return (color=="w" ? "b" : "w");
}
+ // Get next color (for compatibility with 3 and 4 players games)
+ getNextCol(color)
+ {
+ return this.getOppCol(color);
+ }
+
// Pieces codes (for a clearer code)
static get PAWN() { return 'p'; }
static get ROOK() { return 'r'; }
this.kingPos[c] = [move.start.x, move.start.y];
}
- play(move, ingame)
+ play(move)
{
// DEBUG:
// if (!this.states) this.states = [];
-// if (!ingame) this.states.push(this.getFen());
-
- if (!!ingame)
- move.notation = this.getNotation(move);
+// const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen();
+// this.states.push(stateFen);
if (V.HasFlags)
move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo)
this.turn = this.getOppCol(this.turn);
this.movesCount++;
this.updateVariables(move);
-
- if (!!ingame)
- {
- // Hash of current game state *after move*, to detect repetitions
- move.hash = hex_md5(this.getFen());
- }
}
undo(move)
this.unupdateVariables(move);
// DEBUG:
-// if (this.getFen() != this.states[this.states.length-1])
-// debugger;
+// const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen();
+// if (stateFen != this.states[this.states.length-1]) debugger;
// this.states.pop();
}
///////////////
// END OF GAME
- // Is game over ? And if yes, what is the score ?
- checkGameOver()
+ // What is the score ? (Interesting if game is over)
+ getCurrentScore()
{
if (this.atLeastOneMove()) // game not over
return "*";
// Game over
- return this.checkGameEnd();
- }
-
- // No moves are possible: compute score
- checkGameEnd()
- {
const color = this.turn;
// No valid move: stalemate or checkmate?
if (!this.isAttacked(this.kingPos[color], [this.getOppCol(color)]))
{
this.play(moves1[i]);
let finish = (Math.abs(this.evalPosition()) >= V.THRESHOLD_MATE);
- if (!finish && !this.atLeastOneMove())
+ if (!finish)
{
- // Test mate (for other variants)
- const score = this.checkGameEnd();
- if (score != "1/2")
+ const score = this.getCurrentScore();
+ if (["1-0","0-1"].includes(score))
finish = true;
}
this.undo(moves1[i]);
// Initial self evaluation is very low: "I'm checkmated"
moves1[i].eval = (color=="w" ? -1 : 1) * maxeval;
this.play(moves1[i]);
+ const score1 = this.getCurrentScore();
let eval2 = undefined;
- if (this.atLeastOneMove())
+ if (score1 == "*")
{
// Initial enemy evaluation is very low too, for him
eval2 = (color=="w" ? 1 : -1) * maxeval;
for (let j=0; j<moves2.length; j++)
{
this.play(moves2[j]);
- let evalPos = undefined;
- if (this.atLeastOneMove())
- evalPos = this.evalPosition()
- else
- {
- // Working with scores is more accurate (necessary for Loser variant)
- const score = this.checkGameEnd();
- evalPos = (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
- }
+ const score2 = this.getCurrentScore();
+ const evalPos = score2 == "*"
+ ? this.evalPosition()
+ : (score2=="1/2" ? 0 : (score2=="1-0" ? 1 : -1) * maxeval);
if ((color == "w" && evalPos < eval2)
|| (color=="b" && evalPos > eval2))
{
}
}
else
- {
- const score = this.checkGameEnd();
- eval2 = (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
- }
+ eval2 = (score1=="1/2" ? 0 : (score1=="1-0" ? 1 : -1) * maxeval);
if ((color=="w" && eval2 > moves1[i].eval)
|| (color=="b" && eval2 < moves1[i].eval))
{
{
const maxeval = V.INFINITY;
const color = this.turn;
- if (!this.atLeastOneMove())
- {
- switch (this.checkGameEnd())
- {
- case "1/2":
- return 0;
- default:
- const score = this.checkGameEnd();
- return (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
- }
- }
+ const score = this.getCurrentScore();
+ if (score != "*")
+ return (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
if (depth == 0)
return this.evalPosition();
const moves = this.getAllValidMoves("computer");
this.newGame("problem", p.fen, V.ParseFen(p.fen).turn);
},
},
+ // TODO: split the rendering in other components ?
+ // At least divide in parts, it's too big now.
render(h) {
const [sizeX,sizeY] = [V.size.x,V.size.y];
// Precompute hints squares to facilitate rendering
else if (friendContinuation)
this.continueGame("friend");
};
+
+ // TODO: this events listener is central. Refactor ? How ?
