Final thoughts about presentation
[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 // onClick :: ask full game to remote player, and register as an observer in game
5 // (use gameId to communicate)
6 // on landing on game :: if gameId not found locally, check remotely
7 // ==> il manque un param dans game : "remoteId"
8 Vue.component('my-game', {
9 // gameId: to find the game in storage (assumption: it exists)
10 // fen: to start from a FEN without identifiers (analyze mode)
11 // subMode: "auto" (game comp vs comp) or "corr" (correspondance game),
12 // or "examine" (after human game: TODO)
13 props: ["conn","gameId","fen","mode","subMode","allowChat","allowMovelist",
14 "queryHash","settings"],
15 data: function() {
16 return {
17 // Web worker to play computer moves without freezing interface:
18 compWorker: new Worker('/javascripts/playCompMove.js'),
19 timeStart: undefined, //time when computer starts thinking
20 vr: null, //VariantRules object, describing the game state + rules
21 endgameMessage: "",
22 orientation: "w",
23 lockCompThink: false, //used to avoid some ghost moves
24 myname: user.name, //may be anonymous (thus no name)
25 opponents: {}, //filled later (potentially 2 or 3 opponents)
26 drawOfferSent: false, //did I just ask for draw?
27 people: {}, //observers
28 score: "*", //'*' means 'unfinished'
29 // userColor: given by gameId, or fen in problems mode (if no game Id)...
30 mycolor: "w",
31 fenStart: "",
32 moves: [], //TODO: initialize if gameId is defined...
33 cursor: -1, //index of the move just played
34 lastMove: null,
35 };
36 },
37 watch: {
38 fen: function(newFen) {
39 // (Security) No effect if a computer move is in progress:
40 if (this.mode == "computer" && this.lockCompThink)
41 return this.$emit("computer-think");
42 this.newGameFromFen(newFen);
43 },
44 gameId: function() {
45 this.loadGame();
46 },
47 queryHash: function(newQhash) {
48 // New query hash = "id=42"; get 42 as gameId
49 this.gameId = parseInt(newQhash.substr(2));
50 this.loadGame();
51 },
52 },
53 computed: {
54 showChat: function() {
55 return this.allowChat && this.mode=='human' && this.score != '*';
56 },
57 showMoves: function() {
58 return true;
59 return this.allowMovelist && window.innerWidth >= 768;
60 },
61 showFen: function() {
62 return variant.name != "Dark" || this.score != "*";
63 },
64 },
65 // Modal end of game, and then sub-components
66 template: `
67 <div class="col-sm-12 col-md-10 col-md-offset-1 col-lg-8 col-lg-offset-2">
68 <input id="modal-eog" type="checkbox" class="modal"/>
69 <div role="dialog" aria-labelledby="eogMessage">
70 <div class="card smallpad small-modal text-center">
71 <label for="modal-eog" class="modal-close">
72 </label>
73 <h3 id="eogMessage" class="section">
74 {{ endgameMessage }}
75 </h3>
76 </div>
77 </div>
78 <my-chat v-if="showChat" :conn="conn" :myname="myname"
79 :opponents="opponents" :people="people">
80 </my-chat>
81 <my-board v-bind:vr="vr" :last-move="lastMove" :mode="mode"
82 :orientation="orientation" :user-color="mycolor" :settings="settings"
83 @play-move="play">
84 </my-board>
85 <div class="button-group">
86 <button @click="() => play()">Play</button>
87 <button @click="() => undo()">Undo</button>
88 <button @click="flip">Flip</button>
89 <button @click="gotoBegin">GotoBegin</button>
90 <button @click="gotoEnd">GotoEnd</button>
91 </div>
92 <div v-if="mode=='human'" class="button-group">
93 <button @click="offerDraw">Draw</button>
94 <button @click="abortGame">Abort</button>
95 <button @click="resign">Resign</button>
96 </div>
97 <div v-if="mode=='human' && subMode=='corr'">
98 <textarea v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg">
99 </textarea>
100 <div v-show="cursor>=0">
101 {{ moves[cursor].message }}
102 </div>
103 </div>
104 <div v-if="showFen && !!vr" id="fen-div" class="section-content">
105 <p id="fen-string" class="text-center">
106 {{ vr.getFen() }}
107 </p>
108 </div>
109 <div id="pgn-div" class="section-content">
110 <a id="download" href="#">
111 </a>
112 <div class="button-group">
113 <button id="downloadBtn" @click="download">
114 {{ translate("Download PGN") }}
115 </button>
116 <button>Import game</button>
117 </div>
118 </div>
119 <my-move-list v-if="showMoves" :moves="moves" :cursor="cursor" @goto-move="gotoMove">
120 </my-move-list>
121 </div>
122 `,
123 created: function() {
124 if (!!this.gameId)
125 this.loadGame();
126 else if (!!this.fen)
127 {
128 this.vr = new VariantRules(this.fen);
129 this.fenStart = this.fen;
130 }
131 // TODO: also handle "draw accepted" (use opponents array?)
