<template lang="pug">
main
.row
- .col-sm-12.col-md-3
- Chat(:players="game.players")
- .col-sm-12.col-md-9
- BaseGame(:game="game" :vr="vr" ref="basegame"
- @newmove="processMove" @gameover="gameOver")
+ #chat.col-sm-12.col-md-4.col-md-offset-4
+ Chat(:players="game.players" :pastChats="game.chats"
+ @newchat="processChat")
.row
- .col-sm-12.col-md-9.col-md-offset-3
- .button-group(v-if="game.mode!='analyze' && game.score=='*'")
+ .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] }}
- div(v-if="game.type=='corr'") {{ game.corrMsg }}
- textarea(v-if="game.score=='*'" v-model="corrMsg")
+ BaseGame(:game="game" :vr="vr" ref="basegame"
+ @newmove="processMove" @gameover="gameOver")
</template>
<script>
rid: ""
},
game: {players:[{name:""},{name:""}]}, //passed to BaseGame
- corrMsg: "", //to send offline messages in corr games
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
lastate: undefined, //used if opponent send lastate before game is ready
+ repeat: {}, //detect position repetition
};
},
watch: {
{
clearInterval(clockUpdate);
if (countdown < 0)
- this.setScore(this.vr.turn=="w" ? "0-1" : "1-0", "Time");
+ this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", "Time");
}
else
{
game:myGame, target:data.from}));
break;
case "newmove":
- this.corrMsg = data.move.message; //may be empty
- this.game.moveToPlay = data.move;
+ this.$set(this.game, "moveToPlay", data.move); //TODO: Vue3...
break;
case "lastate": //got opponent infos about last move
{
break;
}
case "resign":
- this.setScore(data.side=="b" ? "1-0" : "0-1", "Resign");
+ this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
break;
case "abort":
- this.setScore("?", "Abort");
+ this.gameOver("?", "Abort");
break;
case "draw":
- this.setScore("1/2", "Mutual agreement");
+ this.gameOver("1/2", "Mutual agreement");
break;
case "drawoffer":
this.drawOffer = "received"; //TODO: observers don't know who offered draw
if (data.movesCount > L)
{
// Just got last move from him
- this.game.moveToPlay = data.lastMove;
+ this.$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.setScore(data.score, "Opponent action");
+ this.gameOver(data.score, "Opponent action");
}
this.game.clocks = data.clocks; //TODO: check this?
if (!!data.lastMove.draw)
this.drawOffer = "received";
}
},
- setScore: function(score, message) {
- this.game.scoreMsg = message;
- this.game.score = score;
- },
offerDraw: function() {
if (this.drawOffer == "received")
{
if (p.sid != this.st.user.sid)
this.st.conn.send(JSON.stringify({code:"draw", target:p.sid}));
});
- this.setScore("1/2", "Mutual agreement");
+ this.gameOver("1/2", "Mutual agreement");
}
else if (this.drawOffer == "sent")
{
abortGame: function() {
if (!confirm(this.st.tr["Terminate game?"]))
return;
- this.setScore("?", "Abort");
+ this.gameOver("?", "Abort");
this.people.forEach(p => {
if (p.sid != this.st.user.sid)
{
side:this.game.mycolor, target:p.sid}));
}
});
- this.setScore(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
+ this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
},
// 3 cases for loading a game:
// - from indexedDB (running or completed live game I play)
vanish: s.vanish,
start: s.start,
end: s.end,
- message: m.message,
};
});
+ // 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;
oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
}
);
+ this.repeat = {}; //reset
if (!!this.lastate) //lastate arrived before game was loaded:
this.processLastate();
callback();
addTime = this.game.increment - elapsed/1000;
}
let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
- if (this.game.type == "corr")
- sendMove.message = this.corrMsg;
this.people.forEach(p => {
if (p.sid != this.st.user.sid)
{
GameStorage.update(this.gameRef.id,
{
fen: move.fen,
- message: this.corrMsg,
move:
{
squares: filtered_move,
//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"...
},
- gameOver: function(score) {
+ processChat: function(chat) {
+ if (this.game.type == "corr")
+ GameStorage.update(this.gameRef.id, {chat: chat});
+ },
+ gameOver: function(score, scoreMsg) {
this.game.mode = "analyze";
this.game.score = score;
+ this.game.scoreMsg = scoreMsg;
const myIdx = this.game.players.findIndex(p => {
return p.sid == this.st.user.sid || p.uid == this.st.user.id;
});
</script>
<style lang="sass">
-// TODO
+.connected
+ background-color: green
+.disconnected
+ background-color: red
+
+@media screen and (min-width: 768px)
+ #actions
+ width: 300px
+@media screen and (max-width: 767px)
+ .game
+ width: 100%
+
+#actions
+ margin-top: 10px
+ margin-left: auto
+ margin-right: auto
+ button
+ display: inline-block
+ width: 33%
+ margin: 0
+#chat
+ margin-top: 5px
+ margin-bottom: 5px
+ >.card
+ max-width: 100%
+ margin: 0;
+ border: none;
</style>