Fix sound level retrieval via cookie
[vchess.git] / public / javascripts / components / game.js
1 // Game logic on a variant page
2 Vue.component('my-game', {
3 data: function() {
4 return {
5 vr: null, //object to check moves, store them, FEN..
6 mycolor: "w",
7 possibleMoves: [], //filled after each valid click/dragstart
8 choices: [], //promotion pieces, or checkered captures... (as moves)
9 start: {}, //pixels coordinates + id of starting square (click or drag)
10 selectedPiece: null, //moving piece (or clicked piece)
11 conn: null, //socket connection
12 score: "*", //'*' means 'unfinished'
13 mode: "idle", //human, friend, computer or idle (when not playing)
14 oppid: "", //opponent ID in case of HH game
15 oppConnected: false,
16 seek: false,
17 fenStart: "",
18 incheck: [],
19 pgnTxt: "",
20 hints: (getCookie("hints") === "1" ? true : false),
21 color: getCookie("color", "lichess"), //lichess, chesscom or chesstempo
22 // sound level: 0 = no sound, 1 = sound only on newgame, 2 = always
23 sound: parseInt(getCookie("sound", "2")),
24 };
25 },
26 render(h) {
27 const [sizeX,sizeY] = VariantRules.size;
28 const smallScreen = (screen.width <= 420);
29 // Precompute hints squares to facilitate rendering
30 let hintSquares = doubleArray(sizeX, sizeY, false);
31 this.possibleMoves.forEach(m => { hintSquares[m.end.x][m.end.y] = true; });
32 // Also precompute in-check squares
33 let incheckSq = doubleArray(sizeX, sizeY, false);
34 this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; });
35 let elementArray = [];
36 let actionArray = [];
37 actionArray.push(
38 h('button',
39 {
40 on: { click: this.clickGameSeek },
41 attrs: { "aria-label": 'New online game' },
42 'class': {
43 "tooltip": true,
44 "bottom": true, //display below
45 "seek": this.seek,
46 "playing": this.mode == "human",
47 "small": smallScreen,
48 },
49 },
50 [h('i', { 'class': { "material-icons": true } }, "accessibility")])
51 );
52 if (["idle","computer"].includes(this.mode))
53 {
54 actionArray.push(
55 h('button',
56 {
57 on: { click: this.clickComputerGame },
58 attrs: { "aria-label": 'New game VS computer' },
59 'class': {
60 "tooltip":true,
61 "bottom": true,
62 "playing": this.mode == "computer",
63 "small": smallScreen,
64 },
65 },
66 [h('i', { 'class': { "material-icons": true } }, "computer")])
67 );
68 }
69 if (["idle","friend"].includes(this.mode))
70 {
71 actionArray.push(
72 h('button',
73 {
74 on: { click: this.clickFriendGame },
75 attrs: { "aria-label": 'New IRL game' },
76 'class': {
77 "tooltip":true,
78 "bottom": true,
79 "playing": this.mode == "friend",
80 "small": smallScreen,
81 },
82 },
83 [h('i', { 'class': { "material-icons": true } }, "people")])
84 );
85 }
86 if (!!this.vr)
87 {
88 const square00 = document.getElementById("sq-0-0");
89 const squareWidth = !!square00
90 ? parseFloat(window.getComputedStyle(square00).width.slice(0,-2))
91 : 0;
92 const settingsBtnElt = document.getElementById("settingsBtn");
93 const indicWidth = !!settingsBtnElt //-2 for border:
94 ? parseFloat(window.getComputedStyle(settingsBtnElt).height.slice(0,-2)) - 2
95 : (smallScreen ? 31 : 37);
96 if (this.mode == "human")
97 {
98 let connectedIndic = h(
99 'div',
100 {
101 "class": {
102 "topindicator": true,
103 "indic-left": true,
104 "connected": this.oppConnected,
105 "disconnected": !this.oppConnected,
106 },
107 style: {
108 "width": indicWidth + "px",
109 "height": indicWidth + "px",
110 },
111 }
112 );
113 elementArray.push(connectedIndic);
114 }
115 let turnIndic = h(
116 'div',
117 {
118 "class": {
119 "topindicator": true,
120 "indic-right": true,
121 "white-turn": this.vr.turn=="w",
122 "black-turn": this.vr.turn=="b",
123 },
124 style: {
125 "width": indicWidth + "px",
126 "height": indicWidth + "px",
127 },
128 }
129 );
130 elementArray.push(turnIndic);
131 let settingsBtn = h(
132 'button',
133 {
134 on: { click: this.showSettings },
135 attrs: {
136 "aria-label": 'Settings',
137 "id": "settingsBtn",
138 },
139 'class': {
140 "tooltip": true,
141 "topindicator": true,
142 "indic-right": true,
143 "settings-btn": !smallScreen,
144 "settings-btn-small": smallScreen,
145 },
146 },
147 [h('i', { 'class': { "material-icons": true } }, "settings")]
148 );