132 // --> must give this info also when sending lastState...
133 // and, if all players agree then OK draw (end game ...etc)
134 const socketMessageListener = msg => {
135 const data = JSON.parse(msg.data);
136 let L = undefined;
137 switch (data.code)
138 {
139 case "newmove": //..he played!
140 this.play(data.move, variant.name!="Dark" ? "animate" : null);
141 break;
142 case "pong": //received if we sent a ping (game still alive on our side)
143 if (this.gameId != data.gameId)
144 break; //games IDs don't match: definitely over...
145 this.oppConnected = true;
146 // Send our "last state" informations to opponent(s)
147 L = this.vr.moves.length;
148 Object.keys(this.opponents).forEach(oid => {
149 this.conn.send(JSON.stringify({
150 code: "lastate",
151 oppid: oid,
152 gameId: this.gameId,
153 lastMove: (L>0?this.vr.moves[L-1]:undefined),
154 movesCount: L,
155 }));
156 });
157 break;
158 // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one)
159 case "lastate": //got opponent infos about last move
160 L = this.vr.moves.length;
161 if (this.gameId != data.gameId)
162 break; //games IDs don't match: nothing we can do...
163 // OK, opponent still in game (which might be over)
164 if (this.score != "*")
165 {
166 // We finished the game (any result possible)
167 this.conn.send(JSON.stringify({
168 code: "lastate",
169 oppid: data.oppid,
170 gameId: this.gameId,
171 score: this.score,
172 }));
173 }
174 else if (!!data.score) //opponent finished the game
175 this.endGame(data.score);
176 else if (data.movesCount < L)
177 {
178 // We must tell last move to opponent
179 this.conn.send(JSON.stringify({
180 code: "lastate",
181 oppid: this.opponent.id,
182 gameId: this.gameId,
183 lastMove: this.vr.moves[L-1],
184 movesCount: L,
185 }));
186 }
187 else if (data.movesCount > L) //just got last move from him
188 this.play(data.lastMove, "animate");
189 break;
190 case "resign": //..you won!
191 this.endGame(this.mycolor=="w"?"1-0":"0-1");
192 break;
193 // TODO: also use (dis)connect info to count online players?
194 case "connect":
195 case "disconnect":
196 if (this.mode=="human")
197 {
198 const online = (data.code == "connect");
199 // If this is an opponent ?
200 if (!!this.opponents[data.id])
201 this.opponents[data.id].online = online;
202 else
203 {
204 // Or an observer ?
205 if (!online)
206 delete this.people[data.id];
207 else
208 this.people[data.id] = data.name;
209 }
210 }
211 break;
212 }
213 };
214 const socketCloseListener = () => {
215 this.conn.addEventListener('message', socketMessageListener);
216 this.conn.addEventListener('close', socketCloseListener);
217 };
218 if (!!this.conn)
219 {
220 this.conn.onmessage = socketMessageListener;
221 this.conn.onclose = socketCloseListener;
222 }
223 // Computer moves web worker logic: (TODO: also for observers in HH games ?)
