Separate client and server codes. Keep everything in one git repo for simplicity
[vchess.git] / client / client_OLD / javascripts / components / game.js
diff --git a/client/client_OLD/javascripts/components/game.js b/client/client_OLD/javascripts/components/game.js
new file mode 100644 (file)
index 0000000..fb4564f
--- /dev/null
@@ -0,0 +1,551 @@
+// Game logic on a variant page: 3 modes, analyze, computer or human
+// TODO: envoyer juste "light move", sans FEN ni notation ...etc
+// TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ?
+//                     onClick :: ask full game to remote player, and register as an observer in game
+//                     (use gameId to communicate)
+//                     on landing on game :: if gameId not found locally, check remotely
+//                     ==> il manque un param dans game : "remoteId"
+Vue.component('my-game', {
+       // gameId: to find the game in storage (assumption: it exists)
+       // fen: to start from a FEN without identifiers (analyze mode)
+       // subMode: "auto" (game comp vs comp) or "corr" (correspondance game),
+       // or "examine" (after human game: TODO)
+       props: ["conn","gameRef","fen","mode","subMode",
+               "allowChat","allowMovelist","settings"],
+       data: function() {
+               return {
+                       // Web worker to play computer moves without freezing interface:
+                       compWorker: new Worker('/javascripts/playCompMove.js'),
+                       timeStart: undefined, //time when computer starts thinking
+                       vr: null, //VariantRules object, describing the game state + rules
+                       endgameMessage: "",
+                       orientation: "w",
+                       lockCompThink: false, //used to avoid some ghost moves
+                       myname: user.name, //may be anonymous (thus no name)
+                       opponents: {}, //filled later (potentially 2 or 3 opponents)
+                       drawOfferSent: false, //did I just ask for draw?
+                       people: {}, //observers
+                       score: "*", //'*' means 'unfinished'
+                       // userColor: given by gameId, or fen in problems mode (if no game Id)...
+                       mycolor: "w",
+                       fenStart: "",
+                       moves: [], //TODO: initialize if gameId is defined...
+                       cursor: -1, //index of the move just played
+                       lastMove: null,
+               };
+       },
+       watch: {
+               fen: function() {
+                       // (Security) No effect if a computer move is in progress:
+                       if (this.mode == "computer" && this.lockCompThink)
+                               return this.$emit("computer-think");
+                       this.newGameFromFen();
+               },
+               gameRef: function() {
+                       this.loadGame();
+               },
+       },
+       computed: {
+               showChat: function() {
+                       return this.allowChat && this.mode=='human' && this.score != '*';
+               },
+               showMoves: function() {
+                       return true;
+                       return this.allowMovelist && window.innerWidth >= 768;
+               },
+               showFen: function() {
+                       return variant.name != "Dark" || this.score != "*";
+               },
+       },
+       // Modal end of game, and then sub-components
+       template: `
+               <div class="col-sm-12 col-md-10 col-md-offset-1 col-lg-8 col-lg-offset-2">
+                       <input id="modal-eog" type="checkbox" class="modal"/>
+                       <div role="dialog" aria-labelledby="eogMessage">
+                               <div class="card smallpad small-modal text-center">
+                                       <label for="modal-eog" class="modal-close">
+                                       </label>
+                                       <h3 id="eogMessage" class="section">
+                                               {{ endgameMessage }}
+                                       </h3>
+                               </div>
+                       </div>
+                       <my-chat v-if="showChat" :conn="conn" :myname="myname"
+                               :opponents="opponents" :people="people">
+                       </my-chat>
+                       <my-board v-bind:vr="vr" :last-move="lastMove" :mode="mode"
+                               :orientation="orientation" :user-color="mycolor" :settings="settings"
+                               @play-move="play">
+                       </my-board>
+                       <div class="button-group">
+                               <button @click="() => play()">Play</button>
+                               <button @click="() => undo()">Undo</button>
+                               <button @click="flip">Flip</button>
+                               <button @click="gotoBegin">GotoBegin</button>
+                               <button @click="gotoEnd">GotoEnd</button>
+                       </div>
+                       <div v-if="mode=='human'" class="button-group">
+                               <button @click="offerDraw">Draw</button>
+                               <button @click="abortGame">Abort</button>
+                               <button @click="resign">Resign</button>
+                       </div>
+                       <div v-if="mode=='human' && subMode=='corr'">
+                               <textarea v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg">
+                               </textarea>
+                               <div v-show="cursor>=0">
+                                       {{ moves[cursor].message }}
+                               </div>
+                       </div>
+                       <div v-if="showFen && !!vr" id="fen-div" class="section-content">
+                               <p id="fen-string" class="text-center">
+                                       {{ vr.getFen() }}
+                               </p>
+                       </div>
+                       <div id="pgn-div" class="section-content">
+                               <a id="download" href="#">
+                               </a>
+                               <div class="button-group">
