Left some TODOs, some bugs
[vchess.git] / client / src / views / Game.vue
index 7b14055..ddd5e59 100644 (file)
@@ -1,16 +1,37 @@
 <template lang="pug">
 main
+  input#modalChat.modal(type="checkbox" @click="resetChatColor")
+  div#chatWrap(role="dialog" data-checkbox="modalChat" aria-labelledby="inputChat")
+    #chat.card
+      label.modal-close(for="modalChat")
+      #participants
+        span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }} 
+        span(v-for="p in Object.values(people)" v-if="!!p.name")
+          | {{ p.name }} 
+        span.anonymous(v-if="Object.values(people).some(p => !p.name)")
+          | + @nonymous
+      Chat(:players="game.players" :pastChats="game.chats"
+        :newChat="newChat" @mychat="processChat")
   .row
-    #chat.col-sm-12.col-md-4.col-md-offset-4
-      Chat(:players="game.players" @newchat="processChat")
-  .row
-    .col-sm-12
-      #actions(v-if="game.mode!='analyze' && game.score=='*'")
-        button(@click="offerDraw") Draw
-        button(@click="abortGame") Abort
-        button(@click="resign") Resign
-      div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
-      div(v-if="game.score=='*'") Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
+    #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
+      span.variant-info
+        | {{ st.tr["Variant:"] + " " }}
+        span.vname {{ game.vname }}
+      button#chatBtn(onClick="doClick('modalChat')") Chat
+      #actions(v-if="game.score=='*'")
+        button(@click="clickDraw" :class="{['draw-' + drawOffer]: true}")
+          | {{ st.tr["Draw"] }}
+        button(v-if="!!game.mycolor" @click="abortGame") {{ st.tr["Abort"] }}
+        button(v-if="!!game.mycolor" @click="resign") {{ st.tr["Resign"] }}
+      #playersInfo
+        p
+          span.name(:class="{connected: isConnected(0)}")
+            | {{ game.players[0].name || "@nonymous" }}
+          span.time(v-if="game.score=='*'") {{ virtualClocks[0] }}
+          span.split-names -
+          span.name(:class="{connected: isConnected(1)}")
+            | {{ game.players[1].name || "@nonymous" }}
+          span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
   BaseGame(:game="game" :vr="vr" ref="basegame"
     @newmove="processMove" @gameover="gameOver")
 </template>
@@ -23,6 +44,8 @@ import { GameStorage } from "@/utils/gameStorage";
 import { ppt } from "@/utils/datetime";
 import { extractTime } from "@/utils/timeControl";
 import { ArrayFun } from "@/utils/array";
+import { processModalClick } from "@/utils/modalClick";
+import { getScoreMessage } from "@/utils/scoring";
 
 export default {
   name: 'my-game',
@@ -41,10 +64,11 @@ export default {
       game: {players:[{name:""},{name:""}]}, //passed to BaseGame
       virtualClocks: [0, 0], //initialized with true game.clocks
       vr: null, //"variant rules" object initialized from FEN
-      drawOffer: "", //TODO: use for button style
-      people: [], //players + observers
+      drawOffer: "",
+      people: {}, //players + observers
       lastate: undefined, //used if opponent send lastate before game is ready
       repeat: {}, //detect position repetition
+      newChat: "",
     };
   },
   watch: {
@@ -75,21 +99,18 @@ export default {
         {
           clearInterval(clockUpdate);
           if (countdown < 0)
-            this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", "Time");
+            this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", this.st.tr["Time"]);
         }
         else
-        {
-          // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
           this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
-        }
       }, 1000);
     },
   },
-  // TODO: redundant code with Hall.vue (related to people array)
+  // NOTE: some redundant code with Hall.vue (related to people array)
   created: function() {
     // Always add myself to players' list
     const my = this.st.user;
-    this.people.push({sid:my.sid, id:my.id, name:my.name});
+    this.$set(this.people, my.sid, {id:my.id, name:my.name});
     this.gameRef.id = this.$route.params["id"];
     this.gameRef.rid = this.$route.query["rid"]; //may be undefined
     // Define socket .onmessage() and .onclose() events:
@@ -117,23 +138,38 @@ export default {
