<template lang="pug">
-div
+main
input#modalNewgame.modal(type="checkbox")
div(role="dialog" aria-labelledby="titleFenedit")
.card.smallpad
label#closeNewgame.modal-close(for="modalNewgame")
fieldset
label(for="selectVariant") {{ st.tr["Variant"] }}
- select#selectVariant(v-model="newgameInfo.vid")
+ select#selectVariant(v-model="newchallenge.vid")
option(v-for="v in st.variants" :value="v.id") {{ v.name }}
fieldset
label(for="selectNbPlayers") {{ st.tr["Number of players"] }}
- select#selectNbPlayers(v-model="newgameInfo.nbPlayers")
+ select#selectNbPlayers(v-model="newchallenge.nbPlayers")
option(v-show="possibleNbplayers(2)" value="2") 2
option(v-show="possibleNbplayers(3)" value="3") 3
option(v-show="possibleNbplayers(4)" value="4") 4
fieldset
- label(for="timeControl") Time control (in days)
- #timeControl
- input(type="number" v-model="newgameInfo.mainTime"
- placeholder="Main time")
- input(type="number" v-model="newgameInfo.increment"
- placeholder="Increment")
+ label(for="timeControl") Time control (e.g. 3m, 1h+30s, 7d+1d)
+ input#timeControl(type="text" v-model="newchallenge.timeControl"
+ placeholder="Time control")
fieldset
- label(for="selectPlayers") {{ st.tr["Play with?"] }}
+ label(for="selectPlayers") {{ st.tr["Play with? (optional)"] }}
#selectPlayers
- input(type="text" v-model="newgameInfo.players[0].name")
- input(v-show="newgameInfo.nbPlayers>=3" type="text"
- v-model="newgameInfo.players[1].name")
- input(v-show="newgameInfo.nbPlayers==4" type="text"
- v-model="newgameInfo.players[2].name")
+ input(type="text" v-model="newchallenge.to[0].name")
+ input(v-show="newchallenge.nbPlayers>=3" type="text"
+ v-model="newchallenge.to[1].name")
+ input(v-show="newchallenge.nbPlayers==4" type="text"
+ v-model="newchallenge.to[2].name")
fieldset
- label(for="inputFen")
- | {{ st.tr["FEN (ignored if players fields are blank)"] }}
- input#inputFen(type="text" v-model="newgameInfo.fen")
- button(@click="newGame") Launch game
- p TODO: cadence, adversaire (pre-filled if click on name)
- p cadence 2m+12s ou 7d+1d (m,s ou d,d) --> main, increment
- p Note: leave FEN blank for random; FEN only for targeted challenge
- div
- ChallengeList(:challenges="challenges" @click-challenge="clickChallenge")
- div(style="border:1px solid black")
- h3 Online players
- div(v-for="p in players" @click="challenge(p)") {{ p.name }}
- button(onClick="doClick('modalNewgame')") New game
- div
- .button-group
- button(@click="gdisplay='live'") Live games
- button(@click="gdisplay='corr'") Correspondance games
- GameList(v-show="gdisplay=='live'" :games="liveGames"
- @show-game="showGame")
- GameList(v-show="gdisplay=='corr'" :games="corrGames"
- @show-game="showGame")
+ label(for="inputFen") {{ st.tr["FEN (optional)"] }}
+ input#inputFen(type="text" v-model="newchallenge.fen")
+ button(@click="newChallenge") Send challenge
+ .row
+ .col-sm-12.col-md-5.col-md-offset-1.col-lg-4.col-lg-offset-2
+ .button-group
+ button(@click="cpdisplay='challenges'") Challenges
+ button(@click="cpdisplay='players'") Players
+ ChallengeList(v-show="cpdisplay=='challenges'"
+ :challenges="challenges" @click-challenge="clickChallenge")
+ #players(v-show="cpdisplay=='players'")
+ h3 Online players
+ //TODO: uniquePlayers, show "5 anonymous", and do nothing on click on anonymous
+ div(v-for="p in uniquePlayers" @click="challenge(p)") {{ p.name }}
+ .row
+ .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+ button(onClick="doClick('modalNewgame')") New game
+ .row
+ .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+ .button-group
+ button(@click="gdisplay='live'") Live games
+ button(@click="gdisplay='corr'") Correspondance games
+ GameList(v-show="gdisplay=='live'" :games="liveGames"
+ @show-game="showGame")
+ GameList(v-show="gdisplay=='corr'" :games="corrGames"
+ @show-game="showGame")
</template>
<script>
+// TODO: blank time control == untimed
// main playing hall: online players + current challenges + button "new game"
// TODO: si on est en train de jouer une partie, le notifier aux nouveaux connectés
/*
*/
// TODO: au moins l'échange des coups en P2P ? et game chat ?