const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
let L = undefined;
break;
}
};
+
const socketCloseListener = () => {
this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
this.conn.addEventListener('open', socketOpenListener);
this.play();
}
};
- // Computer moves web worker logic:
+ // Computer moves web worker logic: (TODO: also for observers in HH games)
this.compWorker.postMessage(["scripts",variant]);
const self = this;
this.compWorker.onmessage = function(e) {
}
},
methods: {
+ // TODO: in settings.js
setMyname: function(e) {
this.myname = e.target.value;
localStorage["username"] = this.myname;
},
+ showSettings: function(e) {
+ this.getRidOfTooltip(e.currentTarget);
+ document.getElementById("modal-settings").checked = true;
+ },
+ toggleHints: function() {
+ this.hints = !this.hints;
+ localStorage["hints"] = (this.hints ? "1" : "0");
+ },
+ setBoardColor: function(e) {
+ this.bcolor = e.target.options[e.target.selectedIndex].value;
+ localStorage["bcolor"] = this.bcolor;
+ },
+ setSound: function(e) {
+ this.sound = parseInt(e.target.options[e.target.selectedIndex].value);
+ localStorage["sound"] = this.sound;
+ },
+
+ // TODO: in another component
trySendChat: function(e) {
if (e.keyCode == 13) //'enter' key
this.sendChat();
this.conn.send(JSON.stringify({
code:"newchat", oppid: this.oppid, msg: chatTxt}));
},
+ startChat: function(e) {
+ this.getRidOfTooltip(e.currentTarget);
+ document.getElementById("modal-chat").checked = true;
+ },
+
+ // TODO: in problems component
toggleShowSolution: function() {
let problemSolution = document.getElementById("problem-solution");
problemSolution.style.display =
? "block"
: "none";
},
+
download: function() {
// Variants may have special PGN structure (so next function isn't defined here)
const content = this.vr.getPGN(this.mycolor, this.score, this.fenStart, this.mode);
}
this.cursor = this.vr.moves.length; //to navigate in finished game
},
+
+ // TODO: elsewhere (general methods to access/retrieve from storage, to be generalized)
+ // https://developer.mozilla.org/fr/docs/Web/API/API_IndexedDB
+ // https://dexie.org/
getStoragePrefix: function(mode) {
let prefix = "";
if (mode == "computer")
delete localStorage[prefix+"fen"];
delete localStorage[prefix+"score"];
},
- // HACK because mini-css tooltips are persistent after click...
- // NOTE: seems to work only in chrome/chromium. TODO...
- getRidOfTooltip: function(elt) {
- elt.style.visibility = "hidden";
- setTimeout(() => { elt.style.visibility="visible"; }, 100);
- },
- startChat: function(e) {
- this.getRidOfTooltip(e.currentTarget);
- document.getElementById("modal-chat").checked = true;
- },
clearCurrentGame: function(e) {
this.getRidOfTooltip(e.currentTarget);
this.clearStorage();
location.reload(); //to see clearing effects
},
- showSettings: function(e) {
- this.getRidOfTooltip(e.currentTarget);
- document.getElementById("modal-settings").checked = true;
- },
- toggleHints: function() {
- this.hints = !this.hints;
- localStorage["hints"] = (this.hints ? "1" : "0");
- },
- setBoardColor: function(e) {
- this.bcolor = e.target.options[e.target.selectedIndex].value;
- localStorage["bcolor"] = this.bcolor;
- },
- setSound: function(e) {
- this.sound = parseInt(e.target.options[e.target.selectedIndex].value);
- localStorage["sound"] = this.sound;
+
+ // HACK because mini-css tooltips are persistent after click...
+ // NOTE: seems to work only in chrome/chromium. TODO...
+ getRidOfTooltip: function(elt) {
+ elt.style.visibility = "hidden";
+ setTimeout(() => { elt.style.visibility="visible"; }, 100);
},
+
+ // TODO: elsewhere, probably (new game button)
clickGameSeek: function(e) {
this.getRidOfTooltip(e.currentTarget);
if (this.mode == "human" && this.score == "*")
this.getRidOfTooltip(e.currentTarget);
document.getElementById("modal-fenedit").checked = true;
},
- 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");
- },
+ // In main hall :
newGame: function(mode, fenInit, color, oppId, gameId) {
const fen = fenInit || VariantRules.GenRandInitFen();
console.log(fen); //DEBUG
setTimeout(() => this.endGame(score), 100);
}
},
+
+ 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");
+ },
playComputerMove: function() {
this.timeStart = Date.now();
this.compWorker.postMessage(["askmove"]);
},
+
+ // TODO: purely graphical, move in a "chessground-like" component
// Get the identifier of a HTML table cell from its numeric coordinates o.x,o.y.
getSquareId: function(o) {
// NOTE: a separator is required to allow any size of board
this.play(move);
}, 250);
},
+
+ // OK, these last functions can stay here (?!)
play: function(move, programmatic) {
if (!move)
{
// Navigate after game is over
- if (this.cursor >= this.vr.moves.length)
+ if (this.cursor >= this.moves.length)
return; //already at the end
- move = this.vr.moves[this.cursor++];
+ move = this.moves[this.cursor++];
}
if (!!programmatic) //computer or human opponent
return this.animateMove(move);
// Not programmatic, or animation is over
if (this.mode == "human" && this.vr.turn == this.mycolor)
this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
- if (this.score == "*")
+
+
+ // TODO: play move, and stack it on this.moves (if a move was provided; otherwise just navigate)
+
+ if (this.score == "*") //TODO: I don't like this if()
{
// Emergency check, if human game started "at the same time"
// TODO: robustify this...
// Send the move to web worker (TODO: including his own moves?!)
this.compWorker.postMessage(["newmove",move]);
}
- const eog = this.vr.checkGameOver();
+ const eog = this.vr.getCurrentScore();
if (eog != "*")
{
if (["human","computer"].includes(this.mode))
}
}
}
- else
- {
- VariantRules.PlayOnBoard(this.vr.board, move);
- this.$forceUpdate(); //TODO: ?!
- }
+// else
+// {
+// VariantRules.PlayOnBoard(this.vr.board, move);
+// this.$forceUpdate(); //TODO: ?!
+// }
if (["human","computer","friend"].includes(this.mode))
this.updateStorage(); //after our moves and opponent moves
if (this.mode == "computer" && this.vr.turn != this.mycolor && this.score == "*")
this.playComputerMove();
},
+ // TODO: merge two next functions
undo: function() {
// Navigate after game is over
if (this.cursor == 0)
const L = this.moves.length;
return (L>0 ? this.moves[L-1] : null);
}
+
+// here too:
+ move.notation = this.getNotation(move);
+ // Hash of current game state *after move*, to detect repetitions
+ move.hash = hex_md5(this.getBaseFen() + this.getTurnFen() + this.getFlagsFen());
+//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