       socketInit(this.loadGame);
     }
   },
+  mounted: function() {
+    document.getElementById("chatWrap").addEventListener(
+      "click", processModalClick);
+  },
   methods: {
     // O.1] Ask server for room composition:
     roomInit: function() {
+      // Notify the room only now that I connected, because
+      // messages might be lost otherwise (if game loading is slow)
+      this.st.conn.send(JSON.stringify({code:"connect"}));
       this.st.conn.send(JSON.stringify({code:"pollclients"}));
     },
+    isConnected: function(index) {
+      const name = this.game.players[index].name;
+      if (this.st.user.name == name)
+        return true;
+      return Object.values(this.people).some(p => p.name == name);
+    },
     socketMessageListener: function(msg) {
       const data = JSON.parse(msg.data);
       switch (data.code)
       {
         case "duplicate":
-          alert("Warning: duplicate 'offline' connection");
+          alert(this.st.tr["Warning: multi-tabs not supported"]);
           break;
         // 0.2] Receive clients list (just socket IDs)
         case "pollclients":
         {
           data.sockIds.forEach(sid => {
-            this.people.push({sid:sid, id:0, name:""});
+            if (!!this.people[sid])
+              return;
+            this.$set(this.people, sid, {id:0, name:""});
             // Ask only identity
             this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
           });
@@ -144,35 +180,41 @@ export default {
           // Request for identification: reply if I'm not anonymous
           if (this.st.user.id > 0)
           {
-            this.st.conn.send(JSON.stringify(
-              // people[0] instead of st.user to avoid sending email
-              {code:"identity", user:this.people[0], target:data.from}));
+            this.st.conn.send(JSON.stringify({code:"identity",
+              user: {
+                // NOTE: decompose to avoid revealing email
+                name: this.st.user.name,
+                sid: this.st.user.sid,
+                id: this.st.user.id,
+              },
+              target:data.from}));
           }
           break;
         }
         case "identity":
         {
-          let player = this.people.find(p => p.sid == data.user.sid);
           // NOTE: sometimes player.id fails because player is undefined...
           // Probably because the event was meant for Hall?
-          if (!player)
+          if (!this.people[data.user.sid])
             return;
-          player.id = data.user.id;
-          player.name = data.user.name;
-          // Sending last state only for live games: corr games are complete
-          if (this.game.type == "live" && this.game.oppsid == player.sid)
+          this.$set(this.people, data.user.sid,
+            {id: data.user.id, name: data.user.name});
+          // Sending last state only for live games: corr games are complete,
+          // only if I played a move (otherwise opponent has all)
+          if (!!this.game.mycolor && this.game.type == "live"
+            && this.game.oppsid == data.user.sid
+            && this.game.moves.length > 0 && this.vr.turn != this.game.mycolor)
           {
             // Send our "last state" informations to opponent
             const L = this.game.moves.length;
-            let lastMove = (L>0 ? this.game.moves[L-1] : undefined);
-            if (!!lastMove && this.drawOffer == "sent")
-              lastMove.draw = true;
             this.st.conn.send(JSON.stringify({
               code: "lastate",
-              target: player.sid,
+              target: data.user.sid,
               state:
               {
-                lastMove: lastMove,
+                lastMove: this.game.moves[L-1],
+                // Since we played a move, only drawOffer=="sent" is possible
+                drawSent: this.drawOffer == "sent",
                 score: this.game.score,
                 movesCount: L,
                 clocks: this.game.clocks,
@@ -182,20 +224,33 @@ export default {
           break;
         }
         case "askgame":
-          // Send current (live) game
-          const myGame =
+          // Send current (live) game if I play in (not an observer),
+          // and not asked by opponent (!)
