Commit | Line | Data |
---|---|---|
cf2343ce BA |
1 | <template lang="pug"> |
2 | .row | |
3 | .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2 | |
4 | input#modalEog.modal(type="checkbox") | |
5 | div(role="dialog" aria-labelledby="eogMessage") | |
6 | .card.smallpad.small-modal.text-center | |
7 | label.modal-close(for="modalEog") | |
8 | h3#eogMessage.section {{ endgameMessage }} | |
24340cae | 9 | //Chat(:opponents="opponents" :people="people") |
cf2343ce BA |
10 | Board(:vr="vr" :last-move="lastMove" :mode="mode" :user-color="mycolor" |
11 | :orientation="orientation" @play-move="play") | |
12 | .button-group | |
13 | button(@click="() => play()") Play | |
14 | button(@click="() => undo()") Undo | |
15 | button(@click="flip") Flip | |
16 | button(@click="gotoBegin") GotoBegin | |
17 | button(@click="gotoEnd") GotoEnd | |
18 | .button-group(v-if="mode=='human'") | |
19 | button(@click="offerDraw") Draw | |
20 | button(@click="abortGame") Abort | |
21 | button(@click="resign") Resign | |
22 | div(v-if="mode=='human' && subMode=='corr'") | |
23 | textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg") | |
24 | div(v-show="cursor>=0") {{ moves[cursor].message }} | |
25 | .section-content(v-if="showFen && !!vr" id="fen-div") | |
26 | p#fenString.text-center {{ vr.getFen() }} | |
27 | #pgnDiv.section-content | |
28 | a#download(href="#") | |
29 | .button-group | |
30 | button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }} | |
31 | button Import game | |
24340cae | 32 | //MoveList(v-if="showMoves" |
cf2343ce BA |
33 | :moves="moves" :cursor="cursor" @goto-move="gotoMove") |
34 | </template> | |
35 | ||
36 | <script> | |
37 | // Game logic on a variant page: 3 modes, analyze, computer or human | |
38 | // TODO: envoyer juste "light move", sans FEN ni notation ...etc | |
39 | // TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ? | |
40 | // onClick :: ask full game to remote player, and register as an observer in game | |
41 | // (use gameId to communicate) | |
42 | // on landing on game :: if gameId not found locally, check remotely | |
43 | // ==> il manque un param dans game : "remoteId" | |
44 | // TODO: import store, st | |
45 | import Board from "@/components/Board.vue"; | |
24340cae BA |
46 | //import Chat from "@/components/Chat.vue"; |
47 | //import MoveList from "@/components/MoveList.vue"; | |
48 | import { store } from "@/store"; | |
cf2343ce BA |
49 | export default { |
50 | name: 'my-game', | |
51 | // gameId: to find the game in storage (assumption: it exists) | |
52 | // fen: to start from a FEN without identifiers (analyze mode) | |
53 | // subMode: "auto" (game comp vs comp) or "corr" (correspondance game), | |
54 | // or "examine" (after human game: TODO) | |
55 | // gameRef in URL hash (listen for changes) | |
24340cae | 56 | props: ["gidOrFen","mode","subMode","variant"], |
cf2343ce BA |
57 | data: function() { |
58 | return { | |
24340cae | 59 | st: store.state, |
cf2343ce BA |
60 | // Web worker to play computer moves without freezing interface: |
61 | compWorker: new Worker('/javascripts/playCompMove.js'), | |
62 | timeStart: undefined, //time when computer starts thinking | |
63 | vr: null, //VariantRules object, describing the game state + rules | |
64 | endgameMessage: "", | |
65 | orientation: "w", | |
66 | lockCompThink: false, //to avoid some ghost moves | |
24340cae | 67 | myname: store.state.user.name, //may be anonymous (thus no name) |
cf2343ce BA |
68 | opponents: {}, //filled later (potentially 2 or 3 opponents) |
69 | drawOfferSent: false, //did I just ask for draw? | |
24340cae | 70 | people: [], //observers |
cf2343ce BA |
71 | score: "*", //'*' means 'unfinished' |
72 | // userColor: given by gameId, or fen in problems mode (if no game Id)... | |
73 | mycolor: "w", | |
74 | fenStart: "", | |
24340cae | 75 | moves: [], //all moves played in current game |
cf2343ce BA |
76 | cursor: -1, //index of the move just played |
