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 // onClick :: ask full game to remote player, and register as an observer in game
5 // (use gameId to communicate)
6 // on landing on game :: if gameId not found locally, check remotely
7 // ==> il manque un param dans game : "remoteId"
8 Vue
.component('my-game', {
9 // gameId: to find the game in storage (assumption: it exists)
10 // fen: to start from a FEN without identifiers (analyze mode)
11 // subMode: "auto" (game comp vs comp) or "corr" (correspondance game),
12 // or "examine" (after human game: TODO)
13 props: ["conn","gameId","fen","mode","subMode","allowChat","allowMovelist",
14 "queryHash","settings"],
17 // Web worker to play computer moves without freezing interface:
18 compWorker: new Worker('/javascripts/playCompMove.js'),
19 timeStart: undefined, //time when computer starts thinking
20 vr: null, //VariantRules object, describing the game state + rules
23 lockCompThink: false, //used to avoid some ghost moves
24 myname: user
.name
, //may be anonymous (thus no name)
25 opponents: {}, //filled later (potentially 2 or 3 opponents)
26 drawOfferSent: false, //did I just ask for draw?
27 people: {}, //observers
28 score: "*", //'*' means 'unfinished'
29 // userColor: given by gameId, or fen in problems mode (if no game Id)...
32 moves: [], //TODO: initialize if gameId is defined...
33 cursor: -1, //index of the move just played
39 // (Security) No effect if a computer move is in progress:
40 if (this.mode
== "computer" && this.lockCompThink
)
41 return this.$emit("computer-think");
42 this.newGameFromFen();
47 queryHash: function(newQhash
) {
48 // New query hash = "id=42"; get 42 as gameId
49 this.gameId
= parseInt(newQhash
.substr(2));
54 showChat: function() {
55 return this.allowChat
&& this.mode
=='human' && this.score
!= '*';
57 showMoves: function() {
59 return this.allowMovelist
&& window
.innerWidth
>= 768;
62 return variant
.name
!= "Dark" || this.score
!= "*";
65 // Modal end of game, and then sub-components
67 <div class="col-sm-12 col-md-10 col-md-offset-1 col-lg-8 col-lg-offset-2">
68 <input id="modal-eog" type="checkbox" class="modal"/>
69 <div role="dialog" aria-labelledby="eogMessage">
70 <div class="card smallpad small-modal text-center">
71 <label for="modal-eog" class="modal-close">
73 <h3 id="eogMessage" class="section">
78 <my-chat v-if="showChat" :conn="conn" :myname="myname"
79 :opponents="opponents" :people="people">
81 <my-board v-bind:vr="vr" :last-move="lastMove" :mode="mode"
82 :orientation="orientation" :user-color="mycolor" :settings="settings"
85 <div class="button-group">
86 <button @click="() => play()">Play</button>
87 <button @click="() => undo()">Undo</button>
88 <button @click="flip">Flip</button>
89 <button @click="gotoBegin">GotoBegin</button>
90 <button @click="gotoEnd">GotoEnd</button>
92 <div v-if="mode=='human'" class="button-group">
93 <button @click="offerDraw">Draw</button>
94 <button @click="abortGame">Abort</button>
95 <button @click="resign">Resign</button>
97 <div v-if="mode=='human' && subMode=='corr'">
98 <textarea v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg">
100 <div v-show="cursor>=0">
101 {{ moves[cursor].message }}
104 <div v-if="showFen && !!vr" id="fen-div" class="section-content">
105 <p id="fen-string" class="text-center">
109 <div id="pgn-div" class="section-content">
110 <a id="download" href="#">
112 <div class="button-group">
113 <button id="downloadBtn" @click="download">
114 {{ translate("Download PGN") }}
116 <button>Import game</button>
119 <my-move-list v-if="showMoves" :moves="moves" :cursor="cursor" @goto-move="gotoMove">
123 created: function() {
128 this.vr
= new VariantRules(this.fen
);
129 this.fenStart
= this.fen
;
131 // TODO: if I'm one of the players in game, then:
132 // Send ping to server (answer pong if opponent is connected)
133 if (true && !!this.conn
)
135 this.conn
.onopen
= () => {
136 this.conn
.send(JSON
.stringify({
137 code:"ping",oppid:this.oppid
,gameId:this.gameId
}));
140 // TODO: also handle "draw accepted" (use opponents array?)
141 // --> must give this info also when sending lastState...