+          if (this.game.type == "live"
+            && this.game.players.some(p => p.sid == this.st.user.sid)
+            && this.game.players.every(p => p.sid != data.from))
           {
-            // Minimal game informations:
-            id: this.game.id,
-            players: this.game.players.map(p => { return {name:p.name}; }),
-            vid: this.game.vid,
-            timeControl: this.game.timeControl,
-          };
-          this.st.conn.send(JSON.stringify({code:"game",
-            game:myGame, target:data.from}));
+            const myGame =
+            {
+              // Minimal game informations:
+              id: this.game.id,
+              players: this.game.players,
+              vid: this.game.vid,
+              timeControl: this.game.timeControl,
+            };
+            this.st.conn.send(JSON.stringify({code:"game",
+              game:myGame, target:data.from}));
+          }
           break;
         case "newmove":
-          this.$set(this.game, "moveToPlay", data.move); //TODO: Vue3...
+          if (!!data.move.cancelDrawOffer) //opponent refuses draw
+            this.drawOffer = "";
+          this.$set(this.game, "moveToPlay", data.move);
+          break;
+        case "newchat":
+          this.newChat = data.chat;
+          if (!document.getElementById("modalChat").checked)
+            document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
           break;
         case "lastate": //got opponent infos about last move
         {
@@ -212,13 +267,15 @@ export default {
           this.gameOver("?", "Abort");
           break;
         case "draw":
-          this.gameOver("1/2", "Mutual agreement");
+          this.gameOver("1/2", data.message);
           break;
         case "drawoffer":
-          this.drawOffer = "received"; //TODO: observers don't know who offered draw
+          // NOTE: observers don't know who offered draw
+          this.drawOffer = "received";
           break;
         case "askfullgame":
-          this.st.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from}));
+          this.st.conn.send(JSON.stringify({code:"fullgame",
+            game:this.game, target:data.from}));
           break;
         case "fullgame":
           // Callback "roomInit" to poll clients only after game is loaded
@@ -226,12 +283,16 @@ export default {
           break;
         case "connect":
         {
-          this.people.push({name:"", id:0, sid:data.from});
-          this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
+          // TODO: next condition is probably not required. See note line 150
+          if (!this.people[data.from])
+          {
+            this.$set(this.people, data.from, {name:"", id:0});
+            this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
+          }
           break;
         }
         case "disconnect":
-          ArrayFun.remove(this.people, p => p.sid == data.from);
+          this.$delete(this.people, data.from);
           break;
       }
     },
@@ -243,70 +304,69 @@ export default {
       if (data.movesCount > L)
       {
         // Just got last move from him
-        this.$set(this.game, "moveToPlay", data.lastMove);
         if (data.score != "*" && this.game.score == "*")
-        {
-          // Opponent resigned or aborted game, or accepted draw offer
-          // (this is not a stalemate or checkmate)
-          this.gameOver(data.score, "Opponent action");
-        }
+          this.gameOver(data.score);
         this.game.clocks = data.clocks; //TODO: check this?
-        if (!!data.lastMove.draw)
+        if (!!data.drawSent)
           this.drawOffer = "received";
+        this.$set(this.game, "moveToPlay", data.lastMove);
       }
     },
-    offerDraw: function() {
-      if (this.drawOffer == "received")
+    clickDraw: function() {
+      if (!this.game.mycolor)
+        return; //I'm just spectator
+      if (["received","threerep"].includes(this.drawOffer))
       {
-        if (!confirm("Accept draw?"))
+        if (!confirm(this.st.tr["Accept draw?"]))
           return;
-        this.people.forEach(p => {
-          if (p.sid != this.st.user.sid)
-            this.st.conn.send(JSON.stringify({code:"draw", target:p.sid}));
+        const message = (this.drawOffer == "received"
+          ? "Mutual agreement"
+          : "Three repetitions");
+        Object.keys(this.people).forEach(sid => {
+          if (sid != this.st.user.sid)
+          {
+            this.st.conn.send(JSON.stringify({code:"draw",
+              message:message, target:sid}));
+          }
         });
-        this.gameOver("1/2", "Mutual agreement");
+        this.gameOver("1/2", message);
       }
-      else if (this.drawOffer == "sent")
+      else if (this.drawOffer == "") //no effect if drawOffer == "sent"
       {
-        this.drawOffer = "";
-        if (this.game.type == "corr")
-          GameStorage.update(this.gameRef.id, {drawOffer: false});
-      }
-      else
-      {
-        if (!confirm("Offer draw?"))
