+<template lang="pug">
+.row
+ .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+ input#modalEog.modal(type="checkbox")
+ div(role="dialog" aria-labelledby="eogMessage")
+ .card.smallpad.small-modal.text-center
+ label.modal-close(for="modalEog")
+ h3#eogMessage.section {{ endgameMessage }}
+ Chat(v-if="showChat" :opponents="opponents" :people="people")
+ Board(:vr="vr" :last-move="lastMove" :mode="mode" :user-color="mycolor"
+ :orientation="orientation" @play-move="play")
+ .button-group
+ button(@click="() => play()") Play
+ button(@click="() => undo()") Undo
+ button(@click="flip") Flip
+ button(@click="gotoBegin") GotoBegin
+ button(@click="gotoEnd") GotoEnd
+ .button-group(v-if="mode=='human'")
+ button(@click="offerDraw") Draw
+ button(@click="abortGame") Abort
+ button(@click="resign") Resign
+ div(v-if="mode=='human' && subMode=='corr'")
+ textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg")
+ div(v-show="cursor>=0") {{ moves[cursor].message }}
+ .section-content(v-if="showFen && !!vr" id="fen-div")
+ p#fenString.text-center {{ vr.getFen() }}
+ #pgnDiv.section-content
+ a#download(href="#")
+ .button-group
+ button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
+ button Import game
+ MoveList(v-if="showMoves"
+ :moves="moves" :cursor="cursor" @goto-move="gotoMove")
+</template>
+
+<script>
+// 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 ?
+// onClick :: ask full game to remote player, and register as an observer in game
+// (use gameId to communicate)
+// on landing on game :: if gameId not found locally, check remotely
+// ==> 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";
+export default {
+ name: 'my-game',
+ // gameId: to find the game in storage (assumption: it exists)
+ // fen: to start from a FEN without identifiers (analyze mode)
+ // 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"],
+ data: function() {
+ return {
+ gameRef: "",
+ // 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, //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...
+ 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);
+// },
+// },
+};
+</script>