Draft of Rules view (not working) with computer play
[vchess.git] / client / src / components / Game.vue
diff --git a/client/src/components/Game.vue b/client/src/components/Game.vue
new file mode 100644 (file)
index 0000000..2ae451f
--- /dev/null
@@ -0,0 +1,538 @@
+<template lang="pug">
+.row
+  .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+    input#modalEog.modal(type="checkbox")
+    div(role="dialog" aria-labelledby="eogMessage")
+      .card.smallpad.small-modal.text-center
+        label.modal-close(for="modalEog")
+        h3#eogMessage.section {{ endgameMessage }}
+      Chat(v-if="showChat" :opponents="opponents" :people="people")
+      Board(:vr="vr" :last-move="lastMove" :mode="mode" :user-color="mycolor"
+        :orientation="orientation" @play-move="play")
+      .button-group
+        button(@click="() => play()") Play
+        button(@click="() => undo()") Undo
+        button(@click="flip") Flip
+        button(@click="gotoBegin") GotoBegin
+        button(@click="gotoEnd") GotoEnd
+      .button-group(v-if="mode=='human'")
+        button(@click="offerDraw") Draw
+        button(@click="abortGame") Abort
+        button(@click="resign") Resign
+      div(v-if="mode=='human' && subMode=='corr'")
+        textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg")
+        div(v-show="cursor>=0") {{ moves[cursor].message }}
+      .section-content(v-if="showFen && !!vr" id="fen-div")
+        p#fenString.text-center {{ vr.getFen() }}
+      #pgnDiv.section-content
+        a#download(href="#")
+        .button-group
+          button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
+          button Import game
+      MoveList(v-if="showMoves"
+        :moves="moves" :cursor="cursor" @goto-move="gotoMove")
+</template>
+
+<script>
+// 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"
+// TODO: import store, st
+import Board from "@/components/Board.vue";
+import Chat from "@/components/Chat.vue";
+import MoveList from "@/components/MoveList.vue";
+export default {
+  name: '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)
+  // gameRef in URL hash (listen for changes)
+  props: ["fen","mode","subMode"],
+  data: function() {
+    return {
+      gameRef: "",
+      // 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, //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();
+//    },
+////    // TODO: $route: ...
+////    gameRef: function() {
+////      this.loadGame();
+////    },
+//  },
+//  computed: {
+//    showChat: function() {
+//      return this.mode=='human' && this.score != '*';
+//    },
+//    showMoves: function() {
+//      return true;
+//      //return window.innerWidth >= 768;
+//    },
+//    showFen: function() {
+//      return variant.name != "Dark" || this.score != "*";
+//    },
+//  },
+//  // Modal end of game, and then sub-components
+//  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 ça.
+//  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);
+//    },
+//  },
+};
+</script>