d370d66e72cb38323acf21b07f4e79d508a99264
1 // Game logic on a variant page: 3 modes, analyze, computer or human
2 // TODO: envoyer juste "light move", sans FEN ni notation ...etc
3 // TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ?
4 Vue
.component('my-game', {
5 // gameId: to find the game in storage (assumption: it exists)
6 // fen: to start from a FEN without identifiers (analyze mode)
7 // subMode: "auto" (game comp vs comp) or "corr" (correspondance game),
8 // or "examine" (after human game: TODO)
9 props: ["conn","gameId","fen","mode","subMode","allowChat","allowMovelist",
10 "queryHash","settings"],
13 // Web worker to play computer moves without freezing interface:
14 compWorker: new Worker('/javascripts/playCompMove.js'),
15 timeStart: undefined, //time when computer starts thinking
16 vr: null, //VariantRules object, describing the game state + rules
19 lockCompThink: false, //used to avoid some ghost moves
20 myname: user
.name
, //may be anonymous (thus no name)
21 opponents: {}, //filled later (potentially 2 or 3 opponents)
22 drawOfferSent: false, //did I just ask for draw?
23 people: {}, //observers
24 score: "*", //'*' means 'unfinished'
25 // userColor: given by gameId, or fen in problems mode (if no game Id)...
28 moves: [], //TODO: initialize if gameId is defined...
29 cursor: -1, //index of the move just played
34 fen: function(newFen
) {
35 // (Security) No effect if a computer move is in progress:
36 if (this.mode
== "computer" && this.lockCompThink
)
37 return this.$emit("computer-think");
38 this.newGameFromFen(newFen
);
43 queryHash: function(newQhash
) {
44 // New query hash = "id=42"; get 42 as gameId
45 this.gameId
= parseInt(newQhash
.substr(2));
50 showChat: function() {
51 return this.allowChat
&& this.mode
=='human' && this.score
!= '*';
53 showMoves: function() {
55 return this.allowMovelist
&& window
.innerWidth
>= 768;
58 return variant
.name
!= "Dark" || this.score
!= "*";
61 // Modal end of game, and then sub-components
63 <div class="col-sm-12 col-md-10 col-md-offset-1 col-lg-8 col-lg-offset-2">
64 <input id="modal-eog" type="checkbox" class="modal"/>
65 <div role="dialog" aria-labelledby="eogMessage">
66 <div class="card smallpad small-modal text-center">
67 <label for="modal-eog" class="modal-close">
69 <h3 id="eogMessage" class="section">
74 <my-chat v-if="showChat" :conn="conn" :myname="myname"
75 :opponents="opponents" :people="people">
77 <my-board v-bind:vr="vr" :last-move="lastMove" :mode="mode"
78 :orientation="orientation" :user-color="mycolor" :settings="settings"
81 <div class="button-group">
82 <button @click="() => play()">Play</button>
83 <button @click="() => undo()">Undo</button>
84 <button @click="flip">Flip</button>
85 <button @click="gotoBegin">GotoBegin</button>
86 <button @click="gotoEnd">GotoEnd</button>
88 <div v-if="mode=='human'" class="button-group">
89 <button @click="offerDraw">Draw</button>
90 <button @click="abortGame">Abort</button>
91 <button @click="resign">Resign</button>
93 <div v-if="mode=='human' && subMode=='corr'">
94 <textarea v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg">
96 <div v-show="cursor>=0">
97 {{ moves[cursor].message }}
100 <div v-if="showFen && !!vr" id="fen-div" class="section-content">
101 <p id="fen-string" class="text-center">
105 <div id="pgn-div" class="section-content">
106 <a id="download" href="#">
108 <button id="downloadBtn" @click="download">
109 {{ translate("Download PGN") }}
112 <my-move-list v-if="showMoves" :moves="moves" :cursor="cursor" @goto-move="gotoMove">
116 created: function() {
121 this.vr
= new VariantRules(this.fen
);
122 this.fenStart
= this.fen
;
124 // TODO: also handle "draw accepted" (use opponents array?)
125 // --> must give this info also when sending lastState...
126 // and, if all players agree then OK draw (end game ...etc)
127 const socketMessageListener
= msg
=> {
128 const data
= JSON
.parse(msg
.data
);
132 case "newmove": //..he played!