149 elementArray.push(settingsBtn);
150 let choices = h('div',
151 {
152 attrs: { "id": "choices" },
153 'class': { 'row': true },
154 style: {
155 "display": this.choices.length>0?"block":"none",
156 "top": "-" + ((sizeY/2)*squareWidth+squareWidth/2) + "px",
157 "width": (this.choices.length * squareWidth) + "px",
158 "height": squareWidth + "px",
159 },
160 },
161 this.choices.map( m => { //a "choice" is a move
162 return h('div',
163 {
164 'class': {
165 'board': true,
166 ['board'+sizeY]: true,
167 },
168 style: {
169 'width': (100/this.choices.length) + "%",
170 'padding-bottom': (100/this.choices.length) + "%",
171 },
172 },
173 [h('img',
174 {
175 attrs: { "src": '/images/pieces/' +
176 VariantRules.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' },
177 'class': { 'choice-piece': true },
178 on: { "click": e => { this.play(m); this.choices=[]; } },
179 })
180 ]
181 );
182 })
183 );
184 // Create board element (+ reserves if needed by variant or mode)
185 const lm = this.vr.lastMove;
186 const showLight = this.hints &&
187 (this.mode!="idle" || this.cursor==this.vr.moves.length);
188 let gameDiv = h('div',
189 {
190 'class': { 'game': true },
191 },
192 [_.range(sizeX).map(i => {
193 let ci = this.mycolor=='w' ? i : sizeX-i-1;
194 return h(
195 'div',
196 {
197 'class': {
198 'row': true,
199 },
200 style: { 'opacity': this.choices.length>0?"0.5":"1" },
201 },
202 _.range(sizeY).map(j => {
203 let cj = this.mycolor=='w' ? j : sizeY-j-1;
204 let elems = [];
205 if (this.vr.board[ci][cj] != VariantRules.EMPTY)
206 {
207 elems.push(
208 h(
209 'img',
210 {
211 'class': {
212 'piece': true,
213 'ghost': !!this.selectedPiece
214 && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
215 },
216 attrs: {
217 src: "/images/pieces/" +
218 VariantRules.getPpath(this.vr.board[ci][cj]) + ".svg",
219 },
220 }
221 )
222 );
223 }
224 if (this.hints && hintSquares[ci][cj])
225 {
226 elems.push(
227 h(
228 'img',
229 {
230 'class': {
231 'mark-square': true,
232 },
233 attrs: {
234 src: "/images/mark.svg",
235 },
236 }
237 )
238 );
239 }
240 return h(
241 'div',
242 {
243 'class': {
244 'board': true,
245 ['board'+sizeY]: true,
246 'light-square': (i+j)%2==0,
247 'dark-square': (i+j)%2==1,
248 [this.color]: true,
249 'highlight': showLight && !!lm && _.isMatch(lm.end, {x:ci,y:cj}),
250 'incheck': showLight && incheckSq[ci][cj],
251 },
252 attrs: {
253 id: this.getSquareId({x:ci,y:cj}),
254 },
255 },
256 elems
257 );
258 })
259 );
260 }), choices]
261 );
262 if (this.mode != "idle")
263 {
264 actionArray.push(
265 h('button',
266 {
267 on: { click: this.resign },
268 attrs: { "aria-label": 'Resign' },
269 'class': {
270 "tooltip":true,
271 "bottom": true,
272 "small": smallScreen,
273 },
274 },
275 [h('i', { 'class': { "material-icons": true } }, "flag")])
276 );
277 }
278 else if (this.vr.moves.length > 0)
279 {
280 // A game finished, and another is not started yet: allow navigation
281 actionArray = actionArray.concat([
282 h('button',
283 {
284 on: { click: e => this.undo() },
285 attrs: { "aria-label": 'Undo' },
286 "class": {
287 "small": smallScreen,
288 "marginleft": true,
289 },
290 },
291 [h('i', { 'class': { "material-icons": true } }, "fast_rewind")]),
292 h('button',
293 {
294 on: { click: e => this.play() },
295 attrs: { "aria-label": 'Play' },
296 "class": { "small": smallScreen },
297 },
298 [h('i', { 'class': { "material-icons": true } }, "fast_forward")]),
299 ]
300 );
301 }
302 if (this.mode == "friend")
303 {
304 actionArray = actionArray.concat(
305 [
306 h('button',
307 {
308 on: { click: this.undoInGame },
309 attrs: { "aria-label": 'Undo' },
310 "class": {
311 "small": smallScreen,
312 "marginleft": true,
313 },
314 },
315 [h('i', { 'class': { "material-icons": true } }, "undo")]
316 ),
317 h('button',
318 {
319 on: { click: () => { this.mycolor = this.vr.getOppCol(this.mycolor) } },
320 attrs: { "aria-label": 'Flip' },
321 "class": { "small": smallScreen },
322 },
323 [h('i', { 'class': { "material-icons": true } }, "cached")]
324 ),
325 ]);
326 }
327 elementArray.push(gameDiv);
328 if (!!this.vr.reserve)
329 {
330 const shiftIdx = (this.mycolor=="w" ? 0 : 1);
331 let myReservePiecesArray = [];
332 for (let i=0; i<VariantRules.RESERVE_PIECES.length; i++)
