Better Ball rules. Buggish but almost OK Synchrone variant
[vchess.git] / client / src / components / BaseGame.vue
index 5fbc257..2517c78 100644 (file)
@@ -11,6 +11,7 @@ div#baseGame
   #gameContainer
     #boardContainer
       Board(
+        ref="board"
         :vr="vr"
         :last-move="lastMove"
         :analyze="game.mode=='analyze'"
@@ -22,36 +23,35 @@ div#baseGame
         @play-move="play"
       )
       #turnIndicator(v-if="showTurn") {{ turn }}
-      #controls
-        button(@click="gotoBegin()") <<
-        button(@click="undo()") <
-        button(v-if="canFlip" @click="flip()") &#8645;
-        button(@click="play()") >
-        button(@click="gotoEnd()") >>
-      #belowControls
-        #downloadDiv(v-if="allowDownloadPGN")
-          a#download(href="#")
-          button(@click="download()") {{ st.tr["Download"] }} PGN
+      #controls.button-group
+        button(@click="gotoBegin()")
+          img.inline(src="/images/icons/fast-forward_rev.svg")
+        button(@click="undo()")
+          img.inline(src="/images/icons/play_rev.svg")
+        button(v-if="canFlip" @click="flip()")
+          img.inline(src="/images/icons/flip.svg")
         button(
-          v-if="canAnalyze"
-          @click="analyzePosition()"
+          @click="runAutoplay()"
+          :class="{'in-autoplay': autoplay}"
         )
-          | {{ st.tr["Analyse"] }}
-        // NOTE: variants pages already have a "Rules" link on top
-        button(
-          v-if="!$route.path.match('/variants/')"
-          @click="showRules()"
-        )
-          | {{ st.tr["Rules"] }}
+          img.inline(src="/images/icons/autoplay.svg")
+        button(@click="play()")
+          img.inline(src="/images/icons/play.svg")
+        button(@click="gotoEnd()")
+          img.inline(src="/images/icons/fast-forward.svg")
     #movesList
       MoveList(
-        v-if="showMoves != 'none'"
         :show="showMoves"
+        :canAnalyze="canAnalyze"
+        :canDownload="allowDownloadPGN"
         :score="game.score"
         :message="game.scoreMsg"
         :firstNum="firstMoveNumber"
         :moves="moves"
         :cursor="cursor"
+        @download="download"
+        @showrules="showRules"
+        @analyze="analyzePosition"
         @goto-move="gotoMove"
       )
     .clearer
@@ -83,20 +83,17 @@ export default {
       orientation: "w",
       score: "*", //'*' means 'unfinished'
       moves: [],
-      // TODO: later, use subCursor to navigate intra-multimoves?
       cursor: -1, //index of the move just played
       lastMove: null,
       firstMoveNumber: 0, //for printing
       incheck: [], //for Board
-      inMultimove: false
+      inMultimove: false,
+      autoplay: false,
+      autoplayLoop: null,
+      inPlay: false,
+      stackToPlay: []
     };
   },
-  watch: {
-    // game initial FEN changes when a new game starts
-    "game.fenStart": function() {
-      this.re_setVariables();
-    },
-  },
   computed: {
     showMoves: function() {
       return this.game.score != "*"
@@ -106,15 +103,13 @@ export default {
     showTurn: function() {
       return (
         this.game.score == '*' &&
-        this.vr &&
-        (this.vr.showMoves != "all" || !this.vr.canFlip)
+        !!this.vr && this.vr.showTurn
       );
     },
     turn: function() {
-      if (!this.vr)
-        return "";
+      if (!this.vr) return "";
       if (this.vr.showMoves != "all")
-        return this.st.tr[(this.vr.turn == 'w' ? "White" : "Black") + " to move"]
+        return this.st.tr[(this.vr.turn == 'w' ? "White" : "Black") + " to move"];
       // Cannot flip: racing king or circular chess
       return this.vr.movesCount == 0 && this.game.mycolor == "w"
         ? this.st.tr["It's your turn!"]