+        if (this.game.mycolor != this.vr.turn)
+          return alert(this.st.tr["Draw offer only in your turn"]);
+        if (!confirm(this.st.tr["Offer draw?"]))
           return;
         this.drawOffer = "sent";
-        this.people.forEach(p => {
-          if (p.sid != this.st.user.sid)
-            this.st.conn.send(JSON.stringify({code:"drawoffer", target:p.sid}));
+        Object.keys(this.people).forEach(sid => {
+          if (sid != this.st.user.sid)
+            this.st.conn.send(JSON.stringify({code:"drawoffer", target:sid}));
         });
-        if (this.game.type == "corr")
-          GameStorage.update(this.gameRef.id, {drawOffer: true});
+        GameStorage.update(this.gameRef.id, {drawOffer: this.game.mycolor});
       }
     },
     abortGame: function() {
-      if (!confirm(this.st.tr["Terminate game?"]))
+      if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
         return;
       this.gameOver("?", "Abort");
-      this.people.forEach(p => {
-        if (p.sid != this.st.user.sid)
+      Object.keys(this.people).forEach(sid => {
+        if (sid != this.st.user.sid)
         {
           this.st.conn.send(JSON.stringify({
             code: "abort",
-            target: p.sid,
+            target: sid,
           }));
         }
       });
     },
     resign: function(e) {
-      if (!confirm("Resign the game?"))
+      if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
         return;
-      this.people.forEach(p => {
-        if (p.sid != this.st.user.sid)
+      Object.keys(this.people).forEach(sid => {
+        if (sid != this.st.user.sid)
         {
           this.st.conn.send(JSON.stringify({code:"resign",
-            side:this.game.mycolor, target:p.sid}));
+            side:this.game.mycolor, target:sid}));
         }
       });
       this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
@@ -351,8 +411,6 @@ export default {
             }
             if (L >= 1)
               game.initime[L%2] = game.moves[L-1].played;
-            if (game.drawOffer)
-              this.drawOffer = "received";
           }
           // Now that we used idx and played, re-format moves as for live games
           game.moves = game.moves.map( (m) => {
@@ -364,6 +422,8 @@ export default {
               end: s.end,
             };
           });
+          // Also sort chat messages (if any)
+          game.chats.sort( (c1,c2) => { return c2.added - c1.added; });
         }
         const myIdx = game.players.findIndex(p => {
           return p.sid == this.st.user.sid || p.uid == this.st.user.id;
@@ -385,6 +445,26 @@ export default {
             }
           }
         }
+        if (!!game.drawOffer)
+        {
+          if (game.drawOffer == "t") //three repetitions
+            this.drawOffer = "threerep";
+          else
+          {
+            if (myIdx < 0)
+              this.drawOffer = "received"; //by any of the players
+            else
+            {
+              // I play in this game:
+              if ((game.drawOffer == "w" && myIdx==0) || (game.drawOffer=="b" && myIdx==1))
+                this.drawOffer = "sent";
+              else //all other cases
+                this.drawOffer = "received";
+            }
+          }
+        }
+        if (!!game.scoreMsg)
+          game.scoreMsg = this.st.tr[game.scoreMsg]; //stored in english
         this.game = Object.assign({},
           game,
           // NOTE: assign mycolor here, since BaseGame could also be VS computer
@@ -398,7 +478,22 @@ export default {
             oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
           }
         );
-        this.repeat = {}; //reset
+        this.repeat = {}; //reset: scan past moves' FEN:
+        let repIdx = 0;
+        // NOTE: vr_tmp to obtain FEN strings is redundant with BaseGame
+        let vr_tmp = new V(game.fenStart);
+        game.moves.forEach(m => {
+          vr_tmp.play(m);
+          const fenObj = V.ParseFen( vr_tmp.getFen() );
+          repIdx = fenObj.position + "_" + fenObj.turn;
+          if (!!fenObj.flags)
+            repIdx += "_" + fenObj.flags;
+          this.repeat[repIdx] = (!!this.repeat[repIdx]