333 {
334 myReservePiecesArray.push(h('div',
335 {
336 'class': {'board':true, ['board'+sizeY]:true},
337 attrs: { id: this.getSquareId({x:sizeX+shiftIdx,y:i}) }
338 },
339 [
340 h('img',
341 {
342 'class': {"piece":true},
343 attrs: {
344 "src": "/images/pieces/" +
345 this.vr.getReservePpath(this.mycolor,i) + ".svg",
346 }
347 }),
348 h('sup',
349 {"class": { "reserve-count": true } },
350 [ this.vr.reserve[this.mycolor][VariantRules.RESERVE_PIECES[i]] ]
351 )
352 ]));
353 }
354 let oppReservePiecesArray = [];
355 const oppCol = this.vr.getOppCol(this.mycolor);
356 for (let i=0; i<VariantRules.RESERVE_PIECES.length; i++)
357 {
358 oppReservePiecesArray.push(h('div',
359 {
360 'class': {'board':true, ['board'+sizeY]:true},
361 attrs: { id: this.getSquareId({x:sizeX+(1-shiftIdx),y:i}) }
362 },
363 [
364 h('img',
365 {
366 'class': {"piece":true},
367 attrs: {
368 "src": "/images/pieces/" +
369 this.vr.getReservePpath(oppCol,i) + ".svg",
370 }
371 }),
372 h('sup',
373 {"class": { "reserve-count": true } },
374 [ this.vr.reserve[oppCol][VariantRules.RESERVE_PIECES[i]] ]
375 )
376 ]));
377 }
378 let reserves = h('div',
379 {
380 'class':{
381 'game': true,
382 "reserve-div": true,
383 },
384 },
385 [
386 h('div',
387 {
388 'class': {
389 'row': true,
390 "reserve-row-1": true,
391 },
392 },
393 myReservePiecesArray
394 ),
395 h('div',
396 { 'class': { 'row': true }},
397 oppReservePiecesArray
398 )
399 ]
400 );
401 elementArray.push(reserves);
402 }
403 const eogMessage = this.getEndgameMessage(this.score);
404 const modalEog = [
405 h('input',
406 {
407 attrs: { "id": "modal-eog", type: "checkbox" },
408 "class": { "modal": true },
409 }),
410 h('div',
411 {
412 attrs: { "role": "dialog", "aria-labelledby": "modal-eog" },
413 },
414 [
415 h('div',
416 {
417 "class": { "card": true, "smallpad": true },
418 },
419 [
420 h('label',
421 {
422 attrs: { "for": "modal-eog" },
423 "class": { "modal-close": true },
424 }
425 ),
426 h('h3',
427 {
428 "class": { "section": true },
429 domProps: { innerHTML: eogMessage },
430 }
431 )
432 ]
433 )
434 ]
435 )
436 ];
437 elementArray = elementArray.concat(modalEog);
438 }
439 // NOTE: this modal could be in Pug view (no usage of Vue functions or variables)
440 const modalNewgame = [
441 h('input',
442 {
443 attrs: { "id": "modal-newgame", type: "checkbox" },
444 "class": { "modal": true },
445 }),
446 h('div',
447 {
448 attrs: { "role": "dialog", "aria-labelledby": "modal-newgame" },
449 },
450 [
451 h('div',
452 {
453 "class": { "card": true, "smallpad": true },
454 },
455 [
456 h('label',
457 {
458 attrs: { "id": "close-newgame", "for": "modal-newgame" },
459 "class": { "modal-close": true },
460 }
461 ),
462 h('h3',
463 {
464 "class": { "section": true },
465 domProps: { innerHTML: "New game" },
466 }
467 ),
468 h('p',
469 {
470 "class": { "section": true },
471 domProps: { innerHTML: "Waiting for opponent..." },
472 }
473 )
474 ]
475 )
476 ]
477 )
478 ];
479 elementArray = elementArray.concat(modalNewgame);
480 const modalFenEdit = [
481 h('input',
482 {
483 attrs: { "id": "modal-fenedit", type: "checkbox" },
484 "class": { "modal": true },
485 }),
486 h('div',
487 {
488 attrs: { "role": "dialog", "aria-labelledby": "modal-fenedit" },
489 },
490 [
491 h('div',
492 {
493 "class": { "card": true, "smallpad": true },
494 },
495 [
496 h('label',
497 {
498 attrs: { "id": "close-fenedit", "for": "modal-fenedit" },
499 "class": { "modal-close": true },
500 }
501 ),
502 h('h3',
503 {
504 "class": { "section": true },
505 domProps: { innerHTML: "Position + flags (FEN):" },
506 }
507 ),
508 h('input',
509 {
510 attrs: {
511 "id": "input-fen",
512 type: "text",
513 value: VariantRules.GenRandInitFen(),
514 },
515 }
516 ),
517 h('button',
518 {
519 on: { click:
520 () => {
521 const fen = document.getElementById("input-fen").value;
522 document.getElementById("modal-fenedit").checked = false;
523 this.newGame("friend", fen);
524 }
525 },
526 domProps: { innerHTML: "Ok" },
527 }
528 ),
529 h('button',
530 {
531 on: { click:
532 () => {
533 document.getElementById("input-fen").value =
534 VariantRules.GenRandInitFen();
535 }
536 },
537 domProps: { innerHTML: "Random" },
538 }
539 ),
540 ]
541 )
542 ]
543 )
544 ];
