compMove.length == 2)
229 setTimeout( () => { this.play(compMove[1], animate); }, 750);
230 else //250 == length of animation (TODO: should be a constant somewhere)
231 setTimeout( () => this.lockCompThink = false, 250);
232 }, delay);
233 }
234 },
235 // dans variant.js (plutôt room.js) conn gère aussi les challenges
236 // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
237 methods: {
238 offerDraw: function() {
239 if (!confirm("Offer draw?"))
240 return;
241 // Stay in "draw offer sent" state until next move is played
242 this.drawOfferSent = true;
243 if (this.subMode == "corr")
244 {
245 // TODO: set drawOffer on in game (how ?)
246 }
247 else //live game
248 {
249 this.opponents.forEach(o => {
250 if (!!o.online)
251 {
252 try {
253 this.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
254 } catch (INVALID_STATE_ERR) {
255 return;
256 }
257 }
258 });
259 }
260 },
261 // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
262 receiveDrawOffer: function() {
263 //if (...)
264 // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
265 // if accept: send message "draw"
266 },
267 abortGame: function() {
268 if (!confirm("Abort the game?"))
269 return;
270 //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
271 //send message: "gameOver" avec score "?"
272 },
273 resign: function(e) {
274 if (!confirm("Resign the game?"))
275 return;
276 if (this.mode == "human" && this.oppConnected(this.oppid))
277 {
278 try {
279 this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
280 } catch (INVALID_STATE_ERR) {
281 return;
282 }
283 }
284 this.endGame(this.mycolor=="w"?"0-1":"1-0");
285 },
286 translate: translate,
287 newGameFromFen: function(fen) {
288 this.vr = new VariantRules(fen);
289 this.moves = [];
290 this.cursor = -1;
291 this.fenStart = newFen;
292 this.score = "*";
293 if (this.mode == "analyze")
294 {
295 this.mycolor = V.ParseFen(newFen).turn;
296 this.orientation = this.mycolor;
297 }
298 else if (this.mode == "computer") //only other alternative (HH with gameId)
299 {
300 this.mycolor = (Math.random() < 0.5 ? "w" : "b");
301 this.orientation = this.mycolor;
302 this.compWorker.postMessage(["init",newFen]);
303 if (this.mycolor != "w" || this.subMode == "auto")
304 this.playComputerMove();
305 }
306 },
307 loadGame: function() {
308 const game = getGameFromStorage(this.gameId);
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-1).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 VariantRules(this.moves[index].fen);
522 this.cursor = index;
523 this.lastMove = this.moves[index];
524 },
525 gotoBegin: function() {
526 this.vr = new VariantRules(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 })