+            ? this.repeat[repIdx]+1
+            : 1);
+        });
+        if (this.repeat[repIdx] >= 3)
+          this.drawOffer = "threerep";
         if (!!this.lastate) //lastate arrived before game was loaded:
           this.processLastate();
         callback();
@@ -419,22 +514,26 @@ export default {
     },
     // Post-process a move (which was just played)
     processMove: function(move) {
-      if (!this.game.mycolor)
-        return; //I'm just an observer
-      // Update storage (corr or live)
+      // Update storage (corr or live) if I play in the game
       const colorIdx = ["w","b"].indexOf(move.color);
       // https://stackoverflow.com/a/38750895
-      const allowed_fields = ["appear", "vanish", "start", "end"];
-      const filtered_move = Object.keys(move)
-        .filter(key => allowed_fields.includes(key))
-        .reduce((obj, key) => {
-          obj[key] = move[key];
-          return obj;
-        }, {});
+      if (!!this.game.mycolor)
+      {
+        const allowed_fields = ["appear", "vanish", "start", "end"];
+        // NOTE: 'var' to see this variable outside this block
+        var filtered_move = Object.keys(move)
+          .filter(key => allowed_fields.includes(key))
+          .reduce((obj, key) => {
+            obj[key] = move[key];
+            return obj;
+          }, {});
+      }
       // Send move ("newmove" event) to people in the room (if our turn)
       let addTime = 0;
       if (move.color == this.game.mycolor)
       {
+        if (this.drawOffer == "received") //I refuse draw
+          this.drawOffer = "";
         if (this.game.moves.length >= 2) //after first move
         {
           const elapsed = Date.now() - this.game.initime[colorIdx];
@@ -442,13 +541,14 @@ export default {
           addTime = this.game.increment - elapsed/1000;
         }
         let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
-        this.people.forEach(p => {
-          if (p.sid != this.st.user.sid)
+        Object.keys(this.people).forEach(sid => {
+          if (sid != this.st.user.sid)
           {
             this.st.conn.send(JSON.stringify({
               code: "newmove",
-              target: p.sid,
+              target: sid,
               move: sendMove,
+              cancelDrawOffer: this.drawOffer=="",
             }));
           }
         });
@@ -456,10 +556,41 @@ export default {
       else
         addTime = move.addTime; //supposed transmitted
       const nextIdx = ["w","b"].indexOf(this.vr.turn);
+      // Update current game object:
+      this.game.moves.push(move);
+      this.game.fen = move.fen;
+      this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
+      this.game.initime[nextIdx] = Date.now();
+      // If repetition detected, consider that a draw offer was received:
+      const fenObj = V.ParseFen(move.fen);
+      let repIdx = fenObj.position + "_" + fenObj.turn;
+      if (!!fenObj.flags)
+        repIdx += "_" + fenObj.flags;
+      this.repeat[repIdx] = (!!this.repeat[repIdx]
+        ? this.repeat[repIdx]+1
+        : 1);
+      if (this.repeat[repIdx] >= 3)
+        this.drawOffer = "threerep";
+      else if (this.drawOffer == "threerep")
+        this.drawOffer = "";
       // Since corr games are stored at only one location, update should be
       // done only by one player for each move:
-      if (this.game.type == "live" || move.color == this.game.mycolor)
+      if (!!this.game.mycolor &&
+        (this.game.type == "live" || move.color == this.game.mycolor))
       {
+        let drawCode = "";
+        switch (this.drawOffer)
+        {
+          case "threerep":
+            drawCode = "t";
+            break;
+          case "sent":
+            drawCode = this.game.mycolor;
+            break;
+          case "received":
+            drawCode = this.vr.turn;
+            break;
+        }
         if (this.game.type == "corr")
         {
           GameStorage.update(this.gameRef.id,
@@ -469,8 +600,9 @@ export default {
             {
               squares: filtered_move,
               played: Date.now(), //TODO: on server?