77 | lastMove: null, | |
78 | }; | |
79 | }, | |
24340cae BA |
80 | watch: { |
81 | gidOrFen: function() { | |
82 | // (Security) No effect if a computer move is in progress: | |
83 | if (this.mode == "computer" && this.lockCompThink) | |
84 | return this.$emit("computer-think"); | |
85 | this.launchGame(); | |
86 | }, | |
87 | }, | |
88 | computed: { | |
89 | showMoves: function() { | |
90 | return true; | |
91 | //return window.innerWidth >= 768; | |
92 | }, | |
93 | showFen: function() { | |
94 | return this.variant.name != "Dark" || this.score != "*"; | |
95 | }, | |
96 | }, | |
97 | // Modal end of game, and then sub-components | |
98 | created: function() { | |
99 | if (!!this.gidOrFen) | |
100 | this.launchGame(); | |
101 | // TODO: if I'm one of the players in game, then: | |
102 | // Send ping to server (answer pong if opponent[s] is connected) | |
103 | if (true && !!this.conn && !!this.gameRef) | |
104 | { | |
105 | this.conn.onopen = () => { | |
106 | this.conn.send(JSON.stringify({ | |
107 | code:"ping",oppid:this.oppid,gameId:this.gameRef.id})); | |
108 | }; | |
109 | } | |
110 | // TODO: also handle "draw accepted" (use opponents array?) | |
111 | // --> must give this info also when sending lastState... | |
112 | // and, if all players agree then OK draw (end game ...etc) | |
113 | const socketMessageListener = msg => { | |
114 | const data = JSON.parse(msg.data); | |
115 | let L = undefined; | |
116 | switch (data.code) | |
117 | { | |
118 | case "newmove": //..he played! | |
119 | this.play(data.move, this.variant.name!="Dark" ? "animate" : null); | |
120 | break; | |
121 | case "pong": //received if we sent a ping (game still alive on our side) | |
122 | if (this.gameRef.id != data.gameId) | |
123 | break; //games IDs don't match: definitely over... | |
124 | this.oppConnected = true; | |
125 | // Send our "last state" informations to opponent(s) | |
126 | L = this.vr.moves.length; | |
127 | Object.keys(this.opponents).forEach(oid => { | |
128 | this.conn.send(JSON.stringify({ | |
129 | code: "lastate", | |
130 | oppid: oid, | |
131 | gameId: this.gameRef.id, | |
132 | lastMove: (L>0?this.vr.moves[L-1]:undefined), | |
133 | movesCount: L, | |
134 | })); | |
135 | }); | |
136 | break; | |
137 | // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one) | |
138 | case "lastate": //got opponent infos about last move | |
139 | L = this.vr.moves.length; | |
140 | if (this.gameRef.id != data.gameId) | |
141 | break; //games IDs don't match: nothing we can do... | |
142 | // OK, opponent still in game (which might be over) | |
143 | if (this.score != "*") | |
144 | { | |
145 | // We finished the game (any result possible) | |
146 | this.conn.send(JSON.stringify({ | |
147 | code: "lastate", | |
148 | oppid: data.oppid, | |
149 | gameId: this.gameRef.id, | |
150 | score: this.score, | |
151 | })); | |
152 | } | |
153 | else if (!!data.score) //opponent finished the game | |
154 | this.endGame(data.score); | |
155 | else if (data.movesCount < L) | |
156 | { | |
157 | // We must tell last move to opponent | |
158 | this.conn.send(JSON.stringify({ | |
159 | code: "lastate", | |
160 | oppid: this.opponent.id, | |
161 | gameId: this.gameRef.id, | |
162 | lastMove: this.vr.moves[L-1], | |
163 | movesCount: L, | |
164 | })); | |
165 | } | |
166 | else if (data.movesCount > L) //just got last move from him | |
167 | this.play(data.lastMove, "animate"); | |
168 | break; | |
169 | case "resign": //..you won! | |
170 | this.endGame(this.mycolor=="w"?"1-0":"0-1"); | |
171 | break; | |
172 | // TODO: also use (dis)connect info to count online players? | |
173 | case "connect": | |
174 | case "disconnect": | |
175 | if (this.mode=="human") | |
176 | { | |
177 | const online = (data.code == "connect"); | |
178 | // If this is an opponent ? | |
179 | if (!!this.opponents[data.id]) | |
180 | this.opponents[data.id].online = online; | |