545 elementArray = elementArray.concat(modalFenEdit);
546 const modalSettings = [
547 h('input',
548 {
549 attrs: { "id": "modal-settings", type: "checkbox" },
550 "class": { "modal": true },
551 }),
552 h('div',
553 {
554 attrs: { "role": "dialog", "aria-labelledby": "modal-settings" },
555 },
556 [
557 h('div',
558 {
559 "class": { "card": true, "smallpad": true },
560 },
561 [
562 h('label',
563 {
564 attrs: { "id": "close-settings", "for": "modal-settings" },
565 "class": { "modal-close": true },
566 }
567 ),
568 h('h3',
569 {
570 "class": { "section": true },
571 domProps: { innerHTML: "Preferences" },
572 }
573 ),
574 h('fieldset',
575 { },
576 [
577 //h('legend', { domProps: { innerHTML: "Legend title" } }),
578 h('label',
579 {
580 attrs: { for: "setHints" },
581 domProps: { innerHTML: "Show hints?" },
582 },
583 ),
584 h('input',
585 {
586 attrs: {
587 "id": "setHints",
588 type: "checkbox",
589 checked: this.hints,
590 },
591 on: { "change": this.toggleHints },
592 }
593 ),
594 ]
595 ),
596 h('fieldset',
597 { },
598 [
599 h('label',
600 {
601 attrs: { for: "selectColor" },
602 domProps: { innerHTML: "Board colors" },
603 },
604 ),
605 h("select",
606 {
607 attrs: { "id": "selectColor" },
608 on: { "change": this.setColor },
609 },
610 [
611 h("option",
612 {
613 domProps: {
614 "value": "lichess",
615 innerHTML: "brown"
616 },
617 attrs: { "selected": this.color=="lichess" },
618 }
619 ),
620 h("option",
621 {
622 domProps: {
623 "value": "chesscom",
624 innerHTML: "green"
625 },
626 attrs: { "selected": this.color=="chesscom" },
627 }
628 ),
629 h("option",
630 {
631 domProps: {
632 "value": "chesstempo",
633 innerHTML: "blue"
634 },
635 attrs: { "selected": this.color=="chesstempo" },
636 }
637 ),
638 ],
639 ),
640 ]
641 ),
642 h('fieldset',
643 { },
644 [
645 h('label',
646 {
647 attrs: { for: "selectSound" },
648 domProps: { innerHTML: "Play sounds?" },
649 },
650 ),
651 h("select",
652 {
653 attrs: { "id": "selectSound" },
654 on: { "change": this.setSound },
655 },
656 [
657 h("option",
658 {
659 domProps: {
660 "value": "0",
661 innerHTML: "None"
662 },
663 }
664 ),
665 h("option",
666 {
667 domProps: {
668 "value": "1",
669 innerHTML: "Newgame"
670 },
671 }
672 ),
673 h("option",
674 {
675 domProps: {
676 "value": "2",
677 innerHTML: "All"
678 },
679 }
680 ),
681 ],
682 ),
683 ]
684 ),
685 ]
686 )
687 ]
688 )
689 ];
690 elementArray = elementArray.concat(modalSettings);
691 const actions = h('div',
692 {
693 attrs: { "id": "actions" },
694 'class': { 'text-center': true },
695 },
696 actionArray
697 );
698 elementArray.push(actions);
699 if (this.score != "*")
700 {
701 elementArray.push(
702 h('div',
703 {
704 attrs: { id: "pgn-div" },
705 "class": { "section-content": true },
706 },
707 [
708 h('a',
709 {
710 attrs: {
711 id: "download",
712 href: "#",
713 }
714 }
715 ),
716 h('p',
717 {
718 attrs: { id: "pgn-game" },
719 domProps: { innerHTML: this.pgnTxt }
720 }
721 ),
722 h('button',
723 {
724 attrs: { "id": "downloadBtn" },
725 on: { click: this.download },
726 domProps: { innerHTML: "Download game" },
727 }
728 ),
729 ]
730 )
731 );
732 }
733 else if (this.mode != "idle")
734 {
735 // Show current FEN
736 elementArray.push(
737 h('div',
738 {
739 attrs: { id: "fen-div" },
740 "class": { "section-content": true },
741 },
742 [
743 h('p',
744 {
745 attrs: { id: "fen-string" },
746 domProps: { innerHTML: this.vr.getFen() }
747 }
748 )
749 ]
750 )
751 );
752 }
753 return h(
754 'div',
755 {
756 'class': {
757 "col-sm-12":true,
758 "col-md-8":true,
759 "col-md-offset-2":true,
760 "col-lg-6":true,
761 "col-lg-offset-3":true,
762 },
763 // NOTE: click = mousedown + mouseup
764 on: {
765 mousedown: this.mousedown,
766 mousemove: this.mousemove,
767 mouseup: this.mouseup,
768 touchstart: this.mousedown,
769 touchmove: this.mousemove,
770 touchend: this.mouseup,
771 },
772 },
773 elementArray
774 );
775 },
776 created: function() {
777 const url = socketUrl;
778 const continuation = (localStorage.getItem("variant") === variant);
779 this.myid = continuation ? localStorage.getItem("myid") : getRandString();
780 if (!continuation)
781 {
782 // HACK: play a small silent sound to allow "new game" sound later
783 // if tab not focused (TODO: does it really work ?!)