@@ -131,7 +126,7 @@ export default {
     }
   },
   created: function() {
-    if (this.game.fenStart) this.re_setVariables();
+    if (!!this.game.fenStart) this.re_setVariables();
   },
   mounted: function() {
     if (!("ontouchstart" in window)) {
@@ -142,9 +137,11 @@ export default {
       baseGameDiv.addEventListener("keydown", this.handleKeys);
       baseGameDiv.addEventListener("wheel", this.handleScroll);
     }
-    document.getElementById("eogDiv").addEventListener(
-      "click",
-      processModalClick);
+    document.getElementById("eogDiv")
+      .addEventListener("click", processModalClick);
+  },
+  beforeDestroy: function() {
+    if (!!this.autoplayLoop) clearInterval(this.autoplayLoop);
   },
   methods: {
     focusBg: function() {
@@ -179,22 +176,26 @@ export default {
       //this.$router.push("/variants/" + this.game.vname);
       window.open("#/variants/" + this.game.vname, "_blank"); //better
     },
-    re_setVariables: function() {
+    re_setVariables: function(game) {
+      if (!game) game = this.game; //in case of...
       this.endgameMessage = "";
       // "w": default orientation for observed games
-      this.orientation = this.game.mycolor || "w";
-      this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
+      this.orientation = game.mycolor || "w";
+      this.moves = JSON.parse(JSON.stringify(game.moves || []));
       // Post-processing: decorate each move with notation and FEN
-      this.vr = new V(this.game.fenStart);
-      const parsedFen = V.ParseFen(this.game.fenStart);
+      this.vr = new V(game.fenStart);
+      const parsedFen = V.ParseFen(game.fenStart);
       const firstMoveColor = parsedFen.turn;
       this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2);
+      let L = this.moves.length;
       this.moves.forEach(move => {
         // Strategy working also for multi-moves:
         if (!Array.isArray(move)) move = [move];
-        move.forEach(m => {
+        move.forEach((m,idx) => {
           m.notation = this.vr.getNotation(m);
           this.vr.play(m);
+          if (idx < L - 1 && this.vr.getCheckSquares(this.vr.turn).length > 0)
+            m.notation += "+";
         });
       });
       if (firstMoveColor == "b") {
@@ -202,11 +203,20 @@ export default {
         this.moves.unshift({
           notation: "...",
           start: { x: -1, y: -1 },
-          end: { x: -1, y: -1 }
+          end: { x: -1, y: -1 },
+          fen: game.fenStart
         });
+        L++;
       }
       this.positionCursorTo(this.moves.length - 1);
       this.incheck = this.vr.getCheckSquares(this.vr.turn);
+      const score = this.vr.getCurrentScore();
+      if (L > 0 && this.moves[L - 1].notation != "...") {
+        if (["1-0","0-1"].includes(score))
+          this.moves[L - 1].notation += "#";
+        else if (this.vr.getCheckSquares(this.vr.turn).length > 0)
+          this.moves[L - 1].notation += "+";
+      }
     },
     positionCursorTo: function(index) {
       this.cursor = index;
@@ -218,16 +228,16 @@ export default {
         } else {
           this.lastMove = this.moves[index];
         }
-      }
-      else
-        this.lastMove = null;
+      } else this.lastMove = null;
     },
     analyzePosition: function() {
-      const newUrl =
+      let newUrl =
         "/analyse/" +
         this.game.vname +
         "/?fen=" +
         this.vr.getFen().replace(/ /g, "_");
+      if (this.game.mycolor)
+        newUrl += "&side=" + this.game.mycolor;
       // Open in same tab in live games (against cheating)
       if (this.game.type == "live") this.$router.push(newUrl);
       else window.open("#" + newUrl);
@@ -259,15 +269,35 @@ export default {
     },
     showEndgameMsg: function(message) {
       this.endgameMessage = message;
-      let modalBox = document.getElementById("modalEog");
-      modalBox.checked = true;
-      setTimeout(() => {
-        modalBox.checked = false;
-      }, 2000);
+      document.getElementById("modalEog").checked = true;
+    },
+    runAutoplay: function() {
+      const infinitePlay = () => {
+        if (this.cursor == this.moves.length - 1) {
+          clearInterval(this.autoplayLoop);
+          this.autoplayLoop = null;
+          this.autoplay = false;
+          return;
+        }
+        if (this.inPlay || this.inMultimove)
+          // Wait next tick
+          return;
+        this.play();
+      };
+      if (this.autoplay) {
+        this.autoplay = false;
+        clearInterval(this.autoplayLoop);
+        this.autoplayLoop = null;
+      } else {
+        this.autoplay = true;
+        infinitePlay();
+        this.autoplayLoop = setInterval(infinitePlay, 1500);
+      }
     },
     // Animate an elementary move
     animateMove: function(move, callback) {
       let startSquare = document.getElementById(getSquareId(move.start));
+      if (!startSquare) return; //shouldn't happen but...
