X-Git-Url: https://git.auder.net/assets/current/gitweb.js?a=blobdiff_plain;f=public%2Fjavascripts%2Fcomponents%2Fgame.js;h=d0d8125833d607dc25ffb1efd2226e62e0721036;hb=a6403027a66411ead248aab0369bf3ee3a75d8ec;hp=096a9e56d55256fcfbedeef0cf2b54c50691d0e9;hpb=d44df0b01732d1948525daef5df62211ea6e1f64;p=vchess.git
diff --git a/public/javascripts/components/game.js b/public/javascripts/components/game.js
index 096a9e56..d0d81258 100644
--- a/public/javascripts/components/game.js
+++ b/public/javascripts/components/game.js
@@ -1,52 +1,57 @@
-// TODO: envoyer juste "light move", sans FEN ni notation ...etc
-// TODO: also "observers" prop, we should send moves to them too (in a web worker ? webRTC ?)
-
// 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 ?
Vue.component('my-game', {
// gameId: to find the game in storage (assumption: it exists)
// fen: to start from a FEN without identifiers (analyze mode)
- props: ["conn","gameId","fen","mode","allowChat","allowMovelist"],
+ // subMode: "auto" (game comp vs comp) or "corr" (correspondance game),
+ // or "examine" (after human game: TODO)
+ props: ["conn","gameId","fen","mode","subMode","allowChat","allowMovelist",
+ "queryHash","settings"],
data: function() {
return {
- // if oppid == "computer" then mode = "computer" (otherwise human)
- myid: "", //our ID, always set
- //this.myid = localStorage.getItem("myid")
- oppid: "", //opponent ID in case of HH game
- score: "*", //'*' means 'unfinished'
- mycolor: "w",
- oppConnected: false, //TODO?
- pgnTxt: "",
- // sound level: 0 = no sound, 1 = sound only on newgame, 2 = always
- sound: parseInt(localStorage["sound"] || "2"),
// 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...
- // orientation :: button flip
- // userColor: given by gameId, or fen (if no game Id)
- // gameOver: known if gameId; otherwise assue false
- // lastMove: update after every play, initialize with last move from list (if continuation)
- //orientation ? userColor ? gameOver ? lastMove ?
-
+ cursor: -1, //index of the move just played
+ lastMove: null,
};
},
watch: {
fen: function(newFen) {
- this.vr = new VariantRules(newFen);
+ // (Security) No effect if a computer move is in progress:
+ if (this.mode == "computer" && this.lockCompThink)
+ return this.$emit("computer-think");
+ this.newGameFromFen(newFen);
},
gameId: function() {
this.loadGame();
},
+ queryHash: function(newQhash) {
+ // New query hash = "id=42"; get 42 as gameId
+ this.gameId = parseInt(newQhash.substr(2));
+ 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() {
@@ -54,13 +59,6 @@ Vue.component('my-game', {
},
},
// Modal end of game, and then sub-components
- // TODO: provide chat parameters (connection, players ID...)
- // and alwo moveList parameters (just moves ?)
- // TODO: connection + turn indicators en haut à droite (superposé au menu)
- // TODO: controls: abort, clear, resign, draw (avec confirm box)
- // et si partie terminée : (mode analyse) just clear, back / play
- // + flip button toujours disponible
- // gotoMove : vr = new VariantRules(fen stocké dans le coup [TODO])
template: `
@@ -73,58 +71,87 @@ Vue.component('my-game', {
-
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ {{ moves[cursor].message }}
+
+
-
+
-
+
+
+
+
-
+
`,
created: function() {
-
-// console.log(this.fen);
-// console.log(this.gameId);
if (!!this.gameId)
this.loadGame();
else if (!!this.fen)
+ {
this.vr = new VariantRules(this.fen);
- // TODO: after game, archive in indexedDB
- // TODO: this events listener is central. Refactor ? How ?
+ this.fenStart = this.fen;
+ }
+ // 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));
+ 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.gameId != data.gameId)
break; //games IDs don't match: definitely over...
this.oppConnected = true;
- // Send our "last state" informations to opponent
+ // Send our "last state" informations to opponent(s)
L = this.vr.moves.length;
- this.conn.send(JSON.stringify({
- code: "lastate",
- oppid: this.oppid,
- gameId: this.gameId,
- lastMove: (L>0?this.vr.moves[L-1]:undefined),
- movesCount: L,
- }));
+ Object.keys(this.opponents).forEach(oid => {
+ this.conn.send(JSON.stringify({
+ code: "lastate",
+ oppid: oid,
+ gameId: this.gameId,
+ 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.gameId != data.gameId)
@@ -147,7 +174,7 @@ Vue.component('my-game', {
// We must tell last move to opponent
this.conn.send(JSON.stringify({
code: "lastate",
- oppid: this.oppid,
+ oppid: this.opponent.id,
gameId: this.gameId,
lastMove: this.vr.moves[L-1],
movesCount: L,
@@ -162,58 +189,134 @@ Vue.component('my-game', {
// TODO: also use (dis)connect info to count online players?
case "connect":
case "disconnect":
- if (this.mode=="human" && this.oppid == data.id)
- this.oppConnected = (data.code == "connect");
- if (this.oppConnected && this.score != "*")
+ if (this.mode=="human")
{
- // Send our name to the opponent, in case of he hasn't it
- this.conn.send(JSON.stringify({
- code:"myname", name:this.myname, oppid: this.oppid}));
+ 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);
};
- this.conn.onmessage = socketMessageListener;
- this.conn.onclose = socketCloseListener;
-
- // Computer moves web worker logic: (TODO: also for observers in HH games)
+ 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]);
- const self = this;
- this.compWorker.onmessage = function(e) {
+ this.compWorker.onmessage = e => {
+ this.lockCompThink = true; //to avoid some ghost moves
let compMove = e.data;
- if (!compMove)
- return; //may happen if MarseilleRules and subTurn==2 (TODO: a bit ugly...)
if (!Array.isArray(compMove))
compMove = [compMove]; //to deal with MarseilleRules
- // TODO: imperfect attempt to avoid ghost move:
- compMove.forEach(m => { m.computer = true; });
- // (first move) HACK: small delay to avoid selecting elements
- // before they appear on page:
- const delay = Math.max(500-(Date.now()-self.timeStart), 0);
+ // 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" ? "animate" : null);
- if (self.mode == "computer") //warning: mode could have changed!