784 new Audio("/sounds/silent.mp3").play().then(() => {}).catch(err => {});
785 }
786 this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
787 const socketOpenListener = () => {
788 if (continuation)
789 {
790 const fen = localStorage.getItem("fen");
791 const mycolor = localStorage.getItem("mycolor");
792 const oppid = localStorage.getItem("oppid");
793 const moves = JSON.parse(localStorage.getItem("moves"));
794 this.newGame("human", fen, mycolor, oppid, moves, true);
795 // Send ping to server (answer pong if opponent is connected)
796 this.conn.send(JSON.stringify({code:"ping",oppid:this.oppid}));
797 }
798 else if (localStorage.getItem("newgame") === variant)
799 {
800 // New game request has been cancelled on disconnect
801 this.newGame("human", undefined, undefined, undefined, undefined, "reconnect");
802 }
803 };
804 const socketMessageListener = msg => {
805 const data = JSON.parse(msg.data);
806 switch (data.code)
807 {
808 case "newgame": //opponent found
809 // oppid: opponent socket ID
810 this.newGame("human", data.fen, data.color, data.oppid);
811 break;
812 case "newmove": //..he played!
813 this.play(data.move, "animate");
814 break;
815 case "pong": //received if we sent a ping (game still alive on our side)
816 this.oppConnected = true;
817 const L = this.vr.moves.length;
818 // Send our "last state" informations to opponent
819 this.conn.send(JSON.stringify({
820 code:"lastate",
821 oppid:this.oppid,
822 lastMove:L>0?this.vr.moves[L-1]:undefined,
823 movesCount:L,
824 }));
825 break;
826 case "lastate": //got opponent infos about last move (we might have resigned)
827 if (this.mode!="human" || this.oppid!=data.oppid)
828 {
829 // OK, we resigned
830 this.conn.send(JSON.stringify({
831 code:"lastate",
832 oppid:this.oppid,
833 lastMove:undefined,
834 movesCount:-1,
835 }));
836 }
837 else if (data.movesCount < 0)
838 {
839 // OK, he resigned
840 this.endGame(this.mycolor=="w"?"1-0":"0-1");
841 }
842 else if (data.movesCount < this.vr.moves.length)
843 {
844 // We must tell last move to opponent
845 const L = this.vr.moves.length;
846 this.conn.send(JSON.stringify({
847 code:"lastate",
848 oppid:this.oppid,
849 lastMove:this.vr.moves[L-1],
850 movesCount:L,
851 }));
852 }
853 else if (data.movesCount > this.vr.moves.length) //just got last move from him
854 this.play(data.lastMove, "animate");
855 break;
856 case "resign": //..you won!
857 this.endGame(this.mycolor=="w"?"1-0":"0-1");
858 break;
859 // TODO: also use (dis)connect info to count online players?