// TODO: objet game, objet challenge ? et player ?
+/*
+ * Possible events:
+ * - send new challenge (corr or live, cf. time control), with button or click on player
+ * - accept challenge (corr or live) --> send info to all concerned players
+ * - cancel challenge (click on sent challenge) --> send info to all concerned players
+ * - withdraw from challenge (if >= 3 players and previously accepted)
+ * --> send info to all concerned players
+ * - prepare and start new game (if challenge is full after acceptation)
+ * Also send to all connected players (only from me)
+ * - receive "player connect": send all our current challenges (to him or global)
+ * Also send all our games (live - max 1 - and corr) [in web worker ?]
+ * + all our sent challenges.
+ * - receive "playergames": list of games by some connected player (NO corr)
+ * - receive "playerchallenges": list of challenges (sent) by some online player (NO corr)
+ * - receive "player disconnect": remove from players list
+ * - receive "accept/withdraw/cancel challenge": apply action to challenges list
+ * - receive "new game": if live, store locally + redirect to game
+ * If corr: notify "new game has started", give link, but do not redirect
+ * - receive new challenge: if targeted, replace our name with sender name
+*/
import { store } from "@/store";
import { NbPlayers } from "@/data/nbPlayers";
+import { checkChallenge } from "@/data/challengeCheck";
+import { ArrayFun } from "@/utils/array";
+import { ajax } from "@/utils/ajax";
import GameList from "@/components/GameList.vue";
import ChallengeList from "@/components/ChallengeList.vue";
export default {
players: [], //online players
challenges: [], //live challenges
willPlay: [], //IDs of challenges in which I decide to play (>= 3 players)
- newgameInfo: {
+ newchallenge: {
fen: "",
vid: 0,
nbPlayers: 0,
- players: [{id:0,name:""},{id:0,name:""},{id:0,name:""}],
- mainTime: 0,
- increment: 0,
+ // NOTE: id (server DB) and sid (socket ID).
+ // Anonymous players just have a socket ID.
+ to: [
+ {id:0, sid:"", name:""},
+ {id:0, sid:"", name:""},
+ {id:0, sid:"", name:""}
+ ],
+ timeControl: "",
},
};
},
watch: {
"st.conn": function() {
- // TODO: ask server for current corr games (all but mines: names, ID, time control)
- const socketMessageListener = msg => {
- const data = JSON.parse(msg.data);
- switch (data.code)
- {
- case "newgame":
- // TODO: new game just started: data contain all informations
- // (id, players, time control, fenStart ...)
