<template lang="pug">
main
- input#modalChat.modal(type="checkbox" @change="toggleChat")
- div#chatWrap(role="dialog" data-checkbox="modalChat"
- aria-labelledby="inputChat")
+ input#modalChat.modal(type="checkbox" @click="resetChatColor")
+ div#chatWrap(role="dialog" data-checkbox="modalChat" aria-labelledby="inputChat")
#chat.card
label.modal-close(for="modalChat")
+ #participants
+ span {{ Object.keys(people).length }} st.tr["participant(s):"]
+ span(v-for="p in Object.values(people)" v-if="!!p.name")
+ | {{ p.name }}
+ span.anonymous(v-if="Object.values(people).some(p => !p.name)")
+ | + @nonymous
Chat(:players="game.players" :pastChats="game.chats"
@newchat-sent="finishSendChat" @newchat-received="processChat")
.row
#aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
+ span.variant-info
+ | {{ st.tr["Variant:"] + " " }}
+ span.vname {{ game.vname }}
button#chatBtn(onClick="doClick('modalChat')") Chat
#actions(v-if="game.score=='*'")
- button(@click="clickDraw" :class="{['draw-' + drawOffer]: true}") Draw
- button(@click="abortGame") Abort
- button(@click="resign") Resign
+ button(@click="clickDraw" :class="{['draw-' + drawOffer]: true}")
+ | {{ st.tr["Draw"] }}
+ button(v-if="!!game.mycolor" @click="abortGame") {{ st.tr["Abort"] }}
+ button(v-if="!!game.mycolor" @click="resign") {{ st.tr["Resign"] }}
#playersInfo
p
- span.name(:class="{connected: isConnected(0)}") {{ game.players[0].name }}
+ span.name(:class="{connected: isConnected(0)}")
+ | {{ game.players[0].name || "@nonymous" }}
span.time(v-if="game.score=='*'") {{ virtualClocks[0] }}
span.split-names -
- span.name(:class="{connected: isConnected(1)}") {{ game.players[1].name }}
+ span.name(:class="{connected: isConnected(1)}")
+ | {{ game.players[1].name || "@nonymous" }}
span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
BaseGame(:game="game" :vr="vr" ref="basegame"
@newmove="processMove" @gameover="gameOver")
import { extractTime } from "@/utils/timeControl";
import { ArrayFun } from "@/utils/array";
import { processModalClick } from "@/utils/modalClick";
+import { getScoreMessage } from "@/utils/scoring";
export default {
name: 'my-game',
{
clearInterval(clockUpdate);
if (countdown < 0)
- this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", "Time");
+ this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", this.st.tr["Time"]);
}
else
- {
- // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
- }
}, 1000);
},
},
switch (data.code)
{
case "duplicate":
- alert("Warning: duplicate 'offline' connection");
+ alert(this.st.tr["Warning: multi-tabs not supported"]);
break;
// 0.2] Receive clients list (just socket IDs)
case "pollclients":
{
data.sockIds.forEach(sid => {
- // TODO: understand clearly what happens here, problems when a
- // game is quit, and then launch a new game from hall.
if (!!this.people[sid])
return;
this.$set(this.people, sid, {id:0, name:""});
return;
this.$set(this.people, data.user.sid,
{id: data.user.id, name: data.user.name});
- // Sending last state only for live games: corr games are complete
- if (this.game.type == "live" && this.game.oppsid == data.user.sid)
+ // Sending last state only for live games: corr games are complete,
+ // only if I played a move (otherwise opponent has all)
+ if (!!this.game.mycolor && this.game.type == "live"
+ && this.game.oppsid == data.user.sid
+ && this.game.moves.length > 0 && this.vr.turn != this.game.mycolor)
{
// Send our "last state" informations to opponent
const L = this.game.moves.length;
- let lastMove = (L>0 ? this.game.moves[L-1] : undefined);
- if (!!lastMove && this.drawOffer == "sent")
- lastMove.draw = true;
this.st.conn.send(JSON.stringify({
code: "lastate",
target: data.user.sid,
state:
{
- lastMove: lastMove,
+ lastMove: this.game.moves[L-1],
+ // Since we played a move, only drawOffer=="sent" is possible
+ drawSent: this.drawOffer == "sent",
score: this.game.score,
movesCount: L,
clocks: this.game.clocks,
break;
}
case "askgame":
- // Send current (live) game
+ // Send current (live) game if not asked by opponent (!)