133 this.play(data
.move, variant
.name
!="Dark" ? "animate" : null);
135 case "pong": //received if we sent a ping (game still alive on our side)
136 if (this.gameId
!= data
.gameId
)
137 break; //games IDs don't match: definitely over...
138 this.oppConnected
= true;
139 // Send our "last state" informations to opponent(s)
140 L
= this.vr
.moves
.length
;
141 Object
.keys(this.opponents
).forEach(oid
=> {
142 this.conn
.send(JSON
.stringify({
146 lastMove: (L
>0?this.vr
.moves
[L
-1]:undefined),
151 // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one)
152 case "lastate": //got opponent infos about last move
153 L
= this.vr
.moves
.length
;
154 if (this.gameId
!= data
.gameId
)
155 break; //games IDs don't match: nothing we can do...
156 // OK, opponent still in game (which might be over)
157 if (this.score
!= "*")
159 // We finished the game (any result possible)
160 this.conn
.send(JSON
.stringify({
167 else if (!!data
.score
) //opponent finished the game
168 this.endGame(data
.score
);
169 else if (data
.movesCount
< L
)
171 // We must tell last move to opponent
172 this.conn
.send(JSON
.stringify({
174 oppid: this.opponent
.id
,
176 lastMove: this.vr
.moves
[L
-1],
180 else if (data
.movesCount
> L
) //just got last move from him
181 this.play(data
.lastMove
, "animate");
183 case "resign": //..you won!
184 this.endGame(this.mycolor
=="w"?"1-0":"0-1");
186 // TODO: also use (dis)connect info to count online players?
189 if (this.mode
=="human")
191 const online
= (data
.code
== "connect");
192 // If this is an opponent ?
193 if (!!this.opponents
[data
.id
])
194 this.opponents
[data
.id
].online
= online
;
199 delete this.people
[data
.id
];
201 this.people
[data
.id
] = data
.name
;
207 const socketCloseListener
= () => {
208 this.conn
.addEventListener('message', socketMessageListener
);
209 this.conn
.addEventListener('close', socketCloseListener
);
213 this.conn
.onmessage
= socketMessageListener
;
214 this.conn
.onclose
= socketCloseListener
;
216 // Computer moves web worker logic: (TODO: also for observers in HH games ?)
217 this.compWorker
.postMessage(["scripts",variant
.name
]);
218 this.compWorker
.onmessage
= e
=> {
219 this.lockCompThink
= true; //to avoid some ghost moves
220 let compMove
= e
.data
;
221 if (!Array
.isArray(compMove
))
222 compMove
= [compMove
]; //to deal with MarseilleRules
223 // Small delay for the bot to appear "more human"
224 const delay
= Math
.max(500-(Date
.now()-this.timeStart
), 0);
226 const animate
= variant
.name
!= "Dark";
227 this.play(compMove
[0], animate
);
228 if (compMove
.length
== 2)
229 setTimeout( () => { this.play(compMove
[1], animate
); }, 750);
230 else //250 == length of animation (TODO: should be a constant somewhere)
231 setTimeout( () => this.lockCompThink
= false, 250);
235 // dans variant.js (plutôt room.js) conn gère aussi les challenges
236 // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
238 offerDraw: function() {
239 if (!confirm("Offer draw?"))
241 // Stay in "draw offer sent" state until next move is played
242 this.drawOfferSent
= true;
243 if (this.subMode
== "corr")
245 // TODO: set drawOffer on in game (how ?)
249 this.opponents
.forEach(o
=> {
253 this.conn
.send(JSON
.stringify({code: "draw", oppid: o
.id
}));
254 } catch (INVALID_STATE_ERR
) {
261 // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
262 receiveDrawOffer: function() {
264 // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
265 // if accept: send message "draw"
267 abortGame: function() {
268 if (!confirm("Abort the game?"))
270 //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
271 //send message: "gameOver" avec score "?"
273 resign: function(e
) {
274 if (!confirm("Resign the game?"))