142 // and, if all players agree then OK draw (end game ...etc)
143 const socketMessageListener
= msg
=> {
144 const data
= JSON
.parse(msg
.data
);
148 case "newmove": //..he played!
149 this.play(data
.move, variant
.name
!="Dark" ? "animate" : null);
151 case "pong": //received if we sent a ping (game still alive on our side)
152 if (this.gameId
!= data
.gameId
)
153 break; //games IDs don't match: definitely over...
154 this.oppConnected
= true;
155 // Send our "last state" informations to opponent(s)
156 L
= this.vr
.moves
.length
;
157 Object
.keys(this.opponents
).forEach(oid
=> {
158 this.conn
.send(JSON
.stringify({
162 lastMove: (L
>0?this.vr
.moves
[L
-1]:undefined),
167 // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one)
168 case "lastate": //got opponent infos about last move
169 L
= this.vr
.moves
.length
;
170 if (this.gameId
!= data
.gameId
)
171 break; //games IDs don't match: nothing we can do...
172 // OK, opponent still in game (which might be over)
173 if (this.score
!= "*")
175 // We finished the game (any result possible)
176 this.conn
.send(JSON
.stringify({
183 else if (!!data
.score
) //opponent finished the game
184 this.endGame(data
.score
);
185 else if (data
.movesCount
< L
)
187 // We must tell last move to opponent
188 this.conn
.send(JSON
.stringify({
190 oppid: this.opponent
.id
,
192 lastMove: this.vr
.moves
[L
-1],
196 else if (data
.movesCount
> L
) //just got last move from him
197 this.play(data
.lastMove
, "animate");
199 case "resign": //..you won!
200 this.endGame(this.mycolor
=="w"?"1-0":"0-1");
202 // TODO: also use (dis)connect info to count online players?
205 if (this.mode
=="human")
207 const online
= (data
.code
== "connect");
208 // If this is an opponent ?
209 if (!!this.opponents
[data
.id
])
210 this.opponents
[data
.id
].online
= online
;
215 delete this.people
[data
.id
];
217 this.people
[data
.id
] = data
.name
;
223 const socketCloseListener
= () => {
224 this.conn
.addEventListener('message', socketMessageListener
);
225 this.conn
.addEventListener('close', socketCloseListener
);
229 this.conn
.onmessage
= socketMessageListener
;
230 this.conn
.onclose
= socketCloseListener
;
232 // Computer moves web worker logic: (TODO: also for observers in HH games ?)
233 this.compWorker
.postMessage(["scripts",variant
.name
]);
234 this.compWorker
.onmessage
= e
=> {
235 this.lockCompThink
= true; //to avoid some ghost moves
236 let compMove
= e
.data
;
237 if (!Array
.isArray(compMove
))
238 compMove
= [compMove
]; //to deal with MarseilleRules
239 // Small delay for the bot to appear "more human"
240 const delay
= Math
.max(500-(Date
.now()-this.timeStart
), 0);
242 const animate
= variant
.name
!= "Dark";
243 this.play(compMove
[0], animate
);
244 if (compMove
.length
== 2)
245 setTimeout( () => { this.play(compMove
[1], animate
); }, 750);
246 else //250 == length of animation (TODO: should be a constant somewhere)
247 setTimeout( () => this.lockCompThink
= false, 250);
251 // dans variant.js (plutôt room.js) conn gère aussi les challenges
252 // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
254 offerDraw: function() {
255 if (!confirm("Offer draw?"))
257 // Stay in "draw offer sent" state until next move is played
258 this.drawOfferSent
= true;
259 if (this.subMode
== "corr")
261 // TODO: set drawOffer on in game (how ?)
265 this.opponents
.forEach(o
=> {
269 this.conn
.send(JSON
.stringify({code: "draw", oppid: o
.id
}));
270 } catch (INVALID_STATE_ERR
) {
277 // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
278 receiveDrawOffer: function() {
280 // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
281 // if accept: send message "draw"
283 abortGame: function() {
284 if (!confirm("Abort the game?"))
286 //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
287 //send message: "gameOver" avec score "?"
289 resign: function(e
) {
290 if (!confirm("Resign the game?"))
