Computer mode in rules section almost OK
[vchess.git] / public / javascripts / components / game.js
index 8009edd..c411b09 100644 (file)
-// Game logic on a variant page
+// TODO: envoyer juste "light move", sans FEN ni notation ...etc
+// TODO: also "observers" prop, we should send moves to them too (in a web worker ? webRTC ?)
+// Game logic on a variant page: 3 modes, analyze, computer or human
 Vue.component('my-game', {
-       props: ["gameId"], //to find the game in storage (assumption: it exists)
+       // gameId: to find the game in storage (assumption: it exists)
+       // fen: to start from a FEN without identifiers (analyze mode)
+       props: ["conn","gameId","fen","mode","allowChat","allowMovelist","queryHash","settings"],
        data: function() {
                return {
-                       
-                       // TODO: merge next variables into "game"
-                       // if oppid == "computer" then mode = "computer" (otherwise human)
-                       myid: "", //our ID, always set
-               //this.myid = localStorage.getItem("myid")
+                       oppConnected: false, //TODO?
+                       // 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",
+
                        oppid: "", //opponent ID in case of HH game
                        score: "*", //'*' means 'unfinished'
+                       // userColor: given by gameId, or fen in problems mode (if no game Id)...
                        mycolor: "w",
-                       fromChallenge: false, //if true, show chat during game
-                       
-                       conn: null, //socket connection
-                       oppConnected: false,
-                       seek: false,
                        fenStart: "",
-                       pgnTxt: "",
-                       // sound level: 0 = no sound, 1 = sound only on newgame, 2 = always
-                       sound: parseInt(localStorage["sound"] || "2"),
-                       // Web worker to play computer moves without freezing interface:
-                       compWorker: new Worker('/javascripts/playCompMove.js'),
-                       timeStart: undefined, //time when computer starts thinking
+                       moves: [], //TODO: initialize if gameId is defined...
+                       cursor: 0,
+                       lastMove: null,
                };
        },
-       computed: {
-               mode: function() {
-                       return (this.game.oppid == "computer" ? "computer" ? "human");
+       watch: {
+               fen: function(newFen) {
+                       this.vr = new VariantRules(newFen);
+                       this.moves = [];
+                       this.cursor = 0;
+                       this.fenStart = newFen;
+                       this.score = "*";
+                       if (this.mode == "analyze")
+                       {
+                               this.mycolor = V.ParseFen(newFen).turn;
+                               this.orientation = "w"; //convention (TODO?!)
+                       }
+                       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",newFen]);
+                       }
+               },
+               gameId: function() {
+                       this.loadGame();
+               },
+               queryHash: function(newQhash) {
+                       // New query hash = "id=42"; get 42 as gameId
+                       this.gameId = parseInt(newQhash.substr(2));
+                       this.loadGame();
                },
+       },
+       computed: {
                showChat: function() {
-                       return this.mode=='human' &&
-                               (this.game.score != '*' || this.game.fromChallenge);
+                       return this.allowChat && this.mode=='human' && this.score != '*';
                },
                showMoves: function() {
-                       return window.innerWidth >= 768;
+                       return true;
+                       return this.allowMovelist && window.innerWidth >= 768;
+               },
+               showFen: function() {
+                       return variant.name != "Dark" || this.score != "*";
                },
        },
        // Modal end of game, and then sub-components
+       // TODO: provide chat parameters (connection, players ID...)
