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 <div class="button-group">
109 <button id="downloadBtn" @click="download">
110 {{ translate("Download PGN") }}
112 <button>Import game</button>
115 <my-move-list v-if="showMoves" :moves="moves" :cursor="cursor" @goto-move="gotoMove">
119 created: function() {
124 this.vr
= new VariantRules(this.fen
);
125 this.fenStart
= this.fen
;
127 // TODO: also handle "draw accepted" (use opponents array?)
128 // --> must give this info also when sending lastState...
129 // and, if all players agree then OK draw (end game ...etc)
130 const socketMessageListener
= msg
=> {
131 const data
= JSON
.parse(msg
.data
);
135 case "newmove": //..he played!
136 this.play(data
.move, variant
.name
!="Dark" ? "animate" : null);
138 case "pong": //received if we sent a ping (game still alive on our side)
139 if (this.gameId
!= data
.gameId
)
140 break; //games IDs don't match: definitely over...
141 this.oppConnected
= true;
142 // Send our "last state" informations to opponent(s)
143 L
= this.vr
.moves
.length
;
144 Object
.keys(this.opponents
).forEach(oid
=> {
145 this.conn
.send(JSON
.stringify({
149 lastMove: (L
>0?this.vr
.moves
[L
-1]:undefined),
154 // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one)
155 case "lastate": //got opponent infos about last move
156 L
= this.vr
.moves
.length
;
157 if (this.gameId
!= data
.gameId
)
158 break; //games IDs don't match: nothing we can do...
159 // OK, opponent still in game (which might be over)
160 if (this.score
!= "*")
162 // We finished the game (any result possible)
163 this.conn
.send(JSON
.stringify({
170 else if (!!data
.score
) //opponent finished the game
171 this.endGame(data
.score
);
172 else if (data
.movesCount
< L
)
174 // We must tell last move to opponent
175 this.conn
.send(JSON
.stringify({
177 oppid: this.opponent
.id
,
179 lastMove: this.vr
.moves
[L
-1],
183 else if (data
.movesCount
> L
) //just got last move from him
184 this.play(data
.lastMove
, "animate");
186 case "resign": //..you won!
187 this.endGame(this.mycolor
=="w"?"1-0":"0-1");
189 // TODO: also use (dis)connect info to count online players?
192 if (this.mode
=="human")
194 const online
= (data
.code
== "connect");
195 // If this is an opponent ?
196 if (!!this.opponents
[data
.id
])
197 this.opponents
[data
.id
].online
= online
;
202 delete this.people
[data
.id
];
204 this.people
[data
.id
] = data
.name
;
210 const socketCloseListener
= () => {
211 this.conn
.addEventListener('message', socketMessageListener
);
212 this.conn
.addEventListener('close', socketCloseListener
);
216 this.conn
.onmessage
= socketMessageListener
;
217 this.conn
.onclose
= socketCloseListener
;
219 // Computer moves web worker logic: (TODO: also for observers in HH games ?)
220 this.compWorker
.postMessage(["scripts",variant
.name
]);
221 this.compWorker
.onmessage
= e
=> {
222 this.lockCompThink
= true; //to avoid some ghost moves
223 let compMove
= e
.data
;
224 if (!Array
.isArray(compMove
))
225 compMove
= [compMove
]; //to deal with MarseilleRules
226 // Small delay for the bot to appear "more human"
227 const delay
= Math
.max(500-(Date
.now()-this.timeStart
), 0);
229 const animate
= variant
.name
!= "Dark";
230 this.play(compMove
[0], animate
);
231 if (compMove
.length
== 2)
232 setTimeout( () => { this.play(compMove
[1], animate
); }, 750);
233 else //250 == length of animation (TODO: should be a constant somewhere)
234 setTimeout( () => this.lockCompThink
= false, 250);
238 // dans variant.js (plutôt room.js) conn gère aussi les challenges
239 // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
241 offerDraw: function() {
242 if (!confirm("Offer draw?"))
244 // Stay in "draw offer sent" state until next move is played
245 this.drawOfferSent
= true;
246 if (this.subMode
== "corr")
248 // TODO: set drawOffer on in game (how ?)
252 this.opponents
.forEach(o
=> {
256 this.conn
.send(JSON
.stringify({code: "draw", oppid: o
.id
}));
257 } catch (INVALID_STATE_ERR
) {
264 // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
265 receiveDrawOffer: function() {
267 // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
268 // if accept: send message "draw"
270 abortGame: function() {
271 if (!confirm("Abort the game?"))
273 //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
274 //send message: "gameOver" avec score "?"
276 resign: function(e
) {
277 if (!confirm("Resign the game?"))
