c3387e82b6b545b91be9a0dd8746ac1abbb13fc2
[vchess.git] / client / src / components / BaseGame.vue
1 <template lang="pug">
2 div#baseGame
3 input#modalEog.modal(type="checkbox")
4 div#eogDiv(
5 role="dialog"
6 data-checkbox="modalEog"
7 )
8 .card.text-center
9 label.modal-close(for="modalEog")
10 h3.section {{ endgameMessage }}
11 #gameContainer
12 #boardContainer
13 Board(
14 ref="board"
15 :vr="vr"
16 :last-move="lastMove"
17 :analyze="game.mode=='analyze'"
18 :score="game.score"
19 :user-color="game.mycolor"
20 :orientation="orientation"
21 :vname="game.vname"
22 :incheck="incheck"
23 @play-move="play"
24 @click-square="clickSquare"
25 )
26 #turnIndicator(v-if="showTurn") {{ turn }}
27 #controls.button-group
28 button(@click="gotoBegin()")
29 img.inline(src="/images/icons/fast-forward_rev.svg")
30 button(@click="undo()")
31 img.inline(src="/images/icons/play_rev.svg")
32 button(v-if="canFlip" @click="flip()")
33 img.inline(src="/images/icons/flip.svg")
34 button(
35 @click="runAutoplay()"
36 :class="{'in-autoplay': autoplay}"
37 )
38 img.inline(src="/images/icons/autoplay.svg")
39 button(@click="play()")
40 img.inline(src="/images/icons/play.svg")
41 button(@click="gotoEnd()")
42 img.inline(src="/images/icons/fast-forward.svg")
43 #movesList
44 MoveList(
45 :show="showMoves"
46 :canAnalyze="canAnalyze"
47 :canDownload="allowDownloadPGN"
48 :score="game.score"
49 :message="game.scoreMsg"
50 :firstNum="firstMoveNumber"
51 :moves="moves"
52 :cursor="cursor"
53 @download="download"
54 @showrules="showRules"
55 @analyze="analyzePosition"
56 @goto-move="gotoMove"
57 @reset-arrows="resetArrows"
58 )
59 .clearer
60 </template>
61
62 <script>
63 import Board from "@/components/Board.vue";
64 import MoveList from "@/components/MoveList.vue";
65 import params from "@/parameters";
66 import { store } from "@/store";
67 import { getSquareId } from "@/utils/squareId";
68 import { getDate } from "@/utils/datetime";
69 import { processModalClick } from "@/utils/modalClick";
70 import { getScoreMessage } from "@/utils/scoring";
71 import { getFullNotation } from "@/utils/notation";
72 import { undoMove } from "@/utils/playUndo";
73 export default {
74 name: "my-base-game",
75 components: {
76 Board,
77 MoveList
78 },
79 props: ["game"],
80 data: function() {
81 return {
82 st: store.state,
83 // NOTE: all following variables must be reset at the beginning of a game
84 vr: null, //VariantRules object, game state
85 endgameMessage: "",
86 orientation: "w",
87 score: "*", //'*' means 'unfinished'
88 moves: [],
89 cursor: -1, //index of the move just played
90 lastMove: null,
91 firstMoveNumber: 0, //for printing
92 incheck: [], //for Board
93 inMultimove: false,
94 autoplay: false,
95 autoplayLoop: null,
96 inPlay: false,
97 stackToPlay: []
98 };
99 },
100 computed: {
101 turn: function() {
102 if (!this.vr) return "";
103 if (this.vr.showMoves != "all") {
104 return this.st.tr[
105 (this.vr.turn == 'w' ? "White" : "Black") + " to move"];
106 }
107 // Cannot flip: racing king or circular chess
108 return (
109 this.vr.movesCount == 0 && this.game.mycolor == "w"
110 ? this.st.tr["It's your turn!"]
111 : ""
112 );
113 },
114 // TODO: is it OK to pass "computed" as propoerties?
115 // Also, some are seemingly not recomputed when vr is initialized.
