--- /dev/null
+<template lang="pug">
+.row
+ .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+ input#modalEog.modal(type="checkbox")
+ div(role="dialog" aria-labelledby="eogMessage")
+ .card.smallpad.small-modal.text-center
+ label.modal-close(for="modalEog")
+ h3#eogMessage.section {{ endgameMessage }}
+ Board(:vr="vr" :last-move="lastMove" :analyze="analyze" :user-color="mycolor"
+ :orientation="orientation" :vname="variant.name" @play-move="play")
+ .button-group
+ button(@click="play") Play
+ button(@click="undo") Undo
+ button(@click="flip") Flip
+ button(@click="gotoBegin") GotoBegin
+ button(@click="gotoEnd") GotoEnd
+ #fenDiv.section-content(v-if="showFen && !!vr")
+ p#fenString.text-center {{ vr.getFen() }}
+ #pgnDiv.section-content
+ a#download(href="#")
+ .button-group
+ button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
+ button Import game
+ //MoveList(v-if="showMoves"
+ :moves="moves" :cursor="cursor" @goto-move="gotoMove")
+</template>
+
+<script>
+import Board from "@/components/Board.vue";
+//import MoveList from "@/components/MoveList.vue";
+import { store } from "@/store";
+import { getSquareId } from "@/utils/squareId";
+
+export default {
+ name: 'my-base-game',
+ components: {
+ Board,
+ //MoveList,
+ },
+ props: ["variant","analyze","players"],
+ data: function() {
+ return {
+ st: store.state,
+ vr: null, //VariantRules object, describing the game state + rules
+ endgameMessage: "",
+ orientation: "w",
+ score: "*", //'*' means 'unfinished'
+ // userColor: given by gameId, or fen in problems mode (if no game Id)...
+ mycolor: "w",
+ fenStart: "",
+ moves: [], //all moves played in current game
+ cursor: -1, //index of the move just played
+ lastMove: null,
+ };
+ },
+ computed: {
+ showMoves: function() {
+ return true;
+ //return window.innerWidth >= 768;
+ },
+ showFen: function() {
+ return this.variant.name != "Dark" || this.score != "*";
+ },
+ },
+ methods: {
+ 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';
+ pgn += '[Variant "' + this.variant.name + '"]\n';
+ pgn += '[Date "' + getDate(new Date()) + '"]\n';
+ pgn += '[White "' + this.players[0] + '"]\n';
+ pgn += '[Black "' + this.players[1] + '"]\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);
+ this.$emit("game-over");
+ },
+ 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...
+ const 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);
+ }, 250);
+ },
+ play: function(move, programmatic) {
+ let navigate = !move;
+ // Forbid playing outside analyze mode when cursor isn't at moves.length-1
+ // (except if we receive opponent's move, human or computer)
+ if (!navigate && !this.analyze && !programmatic
+ && this.cursor < this.moves.length-1)
+ {
+ return;
+ }
+ if (navigate)
+ {
+ if (this.cursor == this.moves.length-1)
+ return; //no more moves
+ move = this.moves[this.cursor+1];
+ }
+ if (!!programmatic) //computer or (remote) human opponent
+ {
+ if (this.cursor < this.moves.length-1)
+ this.gotoEnd(); //required to play the move
+ return this.animateMove(move);
+ }
+ // Not programmatic, or animation is over
+ 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.st.settings.sound == 2)
+ new Audio("/sounds/move.mp3").play().catch(err => {});
+ // Send the move to web worker (including his own moves)
+ this.compWorker.postMessage(["newmove",move]);
+ if (!navigate && (this.score == "*" || this.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 (!this.analyze)
+ 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].$forceUpdate(); //TODO!?
+ },
+ undo: function(move) {
+ let navigate = !move;
+ if (navigate)
+ {
+ if (this.cursor < 0)
+ return; //no more moves
+ move = this.moves[this.cursor];
+ }
+ this.vr.undo(move);
+ this.cursor--;
+ this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
+ if (this.st.settings.sound == 2)
+ new Audio("/sounds/undo.mp3").play().catch(err => {});
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ if (navigate)
+ this.$children[0].$forceUpdate(); //TODO!?
+ else if (this.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);
+ },
+ },
+};
+</script>
name: 'my-board',
// Last move cannot be guessed from here, and is required to highlight squares
// vr: object to check moves, print board...