292 if (this.mode
== "human" && this.oppConnected(this.oppid
))
295 this.conn
.send(JSON
.stringify({code: "resign", oppid: this.oppid
}));
296 } catch (INVALID_STATE_ERR
) {
300 this.endGame(this.mycolor
=="w"?"0-1":"1-0");
302 translate: translate
,
303 newGameFromFen: function() {
304 this.vr
= new VariantRules(this.fen
);
307 this.fenStart
= this.fen
;
309 if (this.mode
== "analyze")
311 this.mycolor
= V
.ParseFen(this.fen
).turn
;
312 this.orientation
= this.mycolor
;
314 else if (this.mode
== "computer") //only other alternative (HH with gameId)
316 this.mycolor
= (Math
.random() < 0.5 ? "w" : "b");
317 this.orientation
= this.mycolor
;
318 this.compWorker
.postMessage(["init",this.fen
]);
319 if (this.mycolor
!= "w" || this.subMode
== "auto")
320 this.playComputerMove();
323 loadGame: function() {
324 // TODO: ask game to remote peer if this.remoteId is set
325 // (or just if game not found locally)
326 // NOTE: if it's a corr game, ask it from server
327 const game
= getGameFromStorage(this.gameId
);
328 this.opponent
.id
= game
.oppid
; //opponent ID in case of running HH game
329 this.opponent
.name
= game
.oppname
; //maye be blank (if anonymous)
330 this.score
= game
.score
;
331 this.mycolor
= game
.mycolor
;
332 this.fenStart
= game
.fenStart
;
333 this.moves
= game
.moves
;
334 this.cursor
= game
.moves
.length
-1;
335 this.lastMove
= (game
.moves
.length
> 0 ? game
.moves
[this.cursor
] : null);
337 setEndgameMessage: function(score
) {
338 let eogMessage
= "Undefined";
342 eogMessage
= translations
["White win"];
345 eogMessage
= translations
["Black win"];
348 eogMessage
= translations
["Draw"];
351 eogMessage
= "Unfinished";
354 this.endgameMessage
= eogMessage
;
356 download: function() {
357 const content
= this.getPgn();
358 // Prepare and trigger download link
359 let downloadAnchor
= document
.getElementById("download");
360 downloadAnchor
.setAttribute("download", "game.pgn");
361 downloadAnchor
.href
= "data:text/plain;charset=utf-8," + encodeURIComponent(content
);
362 downloadAnchor
.click();
366 pgn
+= '[Site "vchess.club"]\n';
367 const opponent
= (this.mode
=="human" ? "Anonymous" : "Computer");
368 pgn
+= '[Variant "' + variant
.name
+ '"]\n';
369 pgn
+= '[Date "' + getDate(new Date()) + '"]\n';
370 const whiteName
= ["human","computer"].includes(this.mode
)
371 ? (this.mycolor
=='w'?'Myself':opponent
)
373 const blackName
= ["human","computer"].includes(this.mode
)
374 ? (this.mycolor
=='b'?'Myself':opponent
)
376 pgn
+= '[White "' + whiteName
+ '"]\n';
377 pgn
+= '[Black "' + blackName
+ '"]\n';
378 pgn
+= '[Fen "' + this.fenStart
+ '"]\n';
379 pgn
+= '[Result "' + this.score
+ '"]\n\n';
382 while (i
< this.moves
.length
)
384 pgn
+= (counter
++) + ".";
385 for (let color
of ["w","b"])
388 while (i
< this.moves
.length
&& this.moves
[i
].color
== color
)
389 move += this.moves
[i
++].notation
[0] + ",";
390 move = move.slice(0,-1); //remove last comma
391 pgn
+= move + (i
< this.moves
.length
-1 ? " " : "");
396 showScoreMsg: function(score
) {
397 this.setEndgameMessage(score
);
398 let modalBox
= document
.getElementById("modal-eog");
399 modalBox
.checked
= true;
400 setTimeout(() => { modalBox
.checked
= false; }, 2000);
402 endGame: function(score
) {
404 this.showScoreMsg(score
);
405 if (this.mode
== "human")
406 localStorage
["score"] = score
;
407 this.$emit("game-over");
409 oppConnected: function(uid
) {
410 return this.opponents
.any(o
=> o
.id
== uidi
&& o
.online
);
412 playComputerMove: function() {
413 this.timeStart
= Date
.now();
414 this.compWorker
.postMessage(["askmove"]);
416 animateMove: function(move) {
417 let startSquare
= document
.getElementById(getSquareId(move.start
));
418 let endSquare
= document
.getElementById(getSquareId(move.end
));
419 let rectStart
= startSquare
.getBoundingClientRect();
420 let rectEnd
= endSquare
.getBoundingClientRect();
421 let translation
= {x:rectEnd
.x
-rectStart
.x
, y:rectEnd
.y
-rectStart
.y
};
423 document
.querySelector("#" + getSquareId(move.start
) + " > img.piece");
424 // HACK for animation (with positive translate, image slides "under background")
425 // Possible improvement: just alter squares on the piece's way...