+                                       <button id="downloadBtn" @click="download">
+                                               {{ translate("Download PGN") }}
+                                       </button>
+                                       <button>Import game</button>
+                               </div>
+                       </div>
+                       <my-move-list v-if="showMoves" :moves="moves" :cursor="cursor" @goto-move="gotoMove">
+                       </my-move-list>
+               </div>
+       `,
+       created: function() {
+               if (!!this.gameRef)
+                       this.loadGame();
+               else if (!!this.fen)
+               {
+                       this.vr = new V(this.fen);
+                       this.fenStart = this.fen;
+               }
+               // TODO: if I'm one of the players in game, then:
+               // Send ping to server (answer pong if opponent is connected)
+               if (true && !!this.conn && !!this.gameRef)
+               {
+                       this.conn.onopen = () => {
+                               this.conn.send(JSON.stringify({
+                                       code:"ping",oppid:this.oppid,gameId:this.gameRef.id}));
+                       };
+               }
+               // TODO: also handle "draw accepted" (use opponents array?)
+               // --> must give this info also when sending lastState...
+               // and, if all players agree then OK draw (end game ...etc)
+               const socketMessageListener = msg => {
+                       const data = JSON.parse(msg.data);
+                       let L = undefined;
+                       switch (data.code)
+                       {
+                               case "newmove": //..he played!
+                                       this.play(data.move, variant.name!="Dark" ? "animate" : null);
+                                       break;
+                               case "pong": //received if we sent a ping (game still alive on our side)
+                                       if (this.gameRef.id != data.gameId)
+                                               break; //games IDs don't match: definitely over...
+                                       this.oppConnected = true;
+                                       // Send our "last state" informations to opponent(s)
+                                       L = this.vr.moves.length;
+                                       Object.keys(this.opponents).forEach(oid => {
+                                               this.conn.send(JSON.stringify({
+                                                       code: "lastate",
+                                                       oppid: oid,
+                                                       gameId: this.gameRef.id,
+                                                       lastMove: (L>0?this.vr.moves[L-1]:undefined),
+                                                       movesCount: L,
+                                               }));
+                                       });
+                                       break;
+                               // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one)
+                               case "lastate": //got opponent infos about last move
+                                       L = this.vr.moves.length;
+                                       if (this.gameRef.id != data.gameId)
+                                               break; //games IDs don't match: nothing we can do...
+                                       // OK, opponent still in game (which might be over)
+                                       if (this.score != "*")
+                                       {
+                                               // We finished the game (any result possible)
+                                               this.conn.send(JSON.stringify({
+                                                       code: "lastate",
+                                                       oppid: data.oppid,
+                                                       gameId: this.gameRef.id,
+                                                       score: this.score,
+                                               }));
+                                       }
+                                       else if (!!data.score) //opponent finished the game
+                                               this.endGame(data.score);
+                                       else if (data.movesCount < L)
+                                       {
+                                               // We must tell last move to opponent
+                                               this.conn.send(JSON.stringify({
+                                                       code: "lastate",
+                                                       oppid: this.opponent.id,
+                                                       gameId: this.gameRef.id,
+                                                       lastMove: this.vr.moves[L-1],
+                                                       movesCount: L,
+                                               }));
+                                       }
+                                       else if (data.movesCount > L) //just got last move from him
+                                               this.play(data.lastMove, "animate");
+                                       break;
+                               case "resign": //..you won!
+                                       this.endGame(this.mycolor=="w"?"1-0":"0-1");
+                                       break;
+                               // TODO: also use (dis)connect info to count online players?
+                               case "connect":
+                               case "disconnect":
+                                       if (this.mode=="human")
+                                       {
+                                               const online = (data.code == "connect");
+                                               // If this is an opponent ?
+                                               if (!!this.opponents[data.id])
+                                                       this.opponents[data.id].online = online;
+                                               else
+                                               {
+                                                       // Or an observer ?
