From: Benjamin Auder Date: Mon, 18 Apr 2022 08:57:01 +0000 (+0200) Subject: Some issues with reserves display X-Git-Url: https://git.auder.net/img/bundles/framework/images/assets/mini-custom.min.css?a=commitdiff_plain;h=b4ae3ff62916d54d56778f63ef0231bfb5761142;p=xogo.git Some issues with reserves display --- diff --git a/app.js b/app.js index 676b895..6036d49 100644 --- a/app.js +++ b/app.js @@ -34,7 +34,8 @@ $.getElementById("myName").value = localStorage.getItem("name"); let inputName = document.getElementById("myName"); let formField = document.getElementById("ng-name"); const setActive = (active) => { - if (active) formField.classList.add("form-field--is-active"); + if (active) + formField.classList.add("form-field--is-active"); else { formField.classList.remove("form-field--is-active"); inputName.value == '' @@ -57,8 +58,10 @@ function setName() { // Turn a "tab" on, and "close" all others function toggleVisible(element) { for (elt of document.querySelectorAll("main > div")) { - if (elt.id != element) elt.style.display = "none"; - else elt.style.display = "block"; + if (elt.id != element) + elt.style.display = "none"; + else + elt.style.display = "block"; } if (element == "boardContainer") { // Avoid smartphone scrolling effects (TODO?) @@ -69,7 +72,8 @@ function toggleVisible(element) { document.querySelector("html").style.overflow = "visible"; document.body.style.overflow = "visible"; // Workaround "superposed texts" effect: - if (element == "newGame") setActive(false); + if (element == "newGame") + setActive(false); } } @@ -83,7 +87,8 @@ function seekGame() { } } function cancelSeek() { - if (send("cancelseek", {vname: seek_vname})) toggleVisible("newGame"); + if (send("cancelseek", {vname: seek_vname})) + toggleVisible("newGame"); } function sendRematch(random) { @@ -91,20 +96,23 @@ function sendRematch(random) { toggleVisible("pendingRematch"); } function cancelRematch() { - if (send("norematch", {gid: gid})) toggleVisible("newGame"); + if (send("norematch", {gid: gid})) + toggleVisible("newGame"); } // Play with a friend (or not ^^) function showNewGameForm() { const vname = $.getElementById("selectVariant").value; - if (vname == "_random") alert("Select a variant first"); + if (vname == "_random") + alert("Select a variant first"); else { $.getElementById("gameLink").innerHTML = ""; $.getElementById("selectColor").selectedIndex = 0; toggleVisible("newGameForm"); import(`/variants/${vname}/class.js`).then(module => { window.V = module.default; - for (const [k, v] of Object.entries(V.Aliases)) window[k] = v; + for (const [k, v] of Object.entries(V.Aliases)) + window[k] = v; prepareOptions(); }); } @@ -158,7 +166,8 @@ function prepareOptions() { while (i < stylesLength) { optHtml += '
'; for (let j=i; j${style}`; } @@ -175,11 +184,14 @@ function getGameLink() { const color = $.getElementById("selectColor").value; for (const select of $.querySelectorAll("#gameOptions select")) { let value = select.value; - if (select.attributes["data-numeric"]) value = parseInt(value, 10); - if (value) options[ select.id.split("_")[1] ] = value; + if (select.attributes["data-numeric"]) + value = parseInt(value, 10); + if (value) + options[ select.id.split("_")[1] ] = value; } for (const check of $.querySelectorAll("#gameOptions input")) { - if (check.checked) options[ check.id.split("_")[1] ] = check.checked; + if (check.checked) + options[ check.id.split("_")[1] ] = check.checked; } send("creategame", { vname: vname, @@ -206,9 +218,11 @@ function fillGameInfos(gameInfos, oppIndex) { while (i < options.length) { htmlContent += '
'; for (let j=i; j { if (socket.readyState == 1) { socket.send(JSON.stringify(Object.assign({code: code}, data))); - if (opts.success) opts.success(); + if (opts.success) + opts.success(); return true; } return false; @@ -253,13 +268,16 @@ function send(code, data, opts) { let sendAttempt = 1; const retryLoop = setInterval( () => { - if (trySend() || ++sendAttempt >= 3) clearInterval(retryLoop); - if (sendAttempt >= 3 && opts.error) opts.error(); + if (trySend() || ++sendAttempt >= 3) + clearInterval(retryLoop); + if (sendAttempt >= 3 && opts.error) + opts.error(); }, 1000 ); } - else if (opt.error) opts.error(); + else if (opts.error) + opts.error(); } return firstTry; } @@ -306,7 +324,8 @@ const messageCenter = (msg) => { switch (obj.code) { // Start new game: case "gamestart": { - if (document.hidden) notifyMe("game"); + if (document.hidden) + notifyMe("game"); gid = obj.gid; initializeGame(obj); break; @@ -339,14 +358,17 @@ const messageCenter = (msg) => { // Receive opponent's move: case "newmove": // Basic check: was it really opponent's turn? - if (vr.turn == playerColor) break; - if (document.hidden) notifyMe("move"); + if (vr.turn == playerColor) + break; + if (document.hidden) + notifyMe("move"); vr.playReceivedMove(obj.moves, () => { if (vr.getCurrentScore(obj.moves[obj.moves.length-1]) != "*") { localStorage.removeItem("gid"); setTimeout( () => toggleVisible("gameStopped"), 2000 ); } - else toggleTurnIndicator(true); + else + toggleTurnIndicator(true); }); break; // Opponent stopped game (draw, abort, resign...) @@ -400,8 +422,10 @@ connectToWSS(); function toggleTurnIndicator(myTurn) { let indicator = $.getElementById("boardContainer").querySelector(".chessboard"); - if (myTurn) indicator.style.outline = "thick solid green"; - else indicator.style.outline = "thick solid lightgrey"; + if (myTurn) + indicator.style.outline = "thick solid green"; + else + indicator.style.outline = "thick solid lightgrey"; } function notifyMe(code) { @@ -410,10 +434,12 @@ function notifyMe(code) { new Notification("New " + code, { vibrate: [200, 100, 200] }); new Audio("/assets/new_" + code + ".mp3").play(); } - if (Notification.permission === "granted") doNotify(); + if (Notification.permission === "granted") + doNotify(); else if (Notification.permission !== "denied") { Notification.requestPermission().then(permission => { - if (permission === "granted") doNotify(); + if (permission === "granted") + doNotify(); }); } } @@ -450,7 +476,8 @@ function initializeGame(obj) { const options = obj.options || {}; import(`/variants/${obj.vname}/class.js`).then(module => { window.V = module.default; - for (const [k, v] of Object.entries(V.Aliases)) window[k] = v; + for (const [k, v] of Object.entries(V.Aliases)) + window[k] = v; // Load CSS. Avoid loading twice the same stylesheet: const allIds = [].slice.call($.styleSheets).map(s => s.id); const newId = obj.vname + "_css"; @@ -504,8 +531,10 @@ function initializeGame(obj) { } } fillGameInfos(obj, playerColor == "w" ? 1 : 0); - if (obj.randvar) toggleVisible("gameInfos"); - else toggleVisible("boardContainer"); + if (obj.randvar) + toggleVisible("gameInfos"); + else + toggleVisible("boardContainer"); toggleTurnIndicator(vr.turn == playerColor); }); } @@ -520,12 +549,15 @@ function confirmStopGame() { function toggleGameInfos() { if ($.getElementById("gameInfos").style.display == "none") toggleVisible("gameInfos"); - else toggleVisible("boardContainer"); + else + toggleVisible("boardContainer"); } $.body.addEventListener("keydown", (e) => { - if (!localStorage.getItem("gid")) return; - if (e.keyCode == 27) confirmStopGame(); + if (!localStorage.getItem("gid")) + return; + if (e.keyCode == 27) + confirmStopGame(); else if (e.keyCode == 32) { e.preventDefault(); toggleGameInfos(); diff --git a/base_rules.js b/base_rules.js index 4e2eddd..79e8650 100644 --- a/base_rules.js +++ b/base_rules.js @@ -25,9 +25,9 @@ export default class ChessRules { variable: "randomness", defaut: 0, options: [ - { label: "Deterministic", value: 0 }, - { label: "Symmetric random", value: 1 }, - { label: "Asymmetric random", value: 2 } + {label: "Deterministic", value: 0}, + {label: "Symmetric random", value: 1}, + {label: "Asymmetric random", value: 2} ] }], check: [ @@ -65,8 +65,8 @@ export default class ChessRules { // Pawns specifications get pawnSpecs() { return { - directions: { 'w': -1, 'b': 1 }, - initShift: { w: 1, b: 1 }, + directions: {w: -1, b: 1}, + initShift: {w: 1, b: 1}, twoSquares: true, threeSquares: false, canCapture: true, @@ -103,7 +103,8 @@ export default class ChessRules { // Some variants use click infos: doClick([x, y]) { - if (typeof x != "number") return null; //click on reserves + if (typeof x != "number") + return null; //click on reserves if ( this.options["teleport"] && this.subTurnTeleport == 2 && this.board[x][y] == "" @@ -170,7 +171,8 @@ export default class ChessRules { } idToCoords(targetId) { - if (!targetId) return null; //outside page, maybe... + if (!targetId) + return null; //outside page, maybe... const idParts = targetId.split('|'); //prefix|sq-2-3 (start at 0 => 3,4) if ( idParts.length < 2 || @@ -271,11 +273,16 @@ export default class ChessRules { } // Add turn + flags + enpassant (+ reserve) let parts = []; - if (this.hasFlags) parts.push(`"flags":"${flags}"`); - if (this.hasEnpassant) parts.push('"enpassant":"-"'); - if (this.hasReserve) parts.push('"reserve":"000000000000"'); - if (this.options["crazyhouse"]) parts.push('"ispawn":"-"'); - if (parts.length >= 1) fen += " {" + parts.join(",") + "}"; + if (this.hasFlags) + parts.push(`"flags":"${flags}"`); + if (this.hasEnpassant) + parts.push('"enpassant":"-"'); + if (this.hasReserve) + parts.push('"reserve":"000000000000"'); + if (this.options["crazyhouse"]) + parts.push('"ispawn":"-"'); + if (parts.length >= 1) + fen += " {" + parts.join(",") + "}"; return fen; } @@ -287,7 +294,8 @@ export default class ChessRules { turn: fenParts[1], movesCount: fenParts[2] }; - if (fenParts.length > 3) res = Object.assign(res, JSON.parse(fenParts[3])); + if (fenParts.length > 3) + res = Object.assign(res, JSON.parse(fenParts[3])); return res; } @@ -299,13 +307,16 @@ export default class ChessRules { this.movesCount ); let parts = []; - if (this.hasFlags) parts.push(`"flags":"${this.getFlagsFen()}"`); + if (this.hasFlags) + parts.push(`"flags":"${this.getFlagsFen()}"`); if (this.hasEnpassant) parts.push(`"enpassant":"${this.getEnpassantFen()}"`); - if (this.hasReserve) parts.push(`"reserve":"${this.getReserveFen()}"`); + if (this.hasReserve) + parts.push(`"reserve":"${this.getReserveFen()}"`); if (this.options["crazyhouse"]) parts.push(`"ispawn":"${this.getIspawnFen()}"`); - if (parts.length >= 1) fen += " {" + parts.join(",") + "}"; + if (parts.length >= 1) + fen += " {" + parts.join(",") + "}"; return fen; } @@ -314,9 +325,11 @@ export default class ChessRules { const format = (count) => { // if more than 9 consecutive free spaces, break the integer, // otherwise FEN parsing will fail. - if (count <= 9) return count; + if (count <= 9) + return count; // Most boards of size < 18: - if (count <= 18) return "9" + (count - 9); + if (count <= 18) + return "9" + (count - 9); // Except Gomoku: return "99" + (count - 18); }; @@ -324,7 +337,8 @@ export default class ChessRules { for (let i = 0; i < this.size.y; i++) { let emptyCount = 0; for (let j = 0; j < this.size.x; j++) { - if (this.board[i][j] == "") emptyCount++; + if (this.board[i][j] == "") + emptyCount++; else { if (emptyCount > 0) { // Add empty squares in-between @@ -337,7 +351,8 @@ export default class ChessRules { if (emptyCount > 0) // "Flush remainder" position += format(emptyCount); - if (i < this.size.y - 1) position += "/"; //separate rows + if (i < this.size.y - 1) + position += "/"; //separate rows } return position; } @@ -355,7 +370,8 @@ export default class ChessRules { // Enpassant part of the FEN string getEnpassantFen() { - if (!this.epSquare) return "-"; //no en-passant + if (!this.epSquare) + return "-"; //no en-passant return C.CoordsToSquare(this.epSquare); } @@ -367,7 +383,8 @@ export default class ChessRules { getIspawnFen() { const coords = Object.keys(this.ispawn); - if (coords.length == 0) return "-"; + if (coords.length == 0) + return "-"; return coords.map(C.CoordsToSquare).join(","); } @@ -389,7 +406,8 @@ export default class ChessRules { this.afterPlay = o.afterPlay; // FEN-related: - if (!o.fen) o.fen = this.genRandInitFen(o.seed); + if (!o.fen) + o.fen = this.genRandInitFen(o.seed); const fenParsed = this.parseFen(o.fen); this.board = this.getBoard(fenParsed.position); this.turn = fenParsed.turn; @@ -411,9 +429,11 @@ export default class ChessRules { const character = rows[i][indexInRow]; const num = parseInt(character, 10); // If num is a number, just shift j: - if (!isNaN(num)) j += num; + if (!isNaN(num)) + j += num; // Else: something at position i,j - else board[i][j++] = this.fen2board(character); + else + board[i][j++] = this.fen2board(character); } } return board; @@ -422,11 +442,14 @@ export default class ChessRules { // Some additional variables from FEN (variant dependant) setOtherVariables(fenParsed) { // Set flags and enpassant: - if (this.hasFlags) this.setFlags(fenParsed.flags); + if (this.hasFlags) + this.setFlags(fenParsed.flags); if (this.hasEnpassant) this.epSquare = this.getEpSquare(fenParsed.enpassant); - if (this.hasReserve) this.initReserves(fenParsed.reserve); - if (this.options["crazyhouse"]) this.initIspawn(fenParsed.ispawn); + if (this.hasReserve) + this.initReserves(fenParsed.reserve); + if (this.options["crazyhouse"]) + this.initIspawn(fenParsed.ispawn); this.subTurn = 1; //may be unused if (this.options["teleport"]) { this.subTurnTeleport = 1; @@ -463,8 +486,10 @@ export default class ChessRules { } } } - if (this.epSquare) this.enlightEnpassant(newEnlightened); - if (withGraphics) this.graphUpdateEnlightened(newEnlightened); + if (this.epSquare) + this.enlightEnpassant(newEnlightened); + if (withGraphics) + this.graphUpdateEnlightened(newEnlightened); this.enlightened = newEnlightened; } @@ -531,8 +556,10 @@ export default class ChessRules { this.reserve = { w: {}, b: {} }; const pieceName = Object.keys(this.pieces()); for (let i of ArrayFun.range(12)) { - if (i < 6) this.reserve['w'][pieceName[i]] = counts[i]; - else this.reserve['b'][pieceName[i-6]] = counts[i]; + if (i < 6) + this.reserve['w'][pieceName[i]] = counts[i]; + else + this.reserve['b'][pieceName[i-6]] = counts[i]; } } @@ -541,7 +568,8 @@ export default class ChessRules { this.ispawn = ispawnStr.split(",").map(C.SquareToCoords) .reduce((o, key) => ({ ...o, [key]: true}), {}); } - else this.ispawn = {}; + else + this.ispawn = {}; } getNbReservePieces(color) { @@ -675,10 +703,12 @@ export default class ChessRules { } } } - else this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null); + else + this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null); let chessboard = document.getElementById(this.containerId).querySelector(".chessboard"); - if (!r) r = chessboard.getBoundingClientRect(); + if (!r) + r = chessboard.getBoundingClientRect(); const pieceWidth = this.getPieceWidth(r.width); for (let i=0; i < this.size.x; i++) { for (let j=0; j < this.size.y; j++) { @@ -699,7 +729,8 @@ export default class ChessRules { } } } - if (this.reserve) this.re_drawReserve(['w', 'b'], r); + if (this.reserve) + this.re_drawReserve(['w', 'b'], r); } // NOTE: assume !!this.reserve @@ -707,7 +738,8 @@ export default class ChessRules { if (this.r_pieces) { // Remove (old) reserve pieces for (let c of colors) { - if (!this.reserve[c]) continue; + if (!this.reserve[c]) + continue; Object.keys(this.reserve[c]).forEach(p => { if (this.r_pieces[c][p]) { this.r_pieces[c][p].remove(); @@ -717,17 +749,22 @@ export default class ChessRules { } }); let reservesDiv = document.getElementById("reserves_" + c); - if (reservesDiv) reservesDiv.remove(); + if (reservesDiv) + reservesDiv.remove(); } } - else this.r_pieces = { 'w': {}, 'b': {} }; + else + this.r_pieces = { 'w': {}, 'b': {} }; let chessboard = document.getElementById(this.containerId).querySelector(".chessboard"); - if (!r) r = chessboard.getBoundingClientRect(); + if (!r) + r = chessboard.getBoundingClientRect(); for (let c of colors) { - if (!this.reserve[c]) continue; + if (!this.reserve[c]) + continue; const nbR = this.getNbReservePieces(c); - if (nbR == 0) continue; + if (nbR == 0) + continue; const sqResSize = this.getReserveSquareSize(r.width, nbR); let ridx = 0; const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5); @@ -742,7 +779,8 @@ export default class ChessRules { rcontainer.style.height = sqResSize + "px"; chessboard.appendChild(rcontainer); for (let p of Object.keys(this.reserve[c])) { - if (this.reserve[c][p] == 0) continue; + if (this.reserve[c][p] == 0) + continue; let r_cell = document.createElement("div"); r_cell.id = this.coordsToId([c, p]); r_cell.classList.add("reserve-cell"); @@ -776,7 +814,8 @@ export default class ChessRules { const oldCount = this.reserve[color][piece]; this.reserve[color][piece] = count; // Redrawing is much easier if count==0 - if ([oldCount, count].includes(0)) this.re_drawReserve([color]); + if ([oldCount, count].includes(0)) + this.re_drawReserve([color]); else { const numId = this.getReserveNumId(color, piece); document.getElementById(numId).textContent = count; @@ -786,7 +825,8 @@ export default class ChessRules { // After resize event: no need to destroy/recreate pieces rescale() { const container = document.getElementById(this.containerId); - if (!container) return; //useful at initial loading + if (!container) + return; //useful at initial loading let chessboard = container.querySelector(".chessboard"); const r = chessboard.getBoundingClientRect(); const newRatio = r.width / r.height; @@ -818,14 +858,17 @@ export default class ChessRules { } } } - if (this.reserve) this.rescaleReserve(newR); + if (this.reserve) + this.rescaleReserve(newR); } rescaleReserve(r) { for (let c of ['w','b']) { - if (!this.reserve[c]) continue; + if (!this.reserve[c]) + continue; const nbR = this.getNbReservePieces(c); - if (nbR == 0) continue; + if (nbR == 0) + continue; // Resize container first const sqResSize = this.getReserveSquareSize(r.width, nbR); const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5); @@ -838,7 +881,8 @@ export default class ChessRules { // And then reserve cells: const rpieceWidth = this.getReserveSquareSize(r.width, nbR); Object.keys(this.reserve[c]).forEach(p => { - if (this.reserve[c][p] == 0) return; + if (this.reserve[c][p] == 0) + return; let r_cell = document.getElementById(this.coordsToId([c, p])); r_cell.style.width = sqResSize + "px"; r_cell.style.height = sqResSize + "px"; @@ -851,7 +895,8 @@ export default class ChessRules { // We return here the CSS coordinates (more useful). getPixelPosition(i, j, r) { const sqSize = this.getSquareWidth(r.width); - if (i < 0 || j < 0) return [0, 0]; //piece vanishes + if (i < 0 || j < 0) + return [0, 0]; //piece vanishes const flipped = (this.playerColor == 'b'); const x = (flipped ? this.size.y - 1 - j : j) * sqSize; const y = (flipped ? this.size.x - 1 - i : i) * sqSize; @@ -891,17 +936,21 @@ export default class ChessRules { sqSize; const mousedown = (e) => { // Disable zoom on smartphones: - if (e.touches && e.touches.length > 1) e.preventDefault(); + if (e.touches && e.touches.length > 1) + e.preventDefault(); r = chessboard.getBoundingClientRect(); sqSize = this.getSquareWidth(r.width); const square = this.idToCoords(e.target.id); if (square) { const [i, j] = square; const move = this.doClick([i, j]); - if (move) this.playPlusVisual(move); + if (move) + this.playPlusVisual(move); else { - if (typeof i != "number") startPiece = this.r_pieces[i][j]; - else if (this.g_pieces[i][j]) startPiece = this.g_pieces[i][j]; + if (typeof i != "number") + startPiece = this.r_pieces[i][j]; + else if (this.g_pieces[i][j]) + startPiece = this.g_pieces[i][j]; if (startPiece && this.canIplay(i, j)) { e.preventDefault(); start = { x: i, y: j }; @@ -935,7 +984,8 @@ export default class ChessRules { this.rescale(); return; } - if (!start) return; + if (!start) + return; const [x, y] = [start.x, start.y]; start = null; e.preventDefault(); @@ -950,8 +1000,10 @@ export default class ChessRules { const potentialMoves = this.getPotentialMovesFrom([x, y]) .filter(m => m.end.x == i && m.end.y == j); const moves = this.filterValid(potentialMoves); - if (moves.length >= 2) this.showChoices(moves, r); - else if (moves.length == 1) this.playPlusVisual(moves[0], r); + if (moves.length >= 2) + this.showChoices(moves, r); + else if (moves.length == 1) + this.playPlusVisual(moves[0], r); } curPiece.remove(); }; @@ -1127,9 +1179,11 @@ export default class ChessRules { // For Cylinder: get Y coordinate computeY(y) { - if (!this.options["cylinder"]) return y; + if (!this.options["cylinder"]) + return y; let res = y % this.size.y; - if (res < 0) res += this.size.y; + if (res < 0) + res += this.size.y; return res; } @@ -1146,7 +1200,8 @@ export default class ChessRules { let [ii, jj] = [i + step[0], this.computeY(j + step[1])]; let stepCounter = 1; while (this.onBoard(ii, jj) && this.board[ii][jj] == "") { - if (specs.range <= stepCounter++) continue outerLoop; + if (specs.range <= stepCounter++) + continue outerLoop; ii += step[0]; jj = this.computeY(jj + step[1]); } @@ -1169,7 +1224,8 @@ export default class ChessRules { getDropMovesFrom([c, p]) { // NOTE: by design, this.reserve[c][p] >= 1 on user click // (but not necessarily otherwise) - if (this.reserve[c][p] == 0) return []; + if (this.reserve[c][p] == 0) + return []; let moves = []; for (let i=0; i { // From x,y: revert step let [i, j] = [x - s[0], this.computeY(y - s[1])]; let stepCounter = 1; while (this.onBoard(i, j) && this.board[i][j] == "") { - if (range <= stepCounter++) return; + if (range <= stepCounter++) + return; i -= s[0]; j = this.computeY(j - s[1]); } @@ -1429,8 +1495,10 @@ export default class ChessRules { this.getColor(i, j) == oppCol && //condition for Recycle & Teleport this.canTake([i, j], [x, y]) ) { - if (pieceType != "p") moves.push(this.getBasicMove([x, y], [i, j])); - else this.addPawnMoves([x, y], [i, j], moves); + if (pieceType != "p") + moves.push(this.getBasicMove([x, y], [i, j])); + else + this.addPawnMoves([x, y], [i, j], moves); } }); }); @@ -1489,7 +1557,8 @@ export default class ChessRules { let trPiece = mv.vanish[lastIdx].p; if (this.isKing(this.getPiece(sx, sy))) trPiece = C.CannibalKingCode[trPiece]; - if (mv.appear.length >= 1) mv.appear[0].p = trPiece; + if (mv.appear.length >= 1) + mv.appear[0].p = trPiece; else if (this.options["rifle"]) { mv.appear.unshift( new PiPo({ @@ -1517,7 +1586,8 @@ export default class ChessRules { getEpSquare(moveOrSquare) { if (typeof moveOrSquare === "string") { const square = moveOrSquare; - if (square == "-") return undefined; + if (square == "-") + return undefined; return C.SquareToCoords(square); } // Argument is a move: @@ -1577,7 +1647,8 @@ export default class ChessRules { ) { finalPieces = [this.getPieceType(x2, y2)]; } - else if (promotions) finalPieces = promotions; + else if (promotions) + finalPieces = promotions; else if (this.pawnSpecs.promotions) finalPieces = this.pawnSpecs.promotions; } @@ -1713,7 +1784,8 @@ export default class ChessRules { castleSide < 2; castleSide++ //large, then small ) { - if (this.castleFlags[c][castleSide] >= this.size.y) continue; + if (this.castleFlags[c][castleSide] >= this.size.y) + continue; // If this code is reached, rook and king are on initial position // NOTE: in some variants this is not a rook @@ -1747,7 +1819,8 @@ export default class ChessRules { // Nothing on the path to the rook? step = (castleSide == 0 ? -1 : 1); for (i = y + step; i != rookPos; i += step) { - if (this.board[x][i] != "") continue castlingCheck; + if (this.board[x][i] != "") + continue castlingCheck; } // Nothing on final squares, except maybe king and castling rook? @@ -1802,7 +1875,8 @@ export default class ChessRules { // Is (king at) given position under check by "color" ? underCheck([x, y], color) { - if (this.options["taking"] || this.options["dark"]) return false; + if (this.options["taking"] || this.options["dark"]) + return false; color = color || C.GetOppCol(this.getColor(x, y)); const pieces = this.pieces(color); return Object.keys(pieces).some(p => { @@ -1812,7 +1886,8 @@ export default class ChessRules { isAttackedBy([x, y], piece, color, stepSpec) { const steps = stepSpec.attack || stepSpec.steps; - if (!steps) return false; //cannibal king, for example + if (!steps) + return false; //cannibal king, for example const range = stepSpec.range; let explored = {}; //for Cylinder mode outerLoop: for (let step of steps) { @@ -1825,7 +1900,8 @@ export default class ChessRules { !explored[rx + "." + ry] ) { explored[rx + "." + ry] = true; - if (range <= stepCounter++) continue outerLoop; + if (range <= stepCounter++) + continue outerLoop; rx -= step[0]; ry = this.computeY(ry - step[1]); } @@ -1854,7 +1930,8 @@ export default class ChessRules { } filterValid(moves) { - if (moves.length == 0) return []; + if (moves.length == 0) + return []; const color = this.turn; const oppCol = C.GetOppCol(color); if (this.options["balance"] && [1, 3].includes(this.movesCount)) { @@ -1872,7 +1949,8 @@ export default class ChessRules { return res; }); } - if (this.options["taking"] || this.options["dark"]) return moves; + if (this.options["taking"] || this.options["dark"]) + return moves; const kingPos = this.searchKingPos(color); let filtered = {}; //avoid re-checking similar moves (promotions...) return moves.filter(m => { @@ -1891,7 +1969,8 @@ export default class ChessRules { }); if (newKingIdx >= 0) square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y]; - else res = false; + else + res = false; } res &&= !this.underCheck(square, oppCol); this.undoOnBoard(m); @@ -1937,11 +2016,14 @@ export default class ChessRules { } // NOTE: not "else if" because king can capture enemy rook... let c = ""; - if (psq.x == 0) c = "b"; - else if (psq.x == this.size.x - 1) c = "w"; + if (psq.x == 0) + c = "b"; + else if (psq.x == this.size.x - 1) + c = "w"; if (c != "") { const fidx = this.castleFlags[c].findIndex(f => f == psq.y); - if (fidx >= 0) this.castleFlags[c][fidx] = this.size.y; + if (fidx >= 0) + this.castleFlags[c][fidx] = this.size.y; } }); } @@ -1996,7 +2078,8 @@ export default class ChessRules { play(move) { this.prePlay(move); - if (this.hasEnpassant) this.epSquare = this.getEpSquare(move); + if (this.hasEnpassant) + this.epSquare = this.getEpSquare(move); this.playOnBoard(move); this.postPlay(move); } @@ -2004,7 +2087,8 @@ export default class ChessRules { postPlay(move) { const color = this.turn; const oppCol = C.GetOppCol(color); - if (this.options["dark"]) this.updateEnlightened(true); + if (this.options["dark"]) + this.updateEnlightened(true); if (this.options["teleport"]) { if ( this.subTurnTeleport == 1 && @@ -2020,7 +2104,8 @@ export default class ChessRules { this.captured = null; } if (this.options["balance"]) { - if (![1, 3].includes(this.movesCount)) this.turn = oppCol; + if (![1, 3].includes(this.movesCount)) + this.turn = oppCol; } else { if ( @@ -2052,14 +2137,16 @@ export default class ChessRules { // NOTE: in fact searching for all potential moves from i,j. // I don't believe this is an issue, for now at least. const moves = this.getPotentialMovesFrom([i, j]); - if (moves.some(m => this.filterValid([m]).length >= 1)) return true; + if (moves.some(m => this.filterValid([m]).length >= 1)) + return true; } } } if (this.hasReserve && this.reserve[color]) { for (let p of Object.keys(this.reserve[color])) { const moves = this.getDropMovesFrom([color, p]); - if (moves.some(m => this.filterValid([m]).length >= 1)) return true; + if (moves.some(m => this.filterValid([m]).length >= 1)) + return true; } } return false; @@ -2070,12 +2157,17 @@ export default class ChessRules { const color = this.turn; const oppCol = C.GetOppCol(color); const kingPos = [this.searchKingPos(color), this.searchKingPos(oppCol)]; - if (kingPos[0][0] < 0 && kingPos[1][0] < 0) return "1/2"; - if (kingPos[0][0] < 0) return (color == "w" ? "0-1" : "1-0"); - if (kingPos[1][0] < 0) return (color == "w" ? "1-0" : "0-1"); - if (this.atLeastOneMove()) return "*"; + if (kingPos[0][0] < 0 && kingPos[1][0] < 0) + return "1/2"; + if (kingPos[0][0] < 0) + return (color == "w" ? "0-1" : "1-0"); + if (kingPos[1][0] < 0) + return (color == "w" ? "1-0" : "0-1"); + if (this.atLeastOneMove()) + return "*"; // No valid move: stalemate or checkmate? - if (!this.underCheck(kingPos, color)) return "1/2"; + if (!this.underCheck(kingPos, color)) + return "1/2"; // OK, checkmate return (color == "w" ? "0-1" : "1-0"); } @@ -2090,10 +2182,12 @@ export default class