- // mode: HH, HC or analyze
// userColor: for mode HH or HC
- props: ["vr","lastMove","mode","orientation","userColor","vname"],
+ props: ["vr","lastMove","analyze","orientation","userColor","vname"],
data: function () {
return {
hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
let cj = (this.orientation=='w' ? j : sizeY-j-1);
let elems = [];
if (this.vr.board[ci][cj] != V.EMPTY && (this.vname!="Dark"
- || this.gameOver || this.mode == "analyze"
+ || this.gameOver || this.analyze
|| this.vr.enlightened[this.userColor][ci][cj]))
{
elems.push(
'dark-square': (i+j)%2==1,
[this.bcolor]: true,
'in-shadow': this.vname=="Dark" && !this.gameOver
- && this.mode != "analyze"
- && !this.vr.enlightened[this.userColor][ci][cj],
+ && !this.analyze && !this.vr.enlightened[this.userColor][ci][cj],
'highlight': showLight && !!lm && lm.end.x == ci && lm.end.y == cj,
'incheck': showLight && incheckSq[ci][cj],
},
this.selectedPiece.style.zIndex = 3000;
const startSquare = getSquareFromId(e.target.parentNode.id);
this.possibleMoves = [];
- const color = this.mode=="analyze" || this.gameOver
- ? this.vr.turn
- : this.userColor;
+ const color = (this.analyze || this.gameOver ? this.vr.turn : this.userColor);
if (this.vr.canIplay(color,startSquare))
this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
// Next line add moving piece just after current image
--- /dev/null
+<template lang="pug">
+.row
+ .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+ BaseGame(:variant="variant.name" :analyze="analyze" : players="players")
+</template>
+
+<script>
+import BaseGame from "@/components/BaseGame.vue";
+import { store } from "@/store";
+import Worker from 'worker-loader!@/playCompMove';
+
+export default {
+ name: 'my-computer-game',
+ components: {
+ BaseGame,
+ },
+ // mode: "auto" (game comp vs comp), "versus" (normal) or "analyze"
+ props: ["fen","mode","variant"],
+ data: function() {
+ return {
+ st: store.state,
+ // Web worker to play computer moves without freezing interface:
+ timeStart: undefined, //time when computer starts thinking
+ lockCompThink: false, //to avoid some ghost moves
+ fenStart: "",
+ compWorker: null,
+
+//TODO: players ? Computed?
+
+ };
+ },
+ computed: {
+ analyze: function() {
+ return this.mode == "analyze";
+ },
+ },
+ watch: {
+ fen: function() {
+ // (Security) No effect if a computer move is in progress:
+ if (this.lockCompThink)
+ return this.$emit("computer-think");
+ this.launchGame();
+ },
+ },
+ // Modal end of game, and then sub-components
+ created: function() {
+ if (!!this.fen)
+ this.launchGame();
+ // Computer moves web worker logic: (TODO: also for observers in HH games ?)
+ this.compWorker = new Worker(); //'/javascripts/playCompMove.js'),
+ 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 = this.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: {
+ launchGame: async function() {
+ const vModule = await import("@/variants/" + this.variant.name + ".js");
+ window.V = vModule.VariantRules;
+ this.compWorker.postMessage(["scripts",this.variant.name]);
+ this.newGameFromFen(this.fen);
+ },
+ newGameFromFen: function(fen) {
+ this.vr = new V(fen);
+ this.moves = [];
+ this.cursor = -1;
+ this.fenStart = fen;
+ this.score = "*";
+ if (this.mode == "analyze")
+ {
+ this.mycolor = V.ParseFen(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",fen]);
+ if (this.mycolor != "w" || this.subMode == "auto")
+ this.playComputerMove();
+ }
+ },
+ playComputerMove: function() {
+ this.timeStart = Date.now();
+ this.compWorker.postMessage(["askmove"]);
+ },
+ },
+};
+</script>
+++ /dev/null
-<template lang="pug">
-.row
- .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- input#modalEog.modal(type="checkbox")
- div(role="dialog" aria-labelledby="eogMessage")
- .card.smallpad.small-modal.text-center
- label.modal-close(for="modalEog")
- h3#eogMessage.section {{ endgameMessage }}
- //Chat(:opponents="opponents" :people="people")
- Board(:vr="vr" :last-move="lastMove" :mode="mode" :user-color="mycolor"
- :orientation="orientation" :vname="variant.name" @play-move="play")
- .button-group
- button(@click="() => play()") Play
- button(@click="() => undo()") Undo
- button(@click="flip") Flip
- button(@click="gotoBegin") GotoBegin
- button(@click="gotoEnd") GotoEnd
- .button-group(v-if="mode=='human'")
- button(@click="offerDraw") Draw
- button(@click="abortGame") Abort
- button(@click="resign") Resign
- div(v-if="mode=='human' && subMode=='corr'")
- textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg")
- div(v-show="cursor>=0") {{ moves[cursor].message }}
- .section-content(v-if="showFen && !!vr" id="fen-div")
- p#fenString.text-center {{ vr.getFen() }}
- #pgnDiv.section-content
- a#download(href="#")
- .button-group
- button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
- button Import game
- //MoveList(v-if="showMoves"
- :moves="moves" :cursor="cursor" @goto-move="gotoMove")
-</template>
-
-<script>
-// 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"
-// TODO: import store, st
-import Board from "@/components/Board.vue";
-//import Chat from "@/components/Chat.vue";
-//import MoveList from "@/components/MoveList.vue";
-import { store } from "@/store";
-
-import { getSquareId } from "@/utils/squareId";
-
-import Worker from 'worker-loader!@/playCompMove';
-
-export default {
- name: 'my-game',
- components: {
- Board,
- },
- // 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)
- // gameRef in URL hash (listen for changes)
- props: ["gidOrFen","mode","subMode","variant"],
- data: function() {
- return {
- st: store.state,
- // Web worker to play computer moves without freezing interface:
- timeStart: undefined, //time when computer starts thinking
- vr: null, //VariantRules object, describing the game state + rules
- endgameMessage: "",
- orientation: "w",
- lockCompThink: false, //to avoid some ghost moves
- myname: store.state.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: [], //all moves played in current game
- cursor: -1, //index of the move just played
- lastMove: null,
- compWorker: null,
- };
- },
- watch: {
- gidOrFen: function() {
- // (Security) No effect if a computer move is in progress:
- if (this.mode == "computer" && this.lockCompThink)
- return this.$emit("computer-think");
- this.launchGame();
- },
- },
- computed: {
- showMoves: function() {
- return true;
- //return window.innerWidth >= 768;
- },
- showFen: function() {
- return this.variant.name != "Dark" || this.score != "*";
- },
- },
- // Modal end of game, and then sub-components
- created: function() {
- if (!!this.gidOrFen)
- this.launchGame();
- // TODO: if I'm one of the players in game, then:
- // Send ping to server (answer pong if opponent[s] 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, this.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 "gameconnect":
- case "gamedisconnect":
- 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 = new Worker(); //'/javascripts/playCompMove.js'),
- 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 = this.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");
- },
- launchGame: async function() {
- const vModule = await import("@/variants/" + this.variant.name + ".js");
- window.V = vModule.VariantRules;
- this.compWorker.postMessage(["scripts",this.variant.name]);
- if (this.gidOrFen.indexOf('/') >= 0)
- this.newGameFromFen(this.gidOrFen);
- else
- this.loadGame(this.gidOrFen);
- },
- newGameFromFen: function(fen) {
- this.vr = new V(fen);
- this.moves = [];
- this.cursor = -1;
- this.fenStart = fen;
- this.score = "*";
- if (this.mode == "analyze")
- {
- this.mycolor = V.ParseFen(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",fen]);
- if (this.mycolor != "w" || this.subMode == "auto")
- this.playComputerMove();
- }
- },
- loadGame: function(gid) {
- // 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(gid); //, 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 "' + this.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...
- const 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);
- }, 250);
- },
- play: function(move, programmatic) {
- let navigate = !move;
- // Forbid playing outside analyze mode when cursor isn't at moves.length-1
- // (except if we receive opponent's move, human or computer)
- if (!navigate && this.mode != "analyze" && !programmatic
- && this.cursor < this.moves.length-1)
- {
- return;
- }
- if (navigate)
- {
- if (this.cursor == this.moves.length-1)
- return; //no more moves
- move = this.moves[this.cursor+1];
- }
- if (!!programmatic) //computer or (remote) human opponent
- {
- if (this.cursor < this.moves.length-1)
- this.gotoEnd(); //required to play the move
- return this.animateMove(move);
- }
- // Not programmatic, or animation is over
- if (this.mode == "human" && this.subMode == "corr" && this.mycolor == this.vr.turn)
- {
- // TODO: show confirm box "validate move ?"
