.card.smallpad.small-modal.text-center
label.modal-close(for="modalEog")
h3#eogMessage.section {{ endgameMessage }}
- Chat(v-if="showChat" :opponents="opponents" :people="people")
+ //Chat(:opponents="opponents" :people="people")
Board(:vr="vr" :last-move="lastMove" :mode="mode" :user-color="mycolor"
:orientation="orientation" @play-move="play")
.button-group
.button-group
button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
button Import game
- MoveList(v-if="showMoves"
+ //MoveList(v-if="showMoves"
:moves="moves" :cursor="cursor" @goto-move="gotoMove")
</template>
// ==> 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 Chat from "@/components/Chat.vue";
+//import MoveList from "@/components/MoveList.vue";
+import { store } from "@/store";
export default {
name: 'my-game',
// gameId: to find the game in storage (assumption: it exists)
// subMode: "auto" (game comp vs comp) or "corr" (correspondance game),
// or "examine" (after human game: TODO)
// gameRef in URL hash (listen for changes)
- props: ["fen","mode","subMode"],
+ props: ["gidOrFen","mode","subMode","variant"],
data: function() {
return {
- gameRef: "",
+ st: store.state,
// Web worker to play computer moves without freezing interface:
compWorker: new Worker('/javascripts/playCompMove.js'),
timeStart: undefined, //time when computer starts thinking
endgameMessage: "",
orientation: "w",
lockCompThink: false, //to avoid some ghost moves
- myname: user.name, //may be anonymous (thus no name)
+ 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
+ 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...
+ moves: [], //all moves played in current game
cursor: -1, //index of the move just played
lastMove: null,
};
},
-// watch: {
-// fen: function() {
-// // (Security) No effect if a computer move is in progress:
-// if (this.mode == "computer" && this.lockCompThink)
-// return this.$emit("computer-think");
-// this.newGameFromFen();
-// },
-//// // TODO: $route: ...
-//// gameRef: function() {
-//// this.loadGame();
-//// },
-// },
-// computed: {
-// showChat: function() {
-// return this.mode=='human' && this.score != '*';
-// },
-// showMoves: function() {
-// return true;
-// //return window.innerWidth >= 768;
-// },
-// showFen: function() {
-// return variant.name != "Dark" || this.score != "*";
-// },
-// },
-// // Modal end of game, and then sub-components
-// created: function() {
-// if (!!this.gameRef)
-// this.loadGame();
-// else if (!!this.fen)
-// {
-// this.vr = new V(this.fen);
-// this.fenStart = this.fen;
-// }
-// // TODO: if I'm one of the players in game, then:
-// // Send ping to server (answer pong if opponent 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, 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 "connect":
-// case "disconnect":
-// 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.postMessage(["scripts",variant.name]);
-// 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 = 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");
-// },
-// translate: translate,
-// newGameFromFen: function() {
-// this.vr = new V(this.fen);
-// this.moves = [];
-// this.cursor = -1;
-// this.fenStart = this.fen;
-// this.score = "*";
-// if (this.mode == "analyze")
-// {
-// this.mycolor = V.ParseFen(this.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",this.fen]);
-// if (this.mycolor != "w" || this.subMode == "auto")
-// this.playComputerMove();
-// }
-// },
-// loadGame: function() {
-// // 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(this.gameRef.id, 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 "' + 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...
-// 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.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.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);
-// },
-// },
+ 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 "connect":
+ case "disconnect":
+ 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.postMessage(["scripts",this.variant.name]);
+ 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 = tModule.VariantRules;
+ 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...
+ 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.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.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>