<template lang="pug">
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- BaseGame(:game="game" :vr="vr" ref="basegame" @newmove="processMove")
+ BaseGame(:game="game" :vr="vr" ref="basegame"
+ @newmove="processMove" @gameover="gameOver")
.button-group(v-if="game.mode!='analyze'")
button(@click="offerDraw") Draw
button(@click="abortGame") Abort
// --> doivent être enregistrés comme observers au niveau du serveur...
// non: poll users + events startObserving / stopObserving
+ // (à faire au niveau du routeur ?)
// TODO: also handle "draw accepted" (use opponents array?)
this.game = Object.assign({},
game,
// NOTE: assign mycolor here, since BaseGame could also bs VS computer
- {mycolor: ["w","b"][game.players.findIndex(p => p.sid == this.st.user.sid)]},
+ {mycolor: [undefined,"w","b"][1 + game.players.findIndex(
+ p => p.sid == this.st.user.sid)]},
);
const vModule = await import("@/variants/" + game.vname + ".js");
window.V = vModule.VariantRules;
this.vr = new V(game.fen);
+ // Post-processing: decorate each move with current FEN:
+ // (to be able to jump to any position quickly)
+ game.moves.forEach(move => {
+ vr.play(move); //side-effect: set move.fen
+ });
+ this.vr.re_init(game.fen);
});
// // Poll all players except me (if I'm playing) to know online status.
// // --> Send ping to server (answer pong if players[s] are connected)
// });
// }
},
+ // TODO: refactor this old "oppConnected" logic
oppConnected: function(uid) {
return this.opponents.some(o => o.id == uid && o.online);
},
processMove: function(move) {
- // TODO: process some opponent's move
-
- // update storage (corr or live), send move to opponent (if ours) /
- // notify BaseGame if opponents move (how ?) --> need a game.newmove field ?
+ if (!this.game.mycolor)
+ return; //I'm just an observer
+ // TODO: update storage (corr or live),
+ GameStorage.update({
+ fen: move: clocks: ................ // TODO
+ });
+ // Send move ("newmove" event) to opponent(s) (if ours)
+ if (move.disappear[0].c == this.game.mycolor)
+ {
+ this.game.players.forEach(p => {
+ if (p.sid != this.st.user.sid)
+ this.st.conn.send("newmove", {target:p.sid, move:move});
+ });
+ }
+ },
+ gameOver: function(score) {
+ // TODO: GameStorage.update with score
+ // NOTE: this update function should also work for corr games
},
},
};
</script>
+
+// TODO: utiliser "started" (renommer) pour se souvenir du timestamp où un user a commencé à réfléchir à un coup. Le sauvegarder dans update aussi...
+
+// variable initime à récupérer de game aussi (et pas "started")
+// si initime à -1 ou undefined alors pas commencé. Abort possible à tout moment avec message
+// Sorry I have to go / Game seems over / Game is not interesting
+
+move.clock à màj avec (current) clock - temps de réflexion (now() - initime) + increment
+après chaque coup dans une partie live ou corr non terminée.
+--> donc à Game.update on passe directement clock
+
+code "T" pour score "perte au temps" ?