116 showMoves: function() {
117 return this.game.score != "*"
118 ? "all"
119 : (!!this.vr ? this.vr.showMoves : "none");
120 },
121 showTurn: function() {
122 return (
123 this.game.score == '*' &&
124 !!this.vr && (this.vr.showMoves != "all" || !this.vr.canFlip)
125 );
126 },
127 canAnalyze: function() {
128 return (
129 this.game.mode != "analyze" &&
130 !!this.vr && this.vr.canAnalyze
131 );
132 },
133 canFlip: function() {
134 return !!this.vr && this.vr.canFlip;
135 },
136 allowDownloadPGN: function() {
137 return (
138 this.game.score != "*" ||
139 (!!this.vr && this.vr.showMoves == "all")
140 );
141 }
142 },
143 created: function() {
144 if (!!this.game.fenStart) this.re_setVariables();
145 },
146 mounted: function() {
147 if (!("ontouchstart" in window)) {
148 // Desktop browser:
149 const baseGameDiv = document.getElementById("baseGame");
150 baseGameDiv.tabIndex = 0;
151 baseGameDiv.addEventListener("click", this.focusBg);
152 baseGameDiv.addEventListener("keydown", this.handleKeys);
153 baseGameDiv.addEventListener("wheel", this.handleScroll);
154 }
155 document.getElementById("eogDiv")
156 .addEventListener("click", processModalClick);
157 },
158 beforeDestroy: function() {
159 if (!!this.autoplayLoop) clearInterval(this.autoplayLoop);
160 },
161 methods: {
162 focusBg: function() {
163 document.getElementById("baseGame").focus();
164 },
165 handleKeys: function(e) {
166 if ([32, 37, 38, 39, 40].includes(e.keyCode)) e.preventDefault();
167 switch (e.keyCode) {
168 case 37:
169 this.undo();
170 break;
171 case 39:
172 this.play();
173 break;
174 case 38:
175 this.gotoBegin();
176 break;
177 case 40:
178 this.gotoEnd();
179 break;
180 case 32:
181 this.flip();
182 break;
183 }
184 },
185 handleScroll: function(e) {
186 e.preventDefault();
187 if (e.deltaY < 0) this.undo();
188 else if (e.deltaY > 0) this.play();
189 },
190 resetArrows: function() {
191 // TODO: make arrows scale with board, and remove this
192 this.$refs["board"].cancelResetArrows();
193 },
194 showRules: function() {
195 //this.$router.push("/variants/" + this.game.vname);
196 window.open("#/variants/" + this.game.vname, "_blank"); //better
197 },
198 re_setVariables: function(game) {
199 if (!game) game = this.game; //in case of...
200 this.endgameMessage = "";
201 // "w": default orientation for observed games
202 this.orientation = game.mycolor || "w";
203 this.moves = JSON.parse(JSON.stringify(game.moves || []));
204 // Post-processing: decorate each move with notation and FEN
205 this.vr = new V(game.fenStart);
206 const parsedFen = V.ParseFen(game.fenStart);
207 const firstMoveColor = parsedFen.turn;
208 this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2);
209 let L = this.moves.length;
210 this.moves.forEach(move => {
211 // Strategy working also for multi-moves:
212 if (!Array.isArray(move)) move = [move];
213 move.forEach((m,idx) => {
214 m.notation = this.vr.getNotation(m);
215 m.unambiguous = V.GetUnambiguousNotation(m);
216 this.vr.play(m);
217 if (idx < L - 1 && this.vr.getCheckSquares(this.vr.turn).length > 0)
218 m.notation += "+";
219 });
220 });
221 if (firstMoveColor == "b") {
222 // 'start' & 'end' is required for Board component
223 this.moves.unshift({
224 notation: "...",
225 unambiguous: "...",
226 start: { x: -1, y: -1 },
227 end: { x: -1, y: -1 },
228 fen: game.fenStart
229 });
230 L++;
231 }
232 this.positionCursorTo(this.moves.length - 1);
233 this.incheck = this.vr.getCheckSquares(this.vr.turn);
234 const score = this.vr.getCurrentScore();
235 if (L > 0 && this.moves[L - 1].notation != "...") {
236 if (["1-0","0-1"].includes(score)) this.moves[L - 1].notation += "#";
237 else if (this.incheck.length > 0) this.moves[L - 1].notation += "+";
