Experimental change: options replacing randomness (more general)
[vchess.git] / client / src / components / GameList.vue
index 0d2fbf4..ed6b99f 100644 (file)
 <template lang="pug">
 div
-  table
+  table.game-list(v-if="games.length > 0")
     thead
       tr
-        th Variant
-        th White
-        th Black
-        th Time control
-        th(v-if="showResult") Result
+        th {{ st.tr["Variant"] }}
+        th {{ st.tr[showBoth ? "Players" : "Versus"] }}
+        th(v-if="showCadence") {{ st.tr["Cadence"] }}
+        th {{ st.tr["Result"] }}
     tbody
-      tr(v-for="g in sortedGames" @click="$emit('show-game',g)"
-          :class="{'my-turn': g.myTurn}")
-        td(data-label="Variant") {{ g.vname }}
-        td(data-label="White") {{ g.players[0].name || "@nonymous" }}
-        td(data-label="Black") {{ g.players[1].name || "@nonymous" }}
-        td(data-label="Time control") {{ g.timeControl }}
-        td(v-if="showResult" data-label="Result") {{ g.score }}
+      tr(
+        v-for="g in sortedGames()"
+        @click="$emit('show-game',g)"
+        :class="{'my-turn': !!g.myTurn}"
+      )
+        td {{ g.vname + '-' + g.options.abridged }}
+        td {{ player_s(g) }}
+        td(v-if="showCadence") {{ g.cadence }}
+        td(
+          :class="scoreClass(g)"
+          @click="deleteGame(g,$event)"
+        )
+          | {{ g.score }}
+  p(v-else)
+    | {{ st.tr["No games found :( Send a challenge!"] }}
 </template>
 
 <script>
 import { store } from "@/store";
-
+import { GameStorage } from "@/utils/gameStorage";
+import { ImportgameStorage } from "@/utils/importgameStorage";
+import { ajax } from "@/utils/ajax";
 export default {
   name: "my-game-list",
-  props: ["games"],
+  props: ["games", "showBoth"],
   data: function() {
     return {
       st: store.state,
-      showResult: false,
+      deleted: {}, //mark deleted games
+      showCadence: window.innerWidth >= 425 //TODO: arbitrary value
     };
   },
-  computed: {
+  mounted: function() {
+    // timeout to avoid calling too many time the adjust method
+    let timeoutLaunched = false;
+    window.addEventListener("resize", () => {
+      if (!timeoutLaunched) {
+        timeoutLaunched = true;
+        setTimeout(() => {
+          this.showCadence = window.innerWidth >= 425;
+          timeoutLaunched = false;
+        }, 500);
+      }
+    });
+  },
+  methods: {
+    player_s: function(g) {
+      if (this.showBoth)
+        return (
+          (g.players[0].name || "@nonymous") +
+          " - " +
+          (g.players[1].name || "@nonymous")
+        );
+      if (
+        this.st.user.sid == g.players[0].sid ||
+        this.st.user.id == g.players[0].id
+      ) {
+        return g.players[1].name || "@nonymous";
+      }
+      return g.players[0].name || "@nonymous";
+    },
     sortedGames: function() {
-      // Show in order: games where it's my turn, my running games, my games, other games
-      this.showResult = this.games.some(g => g.score != "*");
-      let augmentedGames = this.games.map(g => {
-        let priority = 0;
-        if (g.players.some(p => p.uid == this.st.user.id || p.sid == this.st.user.sid))
-        {
-          priority++;
-          if (g.score == "*")
-          {
-            priority++;
-            const myColor = g.players[0].uid == this.st.user.id
-                || g.players[0].sid == this.st.user.sid
-              ? "w"
-              : "b";
-            if (!!g.fen.match(" " + myColor + " "))
-              priority++;
-          }
+      // Show in order: it's my turn, running games, completed games
+      let minCreated = Number.MAX_SAFE_INTEGER;
+      let maxCreated = 0;
+      let remGames = this.games.filter(g => !this.deleted[g.id]);
+      remGames.forEach(g => {
+        if (g.created < minCreated) minCreated = g.created;
+        if (g.created > maxCreated) maxCreated = g.created;
+        g.priority = 0;
+        if (g.score == "*") {
+          g.priority++;
+          if (!!g.myColor) g.priority++;
+          if (!!g.myTurn) g.priority++;
         }
-        return Object.assign({}, g, {priority: priority, myTurn: priority==3});
       });
-      return augmentedGames.sort((g1,g2) => { return g2.priority - g1.priority; });
+      const deltaCreated = maxCreated - minCreated;
+      return remGames.sort((g1, g2) => {
+        return (
+          g2.priority - g1.priority +
+          // Modulate with creation time (value in ]0,1[)
+          (g2.created - g1.created) / (deltaCreated + 1)
+        );
+      });
     },
-  },
+    scoreClass: function(g) {
+      if (g.score == "*" || !g.myColor) return {};
+      // Ok it's my finished game: determine if I won, drew or lost.
+      let res = {};
+      switch (g.score) {
+        case "1-0":
+          res[g.myColor == "w" ? "won" : "lost"] = true;
+          break;
+        case "0-1":
+          res[g.myColor == "b" ? "won" : "lost"] = true;
+          break;
+        case "1/2":
+          res["draw"] = true;
+          break;
+        // default case: "?" for unknown finished
+        default:
+          res["unknown"] = true;
+      }
+      return res;
+    },
+    deleteGame: function(game, e) {
+      if (
+        // My game ?
+        game.players.some(p =>
+          p.sid == this.st.user.sid || p.id == this.st.user.id
+        )
+      ) {
+        const message =
+          game.score != "*"
+            ? "Remove game?"
+            : "Abort and remove game?";
+        if (confirm(this.st.tr[message])) {
+          const afterDelete = () => {
+            if (game.score == "*" && game.type != "import")
+              this.$emit("abortgame", game);
+            this.$set(this.deleted, game.id, true);
+          };
+          if (game.type == "live")
+            // Effectively remove game:
+            GameStorage.remove(game.id, afterDelete);
+          else if (game.type == "import")
+            ImportgameStorage.remove(game.id, afterDelete);
+          else {
+            const mySide =
+              game.players[0].id == this.st.user.id
+                ? "White"
+                : "Black";
+            game["deletedBy" + mySide] = true;
+            // Mark the game for deletion on server
+            // If both people mark it, it is deleted
+            ajax(
+              "/games",
+              "PUT",
+              {
+                data: {
+                  gid: game.id,
+                  newObj: { removeFlag: true }
+                },
+                success: afterDelete
+              }
+            );
+          }
+        }
+        e.stopPropagation();
+      }
+    }
+  }
 };
 </script>
 
 <style lang="sass" scoped>
-// TODO: understand why the style applied to <tr> element doesn't work
+p
+  text-align: center
+  font-weight: bold
+
+// NOTE: the style applied to <tr> element doesn't work
 tr.my-turn > td
   background-color: #fcd785
+
+tr
+  td.lost
+    background-color: #f5b7b1
+  td.won
+    background-color: lightgreen
+  td.draw
+    background-color: lightblue
+  td.unknown
+    background-color: lightgrey
 </style>