276 if (this.mode
== "human" && this.oppConnected(this.oppid
))
279 this.conn
.send(JSON
.stringify({code: "resign", oppid: this.oppid
}));
280 } catch (INVALID_STATE_ERR
) {
284 this.endGame(this.mycolor
=="w"?"0-1":"1-0");
286 translate: translate
,
287 newGameFromFen: function(fen
) {
288 this.vr
= new VariantRules(fen
);
291 this.fenStart
= newFen
;
293 if (this.mode
== "analyze")
295 this.mycolor
= V
.ParseFen(newFen
).turn
;
296 this.orientation
= this.mycolor
;
298 else if (this.mode
== "computer") //only other alternative (HH with gameId)
300 this.mycolor
= (Math
.random() < 0.5 ? "w" : "b");
301 this.orientation
= this.mycolor
;
302 this.compWorker
.postMessage(["init",newFen
]);
303 if (this.mycolor
!= "w" || this.subMode
== "auto")
304 this.playComputerMove();
307 loadGame: function() {
308 const game
= getGameFromStorage(this.gameId
);
309 this.opponent
.id
= game
.oppid
; //opponent ID in case of running HH game
310 this.opponent
.name
= game
.oppname
; //maye be blank (if anonymous)
311 this.score
= game
.score
;
312 this.mycolor
= game
.mycolor
;
313 this.fenStart
= game
.fenStart
;
314 this.moves
= game
.moves
;
315 this.cursor
= game
.moves
.length
-1;
316 this.lastMove
= (game
.moves
.length
> 0 ? game
.moves
[this.cursor
] : null);
318 setEndgameMessage: function(score
) {
319 let eogMessage
= "Undefined";
323 eogMessage
= translations
["White win"];
326 eogMessage
= translations
["Black win"];
329 eogMessage
= translations
["Draw"];
332 eogMessage
= "Unfinished";
335 this.endgameMessage
= eogMessage
;
337 download: function() {
338 const content
= this.getPgn();
339 // Prepare and trigger download link
340 let downloadAnchor
= document
.getElementById("download");
341 downloadAnchor
.setAttribute("download", "game.pgn");
342 downloadAnchor
.href
= "data:text/plain;charset=utf-8," + encodeURIComponent(content
);
343 downloadAnchor
.click();
347 pgn
+= '[Site "vchess.club"]\n';
348 const opponent
= (this.mode
=="human" ? "Anonymous" : "Computer");
349 pgn
+= '[Variant "' + variant
.name
+ '"]\n';
350 pgn
+= '[Date "' + getDate(new Date()) + '"]\n';
351 const whiteName
= ["human","computer"].includes(this.mode
)
352 ? (this.mycolor
=='w'?'Myself':opponent
)
354 const blackName
= ["human","computer"].includes(this.mode
)
355 ? (this.mycolor
=='b'?'Myself':opponent
)
357 pgn
+= '[White "' + whiteName
+ '"]\n';
358 pgn
+= '[Black "' + blackName
+ '"]\n';
359 pgn
+= '[Fen "' + this.fenStart
+ '"]\n';
360 pgn
+= '[Result "' + this.score
+ '"]\n\n';
363 while (i
< this.moves
.length
)
365 pgn
+= (counter
++) + ".";
366 for (let color
of ["w","b"])
369 while (i
< this.moves
.length
&& this.moves
[i
].color
== color
)
370 move += this.moves
[i
++].notation
[0] + ",";
371 move = move.slice(0,-1); //remove last comma
372 pgn
+= move + (i
< this.moves
.length
-1 ? " " : "");
377 showScoreMsg: function(score
) {
378 this.setEndgameMessage(score
);
379 let modalBox
= document
.getElementById("modal-eog");
380 modalBox
.checked
= true;
381 setTimeout(() => { modalBox
.checked
= false; }, 2000);
383 endGame: function(score
) {
385 this.showScoreMsg(score
);
386 if (this.mode
== "human")
387 localStorage
["score"] = score
;
388 this.$emit("game-over");
390 oppConnected: function(uid
) {
391 return this.opponents
.any(o
=> o
.id
== uidi
&& o
.online
);
393 playComputerMove: function() {
394 this.timeStart
= Date
.now();
395 this.compWorker
.postMessage(["askmove"]);
397 animateMove: function(move) {
398 let startSquare
= document
.getElementById(getSquareId(move.start
));
399 let endSquare
= document
.getElementById(getSquareId(move.end
));
400 let rectStart
= startSquare
.getBoundingClientRect();
401 let rectEnd
= endSquare
.getBoundingClientRect();
402 let translation
= {x:rectEnd
.x
-rectStart
.x
, y:rectEnd
.y
-rectStart
.y
};
404 document
.querySelector("#" + getSquareId(move.start
) + " > img.piece");
405 // HACK for animation (with positive translate, image slides "under background")
406 // Possible improvement: just alter squares on the piece's way...