224 this.compWorker.postMessage(["scripts",variant.name]);
225 this.compWorker.onmessage = e => {
226 this.lockCompThink = true; //to avoid some ghost moves
227 let compMove = e.data;
228 if (!Array.isArray(compMove))
229 compMove = [compMove]; //to deal with MarseilleRules
230 // Small delay for the bot to appear "more human"
231 const delay = Math.max(500-(Date.now()-this.timeStart), 0);
232 setTimeout(() => {
233 const animate = variant.name != "Dark";
234 this.play(compMove[0], animate);
235 if (compMove.length == 2)
236 setTimeout( () => { this.play(compMove[1], animate); }, 750);
237 else //250 == length of animation (TODO: should be a constant somewhere)
238 setTimeout( () => this.lockCompThink = false, 250);
239 }, delay);
240 }
241 },
242 // dans variant.js (plutôt room.js) conn gère aussi les challenges
243 // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
244 methods: {
245 offerDraw: function() {
246 if (!confirm("Offer draw?"))
247 return;
248 // Stay in "draw offer sent" state until next move is played
249 this.drawOfferSent = true;
250 if (this.subMode == "corr")
251 {
252 // TODO: set drawOffer on in game (how ?)
253 }
254 else //live game
255 {
256 this.opponents.forEach(o => {
257 if (!!o.online)
258 {
259 try {
260 this.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
261 } catch (INVALID_STATE_ERR) {
262 return;
263 }
264 }
265 });
266 }
267 },
268 // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
269 receiveDrawOffer: function() {
270 //if (...)
271 // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
272 // if accept: send message "draw"
273 },
274 abortGame: function() {
275 if (!confirm("Abort the game?"))
276 return;
277 //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
278 //send message: "gameOver" avec score "?"
279 },
280 resign: function(e) {
281 if (!confirm("Resign the game?"))
282 return;
283 if (this.mode == "human" && this.oppConnected(this.oppid))
284 {
285 try {
286 this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
287 } catch (INVALID_STATE_ERR) {
288 return;
289 }
290 }
291 this.endGame(this.mycolor=="w"?"0-1":"1-0");
292 },
293 translate: translate,
294 newGameFromFen: function(fen) {
295 this.vr = new VariantRules(fen);
296 this.moves = [];
297 this.cursor = -1;
298 this.fenStart = newFen;
299 this.score = "*";
300 if (this.mode == "analyze")
301 {
302 this.mycolor = V.ParseFen(newFen).turn;
303 this.orientation = this.mycolor;
304 }
305 else if (this.mode == "computer") //only other alternative (HH with gameId)
306 {
307 this.mycolor = (Math.random() < 0.5 ? "w" : "b");
308 this.orientation = this.mycolor;
309 this.compWorker.postMessage(["init",newFen]);
310 if (this.mycolor != "w" || this.subMode == "auto")
311 this.playComputerMove();
312 }
313 },
314 loadGame: function() {
315 // TODO: ask game to remote peer if this.remoteId is set
316 // (or just if game not found locally)
317 // NOTE: if it's a corr game, ask it from server
318 const game = getGameFromStorage(this.gameId);
319 this.opponent.id = game.oppid; //opponent ID in case of running HH game
320 this.opponent.name = game.oppname; //maye be blank (if anonymous)
321 this.score = game.score;
322 this.mycolor = game.mycolor;