- break;
- // TODO: also receive live games summaries (update)
- // (just players names, time control, and ID + player ID)
- case "acceptchallenge":
- // oppid: opponent socket ID (or DB id if registered)
- if (true) //TODO: if challenge is full
- this.newGame(data.challenge, data.user); //user.id et user.name
- break;
- case "withdrawchallenge":
- // TODO
- break;
- case "cancelchallenge":
- // TODO
- break;
- // TODO: distinguish these (dis)connect events from their analogs in game.js
- case "connect":
- this.players.push({name:data.name, id:data.uid});
- break;
- case "disconnect":
- const pIdx = this.players.findIndex(p => p.id == data.uid);
- this.players.splice(pIdx);
- break;
- }
- };
- const socketCloseListener = () => {
- this.st.conn.addEventListener('message', socketMessageListener);
- this.st.conn.addEventListener('close', socketCloseListener);
- };
- this.st.conn.onmessage = socketMessageListener;
- this.st.conn.onclose = socketCloseListener;
+ this.st.conn.onmessage = this.socketMessageListener;
+ this.st.conn.onclose = this.socketCloseListener;
},
},
+ created: function() {
+ // TODO: ask server for current corr games (all but mines: names, ID, time control)
+ if (!!this.st.conn)
+ {
+ this.st.conn.onmessage = this.socketMessageListener;
+ this.st.conn.onclose = this.socketCloseListener;
+ }
+ },
methods: {
+ socketMessageListener: function(msg) {
+ const data = JSON.parse(msg.data);
+ switch (data.code)
+ {
+ case "newgame":
+ // TODO: new game just started: data contain all informations
+ // (id, players, time control, fenStart ...)
+ break;
+ // TODO: also receive live games summaries (update)
+ // (just players names, time control, and ID + player ID)
+ case "acceptchallenge":
+ if (true) //TODO: if challenge is full
+ this.newGame(data.challenge, data.user); //user.id et user.name
+ break;
+ case "withdrawchallenge":
+ const cIdx = this.challenges.findIndex(c => c.id == data.cid);
+ let chall = this.challenges[cIdx]
+ ArrayFun.remove(chall.players, p => p.id == data.uid);
+ chall.players.push({id:0, name:""});
+ break;
+ case "cancelchallenge":
+ ArrayFun.remove(this.challenges, c => c.id == data.cid);
+ break;
+ case "hallconnect":
+ this.players.push({name:data.name, id:data.uid});
+ break;
+ case "halldisconnect":
+ ArrayFun.remove(this.players, p => p.id == data.uid);
+ // TODO: also remove all challenges sent by this player,
+ // and all live games where he plays and no other opponent is online
+ break;
+ }
+ },
+ socketCloseListener: function() {
+ this.st.conn.addEventListener('message', socketMessageListener);
+ this.st.conn.addEventListener('close', socketCloseListener);
+ },
+ clickPlayer: function() {
+ //this.newgameInfo.players[0].name = clickPlayer.name;
+ //show modal;
+ },
showGame: function(game) {
// NOTE: if we are an observer, the game will be found in main games list
// (sent by connected remote players)
this.$router.push("/" + game.id)
},
challenge: function(player) {
- this.st.conn.send(JSON.stringify({code:"sendchallenge", oppid:p.id,
- user:{name:this.st.user.name,id:this.st.user.id}}));
},
clickChallenge: function(challenge) {
const index = this.challenges.findIndex(c => c.id == challenge.id);
}
// TODO: accepter un challenge peut lancer une partie, il
// faut alors supprimer challenge + creer partie + la retourner et l'ajouter ici
- // autres actions:
- // supprime mon défi
- // accepte un défi
- // annule l'acceptation d'un défi (si >= 3 joueurs)
- //
// si pas le mien et FEN speciale :: (charger code variante et)
// montrer diagramme + couleur (orienté)
},
// user: last person to accept the challenge
- newGameLive: function(chall, user) {
+ newGame: function(chall, user) {
const fen = chall.fen || V.GenRandInitFen();
const game = {}; //TODO: fen, players, time ...
//setStorage(game); //TODO
- game.players.forEach(p => {
+ game.players.forEach(p => { //...even if game is by corr (could be played live, why not...)
this.conn.send(
JSON.stringify({code:"newgame", oppid:p.id, game:game}));
});
if (this.settings.sound >= 1)
new Audio("/sounds/newgame.mp3").play().catch(err => {});
},
- newGame: function() {
- const afterRulesAreLoaded = () => {
- // NOTE: side-effect = set FEN
- // TODO: (to avoid any cheating option) separate the GenRandInitFen() functions
- // in separate files, load on server and generate FEN on server.