407 squares
= document
.getElementsByClassName("board");
408 for (let i
=0; i
<squares
.length
; i
++)
410 let square
= squares
.item(i
);
411 if (square
.id
!= getSquareId(move.start
))
412 square
.style
.zIndex
= "-1";
414 movingPiece
.style
.transform
= "translate(" + translation
.x
+ "px," +
415 translation
.y
+ "px)";
416 movingPiece
.style
.transitionDuration
= "0.2s";
417 movingPiece
.style
.zIndex
= "3000";
419 for (let i
=0; i
<squares
.length
; i
++)
420 squares
.item(i
).style
.zIndex
= "auto";
421 movingPiece
.style
= {}; //required e.g. for 0-0 with KR swap
425 play: function(move, programmatic
) {
426 let navigate
= !move;
427 // Forbid playing outside analyze mode when cursor isn't at moves.length-1
428 // (except if we receive opponent's move, human or computer)
429 if (!navigate
&& this.mode
!= "analyze" && !programmatic
430 && this.cursor
< this.moves
.length
-1)
436 if (this.cursor
== this.moves
.length
-1)
437 return; //no more moves
438 move = this.moves
[this.cursor
+1];
440 if (!!programmatic
) //computer or (remote) human opponent
442 if (this.cursor
< this.moves
.length
-1)
443 this.gotoEnd(); //required to play the move
444 return this.animateMove(move);
446 // Not programmatic, or animation is over
447 if (this.mode
== "human" && this.subMode
== "corr" && this.mycolor
== this.vr
.turn
)
449 // TODO: show confirm box "validate move ?"
452 move.notation
= this.vr
.getNotation(move);
454 move.color
= this.vr
.turn
;
457 this.lastMove
= move;
459 move.fen
= this.vr
.getFen();
460 if (this.settings
.sound
== 2)
461 new Audio("/sounds/move.mp3").play().catch(err
=> {});
462 if (this.mode
== "human")
464 updateStorage(move); //after our moves and opponent moves
465 if (this.vr
.turn
== this.mycolor
)
466 this.conn
.send(JSON
.stringify({code:"newmove", move:move, oppid:this.oppid
}));
468 else if (this.mode
== "computer")
470 // Send the move to web worker (including his own moves)
471 this.compWorker
.postMessage(["newmove",move]);
473 if (!navigate
&& (this.score
== "*" || this.mode
== "analyze"))
475 // Stack move on movesList at current cursor
476 if (this.cursor
== this.moves
.length
)
477 this.moves
.push(move);
479 this.moves
= this.moves
.slice(0,this.cursor
-1).concat([move]);
481 // Is opponent in check?
482 this.incheck
= this.vr
.getCheckSquares(this.vr
.turn
);
483 const score
= this.vr
.getCurrentScore();
486 if (["human","computer"].includes(this.mode
))
488 else //just show score on screen (allow undo)
489 this.showScoreMsg(score
);
491 // subTurn condition for Marseille (and Avalanche) rules
492 else if ((this.mode
== "computer" && (!this.vr
.subTurn
|| this.vr
.subTurn
<= 1))
493 && (this.subMode
== "auto" || this.vr
.turn
!= this.mycolor
))
495 this.playComputerMove();
497 // https://vuejs.org/v2/guide/list.html#Caveats (also for undo)
499 this.$children
[0].$forceUpdate(); //TODO!?
501 undo: function(move) {
502 let navigate
= !move;
506 return; //no more moves
507 move = this.moves
[this.cursor
];
511 this.lastMove
= (this.cursor
>= 0 ? this.moves
[this.cursor
] : undefined);
512 if (this.settings
.sound
== 2)
513 new Audio("/sounds/undo.mp3").play().catch(err
=> {});
514 this.incheck
= this.vr
.getCheckSquares(this.vr
.turn
);
516 this.$children
[0].$forceUpdate(); //TODO!?
517 else if (this.mode
== "analyze") //TODO: can this happen?
520 gotoMove: function(index
) {
521 this.vr
= new VariantRules(this.moves
[index
].fen
);
523 this.lastMove
= this.moves
[index
];
525 gotoBegin: function() {
526 this.vr
= new VariantRules(this.fenStart
);
528 this.lastMove
= null;
530 gotoEnd: function() {
531 this.gotoMove(this.moves
.length
-1);
534 this.orientation
= V
.GetNextCol(this.orientation
);