       let endSquare = document.getElementById(getSquareId(move.end));
       let rectStart = startSquare.getBoundingClientRect();
       let rectEnd = endSquare.getBoundingClientRect();
@@ -278,6 +308,9 @@ export default {
       let movingPiece = document.querySelector(
         "#" + getSquareId(move.start) + " > img.piece"
       );
+      // For some unknown reasons Opera get "movingPiece == null" error
+      // TOOO: is it calling 'animate()' twice ? One extra time ?
+      if (!movingPiece) return;
       // HACK for animation (with positive translate, image slides "under background")
       // Possible improvement: just alter squares on the piece's way...
       const squares = document.getElementsByClassName("board");
@@ -301,39 +334,50 @@ export default {
       if (this.game.mode == "analyze") {
         this.$emit(
           "fenchange",
-          this.lastMove ? this.lastMove.fen : this.game.fenStart
+          !!this.lastMove ? this.lastMove.fen : this.game.fenStart
         );
       }
     },
     // "light": if gotoMove() or gotoEnd()
-    // data: some custom data (addTime) to be re-emitted
-    play: function(move, received, light, data) {
+    play: function(move, received, light, noemit) {
+      // Freeze while choices are shown:
+      if (this.$refs["board"].choices.length > 0) return;
+      if (!!noemit) {
+        if (this.inPlay) {
+          // Received moves in observed games can arrive too fast:
+          this.stackToPlay.unshift(move);
+          return;
+        }
+        this.inPlay = true;
+      }
       const navigate = !move;
       const playSubmove = (smove) => {
-        if (!navigate) smove.notation = this.vr.getNotation(smove);
+        smove.notation = this.vr.getNotation(smove);
         this.vr.play(smove);
         this.lastMove = smove;
-        // Is opponent in check?
