X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=public%2Fjavascripts%2Fcomponents%2Fgame.js;fp=public%2Fjavascripts%2Fcomponents%2Fgame.js;h=0000000000000000000000000000000000000000;hp=fb4564f7f2c3a0de46a52d3ffaa0bbcb2bcbf503;hb=625022fdcf750f0aff8fcd699f7e9b89730e1d10;hpb=b955c65b942d09d24b5c3bed0d755d4f2f8f71f1 diff --git a/public/javascripts/components/game.js b/public/javascripts/components/game.js deleted file mode 100644 index fb4564f7..00000000 --- a/public/javascripts/components/game.js +++ /dev/null @@ -1,551 +0,0 @@ -// 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" -Vue.component('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) - props: ["conn","gameRef","fen","mode","subMode", - "allowChat","allowMovelist","settings"], - data: function() { - return { - // 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, //used 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(); - }, - gameRef: function() { - this.loadGame(); - }, - }, - computed: { - showChat: function() { - return this.allowChat && this.mode=='human' && this.score != '*'; - }, - showMoves: function() { - return true; - return this.allowMovelist && window.innerWidth >= 768; - }, - showFen: function() { - return variant.name != "Dark" || this.score != "*"; - }, - }, - // Modal end of game, and then sub-components - template: ` -
- -
-
- -

- {{ endgameMessage }} -

-
-
- - - - -
- - - - - -
-
- - - -
-
- -
- {{ moves[cursor].message }} -
-
-
-

- {{ vr.getFen() }} -

-
-
- - -
- - -
-
- - -
- `, - 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 { - for (let i=0; i {}); - 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); - }, - }, -})