181 | else | |
182 | { | |
183 | // Or an observer ? | |
184 | if (!online) | |
185 | delete this.people[data.id]; | |
186 | else | |
187 | this.people[data.id] = data.name; | |
188 | } | |
189 | } | |
190 | break; | |
191 | } | |
192 | }; | |
193 | const socketCloseListener = () => { | |
194 | this.conn.addEventListener('message', socketMessageListener); | |
195 | this.conn.addEventListener('close', socketCloseListener); | |
196 | }; | |
197 | if (!!this.conn) | |
198 | { | |
199 | this.conn.onmessage = socketMessageListener; | |
200 | this.conn.onclose = socketCloseListener; | |
201 | } | |
202 | // Computer moves web worker logic: (TODO: also for observers in HH games ?) | |
203 | this.compWorker.postMessage(["scripts",this.variant.name]); | |
204 | this.compWorker.onmessage = e => { | |
205 | this.lockCompThink = true; //to avoid some ghost moves | |
206 | let compMove = e.data; | |
207 | if (!Array.isArray(compMove)) | |
208 | compMove = [compMove]; //to deal with MarseilleRules | |
209 | // Small delay for the bot to appear "more human" | |
210 | const delay = Math.max(500-(Date.now()-this.timeStart), 0); | |
211 | setTimeout(() => { | |
212 | const animate = this.variant.name != "Dark"; | |
213 | this.play(compMove[0], animate); | |
214 | if (compMove.length == 2) | |
215 | setTimeout( () => { this.play(compMove[1], animate); }, 750); | |
216 | else //250 == length of animation (TODO: should be a constant somewhere) | |
217 | setTimeout( () => this.lockCompThink = false, 250); | |
218 | }, delay); | |
219 | } | |
220 | }, | |
221 | // dans variant.js (plutôt room.js) conn gère aussi les challenges | |
222 | // et les chats dans chat.js. Puis en webRTC, repenser tout ça. | |
223 | methods: { | |
224 | offerDraw: function() { | |
225 | if (!confirm("Offer draw?")) | |
226 | return; | |
227 | // Stay in "draw offer sent" state until next move is played | |
228 | this.drawOfferSent = true; | |
229 | if (this.subMode == "corr") | |
230 | { | |
231 | // TODO: set drawOffer on in game (how ?) | |
232 | } | |
233 | else //live game | |
234 | { | |
235 | this.opponents.forEach(o => { | |
236 | if (!!o.online) | |
237 | { | |
238 | try { | |
239 | this.conn.send(JSON.stringify({code: "draw", oppid: o.id})); | |
240 | } catch (INVALID_STATE_ERR) { | |
241 | return; | |
242 | } | |
243 | } | |
244 | }); | |
245 | } | |
246 | }, | |
247 | // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true) | |
248 | receiveDrawOffer: function() { | |
249 | //if (...) | |
250 | // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers" | |
251 | // if accept: send message "draw" | |
252 | }, | |
253 | abortGame: function() { | |
254 | if (!confirm("Abort the game?")) | |
255 | return; | |
256 | //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions, | |
257 | //send message: "gameOver" avec score "?" | |
258 | }, | |
259 | resign: function(e) { | |
260 | if (!confirm("Resign the game?")) | |
261 | return; | |
262 | if (this.mode == "human" && this.oppConnected(this.oppid)) | |
263 | { | |
264 | try { | |
265 | this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid})); | |
266 | } catch (INVALID_STATE_ERR) { | |
267 | return; | |
268 | } | |
269 | } | |
270 | this.endGame(this.mycolor=="w"?"0-1":"1-0"); | |
271 | }, | |
272 | launchGame: async function() { | |
273 | const vModule = await import("@/variants/" + this.variant.name + ".js"); | |
274 | window.V = tModule.VariantRules; | |
275 | if (this.gidOrFen.indexOf('/') >= 0) | |
276 | this.newGameFromFen(this.gidOrFen); | |
277 | else | |
278 | this.loadGame(this.gidOrFen); | |
279 | }, | |
280 | newGameFromFen: function(fen) { | |
281 | this.vr = new V(fen); | |
282 | this.moves = []; | |
283 | this.cursor = -1; | |
284 | this.fenStart = fen; | |
285 | this.score = "*"; | |
286 | if (this.mode == "analyze") | |
287 | { | |
288 | this.mycolor = V.ParseFen(fen).turn; | |
289 | this.orientation = this.mycolor; | |
