<template lang="pug">
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- BaseGame(:game="game" :vr="vr" ref="basegame" @newmove="processMove")
+ BaseGame(:game="game" :vr="vr" ref="basegame"
+ @newmove="processMove" @gameover="gameOver")
.button-group(v-if="game.mode!='analyze'")
button(@click="offerDraw") Draw
button(@click="abortGame") Abort
// --> doivent être enregistrés comme observers au niveau du serveur...
// non: poll users + events startObserving / stopObserving
+ // (à faire au niveau du routeur ?)
// TODO: also handle "draw accepted" (use opponents array?)
// TODO: observer on dark games must see all board ? Or alternate ? (seems better)
// ...or just see nothing as on buho21
this.$refs["basegame"].play(
- data.move, this.game.vname!="Dark" ? "animate" : null);
+ data.move, this.game.vname!="Dark" ? "animate" : null); //TODO: arg to know if opponent move (or comp) in case of dark variant...
+ this.processMove(data.move);
break;
case "pong": //received if we sent a ping (game still alive on our side)
if (this.gameRef.id != data.gameId)
this.game = Object.assign({},
game,
// NOTE: assign mycolor here, since BaseGame could also bs VS computer
- {mycolor: ["w","b"][game.players.findIndex(p => p.sid == this.st.user.sid)]},
+ {mycolor: [undefined,"w","b"][1 + game.players.findIndex(
+ p => p.sid == this.st.user.sid)]},
);
const vModule = await import("@/variants/" + game.vname + ".js");
window.V = vModule.VariantRules;
this.vr = new V(game.fen);
+ // Post-processing: decorate each move with current FEN:
+ // (to be able to jump to any position quickly)
+ game.moves.forEach(move => {
+ // TODO: this is doing manually what BaseGame.play() achieve...
+ move.color = this.vr.turn;
+ this.vr.play(move);
+ move.fen = this.vr.getFen();
+ });
+ this.vr.re_init(game.fen);
});
// // Poll all players except me (if I'm playing) to know online status.
// // --> Send ping to server (answer pong if players[s] are connected)
// });
// }
},
- oppConnected: function(uid) {
- return this.opponents.some(o => o.id == uid && o.online);
- },
+ // TODO: refactor this old "oppConnected" logic
+// oppConnected: function(uid) {
+// return this.opponents.some(o => o.id == uid && o.online);
+// },
+ // Post-process a move (which was just played)
processMove: function(move) {
- // TODO: process some opponent's move
+ if (!this.game.mycolor)
+ return; //I'm just an observer
+ // Update storage (corr or live)
+ const colorIdx = ["w","b","g","r"][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;
+ }, {});
+ // Send move ("newmove" event) to opponent(s) (if ours)
+ // (otherwise move.elapsed is supposed to be already transmitted)
+ if (move.color == this.game.mycolor)
+ {
+ const elapsed = Date.now() - GameStorage.getInitime();
+ this.game.players.forEach(p => {
+ if (p.sid != this.st.user.sid)
+ this.st.conn.send(JSON.stringify({
+ code: "newmove",
+ target: p.sid,
+ move: Object.assign({}, filtered_move, {elapsed: elapsed}),
+ }));
+ });
+ move.elapsed = elapsed;
+ }
+ GameStorage.update({
+ colorIdx: colorIdx,
+ move: filtered_move,
+ fen: move.fen,
+ elapsed: move.elapsed,
+ increment: this.game.increment, //redundant but faster
+ initime: (this.vr.turn == this.game.mycolor), //is it my turn?
+ });
+ },
+ // NOTE: this update function should also work for corr games
+ gameOver: function(score) {
+ GameStorage.update({
+ score: score,
+ });
},
},
};
</script>
+
+<!-- TODO:
+// Abort possible à tout moment avec message
+// Sorry I have to go / Game seems over / Game is not interesting
+// code "T" pour score "perte au temps" ?
+-->