- self.play(compMove[0], animate);
+ const animate = variant.name != "Dark";
+ this.play(compMove[0], animate);
if (compMove.length == 2)
- setTimeout( () => {
- if (self.mode == "computer")
- self.play(compMove[1], animate);
- }, 750);
+ setTimeout( () => { this.play(compMove[1], animate); }, 750);
+ else //250 == length of animation (TODO: should be a constant somewhere)
+ setTimeout( () => this.lockCompThink = false, 250);
}, delay);
}
},
- // this.conn est une prop, donnée depuis variant.js
- //dans variant.js (plutôt room.js) conn gère aussi les challenges
- // Puis en webRTC, repenser tout ça.
+ // 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(fen) {
+ this.vr = new VariantRules(fen);
+ this.moves = [];
+ this.cursor = -1;
+ this.fenStart = newFen;
+ this.score = "*";
+ if (this.mode == "analyze")
+ {
+ this.mycolor = V.ParseFen(newFen).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",newFen]);
+ if (this.mycolor != "w" || this.subMode == "auto")
+ this.playComputerMove();
+ }
+ },
loadGame: function() {
- // TODO: load this.gameId ...
+ const game = getGameFromStorage(this.gameId);
+ 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";
@@ -235,15 +338,45 @@ Vue.component('my-game', {
this.endgameMessage = eogMessage;
},
download: function() {
- // Variants may have special PGN structure (so next function isn't defined here)
- // TODO: get fenStart from local game (using gameid)
- const content = V.GetPGN(this.moves, this.mycolor, this.score, fenStart, this.mode);
+ 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");
@@ -252,52 +385,33 @@ Vue.component('my-game', {
},
endGame: function(score) {
this.score = score;
- if (["human","computer"].includes(this.mode))
- {
- const prefix = (this.mode=="computer" ? "comp-" : "");
- localStorage.setItem(prefix+"score", score);
- }
this.showScoreMsg(score);
- if (this.mode == "human" && this.oppConnected)
- {
- // Send our nickname to opponent
- this.conn.send(JSON.stringify({
- code:"myname", name:this.myname, oppid:this.oppid}));
- }
- // TODO: what about cursor ?
- //this.cursor = this.vr.moves.length; //to navigate in finished game
+ if (this.mode == "human")
+ localStorage["score"] = score;
+ this.$emit("game-over");
},
- resign: function(e) {
- this.getRidOfTooltip(e.currentTarget);
- if (this.mode == "human" && this.oppConnected)
- {
- try {
- this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
- } catch (INVALID_STATE_ERR) {
- return; //socket is not ready (and not yet reconnected)
- }
- }
- this.endGame(this.mycolor=="w"?"0-1":"1-0");
+ 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(this.getSquareId(move.start));
- let endSquare = document.getElementById(this.getSquareId(move.end));
+ 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("#" + this.getSquareId(move.start) + " > img.piece");
+ 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 {});
if (this.mode == "human")
{
updateStorage(move); //after our moves and opponent moves
- if (this.vr.turn == this.userColor)
+ if (this.vr.turn == this.mycolor)
this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
}
else if (this.mode == "computer")
@@ -333,10 +473,13 @@ Vue.component('my-game', {
// Send the move to web worker (including his own moves)
this.compWorker.postMessage(["newmove",move]);
}
- if (this.score == "*" || this.mode == "analyze")
+ if (!navigate && (this.score == "*" || this.mode == "analyze"))
{
- // Stack move on movesList
- this.moves.push(move);
+ // 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-1).concat([move]);
}
// Is opponent in check?
this.incheck = this.vr.getCheckSquares(this.vr.turn);
@@ -347,24 +490,51 @@ Vue.component('my-game', {
this.endGame(score);
else //just show score on screen (allow undo)
this.showScoreMsg(score);
- // TODO: notify end of game (give score)
}
- else if (this.mode == "computer" && this.vr.turn != this.userColor)
+ // 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);
- if (this.sound == 2)
+ 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 (this.mode == "analyze")
+ 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 VariantRules(this.moves[index].fen);
+ this.cursor = index;
+ this.lastMove = this.moves[index];
+ },
+ gotoBegin: function() {
+ this.vr = new VariantRules(this.fenStart);
+ this.cursor = -1;
+ this.lastMove = null;
+ },
+ gotoEnd: function() {
+ this.gotoMove(this.moves.length-1);
+ },
+ flip: function() {
+ this.orientation = V.GetNextCol(this.orientation);
+ },
},
})
-// cursor + ........
-//TODO: confirm dialog with "opponent offers draw", avec possible bouton "prevent future offers" + bouton "proposer nulle"
-//+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
-//comme sur lichess
-//
-//TODO: quand partie terminée (ci-dessus) passer partie dans indexedDB