290 | } | |
291 | else if (this.mode == "computer") //only other alternative (HH with gameId) | |
292 | { | |
293 | this.mycolor = (Math.random() < 0.5 ? "w" : "b"); | |
294 | this.orientation = this.mycolor; | |
295 | this.compWorker.postMessage(["init",fen]); | |
296 | if (this.mycolor != "w" || this.subMode == "auto") | |
297 | this.playComputerMove(); | |
298 | } | |
299 | }, | |
300 | loadGame: function(gid) { | |
301 | // TODO: ask game to remote peer if this.remoteId is set | |
302 | // (or just if game not found locally) | |
303 | // NOTE: if it's a corr game, ask it from server | |
304 | const game = getGameFromStorage(gid); //, this.gameRef.uid); //uid may be blank | |
305 | this.opponent.id = game.oppid; //opponent ID in case of running HH game | |
306 | this.opponent.name = game.oppname; //maye be blank (if anonymous) | |
307 | this.score = game.score; | |
308 | this.mycolor = game.mycolor; | |
309 | this.fenStart = game.fenStart; | |
310 | this.moves = game.moves; | |
311 | this.cursor = game.moves.length-1; | |
312 | this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null); | |
313 | }, | |
314 | setEndgameMessage: function(score) { | |
315 | let eogMessage = "Undefined"; | |
316 | switch (score) | |
317 | { | |
318 | case "1-0": | |
319 | eogMessage = translations["White win"]; | |
320 | break; | |
321 | case "0-1": | |
322 | eogMessage = translations["Black win"]; | |
323 | break; | |
324 | case "1/2": | |
325 | eogMessage = translations["Draw"]; | |
326 | break; | |
327 | case "?": | |
328 | eogMessage = "Unfinished"; | |
329 | break; | |
330 | } | |
331 | this.endgameMessage = eogMessage; | |
332 | }, | |
333 | download: function() { | |
334 | const content = this.getPgn(); | |
335 | // Prepare and trigger download link | |
336 | let downloadAnchor = document.getElementById("download"); | |
337 | downloadAnchor.setAttribute("download", "game.pgn"); | |
338 | downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content); | |
339 | downloadAnchor.click(); | |
340 | }, | |
341 | getPgn: function() { | |
342 | let pgn = ""; | |
343 | pgn += '[Site "vchess.club"]\n'; | |
344 | const opponent = (this.mode=="human" ? "Anonymous" : "Computer"); | |
345 | pgn += '[Variant "' + this.variant.name + '"]\n'; | |
346 | pgn += '[Date "' + getDate(new Date()) + '"]\n'; | |
347 | const whiteName = ["human","computer"].includes(this.mode) | |
348 | ? (this.mycolor=='w'?'Myself':opponent) | |
349 | : "analyze"; | |
350 | const blackName = ["human","computer"].includes(this.mode) | |
351 | ? (this.mycolor=='b'?'Myself':opponent) | |
352 | : "analyze"; | |
353 | pgn += '[White "' + whiteName + '"]\n'; | |
354 | pgn += '[Black "' + blackName + '"]\n'; | |
355 | pgn += '[Fen "' + this.fenStart + '"]\n'; | |
356 | pgn += '[Result "' + this.score + '"]\n\n'; | |
357 | let counter = 1; | |
358 | let i = 0; | |
359 | while (i < this.moves.length) | |
360 | { | |
361 | pgn += (counter++) + "."; | |
362 | for (let color of ["w","b"]) | |
363 | { | |
364 | let move = ""; | |
365 | while (i < this.moves.length && this.moves[i].color == color) | |
366 | move += this.moves[i++].notation[0] + ","; | |
367 | move = move.slice(0,-1); //remove last comma | |
368 | pgn += move + (i < this.moves.length-1 ? " " : ""); | |
369 | } | |
370 | } | |
371 | return pgn + "\n"; | |
372 | }, | |
373 | showScoreMsg: function(score) { | |
374 | this.setEndgameMessage(score); | |
375 | let modalBox = document.getElementById("modal-eog"); | |
376 | modalBox.checked = true; | |
377 | setTimeout(() => { modalBox.checked = false; }, 2000); | |
378 | }, | |
379 | endGame: function(score) { | |
380 | this.score = score; | |
381 | this.showScoreMsg(score); | |
382 | if (this.mode == "human") | |
383 | localStorage["score"] = score; | |
384 | this.$emit("game-over"); | |
385 | }, | |
386 | oppConnected: function(uid) { | |
387 | return this.opponents.any(o => o.id == uidi && o.online); | |