ChessRules { }); let chessboard = document.getElementById(this.containerId).querySelector(".chessboard"); - if (!r) r = chessboard.getBoundingClientRect(); + if (!r) + r = chessboard.getBoundingClientRect(); const pieceWidth = this.getPieceWidth(r.width); move.appear.forEach(a => { - if (this.enlightened && !this.enlightened[a.x][a.y]) return; + if (this.enlightened && !this.enlightened[a.x][a.y]) + return; this.g_pieces[a.x][a.y] = document.createElement("piece"); this.g_pieces[a.x][a.y].classList.add(this.pieces()[a.p]["class"]); this.g_pieces[a.x][a.y].classList.add(a.c == "w" ? "white" : "black"); @@ -2116,8 +2210,10 @@ export default class ChessRules { let nbR = 0, ridx = 0; for (let pi of Object.keys(this.reserve[c])) { - if (this.reserve[c][pi] == 0) continue; - if (pi == p) ridx = nbR; + if (this.reserve[c][pi] == 0) + continue; + if (pi == p) + ridx = nbR; nbR++; } const rsqSize = this.getReserveSquareSize(r.width, nbR); @@ -2142,7 +2238,8 @@ export default class ChessRules { ); if (clonePiece) { startPiece = startPiece.cloneNode(); - if (this.options["rifle"]) startArray[i1][j1].style.opacity = "0"; + if (this.options["rifle"]) + startArray[i1][j1].style.opacity = "0"; if (this.options["teleport"] && this.subTurnTeleport == 2) { const pieces = this.pieces(); const startCode = (dropMove ? j1 : this.getPiece(i1, j1)); @@ -2160,11 +2257,13 @@ export default class ChessRules { this.size.y / 2 //not trying to be accurate here... (TODO?) ]; } - else startCoords = [i1, j1]; + else + startCoords = [i1, j1]; const r = chessboard.getBoundingClientRect(); const arrival = this.getPixelPosition(i2, j2, r); //TODO: arrival on drop? let rs = [0, 0]; - if (dropMove) rs = this.getReserveShift(i1, j1, r); + if (dropMove) + rs = this.getReserveShift(i1, j1, r); const distance = Math.sqrt((startCoords[0] - i2) ** 2 + (startCoords[1] - j2) ** 2); const maxDist = Math.sqrt((this.size.x - 1)** 2 + (this.size.y - 1) ** 2); @@ -2177,7 +2276,8 @@ export default class ChessRules { setTimeout( () => { if (clonePiece) { - if (this.options["rifle"]) startArray[i1][j1].style.opacity = "1"; + if (this.options["rifle"]) + startArray[i1][j1].style.opacity = "1"; startPiece.remove(); } else { @@ -2197,8 +2297,10 @@ export default class ChessRules { this.animate(moves[i], () => { this.playVisual(moves[i], r); this.play(moves[i]); - if (i < moves.length - 1) setTimeout(() => animateRec(i+1), 300); - else callback(); + if (i < moves.length - 1) + setTimeout(() => animateRec(i+1), 300); + else + callback(); }); }; animateRec(0); @@ -2211,7 +2313,8 @@ export default class ChessRules { container.style.display = "block"; setTimeout(launchAnimation, 700); } - else setTimeout(launchAnimation, delay || 0); + else + setTimeout(launchAnimation, delay || 0); }; let container = document.getElementById(this.containerId); if (document.hidden) { @@ -2220,7 +2323,8 @@ export default class ChessRules { checkDisplayThenAnimate(700); }; } - else checkDisplayThenAnimate(); + else + checkDisplayThenAnimate(); } }; diff --git a/server.js b/server.js index 37a343e..72d285c 100644 --- a/server.js +++ b/server.js @@ -1,7 +1,9 @@ const params = require("./parameters.js"); const WebSocket = require("ws"); -const wss = new WebSocket.Server( - {port: params.socket_port, path: params.socket_path}); +const wss = new WebSocket.Server({ + port: params.socket_port, + path: params.socket_path +}); let challenges = {}; //variantName --> socketId, name let games = {}; //gameId --> gameInfo (vname, fen, players, options, time) @@ -14,10 +16,11 @@ function send(sid, code, data) { const socket = sockets[sid]; // If a player deletes local infos and then tries to resume a game, // sockets[oppSid] will probably not exist anymore: - if (socket) socket.send(JSON.stringify(Object.assign({ code: code }, data))); + if (socket) + socket.send(JSON.stringify(Object.assign({ code: code }, data))); } -function launchGame(vname, players, options) { +function initializeGame(vname, players, options) { const gid = Crypto.randomBytes(randstrSize).toString("hex").slice(0, randstrSize); games[gid] = { @@ -26,28 +29,20 @@ function launchGame(vname, players, options) { options: options, time: Date.now() }; - if (players.every(p => p)) { - const gameInfo = Object.assign( - // Provide seed so that both players initialize with same FEN - {seed: Math.floor(Math.random() * 1984), gid: gid}, - games[gid]); - for (const p of players) { - send(p.sid, - "gamestart", - Object.assign({randvar: p.randvar}, gameInfo)); - } - } - else { - // Incomplete players array: do not start game yet - send(sid, "gamecreated", {gid: gid}); - // If nobody joins within 5 minutes, delete game - setTimeout( - () => { - if (games[gid] && games[gid].players.some(p => !p)) - delete games[gid]; - }, - 5 * 60000 - ); + return gid; +} + +// Provide seed in case of, so that both players initialize with same FEN +function launchGame(gid) { + const gameInfo = Object.assign( + {seed: Math.floor(Math.random() * 1984), gid: gid}, + games[gid] + ); + // players array is supposed to be full: + for (const p of games[gid].players) { + send(p.sid, + "gamestart", + Object.assign({randvar: p.randvar}, gameInfo)); } } @@ -87,14 +82,17 @@ wss.on("connection", (socket, req) => { } if (opponent) { delete challenges[choice]; - if (choice == "_random") choice = getRandomVariant(); + if (choice == "_random") + choice = getRandomVariant(); // Launch game let players = [ {sid: sid, name: obj.name, randvar: randvar}, opponent ]; - if (Math.random() < 0.5) players = players.reverse(); - launchGame(choice, players, {}); //empty options => default + if (Math.random() < 0.5) + players = players.reverse(); + // Empty options = default + launchGame( initializeGame(choice, players, {}) ); } else // Place challenge and wait. 'randvar' indicate if we play anything @@ -106,32 +104,37 @@ wss.on("connection", (socket, req) => { games[obj.gid].fen = obj.fen; break; // Send back game informations - case "getgame": { - if (!games[obj.gid]) send(sid, "nogame"); - else send(sid, "gameinfo", games[obj.gid]); + case "getgame": + if (!games[obj.gid]) + send(sid, "nogame"); + else + send(sid, "gameinfo", games[obj.gid]); break; - } // Cancel challenge case "cancelseek": delete challenges[obj.vname]; break; // Receive rematch case "rematch": - if (!games[obj.gid]) send(sid, "closerematch"); + if (!games[obj.gid]) + send(sid, "closerematch"); else { const myIndex = (games[obj.gid].players[0].sid == sid ? 0 : 1); - if (!games[obj.gid].rematch) games[obj.gid].rematch = [0, 0]; + if (!games[obj.gid].rematch) + games[obj.gid].rematch = [0, 0]; games[obj.gid].rematch[myIndex] = !obj.random ? 1 : 2; if (games[obj.gid].rematch[1-myIndex]) { // Launch new game, colors reversed let vname = games[obj.gid].vname; const allrand = games[obj.gid].rematch.every(r => r == 2); - if (allrand) vname = getRandomVariant(); + if (allrand) + vname = getRandomVariant(); games[obj.gid].players.forEach(p => p.randvar = allrand ? true : false); - launchGame(vname, - games[obj.gid].players.reverse(), - games[obj.gid].options); + const gid = initializeGame(vname, + games[obj.gid].players.reverse(), + games[obj.gid].options); + launchGame(gid); } } break; @@ -154,23 +157,32 @@ wss.on("connection", (socket, req) => { ) { players = players.reverse(); } - launchGame(obj.vname, players, obj.options); + // Incomplete players array: do not start game yet + const gid = initializeGame(obj.vname, players, obj.options); + send(sid, "gamecreated", {gid: gid}); + // If nobody joins within 3 minutes, delete game + setTimeout( + () => { + if (games[gid] && games[gid].players.some(p => !p)) + delete games[gid]; + }, + 3 * 60000 + ); break; } // Join game vs. friend case "joingame": - if (!games[obj.gid]) send(sid, "jointoolate"); + if (!games[obj.gid]) + send(sid, "jointoolate"); else { - // Join a game (started by some other player) const emptySlot = games[obj.gid].players.findIndex(p => !p); - if (emptySlot < 0) send(sid, "jointoolate"); - games[obj.gid].players[emptySlot] = {sid: sid, name: obj.name}; - const gameInfo = Object.assign( - // Provide seed so that both players initialize with same FEN - {seed: Math.floor(Math.random()*1984), gid: obj.gid}, - games[obj.gid]); - for (const p of games[obj.gid].players) - send(p.sid, "gamestart", gameInfo); + if (emptySlot < 0) + send(sid, "jointoolate"); + else { + // Join a game (started by some other player) + games[obj.gid].players[emptySlot] = {sid: sid, name: obj.name}; + launchGame(obj.gid); + } } break; // Relay a move + update games object @@ -202,7 +214,7 @@ wss.on("connection", (socket, req) => { } } for (let g of Object.values(games)) { - const myIndex = g.players.findIndex(p => p.sid == sid); + const myIndex = g.players.findIndex(p => p && p.sid == sid); if (myIndex >= 0) { if (g.rematch && g.rematch[myIndex] > 0) g.rematch[myIndex] = 0; break; //only one game per player @@ -213,7 +225,8 @@ wss.on("connection", (socket, req) => { const heartbeat = setInterval(() => { wss.clients.forEach((ws) => { - if (ws.isAlive === false) return ws.terminate(); + if (ws.isAlive === false) + return ws.terminate(); ws.isAlive = false; ws.ping(); }); @@ -224,7 +237,8 @@ const dayInMillisecs = 24 * 60 * 60 * 1000; const killOldGames = setInterval(() => { const now = Date.now(); Object.keys(games).forEach(gid => { - if (now - games[gid].time >= dayInMillisecs) delete games[gid]; + if (now - games[gid].time >= dayInMillisecs) + delete games[gid]; }); }, dayInMillisecs);