238 }
239 },
240 positionCursorTo: function(index) {
241 this.cursor = index;
242 // Caution: last move in moves array might be a multi-move
243 if (index >= 0) {
244 if (Array.isArray(this.moves[index])) {
245 const L = this.moves[index].length;
246 this.lastMove = this.moves[index][L - 1];
247 } else {
248 this.lastMove = this.moves[index];
249 }
250 } else this.lastMove = null;
251 },
252 analyzePosition: function() {
253 let newUrl =
254 "/analyse/" +
255 this.game.vname +
256 "/?fen=" +
257 this.vr.getFen().replace(/ /g, "_");
258 if (!!this.game.mycolor) newUrl += "&side=" + this.game.mycolor;
259 window.open("#" + newUrl);
260 },
261 download: function() {
262 const content = this.getPgn();
263 // Prepare and trigger download link
264 let downloadAnchor = document.getElementById("download");
265 downloadAnchor.setAttribute("download", "game.pgn");
266 downloadAnchor.href =
267 "data:text/plain;charset=utf-8," + encodeURIComponent(content);
268 downloadAnchor.click();
269 },
270 getPgn: function() {
271 let pgn = "";
272 pgn += '[Site "vchess.club"]\n';
273 pgn += '[Variant "' + this.game.vname + '"]\n';
274 pgn += '[Date "' + getDate(new Date()) + '"]\n';
275 pgn += '[White "' + this.game.players[0].name + '"]\n';
276 pgn += '[Black "' + this.game.players[1].name + '"]\n';
277 pgn += '[Fen "' + this.game.fenStart + '"]\n';
278 pgn += '[Result "' + this.game.score + '"]\n';
279 if (!!this.game.id)
280 pgn += '[URL "' + params.serverUrl + '/game/' + this.game.id + '"]\n';
281 pgn += '\n';
282 for (let i = 0; i < this.moves.length; i += 2) {
283 if (i > 0) pgn += " ";
284 // Adjust dots notation for a better display:
285 let fullNotation = getFullNotation(this.moves[i]);
286 if (fullNotation == "...") fullNotation = "..";
287 pgn += (i/2+1) + "." + fullNotation;
288 if (i+1 < this.moves.length)
289 pgn += " " + getFullNotation(this.moves[i+1]);
290 }
291 pgn += "\n\n";
292 for (let i = 0; i < this.moves.length; i += 2) {
293 const moveNumber = i / 2 + 1;
294 pgn += moveNumber + "." + i + " " +
295 getFullNotation(this.moves[i], "unambiguous") + "\n";
296 if (i+1 < this.moves.length) {
297 pgn += moveNumber + "." + (i+1) + " " +
298 getFullNotation(this.moves[i+1], "unambiguous") + "\n";
299 }
300 }
301 return pgn;
302 },
303 showEndgameMsg: function(message) {
304 this.endgameMessage = message;
305 document.getElementById("modalEog").checked = true;
306 },
307 runAutoplay: function() {
308 const infinitePlay = () => {
309 if (this.cursor == this.moves.length - 1) {
310 clearInterval(this.autoplayLoop);
311 this.autoplayLoop = null;
312 this.autoplay = false;
313 return;
314 }
315 if (this.inPlay || this.inMultimove)
316 // Wait next tick
317 return;
318 this.play();
319 };
320 if (this.autoplay) {
321 this.autoplay = false;
322 clearInterval(this.autoplayLoop);
323 this.autoplayLoop = null;
324 } else {
325 this.autoplay = true;
326 infinitePlay();
327 this.autoplayLoop = setInterval(infinitePlay, 1500);
328 }
329 },
330 // Animate an elementary move
331 animateMove: function(move, callback) {
332 let startSquare = document.getElementById(getSquareId(move.start));
333 if (!startSquare) return; //shouldn't happen but...
334 let endSquare = document.getElementById(getSquareId(move.end));
335 let rectStart = startSquare.getBoundingClientRect();
336 let rectEnd = endSquare.getBoundingClientRect();
337 let translation = {
338 x: rectEnd.x - rectStart.x,
339 y: rectEnd.y - rectStart.y
340 };
341 let movingPiece = document.querySelector(
342 "#" + getSquareId(move.start) + " > img.piece"
343 );
344 // For some unknown reasons Opera get "movingPiece == null" error
345 // TODO: is it calling 'animate()' twice ? One extra time ?