+                                                       if (!online)
+                                                               delete this.people[data.id];
+                                                       else
+                                                               this.people[data.id] = data.name;
+                                               }
+                                       }
+                                       break;
+                       }
+               };
+               const socketCloseListener = () => {
+                       this.conn.addEventListener('message', socketMessageListener);
+                       this.conn.addEventListener('close', socketCloseListener);
+               };
+               if (!!this.conn)
+               {
+                       this.conn.onmessage = socketMessageListener;
+                       this.conn.onclose = socketCloseListener;
+               }
+               // Computer moves web worker logic: (TODO: also for observers in HH games ?)
+               this.compWorker.postMessage(["scripts",variant.name]);
+               this.compWorker.onmessage = e => {
+                       this.lockCompThink = true; //to avoid some ghost moves
+                       let compMove = e.data;
+                       if (!Array.isArray(compMove))
+                               compMove = [compMove]; //to deal with MarseilleRules
+                       // Small delay for the bot to appear "more human"
+                       const delay = Math.max(500-(Date.now()-this.timeStart), 0);
+                       setTimeout(() => {
+                               const animate = variant.name != "Dark";
+                               this.play(compMove[0], animate);
+                               if (compMove.length == 2)
+                                       setTimeout( () => { this.play(compMove[1], animate); }, 750);
+                               else //250 == length of animation (TODO: should be a constant somewhere)
+                                       setTimeout( () => this.lockCompThink = false, 250);
+                       }, delay);
+               }
+       },
+       // dans variant.js (plutôt room.js) conn gère aussi les challenges
+       // et les chats dans chat.js. Puis en webRTC, repenser tout Ã§a.
+       methods: {
+               offerDraw: function() {
+                       if (!confirm("Offer draw?"))
+                               return;
+                       // Stay in "draw offer sent" state until next move is played
+                       this.drawOfferSent = true;
+                       if (this.subMode == "corr")
+                       {
+                               // TODO: set drawOffer on in game (how ?)
+                       }
+                       else //live game
+                       {
+                               this.opponents.forEach(o => {
+                                       if (!!o.online)
+                                       {
+                                               try {
+                                                       this.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
+                                               } catch (INVALID_STATE_ERR) {
+                                                       return;
+                                               }
+                                       }
+                               });
+                       }
+               },
+               // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
+               receiveDrawOffer: function() {
+                       //if (...)
+                       // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
+                       // if accept: send message "draw"
+               },
+               abortGame: function() {
+                       if (!confirm("Abort the game?"))
+                               return;
+                       //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
+                       //send message: "gameOver" avec score "?"
+               },
+               resign: function(e) {
+                       if (!confirm("Resign the game?"))
+                               return;
+                       if (this.mode == "human" && this.oppConnected(this.oppid))
+                       {
+                               try {
+                                       this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
+                               } catch (INVALID_STATE_ERR) {
+                                       return;
+                               }
+                       }
+                       this.endGame(this.mycolor=="w"?"0-1":"1-0");
+               },
+               translate: translate,
+               newGameFromFen: function() {
+                       this.vr = new V(this.fen);
+                       this.moves = [];
+                       this.cursor = -1;
+                       this.fenStart = this.fen;
+                       this.score = "*";
+                       if (this.mode == "analyze")
+                       {
+                               this.mycolor = V.ParseFen(this.fen).turn;
+                               this.orientation = this.mycolor;
+                       }
+                       else if (this.mode == "computer") //only other alternative (HH with gameId)
+                       {
+                               this.mycolor = (Math.random() < 0.5 ? "w" : "b");
+                               this.orientation = this.mycolor;
+                               this.compWorker.postMessage(["init",this.fen]);
+                               if (this.mycolor != "w" || this.subMode == "auto")
+                                       this.playComputerMove();
+                       }
+               },
+               loadGame: function() {