- }
- 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.st.settings.sound == 2)
- new Audio("/sounds/move.mp3").play().catch(err => {});
- 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.st.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);
- },
- },
-};
-</script>
(c'est assez rudimentaire et écoute trop de messages, mais dans un premier temps...)
// TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
-->
+<template lang="pug">
+.row
+ .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+ BaseGame(:variant="variant.name" @game-over=".....TODO")
+
+
+
+localStorage["score"] = score;
+
+
+ .button-group(v-if="mode!='analyze'")
+ button(@click="offerDraw") Draw
+ button(@click="abortGame") Abort
+ button(@click="resign") Resign
+ div(v-if="mode=='corr'")
+ textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg")
+ div(v-show="cursor>=0") {{ moves[cursor].message }}
+</template>
+
+<script>
+// 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"
+import Board from "@/components/Board.vue";
+//import Chat from "@/components/Chat.vue";
+//import MoveList from "@/components/MoveList.vue";
+import { store } from "@/store";
+
+export default {
+ name: 'my-game',
+ components: {
+ BaseGame,
+ },
+ // gameId: to find the game in storage (assumption: it exists)
+ // mode: "live" or "corr" (correspondance game), or "analyze"
+ // gameRef in URL hash (listen for changes)
+ props: ["gid","mode","variant"],
+ data: function() {
+ return {
+ st: store.state,
+ myname: store.state.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
+ };
+ },
+ watch: {
+ gid: function() {
+ this.launchGame();
+ },
+ },
+ // Modal end of game, and then sub-components
+ created: function() {
+ if (!!this.gid)
+ this.launchGame();
+ // TODO: if I'm one of the players in game, then:
+ // Send ping to server (answer pong if opponent[s] 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, this.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 "gameconnect":
+ case "gamedisconnect":
+ 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;
+ }
+ },
+ // 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");
+ },
+ launchGame: async function() {
+ const vModule = await import("@/variants/" + this.variant.name + ".js");
+ window.V = vModule.VariantRules;
+ this.loadGame(this.gid);
+ },
+ loadGame: function(gid) {
+ // 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(gid); //, 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);
+ },
+ oppConnected: function(uid) {
+ return this.opponents.any(o => o.id == uidi && o.online);
+ },
+ },
+};
+</script>
localStorage["players"] = JSON.stringify(gameInfo.players);
if (this.st.settings.sound >= 1)
new Audio("/sounds/newgame.mp3").play().catch(err => {});
+ // TODO: redirect to game
},
},
};
button(v-show="gameInProgress" @click="stopGame")
| Stop game
.section-content(v-show="display=='rules'" v-html="content")
- Game(v-show="display=='computer'" :gid-or-fen="fen"
- :mode="mode" :sub-mode="subMode" :variant="variant"
+ ComputerGame(v-show="display=='computer'"
+ :fen="fen" :mode="mode" :variant="variant"
@computer-think="gameInProgress=false" @game-over="stopGame")
</template>
<script>
-import Game from "@/components/Game.vue";
+import ComputerGame from "@/components/ComputerGame.vue";
import { store } from "@/store";
import { getDiagram } from "@/utils/printDiagram";
export default {
name: 'my-rules',
components: {
- Game,
+ ComputerGame,
},
data: function() {
return {
variant: {id: 0, name: "_unknown"}, //...yet
content: "",
display: "rules",
- mode: "computer",
- subMode: "", //'auto' for game CPU vs CPU
+ mode: "versus",
gameInProgress: false,
mycolor: "w",
fen: "",
};
},
watch: {
- $route: function(newRoute) {
+ "$route": function(newRoute) {
this.tryChangeVariant(newRoute.params["vname"]);
},
},
};
},
tryChangeVariant: async function(vname) {
- if (vname == "_unknown")
+ if (!vname || vname == "_unknown")
return;
if (this.st.variants.length > 0)
{
if (this.gameInProgress)
return;
this.gameInProgress = true;
- this.mode = "computer";
this.display = "computer";
this.fen = V.GenRandInitFen();
},
this.mode = "analyze";
},
playAgainstComputer: function() {
- this.subMode = "";
+ this.mode = "versus";
this.startGame();
},
watchComputerGame: function() {
- this.subMode = "auto";
+ this.mode = "auto";
this.startGame();
},
},