346 if (!movingPiece) return;
347 const squares = document.getElementsByClassName("board");
348 for (let i = 0; i < squares.length; i++) {
349 let square = squares.item(i);
350 if (square.id != getSquareId(move.start))
351 // HACK for animation:
352 // (with positive translate, image slides "under background")
353 square.style.zIndex = "-1";
354 }
355 movingPiece.style.transform =
356 "translate(" + translation.x + "px," + translation.y + "px)";
357 movingPiece.style.transitionDuration = "0.25s";
358 movingPiece.style.zIndex = "3000";
359 setTimeout(() => {
360 for (let i = 0; i < squares.length; i++)
361 squares.item(i).style.zIndex = "auto";
362 movingPiece.style = {}; //required e.g. for 0-0 with KR swap
363 callback();
364 }, 250);
365 },
366 // For Analyse mode:
367 emitFenIfAnalyze: function() {
368 if (this.game.mode == "analyze") {
369 this.$emit(
370 "fenchange",
371 !!this.lastMove ? this.lastMove.fen : this.game.fenStart
372 );
373 }
374 },
375 clickSquare: function(square) {
376 // Some variants make use of a single click at specific times:
377 const move = this.vr.doClick(square);
378 if (!!move) this.play(move);
379 },
380 // "light": if gotoMove() or gotoEnd()
381 play: function(move, received, light, noemit) {
382 // Freeze while choices are shown:
383 if (this.$refs["board"].choices.length > 0) return;
384 if (!!noemit) {
385 if (this.inPlay) {
386 // Received moves in observed games can arrive too fast:
387 this.stackToPlay.unshift(move);
388 return;
389 }
390 this.inPlay = true;
391 }
392 const navigate = !move;
393 const playSubmove = (smove) => {
394 smove.notation = this.vr.getNotation(smove);
395 smove.unambiguous = V.GetUnambiguousNotation(smove);
396 this.vr.play(smove);
397 this.lastMove = smove;
398 if (!this.inMultimove) {
399 // Condition is "!navigate" but we mean "!this.autoplay"
400 if (!navigate) {
401 if (this.cursor < this.moves.length - 1)
402 this.moves = this.moves.slice(0, this.cursor + 1);
403 this.moves.push(smove);
404 }
405 this.inMultimove = true; //potentially
406 this.cursor++;
407 } else if (!navigate) {
408 // Already in the middle of a multi-move
409 const L = this.moves.length;
410 if (!Array.isArray(this.moves[L-1]))
411 this.$set(this.moves, L-1, [this.moves[L-1], smove]);
412 else
413 this.$set(this.moves, L-1, this.moves.concat([smove]));
414 }
415 };
416 const playMove = () => {
417 const animate = (
418 ["all", "highlight"].includes(V.ShowMoves) &&
419 (this.autoplay || !!received)
420 );
421 if (!Array.isArray(move)) move = [move];
422 let moveIdx = 0;
423 let self = this;
424 const initurn = this.vr.turn;
425 (function executeMove() {
426 const smove = move[moveIdx++];
427 if (animate) {
428 self.animateMove(smove, () => {
429 playSubmove(smove);
430 if (moveIdx < move.length)
431 setTimeout(executeMove, 500);
432 else afterMove(smove, initurn);
433 });
434 } else {
435 playSubmove(smove);
436 if (moveIdx < move.length) executeMove();
437 else afterMove(smove, initurn);
438 }
439 })();
440 };
441 const computeScore = () => {
442 const score = this.vr.getCurrentScore();
443 if (!navigate) {
444 if (["1-0","0-1"].includes(score)) this.lastMove.notation += "#";
445 else if (this.incheck.length > 0) this.lastMove.notation += "+";
446 }
447 if (score != "*" && this.game.mode == "analyze") {
448 const message = getScoreMessage(score);
449 // Just show score on screen (allow undo)
450 this.showEndgameMsg(score + " . " + this.st.tr[message]);
451 }
452 return score;
453 };
454 const afterMove = (smove, initurn) => {
455 if (this.vr.turn != initurn) {
456 // Turn has changed: move is complete
457 if (!smove.fen)
458 // NOTE: only FEN of last sub-move is required (=> setting it here)
459 smove.fen = this.vr.getFen();
460 // Is opponent in check?
461 this.incheck = this.vr.getCheckSquares(this.vr.turn);
462 this.emitFenIfAnalyze();
463 this.inMultimove = false;
464 this.score = computeScore();
465 if (this.game.mode != "analyze" && !navigate) {
466 if (!noemit) {
467 // Post-processing (e.g. computer play).
468 const L = this.moves.length;
469 // NOTE: always emit the score, even in unfinished,
470 // to tell Game::processMove() that it's not a received move.
471 this.$emit("newmove", this.moves[L-1], { score: this.score });
472 } else {
473 this.inPlay = false;
474 if (this.stackToPlay.length > 0)
475 // Move(s) arrived in-between
476 this.play(this.stackToPlay.pop(), received, light, noemit);
477 }
478 }
479 }
480 };
481 // NOTE: navigate and received are mutually exclusive
482 if (navigate) {
483 // The move to navigate to is necessarily full:
484 if (this.cursor == this.moves.length - 1) return; //no more moves
485 move = this.moves[this.cursor + 1];
486 if (!this.autoplay) {
487 // Just play the move:
488 if (!Array.isArray(move)) move = [move];
489 for (let i=0; i < move.length; i++) this.vr.play(move[i]);
490 if (!light) {
491 this.lastMove = move[move.length-1];
492 this.incheck = this.vr.getCheckSquares(this.vr.turn);
493 this.score = computeScore();
494 this.emitFenIfAnalyze();
495 }
496 this.cursor++;
497 return;
498 }
499 }
500 // Forbid playing outside analyze mode, except if move is received.