860 case "connect":
861 case "disconnect":
862 if (this.mode == "human" && this.oppid == data.id)
863 this.oppConnected = (data.code == "connect");
864 break;
865 }
866 };
867 const socketCloseListener = () => {
868 this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
869 this.conn.addEventListener('open', socketOpenListener);
870 this.conn.addEventListener('message', socketMessageListener);
871 this.conn.addEventListener('close', socketCloseListener);
872 };
873 this.conn.onopen = socketOpenListener;
874 this.conn.onmessage = socketMessageListener;
875 this.conn.onclose = socketCloseListener;
876 // Listen to keyboard left/right to navigate in game
877 document.onkeydown = event => {
878 if (this.mode == "idle" && !!this.vr && this.vr.moves.length > 0
879 && [37,39].includes(event.keyCode))
880 {
881 event.preventDefault();
882 if (event.keyCode == 37) //Back
883 this.undo();
884 else //Forward (39)
885 this.play();
886 }
887 };
888 },
889 methods: {
890 download: function() {
891 let content = document.getElementById("pgn-game").innerHTML;
892 content = content.replace(/<br>/g, "\n");
893 // Prepare and trigger download link
894 let downloadAnchor = document.getElementById("download");
895 downloadAnchor.setAttribute("download", "game.pgn");
896 downloadAnchor.href = "data:text/plain;charset=utf-8," +
897 encodeURIComponent(content);
898 downloadAnchor.click();
899 },
900 endGame: function(score) {
901 this.score = score;
902 let modalBox = document.getElementById("modal-eog");
903 modalBox.checked = true;
904 // Variants may have special PGN structure (so next function isn't defined here)
905 this.pgnTxt = this.vr.getPGN(this.mycolor, this.score, this.fenStart, this.mode);
906 setTimeout(() => { modalBox.checked = false; }, 2000);
907 if (this.mode == "human")
908 this.clearStorage();
909 this.mode = "idle";
910 this.cursor = this.vr.moves.length; //to navigate in finished game
911 this.oppid = "";
912 },
913 getEndgameMessage: function(score) {
914 let eogMessage = "Unfinished";
915 switch (this.score)
916 {
917 case "1-0":
918 eogMessage = "White win";
919 break;
920 case "0-1":
921 eogMessage = "Black win";
922 break;
923 case "1/2":
924 eogMessage = "Draw";
925 break;
926 }
927 return eogMessage;
928 },
929 setStorage: function() {
930 localStorage.setItem("myid", this.myid);
931 localStorage.setItem("variant", variant);
932 localStorage.setItem("mycolor", this.mycolor);
933 localStorage.setItem("oppid", this.oppid);
934 localStorage.setItem("fenStart", this.fenStart);
935 localStorage.setItem("moves", JSON.stringify(this.vr.moves));
936 localStorage.setItem("fen", this.vr.getFen());
937 },
938 updateStorage: function() {
939 localStorage.setItem("moves", JSON.stringify(this.vr.moves));
940 localStorage.setItem("fen", this.vr.getFen());
941 },
942 clearStorage: function() {
943 delete localStorage["variant"];
944 delete localStorage["myid"];
945 delete localStorage["mycolor"];
946 delete localStorage["oppid"];
947 delete localStorage["fenStart"];
948 delete localStorage["fen"];
949 delete localStorage["moves"];
950 },
951 // HACK because mini-css tooltips are persistent after click...
952 getRidOfTooltip: function(elt) {
953 elt.style.visibility = "hidden";
954 setTimeout(() => { elt.style.visibility="visible"; }, 100);
955 },
956 showSettings: function(e) {
957 this.getRidOfTooltip(e.currentTarget);
958 document.getElementById("modal-settings").checked = true;
959 },
960 toggleHints: function() {
961 this.hints = !this.hints;
962 setCookie("hints", this.hints ? "1" : "0");
963 },
964 setColor: function(e) {
965 this.color = e.target.options[e.target.selectedIndex].value;
966 setCookie("color", this.color);
967 },
968 setSound: function(e) {
969 this.sound = parseInt(e.target.options[e.target.selectedIndex].value);
970 setCookie("sound", this.sound);
971 },
972 clickGameSeek: function(e) {
973 this.getRidOfTooltip(e.currentTarget);
974 if (this.mode == "human")
975 return; //no newgame while playing
976 if (this.seek)
977 {
978 this.conn.send(JSON.stringify({code:"cancelnewgame"}));
979 delete localStorage["newgame"]; //cancel game seek
980 this.seek = false;
981 }
982 else
983 this.newGame("human");
984 },
985 clickComputerGame: function(e) {
986 this.getRidOfTooltip(e.currentTarget);
987 if (this.mode == "human")
988 return; //no newgame while playing
989 this.newGame("computer");
990 },
991 clickFriendGame: function(e) {
992 this.getRidOfTooltip(e.currentTarget);
993 document.getElementById("modal-fenedit").checked = true;
994 },
995 resign: function(e) {
996 this.getRidOfTooltip(e.currentTarget);
997 if (this.mode == "human" && this.oppConnected)
998 {
999 try {
1000 this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
1001 } catch (INVALID_STATE_ERR) {
1002 return; //socket is not ready (and not yet reconnected)
1003 }
1004 }
1005 this.endGame(this.mycolor=="w"?"0-1":"1-0");
1006 },
1007 newGame: function(mode, fenInit, color, oppId, moves, continuation) {
1008 const fen = fenInit || VariantRules.GenRandInitFen();
1009 console.log(fen); //DEBUG
1010 if (mode=="human" && !oppId)
1011 {
1012 const storageVariant = localStorage.getItem("variant");
1013 if (!!storageVariant && storageVariant !== variant)
1014 {
1015 alert("Finish your " + storageVariant + " game first!");
1016 return;
1017 }
1018 // Send game request and wait..
1019 localStorage["newgame"] = variant;
1020 this.seek = true;
1021 this.clearStorage(); //in case of
1022 try {
1023 this.conn.send(JSON.stringify({code:"newgame", fen:fen}));
1024 } catch (INVALID_STATE_ERR) {
1025 return; //nothing achieved
1026 }
1027 if (continuation !== "reconnect") //TODO: bad HACK...