+ if (this.game.players.some(p => p.sid == data.from))
+ return;
const myGame =
{
// Minimal game informations:
id: this.game.id,
- players: this.game.players.map(p => { return {name:p.name}; }),
+ players: this.game.players,
vid: this.game.vid,
timeControl: this.game.timeControl,
};
game:myGame, target:data.from}));
break;
case "newmove":
+ if (!!data.move.cancelDrawOffer) //opponent refuses draw
+ this.drawOffer = "";
this.$set(this.game, "moveToPlay", data.move);
break;
case "lastate": //got opponent infos about last move
if (data.movesCount > L)
{
// Just got last move from him
- this.$set(this.game, "moveToPlay", data.lastMove);
if (data.score != "*" && this.game.score == "*")
- {
- // Opponent resigned or aborted game, or accepted draw offer
- // (this is not a stalemate or checkmate)
- this.gameOver(data.score, "Opponent action");
- }
+ this.gameOver(data.score);
this.game.clocks = data.clocks; //TODO: check this?
- if (!!data.lastMove.draw)
+ if (!!data.drawSent)
this.drawOffer = "received";
+ this.$set(this.game, "moveToPlay", data.lastMove);
}
},
clickDraw: function() {
+ if (!this.game.mycolor)
+ return; //I'm just spectator
if (["received","threerep"].includes(this.drawOffer))
{
- if (!confirm("Accept draw?"))
+ if (!confirm(this.st.tr["Accept draw?"]))
return;
const message = (this.drawOffer == "received"
? "Mutual agreement"
}
else if (this.drawOffer == "") //no effect if drawOffer == "sent"
{
- if (!confirm("Offer draw?"))
+ if (this.game.mycolor != this.vr.turn)
+ return alert(this.st.tr["Draw offer only in your turn"]);
+ if (!confirm(this.st.tr["Offer draw?"]))
return;
this.drawOffer = "sent";
Object.keys(this.people).forEach(sid => {
if (sid != this.st.user.sid)
this.st.conn.send(JSON.stringify({code:"drawoffer", target:sid}));
});
- GameStorage.update(this.gameRef.id, {drawOffer: true});
+ GameStorage.update(this.gameRef.id, {drawOffer: this.game.mycolor});
}
},
abortGame: function() {
- if (!confirm(this.st.tr["Terminate game?"]))
+ if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
return;
this.gameOver("?", "Abort");
Object.keys(this.people).forEach(sid => {
});
},
resign: function(e) {
- if (!confirm("Resign the game?"))
+ if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
return;
Object.keys(this.people).forEach(sid => {
if (sid != this.st.user.sid)
}
if (L >= 1)
game.initime[L%2] = game.moves[L-1].played;
- if (game.drawOffer)
- this.drawOffer = "received";
}
// Now that we used idx and played, re-format moves as for live games
game.moves = game.moves.map( (m) => {
}
}
}
+ if (!!game.drawOffer)
+ {
+ if (game.drawOffer == "t") //three repetitions
+ this.drawOffer = "threerep";
+ else
+ {
+ if (myIdx < 0)
+ this.drawOffer = "received"; //by any of the players
+ else
+ {
+ // I play in this game:
+ if ((game.drawOffer == "w" && myIdx==0) || (game.drawOffer=="b" && myIdx==1))
+ this.drawOffer = "sent";
+ else //all other cases
+ this.drawOffer = "received";
+ }
+ }
+ }
+ if (!!game.scoreMsg)
+ game.scoreMsg = this.st.tr[game.scoreMsg]; //stored in english
this.game = Object.assign({},
game,
// NOTE: assign mycolor here, since BaseGame could also be VS computer
oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
}
);
- this.repeat = {}; //reset
+ this.repeat = {}; //reset: scan past moves' FEN:
+ let repIdx = 0;
+ // NOTE: vr_tmp to obtain FEN strings is redundant with BaseGame
+ let vr_tmp = new V(game.fenStart);
+ game.moves.forEach(m => {
+ vr_tmp.play(m);
+ const fenObj = V.ParseFen( vr_tmp.getFen() );
+ 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 = "threerep";
