-<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(:opponents="opponents" :people="people")
- Board(:vr="vr" :last-move="lastMove" :mode="mode" :user-color="mycolor"
- :orientation="orientation" :vname="variant.name" @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";
-import { store } from "@/store";
-
-import { getSquareId } from "@/utils/squareId";
-
-import Worker from 'worker-loader!@/playCompMove';
-
-export default {
- name: 'my-game',
- components: {
- Board,
- },
- // 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: ["gidOrFen","mode","subMode","variant"],
- data: function() {
- return {
- st: store.state,
- // Web worker to play computer moves without freezing interface:
- 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: 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
- score: "*", //'*' means 'unfinished'
- // userColor: given by gameId, or fen in problems mode (if no game Id)...
- mycolor: "w",
- fenStart: "",
- moves: [], //all moves played in current game
- cursor: -1, //index of the move just played
- lastMove: null,
- compWorker: null,
- };
- },
- 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 "gameconnect":
- case "gamedisconnect":
- 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 = new Worker(); //'/javascripts/playCompMove.js'),
- 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 = vModule.VariantRules;
- this.compWorker.postMessage(["scripts",this.variant.name]);
- 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...
- const 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.st.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.st.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>