1028 {
1029 let modalBox = document.getElementById("modal-newgame");
1030 modalBox.checked = true;
1031 setTimeout(() => { modalBox.checked = false; }, 2000);
1032 }
1033 return;
1034 }
1035 this.vr = new VariantRules(fen, moves || []);
1036 this.score = "*";
1037 this.pgnTxt = ""; //redundant with this.score = "*", but cleaner
1038 this.mode = mode;
1039 this.incheck = []; //in case of
1040 this.fenStart = (continuation ? localStorage.getItem("fenStart") : fen);
1041 if (mode=="human")
1042 {
1043 // Opponent found!
1044 if (!continuation) //not playing sound on game continuation
1045 {
1046 if (this.sound >= 1)
1047 new Audio("/sounds/newgame.mp3").play().then(() => {}).catch(err => {});
1048 document.getElementById("modal-newgame").checked = false;
1049 }
1050 this.oppid = oppId;
1051 this.oppConnected = true;
1052 this.mycolor = color;
1053 this.seek = false;
1054 if (!!moves && moves.length > 0) //imply continuation
1055 {
1056 const lastMove = moves[moves.length-1];
1057 this.vr.undo(lastMove);
1058 this.incheck = this.vr.getCheckSquares(lastMove);
1059 this.vr.play(lastMove, "ingame");
1060 }
1061 delete localStorage["newgame"];
1062 this.setStorage(); //in case of interruptions
1063 }
1064 else if (mode == "computer")
1065 {
1066 this.mycolor = Math.random() < 0.5 ? 'w' : 'b';
1067 if (this.mycolor == 'b')
1068 setTimeout(this.playComputerMove, 500);
1069 }
1070 //else: against a (IRL) friend: nothing more to do
1071 },
1072 playComputerMove: function() {
1073 const timeStart = Date.now();
1074 const compMove = this.vr.getComputerMove();
1075 // (first move) HACK: avoid selecting elements before they appear on page:
1076 const delay = Math.max(500-(Date.now()-timeStart), 0);
1077 setTimeout(() => this.play(compMove, "animate"), delay);
1078 },
1079 // Get the identifier of a HTML table cell from its numeric coordinates o.x,o.y.
1080 getSquareId: function(o) {
1081 // NOTE: a separator is required to allow any size of board
1082 return "sq-" + o.x + "-" + o.y;
1083 },
1084 // Inverse function
1085 getSquareFromId: function(id) {
1086 let idParts = id.split('-');
1087 return [parseInt(idParts[1]), parseInt(idParts[2])];
1088 },
1089 mousedown: function(e) {
1090 e = e || window.event;
1091 let ingame = false;
1092 let elem = e.target;
1093 while (!ingame && elem !== null)
1094 {
1095 if (elem.classList.contains("game"))
1096 {
1097 ingame = true;
1098 break;
1099 }
1100 elem = elem.parentElement;
1101 }
1102 if (!ingame) //let default behavior (click on button...)
1103 return;
1104 e.preventDefault(); //disable native drag & drop
1105 if (!this.selectedPiece && e.target.classList.contains("piece"))
1106 {
1107 // Next few lines to center the piece on mouse cursor
1108 let rect = e.target.parentNode.getBoundingClientRect();
1109 this.start = {
1110 x: rect.x + rect.width/2,
1111 y: rect.y + rect.width/2,
1112 id: e.target.parentNode.id
1113 };
1114 this.selectedPiece = e.target.cloneNode();
1115 this.selectedPiece.style.position = "absolute";
1116 this.selectedPiece.style.top = 0;
1117 this.selectedPiece.style.display = "inline-block";
1118 this.selectedPiece.style.zIndex = 3000;
1119 let startSquare = this.getSquareFromId(e.target.parentNode.id);
1120 const iCanPlay = this.mode!="idle"
1121 && (this.mode=="friend" || this.vr.canIplay(this.mycolor,startSquare));
1122 this.possibleMoves = iCanPlay ? this.vr.getPossibleMovesFrom(startSquare) : [];
1123 // Next line add moving piece just after current image
1124 // (required for Crazyhouse reserve)
1125 e.target.parentNode.insertBefore(this.selectedPiece, e.target.nextSibling);
1126 }
1127 },
1128 mousemove: function(e) {
1129 if (!this.selectedPiece)
1130 return;
1131 e = e || window.event;
1132 // If there is an active element, move it around
1133 if (!!this.selectedPiece)
1134 {
1135 const [offsetX,offsetY] = !!e.clientX
1136 ? [e.clientX,e.clientY] //desktop browser
1137 : [e.changedTouches[0].pageX, e.changedTouches[0].pageY]; //smartphone
1138 this.selectedPiece.style.left = (offsetX-this.start.x) + "px";
1139 this.selectedPiece.style.top = (offsetY-this.start.y) + "px";
1140 }
1141 },
1142 mouseup: function(e) {
1143 if (!this.selectedPiece)
1144 return;
1145 e = e || window.event;
1146 // Read drop target (or parentElement, parentNode... if type == "img")
1147 this.selectedPiece.style.zIndex = -3000; //HACK to find square from final coords
1148 const [offsetX,offsetY] = !!e.clientX
1149 ? [e.clientX,e.clientY]
1150 : [e.changedTouches[0].pageX, e.changedTouches[0].pageY];
1151 let landing = document.elementFromPoint(offsetX, offsetY);
1152 this.selectedPiece.style.zIndex = 3000;
1153 // Next condition: classList.contains(piece) fails because of marks
1154 while (landing.tagName == "IMG")
1155 landing = landing.parentNode;
1156 if (this.start.id == landing.id)
1157 {
1158 // A click: selectedPiece and possibleMoves are already filled
1159 return;
1160 }
1161 // OK: process move attempt
1162 let endSquare = this.getSquareFromId(landing.id);
1163 let moves = this.findMatchingMoves(endSquare);
1164 this.possibleMoves = [];
1165 if (moves.length > 1)
1166 this.choices = moves;
1167 else if (moves.length==1)
1168 this.play(moves[0]);
1169 // Else: impossible move
1170 this.selectedPiece.parentNode.removeChild(this.selectedPiece);
1171 delete this.selectedPiece;
1172 this.selectedPiece = null;
1173 },
1174 findMatchingMoves: function(endSquare) {
1175 // Run through moves list and return the matching set (if promotions...)