if (!!this.lastate) //lastate arrived before game was loaded:
this.processLastate();
callback();
let addTime = 0;
if (move.color == this.game.mycolor)
{
+ if (this.drawOffer == "received") //I refuse draw
+ this.drawOffer = "";
if (this.game.moves.length >= 2) //after first move
{
const elapsed = Date.now() - this.game.initime[colorIdx];
code: "newmove",
target: sid,
move: sendMove,
+ cancelDrawOffer: this.drawOffer=="",
}));
}
});
else
addTime = move.addTime; //supposed transmitted
const nextIdx = ["w","b"].indexOf(this.vr.turn);
+ // Update current game object:
+ this.game.moves.push(move);
+ this.game.fen = move.fen;
+ this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
+ this.game.initime[nextIdx] = Date.now();
+ // If repetition detected, consider that a draw offer was received:
+ const fenObj = V.ParseFen(move.fen);
+ let repIdx = fenObj.position + "_" + fenObj.turn;
+ if (!!fenObj.flags)
+ repIdx += "_" + fenObj.flags;
+ this.repeat[repIdx] = (!!this.repeat[repIdx]
+ ? this.repeat[repIdx]+1
+ : 1);
+ if (this.repeat[repIdx] >= 3)
+ this.drawOffer = "threerep";
+ else if (this.drawOffer == "threerep")
+ this.drawOffer = "";
// Since corr games are stored at only one location, update should be
// done only by one player for each move:
if (!!this.game.mycolor &&
(this.game.type == "live" || move.color == this.game.mycolor))
{
+ let drawCode = "";
+ switch (this.drawOffer)
+ {
+ case "threerep":
+ drawCode = "t";
+ break;
+ case "sent":
+ drawCode = this.game.mycolor;
+ break;
+ case "received":
+ drawCode = this.vr.turn;
+ break;
+ }
if (this.game.type == "corr")
{
GameStorage.update(this.gameRef.id,
{
squares: filtered_move,
played: Date.now(), //TODO: on server?
- idx: this.game.moves.length,
+ idx: this.game.moves.length - 1,
},
+ drawOffer: drawCode,
});
}
else //live
{
fen: move.fen,
move: filtered_move,
- clocks: this.game.clocks.map((t,i) => i==colorIdx
- ? this.game.clocks[i] + addTime
- : this.game.clocks[i]),
- initime: this.game.initime.map((t,i) => i==nextIdx
- ? Date.now()
- : this.game.initime[i]),
+ clocks: this.game.clocks,
+ initime: this.game.initime,
+ drawOffer: drawCode,
});
}
}
- // Also update current game object:
- this.game.moves.push(move);
- this.game.fen = move.fen;
- //TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
- this.$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 = "threerep";
},
- toggleChat: function() {
+ resetChatColor: function() {
+ // TODO: this is called twice, once on opening an once on closing
document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
},
finishSendChat: function(chat) {
GameStorage.update(this.gameRef.id, {chat: chat});
},
processChat: function() {
- if (!document.getElementById("inputChat").checked)
+ if (!document.getElementById("modalChat").checked)
document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
},
gameOver: function(score, scoreMsg) {
this.game.score = score;
- this.game.scoreMsg = scoreMsg;
+ this.game.scoreMsg = this.st.tr[(!!scoreMsg
+ ? scoreMsg
+ : getScoreMessage(score))];
const myIdx = this.game.players.findIndex(p => {
return p.sid == this.st.user.sid || p.uid == this.st.user.id;
});
.connected
background-color: lightgreen
+#participants
+ margin-left: 5px
+
+.anonymous
+ color: grey
+ font-style: italic
+
@media screen and (min-width: 768px)
#actions
width: 300px
@media screen and (max-width: 767px)
#aboveBoard
text-align: center
+@media screen and (min-width: 768px)
+ #aboveBoard
+ margin-left: 30%
+
+.variant-info
+ padding-right: 10px
+ .vname
+ font-weight: bold
.name
font-size: 1.5rem