-        this.incheck = this.vr.getCheckSquares(this.vr.turn);
-        if (!navigate) {
-          if (!this.inMultimove) {
+        if (!this.inMultimove) {
+          // Condition is "!navigate" but we mean "!this.autoplay"
+          if (!navigate) {
             if (this.cursor < this.moves.length - 1)
               this.moves = this.moves.slice(0, this.cursor + 1);
             this.moves.push(smove);
-            this.inMultimove = true; //potentially
-            this.cursor++;
-          } else {
-            // Already in the middle of a multi-move
-            const L = this.moves.length;
-            if (!Array.isArray(this.moves[L-1]))
-              this.$set(this.moves, L-1, [this.moves[L-1], smove]);
-            else
-              this.$set(this.moves, L-1, this.moves.concat([smove]));
           }
+          this.inMultimove = true; //potentially
+          this.cursor++;
+        } else if (!navigate) {
+          // Already in the middle of a multi-move
+          const L = this.moves.length;
+          if (!Array.isArray(this.moves[L-1]))
+            this.$set(this.moves, L-1, [this.moves[L-1], smove]);
+          else
+            this.$set(this.moves, L-1, this.moves.concat([smove]));
         }
       };
       const playMove = () => {
-        const animate = V.ShowMoves == "all" && received;
+        const animate = (
+          V.ShowMoves == "all" &&
+          (this.autoplay || !!received)
+        );
         if (!Array.isArray(move)) move = [move];
         let moveIdx = 0;
         let self = this;
@@ -354,24 +398,45 @@ export default {
           }
         })();
       };
+      const computeScore = () => {
+        const score = this.vr.getCurrentScore();
+        if (!navigate) {
+          if (["1-0","0-1"].includes(score))
+            this.lastMove.notation += "#";
+          else if (this.vr.getCheckSquares(this.vr.turn).length > 0)
+            this.lastMove.notation += "+";
+        }
+        if (score != "*" && this.game.mode == "analyze") {
+          const message = getScoreMessage(score);
+          // Just show score on screen (allow undo)
+          this.showEndgameMsg(score + " . " + this.st.tr[message]);
+        }
+        return score;
+      };
       const afterMove = (smove, initurn) => {
-        if (this.st.settings.sound == 2)
-          new Audio("/sounds/move.mp3").play().catch(() => {});
         if (this.vr.turn != initurn) {
           // Turn has changed: move is complete
+          if (!smove.fen)
+            // NOTE: only FEN of last sub-move is required (thus setting it here)
+            smove.fen = this.vr.getFen();
+          // Is opponent in check?
+          this.incheck = this.vr.getCheckSquares(this.vr.turn);
+          this.emitFenIfAnalyze();
           this.inMultimove = false;
-          const score = this.vr.getCurrentScore();
-          if (score != "*") {
-            const message = getScoreMessage(score);
-            if (!navigate && this.game.mode != "analyze")
-              this.$emit("gameover", score, message);
-            // Just show score on screen (allow undo)
-            else this.showEndgameMsg(score + " . " + this.st.tr[message]);
-          }
-          if (!navigate && this.game.mode != "analyze") {
-            const L = this.moves.length;
-            // Post-processing (e.g. computer play)
-            this.$emit("newmove", this.moves[L-1], data);
+          this.score = computeScore();
+          if (this.game.mode != "analyze" && !navigate) {
+            if (!noemit) {
+              // Post-processing (e.g. computer play).
+              const L = this.moves.length;
+              // NOTE: always emit the score, even in unfinished,
+              // to tell Game::processMove() that it's not a received move.
+              this.$emit("newmove", this.moves[L-1], { score: this.score });
+            } else {
+              this.inPlay = false;
+              if (this.stackToPlay.length > 0)
+                // Move(s) arrived in-between
+                this.play(this.stackToPlay.pop(), received, light, noemit);
+            }
           }
         }
       };
@@ -380,22 +445,25 @@ export default {
         // The move to navigate to is necessarily full:
         if (this.cursor == this.moves.length - 1) return; //no more moves
         move = this.moves[this.cursor + 1];
-        if (light) {
-          // Just play the move, nothing else:
+        if (!this.autoplay) {
+          // Just play the move:
           if (!Array.isArray(move)) move = [move];
           for (let i=0; i < move.length; i++) this.vr.play(move[i]);
+          if (!light) {
+            this.lastMove = move[move.length-1];
+            this.incheck = this.vr.getCheckSquares(this.vr.turn);
+            this.score = computeScore();
+            this.emitFenIfAnalyze();
+          }
+          this.cursor++;
+          return;
         }
-        else {
-          playMove();
-          this.emitFenIfAnalyze();
-        }
-        this.cursor++;
-        return;
       }
       // Forbid playing outside analyze mode, except if move is received.