426 squares
= document
.getElementsByClassName("board");
427 for (let i
=0; i
<squares
.length
; i
++)
429 let square
= squares
.item(i
);
430 if (square
.id
!= getSquareId(move.start
))
431 square
.style
.zIndex
= "-1";
433 movingPiece
.style
.transform
= "translate(" + translation
.x
+ "px," +
434 translation
.y
+ "px)";
435 movingPiece
.style
.transitionDuration
= "0.2s";
436 movingPiece
.style
.zIndex
= "3000";
438 for (let i
=0; i
<squares
.length
; i
++)
439 squares
.item(i
).style
.zIndex
= "auto";
440 movingPiece
.style
= {}; //required e.g. for 0-0 with KR swap
444 play: function(move, programmatic
) {
445 let navigate
= !move;
446 // Forbid playing outside analyze mode when cursor isn't at moves.length-1
447 // (except if we receive opponent's move, human or computer)
448 if (!navigate
&& this.mode
!= "analyze" && !programmatic
449 && this.cursor
< this.moves
.length
-1)
455 if (this.cursor
== this.moves
.length
-1)
456 return; //no more moves
457 move = this.moves
[this.cursor
+1];
459 if (!!programmatic
) //computer or (remote) human opponent
461 if (this.cursor
< this.moves
.length
-1)
462 this.gotoEnd(); //required to play the move
463 return this.animateMove(move);
465 // Not programmatic, or animation is over
466 if (this.mode
== "human" && this.subMode
== "corr" && this.mycolor
== this.vr
.turn
)
468 // TODO: show confirm box "validate move ?"
471 move.notation
= this.vr
.getNotation(move);
473 move.color
= this.vr
.turn
;
476 this.lastMove
= move;
478 move.fen
= this.vr
.getFen();
479 if (this.settings
.sound
== 2)
480 new Audio("/sounds/move.mp3").play().catch(err
=> {});
481 if (this.mode
== "human")
483 updateStorage(move); //after our moves and opponent moves
484 if (this.vr
.turn
== this.mycolor
)
485 this.conn
.send(JSON
.stringify({code:"newmove", move:move, oppid:this.oppid
}));
487 else if (this.mode
== "computer")
489 // Send the move to web worker (including his own moves)
490 this.compWorker
.postMessage(["newmove",move]);
492 if (!navigate
&& (this.score
== "*" || this.mode
== "analyze"))
494 // Stack move on movesList at current cursor
495 if (this.cursor
== this.moves
.length
)
496 this.moves
.push(move);
498 this.moves
= this.moves
.slice(0,this.cursor
-1).concat([move]);
500 // Is opponent in check?
501 this.incheck
= this.vr
.getCheckSquares(this.vr
.turn
);
502 const score
= this.vr
.getCurrentScore();
505 if (["human","computer"].includes(this.mode
))
507 else //just show score on screen (allow undo)
508 this.showScoreMsg(score
);
510 // subTurn condition for Marseille (and Avalanche) rules
511 else if ((this.mode
== "computer" && (!this.vr
.subTurn
|| this.vr
.subTurn
<= 1))
512 && (this.subMode
== "auto" || this.vr
.turn
!= this.mycolor
))
514 this.playComputerMove();
516 // https://vuejs.org/v2/guide/list.html#Caveats (also for undo)
518 this.$children
[0].$forceUpdate(); //TODO!?
520 undo: function(move) {
521 let navigate
= !move;
525 return; //no more moves
526 move = this.moves
[this.cursor
];
530 this.lastMove
= (this.cursor
>= 0 ? this.moves
[this.cursor
] : undefined);
531 if (this.settings
.sound
== 2)
532 new Audio("/sounds/undo.mp3").play().catch(err
=> {});
533 this.incheck
= this.vr
.getCheckSquares(this.vr
.turn
);
535 this.$children
[0].$forceUpdate(); //TODO!?
536 else if (this.mode
== "analyze") //TODO: can this happen?
539 gotoMove: function(index
) {
540 this.vr
= new VariantRules(this.moves
[index
].fen
);
542 this.lastMove
= this.moves
[index
];
544 gotoBegin: function() {
545 this.vr
= new VariantRules(this.fenStart
);
547 this.lastMove
= null;
549 gotoEnd: function() {
550 this.gotoMove(this.moves
.length
-1);
553 this.orientation
= V
.GetNextCol(this.orientation
);