+                       // TODO: ask game to remote peer if this.remoteId is set
+                       // (or just if game not found locally)
+                       // NOTE: if it's a corr game, ask it from server
+                       const game = getGameFromStorage(this.gameRef.id, this.gameRef.uid); //uid may be blank
+                       this.opponent.id = game.oppid; //opponent ID in case of running HH game
+                       this.opponent.name = game.oppname; //maye be blank (if anonymous)
+                       this.score = game.score;
+                       this.mycolor = game.mycolor;
+                       this.fenStart = game.fenStart;
+                       this.moves = game.moves;
+                       this.cursor = game.moves.length-1;
+                       this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null);
+               },
+               setEndgameMessage: function(score) {
+                       let eogMessage = "Undefined";
+                       switch (score)
+                       {
+                               case "1-0":
+                                       eogMessage = translations["White win"];
+                                       break;
+                               case "0-1":
+                                       eogMessage = translations["Black win"];
+                                       break;
+                               case "1/2":
+                                       eogMessage = translations["Draw"];
+                                       break;
+                               case "?":
+                                       eogMessage = "Unfinished";
+                                       break;
+                       }
+                       this.endgameMessage = eogMessage;
+               },
+               download: function() {
+                       const content = this.getPgn();
+                       // Prepare and trigger download link
+                       let downloadAnchor = document.getElementById("download");
+                       downloadAnchor.setAttribute("download", "game.pgn");
+                       downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
+                       downloadAnchor.click();
+               },
+               getPgn: function() {
+                       let pgn = "";
+                       pgn += '[Site "vchess.club"]\n';
+                       const opponent = (this.mode=="human" ? "Anonymous" : "Computer");
+                       pgn += '[Variant "' + variant.name + '"]\n';
+                       pgn += '[Date "' + getDate(new Date()) + '"]\n';
+                       const whiteName = ["human","computer"].includes(this.mode)
+                               ? (this.mycolor=='w'?'Myself':opponent)
+                               : "analyze";
+                       const blackName = ["human","computer"].includes(this.mode)
+                               ? (this.mycolor=='b'?'Myself':opponent)
+                               : "analyze";
+                       pgn += '[White "' + whiteName + '"]\n';
+                       pgn += '[Black "' + blackName + '"]\n';
+                       pgn += '[Fen "' + this.fenStart + '"]\n';
+                       pgn += '[Result "' + this.score + '"]\n\n';
+                       let counter = 1;
+                       let i = 0;
+                       while (i < this.moves.length)
+                       {
+                               pgn += (counter++) + ".";
+                               for (let color of ["w","b"])
+                               {
+                                       let move = "";
+                                       while (i < this.moves.length && this.moves[i].color == color)
+                                               move += this.moves[i++].notation[0] + ",";
+                                       move = move.slice(0,-1); //remove last comma
+                                       pgn += move + (i < this.moves.length-1 ? " " : "");
+                               }
+                       }
+                       return pgn + "\n";
+               },
+               showScoreMsg: function(score) {
+                       this.setEndgameMessage(score);
+                       let modalBox = document.getElementById("modal-eog");
+                       modalBox.checked = true;
+                       setTimeout(() => { modalBox.checked = false; }, 2000);
+               },
+               endGame: function(score) {
+                       this.score = score;
+                       this.showScoreMsg(score);
+                       if (this.mode == "human")
+                               localStorage["score"] = score;
+                       this.$emit("game-over");
+               },
+               oppConnected: function(uid) {
+                       return this.opponents.any(o => o.id == uidi && o.online);
+               },
+               playComputerMove: function() {
+                       this.timeStart = Date.now();
+                       this.compWorker.postMessage(["askmove"]);
+               },
+               animateMove: function(move) {
+                       let startSquare = document.getElementById(getSquareId(move.start));
+                       let endSquare = document.getElementById(getSquareId(move.end));
+                       let rectStart = startSquare.getBoundingClientRect();
+                       let rectEnd = endSquare.getBoundingClientRect();
+                       let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
+                       let movingPiece =
+                               document.querySelector("#" + getSquareId(move.start) + " > img.piece");
+                       // HACK for animation (with positive translate, image slides "under background")
+                       // Possible improvement: just alter squares on the piece's way...