-              idx: this.game.moves.length,
+              idx: this.game.moves.length - 1,
             },
+            drawOffer: drawCode,
           });
         }
         else //live
@@ -479,55 +611,51 @@ export default {
           {
             fen: move.fen,
             move: filtered_move,
-            clocks: this.game.clocks.map((t,i) => i==colorIdx
-              ? this.game.clocks[i] + addTime
-              : this.game.clocks[i]),
-            initime: this.game.initime.map((t,i) => i==nextIdx
-              ? Date.now()
-              : this.game.initime[i]),
+            clocks: this.game.clocks,
+            initime: this.game.initime,
+            drawOffer: drawCode,
           });
         }
       }
-      // Also update current game object:
-      this.game.moves.push(move);
-      this.game.fen = move.fen;
-      //TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
-      this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
-      this.game.initime[nextIdx] = Date.now();
-      // If repetition detected, consider that a draw offer was received:
-      const fenObj = V.ParseFen(move.fen);
-      let repIdx = fenObj.position + "_" + fenObj.turn;
-      if (!!fenObj.flags)
-        repIdx += "_" + fenObj.flags;
-      this.repeat[repIdx] = (!!this.repeat[repIdx]
-        ? this.repeat[repIdx]+1
-        : 1);
-      if (this.repeat[repIdx] >= 3)
-        this.drawOffer = "received"; //TODO: will print "mutual agreement"...
+    },
+    resetChatColor: function() {
+      // TODO: this is called twice, once on opening an once on closing
+      document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
     },
     processChat: function(chat) {
-      if (this.game.type == "corr")
+      this.st.conn.send(JSON.stringify({code:"newchat", chat:chat}));
+      // NOTE: anonymous chats in corr games are not stored on server (TODO?)
+      if (this.game.type == "corr" && this.st.user.id > 0)
         GameStorage.update(this.gameRef.id, {chat: chat});
     },
     gameOver: function(score, scoreMsg) {
-      this.game.mode = "analyze";
       this.game.score = score;
-      this.game.scoreMsg = scoreMsg;
+      this.game.scoreMsg = this.st.tr[(!!scoreMsg
+        ? scoreMsg
+        : getScoreMessage(score))];
       const myIdx = this.game.players.findIndex(p => {
         return p.sid == this.st.user.sid || p.uid == this.st.user.id;
       });
       if (myIdx >= 0) //OK, I play in this game
-        GameStorage.update(this.gameRef.id, { score: score });
+      {
+        GameStorage.update(this.gameRef.id,
+          {score: score, scoreMsg: scoreMsg});
+      }
     },
   },
 };
 </script>
 
-<style lang="sass">
+<style lang="sass" scoped>
 .connected
-  background-color: green
-.disconnected
-  background-color: red
+  background-color: lightgreen
+
+#participants
+  margin-left: 5px
+
+.anonymous
+  color: grey
+  font-style: italic
 
 @media screen and (min-width: 768px)
   #actions
@@ -537,18 +665,51 @@ export default {
     width: 100%
 
 #actions
+  display: inline-block
   margin-top: 10px
-  margin-left: auto
-  margin-right: auto
   button
     display: inline-block
-    width: 33%
     margin: 0
+
+@media screen and (max-width: 767px)
+  #aboveBoard
+    text-align: center
+@media screen and (min-width: 768px)
+  #aboveBoard
+    margin-left: 30%
+
+.variant-info
+  padding-right: 10px
+  .vname
+    font-weight: bold
+
+.name
+  font-size: 1.5rem
+  padding: 1px
+
+.time
+  font-size: 2rem
+  display: inline-block
+  margin-left: 10px
+
+.split-names
+  display: inline-block
+  margin: 0 15px
+
 #chat
-  margin-top: 5px
-  margin-bottom: 5px
-  >.card
-    max-width: 100%
-    margin: 0;
+  padding-top: 20px
+  max-width: 600px
   border: none;
+
+#chatBtn
+  margin: 0 10px 0 0
+
+.draw-sent, .draw-sent:hover
+  background-color: lightyellow
+
+.draw-received, .draw-received:hover
+  background-color: lightgreen
+
+.draw-threerep, .draw-threerep:hover
+  background-color: #e4d1fc
 </style>