323 this.fenStart = game.fenStart;
324 this.moves = game.moves;
325 this.cursor = game.moves.length-1;
326 this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null);
327 },
328 setEndgameMessage: function(score) {
329 let eogMessage = "Undefined";
330 switch (score)
331 {
332 case "1-0":
333 eogMessage = translations["White win"];
334 break;
335 case "0-1":
336 eogMessage = translations["Black win"];
337 break;
338 case "1/2":
339 eogMessage = translations["Draw"];
340 break;
341 case "?":
342 eogMessage = "Unfinished";
343 break;
344 }
345 this.endgameMessage = eogMessage;
346 },
347 download: function() {
348 const content = this.getPgn();
349 // Prepare and trigger download link
350 let downloadAnchor = document.getElementById("download");
351 downloadAnchor.setAttribute("download", "game.pgn");
352 downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
353 downloadAnchor.click();
354 },
355 getPgn: function() {
356 let pgn = "";
357 pgn += '[Site "vchess.club"]\n';
358 const opponent = (this.mode=="human" ? "Anonymous" : "Computer");
359 pgn += '[Variant "' + variant.name + '"]\n';
360 pgn += '[Date "' + getDate(new Date()) + '"]\n';
361 const whiteName = ["human","computer"].includes(this.mode)
362 ? (this.mycolor=='w'?'Myself':opponent)
363 : "analyze";
364 const blackName = ["human","computer"].includes(this.mode)
365 ? (this.mycolor=='b'?'Myself':opponent)
366 : "analyze";
367 pgn += '[White "' + whiteName + '"]\n';
368 pgn += '[Black "' + blackName + '"]\n';
369 pgn += '[Fen "' + this.fenStart + '"]\n';
370 pgn += '[Result "' + this.score + '"]\n\n';
371 let counter = 1;
372 let i = 0;
373 while (i < this.moves.length)
374 {
375 pgn += (counter++) + ".";
376 for (let color of ["w","b"])
377 {
378 let move = "";
379 while (i < this.moves.length && this.moves[i].color == color)
380 move += this.moves[i++].notation[0] + ",";
381 move = move.slice(0,-1); //remove last comma
382 pgn += move + (i < this.moves.length-1 ? " " : "");
383 }
384 }
385 return pgn + "\n";
386 },
387 showScoreMsg: function(score) {
388 this.setEndgameMessage(score);
389 let modalBox = document.getElementById("modal-eog");
390 modalBox.checked = true;
391 setTimeout(() => { modalBox.checked = false; }, 2000);
392 },
393 endGame: function(score) {
394 this.score = score;
395 this.showScoreMsg(score);
396 if (this.mode == "human")
397 localStorage["score"] = score;
398 this.$emit("game-over");
399 },
400 oppConnected: function(uid) {
401 return this.opponents.any(o => o.id == uidi && o.online);
402 },
403 playComputerMove: function() {
404 this.timeStart = Date.now();
405 this.compWorker.postMessage(["askmove"]);
406 },
407 animateMove: function(move) {
408 let startSquare = document.getElementById(getSquareId(move.start));
409 let endSquare = document.getElementById(getSquareId(move.end));
410 let rectStart = startSquare.getBoundingClientRect();
411 let rectEnd = endSquare.getBoundingClientRect();
412 let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
413 let movingPiece =
414 document.querySelector("#" + getSquareId(move.start) + " > img.piece");
415 // HACK for animation (with positive translate, image slides "under background")
416 // Possible improvement: just alter squares on the piece's way...