279 if (this.mode
== "human" && this.oppConnected(this.oppid
))
282 this.conn
.send(JSON
.stringify({code: "resign", oppid: this.oppid
}));
283 } catch (INVALID_STATE_ERR
) {
287 this.endGame(this.mycolor
=="w"?"0-1":"1-0");
289 translate: translate
,
290 newGameFromFen: function(fen
) {
291 this.vr
= new VariantRules(fen
);
294 this.fenStart
= newFen
;
296 if (this.mode
== "analyze")
298 this.mycolor
= V
.ParseFen(newFen
).turn
;
299 this.orientation
= this.mycolor
;
301 else if (this.mode
== "computer") //only other alternative (HH with gameId)
303 this.mycolor
= (Math
.random() < 0.5 ? "w" : "b");
304 this.orientation
= this.mycolor
;
305 this.compWorker
.postMessage(["init",newFen
]);
306 if (this.mycolor
!= "w" || this.subMode
== "auto")
307 this.playComputerMove();
310 loadGame: function() {
311 const game
= getGameFromStorage(this.gameId
);
312 this.opponent
.id
= game
.oppid
; //opponent ID in case of running HH game
313 this.opponent
.name
= game
.oppname
; //maye be blank (if anonymous)
314 this.score
= game
.score
;
315 this.mycolor
= game
.mycolor
;
316 this.fenStart
= game
.fenStart
;
317 this.moves
= game
.moves
;
318 this.cursor
= game
.moves
.length
-1;
319 this.lastMove
= (game
.moves
.length
> 0 ? game
.moves
[this.cursor
] : null);
321 setEndgameMessage: function(score
) {
322 let eogMessage
= "Undefined";
326 eogMessage
= translations
["White win"];
329 eogMessage
= translations
["Black win"];
332 eogMessage
= translations
["Draw"];
335 eogMessage
= "Unfinished";
338 this.endgameMessage
= eogMessage
;
340 download: function() {
341 const content
= this.getPgn();
342 // Prepare and trigger download link
343 let downloadAnchor
= document
.getElementById("download");
344 downloadAnchor
.setAttribute("download", "game.pgn");
345 downloadAnchor
.href
= "data:text/plain;charset=utf-8," + encodeURIComponent(content
);
346 downloadAnchor
.click();
350 pgn
+= '[Site "vchess.club"]\n';
351 const opponent
= (this.mode
=="human" ? "Anonymous" : "Computer");
352 pgn
+= '[Variant "' + variant
.name
+ '"]\n';
353 pgn
+= '[Date "' + getDate(new Date()) + '"]\n';
354 const whiteName
= ["human","computer"].includes(this.mode
)
355 ? (this.mycolor
=='w'?'Myself':opponent
)
357 const blackName
= ["human","computer"].includes(this.mode
)
358 ? (this.mycolor
=='b'?'Myself':opponent
)
360 pgn
+= '[White "' + whiteName
+ '"]\n';
361 pgn
+= '[Black "' + blackName
+ '"]\n';
362 pgn
+= '[Fen "' + this.fenStart
+ '"]\n';
363 pgn
+= '[Result "' + this.score
+ '"]\n\n';
366 while (i
< this.moves
.length
)
368 pgn
+= (counter
++) + ".";
369 for (let color
of ["w","b"])
372 while (i
< this.moves
.length
&& this.moves
[i
].color
== color
)
373 move += this.moves
[i
++].notation
[0] + ",";
374 move = move.slice(0,-1); //remove last comma
375 pgn
+= move + (i
< this.moves
.length
-1 ? " " : "");
380 showScoreMsg: function(score
) {
381 this.setEndgameMessage(score
);
382 let modalBox
= document
.getElementById("modal-eog");
383 modalBox
.checked
= true;
384 setTimeout(() => { modalBox
.checked
= false; }, 2000);
386 endGame: function(score
) {
388 this.showScoreMsg(score
);
389 if (this.mode
== "human")
390 localStorage
["score"] = score
;
391 this.$emit("game-over");
393 oppConnected: function(uid
) {
394 return this.opponents
.any(o
=> o
.id
== uidi
&& o
.online
);
396 playComputerMove: function() {
397 this.timeStart
= Date
.now();
398 this.compWorker
.postMessage(["askmove"]);
400 animateMove: function(move) {
401 let startSquare
= document
.getElementById(getSquareId(move.start
));
402 let endSquare
= document
.getElementById(getSquareId(move.end
));
403 let rectStart
= startSquare
.getBoundingClientRect();
404 let rectEnd
= endSquare
.getBoundingClientRect();
405 let translation
= {x:rectEnd
.x
-rectStart
.x
, y:rectEnd
.y
-rectStart
.y
};
407 document
.querySelector("#" + getSquareId(move.start
) + " > img.piece");
408 // HACK for animation (with positive translate, image slides "under background")
409 // Possible improvement: just alter squares on the piece's way...