       // Sufficient condition because Board already knows which turn it is.
       if (
         this.game.mode != "analyze" &&
+        !navigate &&
         !received &&
         (this.game.score != "*" || this.cursor < this.moves.length - 1)
       ) {
@@ -405,11 +473,8 @@ export default {
       if (received && this.cursor < this.moves.length - 1)
         this.gotoEnd();
       playMove();
-      this.lastMove.fen = this.vr.getFen();
-      this.emitFenIfAnalyze();
     },
     cancelCurrentMultimove: function() {
-      // Cancel current multi-move
       const L = this.moves.length;
       let move = this.moves[L-1];
       if (!Array.isArray(move)) move = [move];
@@ -425,27 +490,31 @@ export default {
     },
     // "light": if gotoMove() or gotoBegin()
     undo: function(move, light) {
+      // Freeze while choices are shown:
+      if (this.$refs["board"].choices.length > 0) return;
       if (this.inMultimove) {
         this.cancelCurrentMultimove();
         this.incheck = this.vr.getCheckSquares(this.vr.turn);
       } else {
         if (!move) {
-          if (this.cursor < 0) return; //no more moves
+          const minCursor =
+            this.moves.length > 0 && this.moves[0].notation == "..."
+              ? 1
+              : 0;
+          if (this.cursor < minCursor) return; //no more moves
           move = this.moves[this.cursor];
         }
-        // Caution; if multi-move, undo all submoves from last to first
         undoMove(move, this.vr);
         if (light) this.cursor--;
         else {
           this.positionCursorTo(this.cursor - 1);
-          if (this.st.settings.sound == 2)
-            new Audio("/sounds/undo.mp3").play().catch(() => {});
           this.incheck = this.vr.getCheckSquares(this.vr.turn);
           this.emitFenIfAnalyze();
         }
       }
     },
     gotoMove: function(index) {
+      if (this.$refs["board"].choices.length > 0) return;
       if (this.inMultimove) this.cancelCurrentMultimove();
       if (index == this.cursor) return;
       if (index < this.cursor) {
@@ -463,24 +532,25 @@ export default {
       this.emitFenIfAnalyze();
     },
     gotoBegin: function() {
+      if (this.$refs["board"].choices.length > 0) return;
       if (this.inMultimove) this.cancelCurrentMultimove();
-      while (this.cursor >= 0)
-        this.undo(null, null, "light");
-      if (this.moves.length > 0 && this.moves[0].notation == "...") {
-        this.cursor = 0;
-        this.lastMove = this.moves[0];
-      } else {
-        this.lastMove = null;
-      }
-      this.incheck = [];
+      const minCursor =
+        this.moves.length > 0 && this.moves[0].notation == "..."
+          ? 1
+          : 0;
+      while (this.cursor >= minCursor) this.undo(null, null, "light");
+      this.lastMove = (minCursor == 1 ? this.moves[0] : null);
+      this.incheck = this.vr.getCheckSquares(this.vr.turn);
       this.emitFenIfAnalyze();
     },
     gotoEnd: function() {
+      if (this.$refs["board"].choices.length > 0) return;
       if (this.cursor == this.moves.length - 1) return;
       this.gotoMove(this.moves.length - 1);
       this.emitFenIfAnalyze();
     },
     flip: function() {
+      if (this.$refs["board"].choices.length > 0) return;
       this.orientation = V.GetOppCol(this.orientation);
     }
   }
@@ -504,29 +574,26 @@ export default {
   display: inline-block
 
 #controls
-  margin: 0 auto
-  text-align: center
+  user-select: none
   button
-    display: inline-block
-    width: 20%
+    border: none
     margin: 0
+    padding-top: 5px
+    padding-bottom: 5px
+
+.in-autoplay
+  background-color: #FACF8C
+
+img.inline
+  height: 22px
+  padding-top: 5px
+  @media screen and (max-width: 767px)
+    height: 18px
 
 #turnIndicator
   text-align: center
   font-weight: bold
 
-#belowControls
-  border-top: 1px solid #2f4f4f
-  text-align: center
-  margin: 0 auto
-  & > #downloadDiv
-    margin: 0
-    & > button
-      margin: 0
-  & > button
-    border-left: 1px solid #2f4f4f
-    margin: 0
-
 #boardContainer
   float: left
 // TODO: later, maybe, allow movesList of variable width