- const error = checkChallenge(this.newgameInfo, vname);
- if (!!error)
- return alert(error);
- // Possible (server) error if filled player does not exist
- ajax(
- "/challenges/" + this.newgameInfo.vid,
- "POST",
- this.newgameInfo,
- response => {
- const chall = Object.assign({},
- this.newgameInfo,
- {
- id: response.cid,
- uid: user.id,
- added: Date.now(),
- vname: vname,
- });
- this.challenges.push(chall);
+ newChallenge: async function() {
+ const idxInVariants =
+ this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
+ const vname = this.st.variants[idxInVariants].name;
+ const vModule = await import("@/variants/" + vname + ".js");
+ window.V = vModule.VariantRules;
+ // checkChallenge side-effect = set FEN, and mainTime + increment in seconds
+ const error = checkChallenge(this.newchallenge);
+ if (!!error)
+ return alert(error);
+ // Less than 3 days ==> live game (TODO: heuristic... 40 moves also)
+ const liveGame =
+ this.newchallenge.mainTime + 40 * this.newchallenge.increment < 3*24*60*60;
+ // Check that the players (if any indicated) are online
+ for (let p of this.newchallenge.to)
+ {
+ if (p.name != "")
+ {
+ const pIdx = this.players.findIndex(pl => pl.name == p.name);
+ if (pIdx === -1)
+ return alert(p.name + " is not connected");
+ p.id = this.players[pIdx].id;
+ p.sid = this.players[pIdx].sid;
+ }
+ }
+ const finishAddChallenge = (cid) => {
+ const chall = Object.assign(
+ {},
+ this.newchallenge,
+ {
+ id: cid,
+ from: this.st.user,
+ added: Date.now(),
+ vname: vname,
}
);
- // TODO: else, if live game: send infos (socket), and...
+ this.challenges.push(chall);
+ document.getElementById("modalNewgame").checked = false;
};
- const idxInVariants =
- variantArray.findIndex(v => v.id == this.newgameInfo.vid);
- const vname = variantArray[idxInVariants].name;
- const scriptId = vname + "RulesScript";
- if (!document.getElementById(scriptId))
+ if (liveGame)
{
- // Load variant rules (only once)
- var script = document.createElement("script");
- script.id = scriptId;
- script.onload = afterRulesAreLoaded;
- //script.addEventListener ("load", afterRulesAreLoaded, false);
- script.src = "/javascripts/variants/" + vname + ".js";
- document.body.appendChild(script);
+ const chall = JSON.stringify({
+ code: "sendchallenge",
+ sender: {name:this.st.user.name, id:this.st.user.id, sid:this.st.user.sid},
+ });
+ if (this.newchallenge.to[0].id > 0)
+ {
+ // Challenge with targeted players
+ this.newchallenge.to.forEach(p => {
+ if (p.id > 0)
+ this.st.conn.send(Object.assign({}, chall, {receiver: p.sid}));
+ });
+ }
+ else
+ {
+ // Open challenge: send to all connected players
+ this.players.forEach(p => { this.st.conn.send(chall); });
+ }
+ // Live challenges have cid = 0
+ finishAddChallenge(0);
+ }
+ else //correspondance game:
+ {
+ // Possible (server) error if filled player does not exist
+ ajax(
+ "/challenges/" + this.newchallenge.vid,
+ "POST",
+ this.newchallenge,
+ response => { finishAddChallenge(cid); }
+ );
}
- else
- afterRulesAreLoaded();
},
possibleNbplayers: function(nbp) {
- if (this.newgameInfo.vid == 0)
+ if (this.newchallenge.vid == 0)
return false;
const variants = this.st.variants;
const idxInVariants =
- variants.findIndex(v => v.id == this.newgameInfo.vid);
+ variants.findIndex(v => v.id == this.newchallenge.vid);
return NbPlayers[variants[idxInVariants].name].includes(nbp);
},
},