410 squares
= document
.getElementsByClassName("board");
411 for (let i
=0; i
<squares
.length
; i
++)
413 let square
= squares
.item(i
);
414 if (square
.id
!= getSquareId(move.start
))
415 square
.style
.zIndex
= "-1";
417 movingPiece
.style
.transform
= "translate(" + translation
.x
+ "px," +
418 translation
.y
+ "px)";
419 movingPiece
.style
.transitionDuration
= "0.2s";
420 movingPiece
.style
.zIndex
= "3000";
422 for (let i
=0; i
<squares
.length
; i
++)
423 squares
.item(i
).style
.zIndex
= "auto";
424 movingPiece
.style
= {}; //required e.g. for 0-0 with KR swap
428 play: function(move, programmatic
) {
429 let navigate
= !move;
430 // Forbid playing outside analyze mode when cursor isn't at moves.length-1
431 // (except if we receive opponent's move, human or computer)
432 if (!navigate
&& this.mode
!= "analyze" && !programmatic
433 && this.cursor
< this.moves
.length
-1)
439 if (this.cursor
== this.moves
.length
-1)
440 return; //no more moves
441 move = this.moves
[this.cursor
+1];
443 if (!!programmatic
) //computer or (remote) human opponent
445 if (this.cursor
< this.moves
.length
-1)
446 this.gotoEnd(); //required to play the move
447 return this.animateMove(move);
449 // Not programmatic, or animation is over
450 if (this.mode
== "human" && this.subMode
== "corr" && this.mycolor
== this.vr
.turn
)
452 // TODO: show confirm box "validate move ?"
455 move.notation
= this.vr
.getNotation(move);
457 move.color
= this.vr
.turn
;
460 this.lastMove
= move;
462 move.fen
= this.vr
.getFen();
463 if (this.settings
.sound
== 2)
464 new Audio("/sounds/move.mp3").play().catch(err
=> {});
465 if (this.mode
== "human")
467 updateStorage(move); //after our moves and opponent moves
468 if (this.vr
.turn
== this.mycolor
)
469 this.conn
.send(JSON
.stringify({code:"newmove", move:move, oppid:this.oppid
}));
471 else if (this.mode
== "computer")
473 // Send the move to web worker (including his own moves)
474 this.compWorker
.postMessage(["newmove",move]);
476 if (!navigate
&& (this.score
== "*" || this.mode
== "analyze"))
478 // Stack move on movesList at current cursor
479 if (this.cursor
== this.moves
.length
)
480 this.moves
.push(move);
482 this.moves
= this.moves
.slice(0,this.cursor
-1).concat([move]);
484 // Is opponent in check?
485 this.incheck
= this.vr
.getCheckSquares(this.vr
.turn
);
486 const score
= this.vr
.getCurrentScore();
489 if (["human","computer"].includes(this.mode
))
491 else //just show score on screen (allow undo)
492 this.showScoreMsg(score
);
494 // subTurn condition for Marseille (and Avalanche) rules
495 else if ((this.mode
== "computer" && (!this.vr
.subTurn
|| this.vr
.subTurn
<= 1))
496 && (this.subMode
== "auto" || this.vr
.turn
!= this.mycolor
))
498 this.playComputerMove();
500 // https://vuejs.org/v2/guide/list.html#Caveats (also for undo)
502 this.$children
[0].$forceUpdate(); //TODO!?
504 undo: function(move) {
505 let navigate
= !move;
509 return; //no more moves
510 move = this.moves
[this.cursor
];
514 this.lastMove
= (this.cursor
>= 0 ? this.moves
[this.cursor
] : undefined);
515 if (this.settings
.sound
== 2)
516 new Audio("/sounds/undo.mp3").play().catch(err
=> {});
517 this.incheck
= this.vr
.getCheckSquares(this.vr
.turn
);
519 this.$children
[0].$forceUpdate(); //TODO!?
520 else if (this.mode
== "analyze") //TODO: can this happen?
523 gotoMove: function(index
) {
524 this.vr
= new VariantRules(this.moves
[index
].fen
);
526 this.lastMove
= this.moves
[index
];
528 gotoBegin: function() {
529 this.vr
= new VariantRules(this.fenStart
);
531 this.lastMove
= null;
533 gotoEnd: function() {
534 this.gotoMove(this.moves
.length
-1);
537 this.orientation
= V
.GetNextCol(this.orientation
);