+       // TODO: controls: abort, clear, resign, draw (avec confirm box)
        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>
-
-                       <my-chat v-if="showChat"></my-chat>
-                       //TODO: connection + turn indicators en haut à droite (superposé au menu)
-                       <my-board></my-board>
-                       // TODO: controls: abort, clear, resign, draw (avec confirm box)
-                       // et si partie terminée : (mode analyse) just clear, back / play
-                       // + flip button toujours disponible
-                       
+                                       <label for="modal-eog" class="modal-close">
+                                       </label>
+                                       <h3 id="eogMessage" class="section">
+                                               {{ endgameMessage }}
+                                       </h3>
+                               </div>
+                       </div>
+                       <my-chat v-if="showChat">
+                       </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="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>
+                               <a id="download" href="#">
+                               </a>
                                <button id="downloadBtn" @click="download">
-                                       {{ translations["Download PGN"] }}
+                                       {{ translate("Download PGN") }}
                                </button>
-                       
-                       <my-move-list v-if="showMoves"></my-move-list>
+                       </div>
+                       <my-move-list v-if="showMoves" :moves="moves" :cursor="cursor" @goto-move="gotoMove">
+                       </my-move-list>
                </div>
        `,
-       computed: {
-               endgameMessage: function() {
-                       let eogMessage = "Unfinished";
-                       switch (this.game.score)
-                       {
-                               case "1-0":
-                                       eogMessage = translations["White win"];
-                                       break;
-                               case "0-1":
-                                       eogMessage = translations["Black win"];
-                                       break;
-                               case "1/2":
-                                       eogMessage = translations["Draw"];
-                                       break;
-                       }
-                       return eogMessage;
-               },
-       },
        created: function() {
-               const url = socketUrl;
-               this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
-//             const socketOpenListener = () => {
-//             };
-
-// TODO: after game, archive in indexedDB
-
+               if (!!this.gameId)
+                       this.loadGame();
+               else if (!!this.fen)
+               {
+                       this.vr = new VariantRules(this.fen);
+                       this.fenStart = this.fen;
+               }
+               // TODO: after game, archive in indexedDB
                // TODO: this events listener is central. Refactor ? How ?
                const socketMessageListener = msg => {
                        const data = JSON.parse(msg.data);
@@ -95,7 +125,7 @@ Vue.component('my-game', {
                        switch (data.code)
                        {
                                case "newmove": //..he played!
-                                       this.play(data.move, (variant!="Dark" ? "animate" : null));
+                                       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.gameId != data.gameId)
@@ -161,33 +191,17 @@ Vue.component('my-game', {
                };
 
                const socketCloseListener = () => {
-                       this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
-                       //this.conn.addEventListener('open', socketOpenListener);
                        this.conn.addEventListener('message', socketMessageListener);
                        this.conn.addEventListener('close', socketCloseListener);
                };
-               //this.conn.onopen = socketOpenListener;
-               this.conn.onmessage = socketMessageListener;
-               this.conn.onclose = socketCloseListener;
-               
-               
-               // Listen to keyboard left/right to navigate in game
-               // TODO: also mouse wheel !
-               document.onkeydown = event => {
-                       if (["human","computer"].includes(this.mode) &&
-                               !!this.vr && this.vr.moves.length > 0 && [37,39].includes(event.keyCode))
-                       {
-                               event.preventDefault();
-                               if (event.keyCode == 37) //Back
-                                       this.undo();
-                               else //Forward (39)
-                                       this.play();
-                       }
-               };
-
+               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]);
+               this.compWorker.postMessage(["scripts",variant.name]);
                const self = this;
                this.compWorker.onmessage = function(e) {
                        let compMove = e.data;
@@ -201,7 +215,7 @@ Vue.component('my-game', {
                        // before they appear on page:
                        const delay = Math.max(500-(Date.now()-self.timeStart), 0);
                        setTimeout(() => {
-                               const animate = (variant!="Dark" ? "animate" : null);
+                               const animate = (variant.name!="Dark" ? "animate" : null);
                                if (self.mode == "computer") //warning: mode could have changed!