1176 let moves = [];
1177 this.possibleMoves.forEach(function(m) {
1178 if (endSquare[0] == m.end.x && endSquare[1] == m.end.y)
1179 moves.push(m);
1180 });
1181 return moves;
1182 },
1183 animateMove: function(move) {
1184 let startSquare = document.getElementById(this.getSquareId(move.start));
1185 let endSquare = document.getElementById(this.getSquareId(move.end));
1186 let rectStart = startSquare.getBoundingClientRect();
1187 let rectEnd = endSquare.getBoundingClientRect();
1188 let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
1189 let movingPiece =
1190 document.querySelector("#" + this.getSquareId(move.start) + " > img.piece");
1191 // HACK for animation (with positive translate, image slides "under background")
1192 // Possible improvement: just alter squares on the piece's way...
1193 squares = document.getElementsByClassName("board");
1194 for (let i=0; i<squares.length; i++)
1195 {
1196 let square = squares.item(i);
1197 if (square.id != this.getSquareId(move.start))
1198 square.style.zIndex = "-1";
1199 }
1200 movingPiece.style.transform = "translate(" + translation.x + "px," +
1201 translation.y + "px)";
1202 movingPiece.style.transitionDuration = "0.2s";
1203 movingPiece.style.zIndex = "3000";
1204 setTimeout( () => {
1205 for (let i=0; i<squares.length; i++)
1206 squares.item(i).style.zIndex = "auto";
1207 movingPiece.style = {}; //required e.g. for 0-0 with KR swap
1208 this.play(move);
1209 }, 200);
1210 },
1211 play: function(move, programmatic) {
1212 if (!move)
1213 {
1214 // Navigate after game is over
1215 if (this.cursor >= this.vr.moves.length)
1216 return; //already at the end
1217 move = this.vr.moves[this.cursor++];
1218 }
1219 if (!!programmatic) //computer or human opponent
1220 {
1221 this.animateMove(move);
1222 return;
1223 }
1224 // Not programmatic, or animation is over
1225 if (this.mode == "human" && this.vr.turn == this.mycolor)
1226 this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
1227 if (this.sound == 2)
1228 new Audio("/sounds/chessmove1.mp3").play().then(() => {}).catch(err => {});
1229 if (this.mode != "idle")
1230 {
1231 this.incheck = this.vr.getCheckSquares(move); //is opponent in check?
1232 this.vr.play(move, "ingame");
1233 }
1234 else
1235 {
1236 VariantRules.PlayOnBoard(this.vr.board, move);
1237 this.$forceUpdate(); //TODO: ?!
1238 }
1239 if (this.mode == "human")
1240 this.updateStorage(); //after our moves and opponent moves
1241 if (this.mode != "idle")
1242 {
1243 const eog = this.vr.checkGameOver();
1244 if (eog != "*")
1245 this.endGame(eog);
1246 }
1247 if (this.mode == "computer" && this.vr.turn != this.mycolor)
1248 setTimeout(this.playComputerMove, 500);
1249 },
1250 undo: function() {
1251 // Navigate after game is over
1252 if (this.cursor == 0)
1253 return; //already at the beginning
1254 if (this.cursor == this.vr.moves.length)
1255 this.incheck = []; //in case of...
1256 const move = this.vr.moves[--this.cursor];
1257 VariantRules.UndoOnBoard(this.vr.board, move);
1258 this.$forceUpdate(); //TODO: ?!
1259 },
1260 undoInGame: function() {
1261 const lm = this.vr.lastMove;
1262 if (!!lm)
1263 this.vr.undo(lm);
1264 },
1265 },
1266 })