+                       squares = document.getElementsByClassName("board");
+                       for (let i=0; i<squares.length; i++)
+                       {
+                               let square = squares.item(i);
+                               if (square.id != getSquareId(move.start))
+                                       square.style.zIndex = "-1";
+                       }
+                       movingPiece.style.transform = "translate(" + translation.x + "px," +
+                               translation.y + "px)";
+                       movingPiece.style.transitionDuration = "0.2s";
+                       movingPiece.style.zIndex = "3000";
+                       setTimeout( () => {
+                               for (let i=0; i<squares.length; i++)
+                                       squares.item(i).style.zIndex = "auto";
+                               movingPiece.style = {}; //required e.g. for 0-0 with KR swap
+                               this.play(move);
+                       }, 250);
+               },
+               play: function(move, programmatic) {
+                       let navigate = !move;
+                       // Forbid playing outside analyze mode when cursor isn't at moves.length-1
+                       // (except if we receive opponent's move, human or computer)
+                       if (!navigate && this.mode != "analyze" && !programmatic
+                               && this.cursor < this.moves.length-1)
+                       {
+                               return;
+                       }
+                       if (navigate)
+                       {
+                               if (this.cursor == this.moves.length-1)
+                                       return; //no more moves
+                               move = this.moves[this.cursor+1];
+                       }
+                       if (!!programmatic) //computer or (remote) human opponent
+                       {
+                               if (this.cursor < this.moves.length-1)
+                                       this.gotoEnd(); //required to play the move
+                               return this.animateMove(move);
+                       }
+                       // Not programmatic, or animation is over
+                       if (this.mode == "human" && this.subMode == "corr" && this.mycolor == this.vr.turn)
+                       {
+                               // TODO: show confirm box "validate move ?"
+                       }
+                       if (!move.notation)
+                               move.notation = this.vr.getNotation(move);
+                       if (!move.color)
+                               move.color = this.vr.turn;
+                       this.vr.play(move);
+                       this.cursor++;
+                       this.lastMove = move;
+                       if (!move.fen)
+                               move.fen = this.vr.getFen();
+                       if (this.settings.sound == 2)
+                               new Audio("/sounds/move.mp3").play().catch(err => {});
+                       if (this.mode == "human")
+                       {
+                               updateStorage(move); //after our moves and opponent moves
+                               if (this.vr.turn == this.mycolor)
+                                       this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
+                       }
+                       else if (this.mode == "computer")
+                       {
+                               // Send the move to web worker (including his own moves)
+                               this.compWorker.postMessage(["newmove",move]);
+                       }
+                       if (!navigate && (this.score == "*" || this.mode == "analyze"))
+                       {
+                               // Stack move on movesList at current cursor
+                               if (this.cursor == this.moves.length)
+                                       this.moves.push(move);
+                               else
+                                       this.moves = this.moves.slice(0,this.cursor).concat([move]);
+                       }
+                       // Is opponent in check?
+                       this.incheck = this.vr.getCheckSquares(this.vr.turn);
+                       const score = this.vr.getCurrentScore();
+                       if (score != "*")
+                       {
+                               if (["human","computer"].includes(this.mode))
+                                       this.endGame(score);
+                               else //just show score on screen (allow undo)
+                                       this.showScoreMsg(score);
+                       }
+                       // subTurn condition for Marseille (and Avalanche) rules
+                       else if ((this.mode == "computer" && (!this.vr.subTurn || this.vr.subTurn <= 1))
+                               && (this.subMode == "auto" || this.vr.turn != this.mycolor))
+                       {
+                               this.playComputerMove();
+                       }
+                       // https://vuejs.org/v2/guide/list.html#Caveats (also for undo)
+                       if (navigate)
+                               this.$children[0].$forceUpdate(); //TODO!?
+               },
+               undo: function(move) {
+                       let navigate = !move;
+                       if (navigate)
+                       {
+                               if (this.cursor < 0)
+                                       return; //no more moves
+                               move = this.moves[this.cursor];
+                       }
+                       this.vr.undo(move);
+                       this.cursor--;
+                       this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
+                       if (this.settings.sound == 2)
+                               new Audio("/sounds/undo.mp3").play().catch(err => {});
+                       this.incheck = this.vr.getCheckSquares(this.vr.turn);
+                       if (navigate)
+                               this.$children[0].$forceUpdate(); //TODO!?
+                       else if (this.mode == "analyze") //TODO: can this happen?
+                               this.moves.pop();
+               },
+               gotoMove: function(index) {
+                       this.vr = new V(this.moves[index].fen);
+                       this.cursor = index;
+                       this.lastMove = this.moves[index];
+               },
+               gotoBegin: function() {
+                       this.vr = new V(this.fenStart);
+                       this.cursor = -1;
+                       this.lastMove = null;
+               },
+               gotoEnd: function() {
+                       this.gotoMove(this.moves.length-1);
+               },
+               flip: function() {
+                       this.orientation = V.GetNextCol(this.orientation);
+               },
+       },
+})