                                        self.play(compMove[0], animate);
                                if (compMove.length == 2)
@@ -212,19 +226,82 @@ Vue.component('my-game', {
                        }, delay);
                }
        },
-
-
+       // this.conn est une prop, donnée depuis variant.js
+       //dans variant.js (plutôt room.js) conn gère aussi les challenges
+       // Puis en webRTC, repenser tout ça.
        methods: {
+               translate: translate,
+               loadGame: function() {
+                       const game = getGameFromStorage(this.gameId);
+                       this.oppid = game.oppid; //opponent ID in case of running HH game
+                       this.score = game.score;
+                       this.mycolor = game.mycolor || "w";
+                       this.fenStart = game.fenStart;
+                       this.moves = game.moves;
+                       this.cursor = game.moves.length;
+                       this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor-1] : 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() {
-                       // Variants may have special PGN structure (so next function isn't defined here)
-                       const content = V.GetPGN(this.moves, this.mycolor, this.score, this.fenStart, this.mode);
+                       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();
                },
-               showScoreMsg: function() {
+               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);
@@ -236,14 +313,15 @@ Vue.component('my-game', {
                                const prefix = (this.mode=="computer" ? "comp-" : "");
                                localStorage.setItem(prefix+"score", score);
                        }
-                       this.showScoreMsg();
+                       this.showScoreMsg(score);
                        if (this.mode == "human" && this.oppConnected)
                        {
                                // Send our nickname to opponent
                                this.conn.send(JSON.stringify({
                                        code:"myname", name:this.myname, oppid:this.oppid}));
                        }
-                       this.cursor = this.vr.moves.length; //to navigate in finished game
+                       // TODO: what about cursor ?
+                       //this.cursor = this.vr.moves.length; //to navigate in finished game
                },
                resign: function(e) {
                        this.getRidOfTooltip(e.currentTarget);
@@ -261,96 +339,136 @@ Vue.component('my-game', {
                        this.timeStart = Date.now();
                        this.compWorker.postMessage(["askmove"]);
                },
-               // OK, these last functions can stay here (?!)
+               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); //TODO: plutôt envoyer message "please play"
+                       }, 250);
+               },
                play: function(move, programmatic) {
-                       if (!move)
+                       // Forbid playing outside analyze mode when cursor isn't at moves.length-1
+                       if (this.mode != "analyze" && this.cursor < this.moves.length-1)
+                               return;
+                       let navigate = !move;
+                       if (navigate)
                        {
-                               // Navigate after game is over
-                               if (this.cursor >= this.moves.length)
-                                       return; //already at the end
-                               move = this.moves[this.cursor++];
+                               if (this.cursor == this.moves.length)
+                                       return; //no more moves
+                               move = this.moves[this.cursor];
                        }
                        if (!!programmatic) //computer or human opponent
                                return this.animateMove(move);
                        // Not programmatic, or animation is over
-                       if (this.mode == "human" && this.vr.turn == this.mycolor)
-                               this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
-                       
-                       
-                       // TODO: play move, and stack it on this.moves (if a move was provided; otherwise just navigate)
-                       
-                       if (this.score == "*") //TODO: I don't like this if()
+                       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")
                        {
-                               // Emergency check, if human game started "at the same time"
-                               // TODO: robustify this...
-                               if (this.mode == "human" && !!move.computer)
-                                       return;
-                               this.vr.play(move, "ingame");
-                               // Is opponent in check?
-                               this.incheck = this.vr.getCheckSquares(this.vr.turn);
-                               if (this.sound == 2)
-                                       new Audio("/sounds/move.mp3").play().catch(err => {});
-                               if (this.mode == "computer")
-                               {
-                                       // Send the move to web worker (TODO: including his own moves?!)
-                                       this.compWorker.postMessage(["newmove",move]);
-                               }
-                               const eog = this.vr.getCurrentScore();
-                               if (eog != "*")
-                               {
-                                       if (["human","computer"].includes(this.mode))
-                                               this.endGame(eog);
-                                       else
-                                       {
-                                               // Just show score on screen (allow undo)
-                                               this.score = eog;
-                                               this.showScoreMsg();
-                                       }
-                               }
+                               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]);
                        }
-//                     else
-//                     {
-//                             VariantRules.PlayOnBoard(this.vr.board, move);
-//                             this.$forceUpdate(); //TODO: ?!