417 squares = document.getElementsByClassName("board");
418 for (let i=0; i<squares.length; i++)
419 {
420 let square = squares.item(i);
421 if (square.id != getSquareId(move.start))
422 square.style.zIndex = "-1";
423 }
424 movingPiece.style.transform = "translate(" + translation.x + "px," +
425 translation.y + "px)";
426 movingPiece.style.transitionDuration = "0.2s";
427 movingPiece.style.zIndex = "3000";
428 setTimeout( () => {
429 for (let i=0; i<squares.length; i++)
430 squares.item(i).style.zIndex = "auto";
431 movingPiece.style = {}; //required e.g. for 0-0 with KR swap
432 this.play(move);
433 }, 250);
434 },
435 play: function(move, programmatic) {
436 let navigate = !move;
437 // Forbid playing outside analyze mode when cursor isn't at moves.length-1
438 // (except if we receive opponent's move, human or computer)
439 if (!navigate && this.mode != "analyze" && !programmatic
440 && this.cursor < this.moves.length-1)
441 {
442 return;
443 }
444 if (navigate)
445 {
446 if (this.cursor == this.moves.length-1)
447 return; //no more moves
448 move = this.moves[this.cursor+1];
449 }
450 if (!!programmatic) //computer or (remote) human opponent
451 {
452 if (this.cursor < this.moves.length-1)
453 this.gotoEnd(); //required to play the move
454 return this.animateMove(move);
455 }
456 // Not programmatic, or animation is over
457 if (this.mode == "human" && this.subMode == "corr" && this.mycolor == this.vr.turn)
458 {
459 // TODO: show confirm box "validate move ?"
460 }
461 if (!move.notation)
462 move.notation = this.vr.getNotation(move);
463 if (!move.color)
464 move.color = this.vr.turn;
465 this.vr.play(move);
466 this.cursor++;
467 this.lastMove = move;
468 if (!move.fen)
469 move.fen = this.vr.getFen();
470 if (this.settings.sound == 2)
471 new Audio("/sounds/move.mp3").play().catch(err => {});
472 if (this.mode == "human")
473 {
474 updateStorage(move); //after our moves and opponent moves
475 if (this.vr.turn == this.mycolor)
476 this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
477 }
478 else if (this.mode == "computer")
479 {
480 // Send the move to web worker (including his own moves)
481 this.compWorker.postMessage(["newmove",move]);
482 }
483 if (!navigate && (this.score == "*" || this.mode == "analyze"))
484 {
485 // Stack move on movesList at current cursor
486 if (this.cursor == this.moves.length)
487 this.moves.push(move);
488 else
489 this.moves = this.moves.slice(0,this.cursor-1).concat([move]);
490 }
491 // Is opponent in check?
492 this.incheck = this.vr.getCheckSquares(this.vr.turn);
493 const score = this.vr.getCurrentScore();
494 if (score != "*")
495 {
496 if (["human","computer"].includes(this.mode))
497 this.endGame(score);
498 else //just show score on screen (allow undo)
499 this.showScoreMsg(score);
500 }
501 // subTurn condition for Marseille (and Avalanche) rules
502 else if ((this.mode == "computer" && (!this.vr.subTurn || this.vr.subTurn <= 1))
503 && (this.subMode == "auto" || this.vr.turn != this.mycolor))
504 {
505 this.playComputerMove();
506 }
507 // https://vuejs.org/v2/guide/list.html#Caveats (also for undo)
508 if (navigate)
509 this.$children[0].$forceUpdate(); //TODO!?
510 },
511 undo: function(move) {
512 let navigate = !move;
513 if (navigate)
514 {
515 if (this.cursor < 0)
516 return; //no more moves
517 move = this.moves[this.cursor];
518 }
519 this.vr.undo(move);
520 this.cursor--;
521 this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
522 if (this.settings.sound == 2)
523 new Audio("/sounds/undo.mp3").play().catch(err => {});
524 this.incheck = this.vr.getCheckSquares(this.vr.turn);
525 if (navigate)
526 this.$children[0].$forceUpdate(); //TODO!?
527 else if (this.mode == "analyze") //TODO: can this happen?
528 this.moves.pop();
529 },
530 gotoMove: function(index) {
531 this.vr = new VariantRules(this.moves[index].fen);
532 this.cursor = index;
533 this.lastMove = this.moves[index];
534 },
535 gotoBegin: function() {
536 this.vr = new VariantRules(this.fenStart);
537 this.cursor = -1;
538 this.lastMove = null;
539 },
540 gotoEnd: function() {
541 this.gotoMove(this.moves.length-1);
542 },
543 flip: function() {
544 this.orientation = V.GetNextCol(this.orientation);
545 },
546 },
547 })