501 // Sufficient condition because Board already knows which turn it is.
502 if (
503 this.game.mode != "analyze" &&
504 !navigate &&
505 !received &&
506 (this.game.score != "*" || this.cursor < this.moves.length - 1)
507 ) {
508 return;
509 }
510 // To play a received move, cursor must be at the end of the game:
511 if (received && this.cursor < this.moves.length - 1)
512 this.gotoEnd();
513 playMove();
514 },
515 cancelCurrentMultimove: function() {
516 const L = this.moves.length;
517 let move = this.moves[L-1];
518 if (!Array.isArray(move)) move = [move];
519 for (let i=move.length -1; i >= 0; i--) this.vr.undo(move[i]);
520 this.moves.pop();
521 this.cursor--;
522 this.inMultimove = false;
523 },
524 cancelLastMove: function() {
525 // The last played move was canceled (corr game)
526 this.undo();
527 this.moves.pop();
528 },
529 // "light": if gotoMove() or gotoBegin()
530 undo: function(move, light) {
531 // Freeze while choices are shown:
532 if (this.$refs["board"].choices.length > 0) return;
533 if (this.inMultimove) {
534 this.cancelCurrentMultimove();
535 this.incheck = this.vr.getCheckSquares(this.vr.turn);
536 } else {
537 if (!move) {
538 const minCursor =
539 this.moves.length > 0 && this.moves[0].notation == "..."
540 ? 1
541 : 0;
542 if (this.cursor < minCursor) return; //no more moves
543 move = this.moves[this.cursor];
544 }
545 undoMove(move, this.vr);
546 if (light) this.cursor--;
547 else {
548 this.positionCursorTo(this.cursor - 1);
549 this.incheck = this.vr.getCheckSquares(this.vr.turn);
550 this.emitFenIfAnalyze();
551 }
552 }
553 },
554 gotoMove: function(index) {
555 if (this.$refs["board"].choices.length > 0) return;
556 if (this.inMultimove) this.cancelCurrentMultimove();
557 if (index == this.cursor) return;
558 if (index < this.cursor) {
559 while (this.cursor > index)
560 this.undo(null, null, "light");
561 }
562 else {
563 // index > this.cursor)
564 while (this.cursor < index)
565 this.play(null, null, "light");
566 }
567 // NOTE: next line also re-assign cursor, but it's very light
568 this.positionCursorTo(index);
569 this.incheck = this.vr.getCheckSquares(this.vr.turn);
570 this.emitFenIfAnalyze();
571 },
572 gotoBegin: function() {
573 if (this.$refs["board"].choices.length > 0) return;
574 if (this.inMultimove) this.cancelCurrentMultimove();
575 const minCursor =
576 this.moves.length > 0 && this.moves[0].notation == "..."
577 ? 1
578 : 0;
579 while (this.cursor >= minCursor) this.undo(null, null, "light");
580 this.lastMove = (minCursor == 1 ? this.moves[0] : null);
581 this.incheck = this.vr.getCheckSquares(this.vr.turn);
582 this.emitFenIfAnalyze();
583 },
584 gotoEnd: function() {
585 if (this.$refs["board"].choices.length > 0) return;
586 if (this.cursor == this.moves.length - 1) return;
587 this.gotoMove(this.moves.length - 1);
588 this.emitFenIfAnalyze();
589 },
590 flip: function() {
591 if (this.$refs["board"].choices.length > 0) return;
592 this.orientation = V.GetOppCol(this.orientation);
593 }
594 }
595 };
596 </script>
597
598 <style lang="sass" scoped>
599 [type="checkbox"]#modalEog+div .card
600 min-height: 45px
601
602 #baseGame
603 width: 100%
604 &:focus
605 outline: none
606
607 #gameContainer
608 margin-left: auto
609 margin-right: auto
610
611 #downloadDiv
612 display: inline-block
613
614 #controls
615 user-select: none
616 button
617 border: none
618 margin: 0
619 padding-top: 5px
620 padding-bottom: 5px
621
622 .in-autoplay
623 background-color: #FACF8C
624
625 img.inline
626 height: 22px
627 padding-top: 5px
628 @media screen and (max-width: 767px)
629 height: 18px
630
631 #turnIndicator
632 text-align: center
633 font-weight: bold
634
635 #boardContainer
636 float: left
637 // TODO: later, maybe, allow movesList of variable width
638 // or e.g. between 250 and 350px (but more complicated)
639
640 #movesList
641 width: 280px
642 float: left
643
644 @media screen and (max-width: 767px)
645 #movesList
646 width: 100%
647 float: none
648 clear: both
649 </style>