-//                     }
-                       if (["human","computer","friend"].includes(this.mode))
-                               this.updateStorage(); //after our moves and opponent moves
-                       if (this.mode == "computer" && this.vr.turn != this.mycolor && this.score == "*")
+                       if (!navigate && (this.score == "*" || this.mode == "analyze"))
+                       {
+                               // Stack move on movesList at current cursor
+                               if (this.cursor == this.moves.length)
+                                       this.moves.push(move);
+                               else
+                                       this.moves = this.moves.slice(0,this.cursor-1).concat([move]);
+                       }
+                       // Is opponent in check?
+                       this.incheck = this.vr.getCheckSquares(this.vr.turn);
+                       const score = this.vr.getCurrentScore();
+                       if (score != "*")
+                       {
+                               if (["human","computer"].includes(this.mode))
+                                       this.endGame(score);
+                               else //just show score on screen (allow undo)
+                                       this.showScoreMsg(score);
+                               // TODO: notify end of game (give score)
+                       }
+                       else if (this.mode == "computer" && this.vr.turn != this.mycolor)
                                this.playComputerMove();
+                       // https://vuejs.org/v2/guide/list.html#Caveats (also for undo)
+                       if (navigate)
+                               this.$children[0].$forceUpdate(); //TODO!?
                },
-               // TODO: merge two next functions
-               undo: function() {
-                       // Navigate after game is over
-                       if (this.cursor == 0)
-                               return; //already at the beginning
-                       if (this.cursor == this.vr.moves.length)
-                               this.incheck = []; //in case of...
-                       const move = this.vr.moves[--this.cursor];
-                       VariantRules.UndoOnBoard(this.vr.board, move);
-                       this.$forceUpdate(); //TODO: ?!
-               },
-               undoInGame: function() {
-                       const lm = this.vr.lastMove;
-                       if (!!lm)
+               undo: function(move) {
+                       let navigate = !move;
+                       if (navigate)
                        {
-                               this.vr.undo(lm);
-                               if (this.sound == 2)
-                                       new Audio("/sounds/undo.mp3").play().catch(err => {});
-                               this.incheck = this.vr.getCheckSquares(this.vr.turn);
+                               if (this.cursor == 0)
+                                       return; //no more moves
+                               move = this.moves[this.cursor-1];
                        }
+                       this.vr.undo(move);
+                       this.cursor--;
+                       this.lastMove = (this.cursor > 0 ? this.moves[this.cursor-1] : undefined);
+                       if (navigate)
+                               this.$children[0].$forceUpdate(); //TODO!?
+                       if (this.settings.sound == 2)
+                               new Audio("/sounds/undo.mp3").play().catch(err => {});
+                       this.incheck = this.vr.getCheckSquares(this.vr.turn);
+                       if (!navigate && this.mode == "analyze")
+                               this.moves.pop();
+                       if (navigate)
+                               this.$forceUpdate(); //TODO!?
+               },
+               gotoMove: function(index) {
+                       this.vr = new VariantRules(this.moves[index].fen);
+                       this.cursor = index+1;
+                       this.lastMove = this.moves[index];
+               },
+               gotoBegin: function() {
+                       this.vr = new VariantRules(this.fenStart);
+                       this.cursor = 0;
+                       this.lastMove = null;
+               },
+               gotoEnd: function() {
+                       this.gotoMove(this.moves.length-1);
+                       this.lastMove = this.moves[this.moves.length-1];
+               },
+               flip: function() {
+                       this.orientation = V.GetNextCol(this.orientation);
                },
        },
 })
-
-//// TODO: keep moves list here
-//get lastMove()
-//     {
-//             const L = this.moves.length;
-//             return (L>0 ? this.moves[L-1] : null);
-//     }
-//
-//// here too:
-//                     move.notation = this.getNotation(move);
 //TODO: confirm dialog with "opponent offers draw", avec possible bouton "prevent future offers" + bouton "proposer nulle"
 //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
 //comme sur lichess
+//TODO: quand partie terminée (ci-dessus) passer partie dans indexedDB