388 | }, | |
389 | playComputerMove: function() { | |
390 | this.timeStart = Date.now(); | |
391 | this.compWorker.postMessage(["askmove"]); | |
392 | }, | |
393 | animateMove: function(move) { | |
394 | let startSquare = document.getElementById(getSquareId(move.start)); | |
395 | let endSquare = document.getElementById(getSquareId(move.end)); | |
396 | let rectStart = startSquare.getBoundingClientRect(); | |
397 | let rectEnd = endSquare.getBoundingClientRect(); | |
398 | let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y}; | |
399 | let movingPiece = | |
400 | document.querySelector("#" + getSquareId(move.start) + " > img.piece"); | |
401 | // HACK for animation (with positive translate, image slides "under background") | |
402 | // Possible improvement: just alter squares on the piece's way... | |
403 | squares = document.getElementsByClassName("board"); | |
404 | for (let i=0; i<squares.length; i++) | |
405 | { | |
406 | let square = squares.item(i); | |
407 | if (square.id != getSquareId(move.start)) | |
408 | square.style.zIndex = "-1"; | |
409 | } | |
410 | movingPiece.style.transform = "translate(" + translation.x + "px," + | |
411 | translation.y + "px)"; | |
412 | movingPiece.style.transitionDuration = "0.2s"; | |
413 | movingPiece.style.zIndex = "3000"; | |
414 | setTimeout( () => { | |
415 | for (let i=0; i<squares.length; i++) | |
416 | squares.item(i).style.zIndex = "auto"; | |
417 | movingPiece.style = {}; //required e.g. for 0-0 with KR swap | |
418 | this.play(move); | |
419 | }, 250); | |
420 | }, | |
421 | play: function(move, programmatic) { | |
422 | let navigate = !move; | |
423 | // Forbid playing outside analyze mode when cursor isn't at moves.length-1 | |
424 | // (except if we receive opponent's move, human or computer) | |
425 | if (!navigate && this.mode != "analyze" && !programmatic | |
426 | && this.cursor < this.moves.length-1) | |
427 | { | |
428 | return; | |
429 | } | |
430 | if (navigate) | |
431 | { | |
432 | if (this.cursor == this.moves.length-1) | |
433 | return; //no more moves | |
434 | move = this.moves[this.cursor+1]; | |
435 | } | |
436 | if (!!programmatic) //computer or (remote) human opponent | |
437 | { | |
438 | if (this.cursor < this.moves.length-1) | |
439 | this.gotoEnd(); //required to play the move | |
440 | return this.animateMove(move); | |
441 | } | |
442 | // Not programmatic, or animation is over | |
443 | if (this.mode == "human" && this.subMode == "corr" && this.mycolor == this.vr.turn) | |
444 | { | |
445 | // TODO: show confirm box "validate move ?" | |
446 | } | |
447 | if (!move.notation) | |
448 | move.notation = this.vr.getNotation(move); | |
449 | if (!move.color) | |
450 | move.color = this.vr.turn; | |
451 | this.vr.play(move); | |
452 | this.cursor++; | |
453 | this.lastMove = move; | |
454 | if (!move.fen) | |
455 | move.fen = this.vr.getFen(); | |
456 | if (this.settings.sound == 2) | |
457 | new Audio("/sounds/move.mp3").play().catch(err => {}); | |
458 | if (this.mode == "human") | |
459 | { | |
460 | updateStorage(move); //after our moves and opponent moves | |
461 | if (this.vr.turn == this.mycolor) | |
462 | this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid})); | |
463 | } | |
464 | else if (this.mode == "computer") | |
465 | { | |
466 | // Send the move to web worker (including his own moves) | |
467 | this.compWorker.postMessage(["newmove",move]); | |
468 | } | |
469 | if (!navigate && (this.score == "*" || this.mode == "analyze")) | |
470 | { | |
471 | // Stack move on movesList at current cursor | |
472 | if (this.cursor == this.moves.length) | |
473 | this.moves.push(move); | |
474 | else | |
475 | this.moves = this.moves.slice(0,this.cursor).concat([move]); | |
476 | } | |
477 | // Is opponent in check? | |
478 | this.incheck = this.vr.getCheckSquares(this.vr.turn); | |
479 | const score = this.vr.getCurrentScore(); | |
480 | if (score != "*") | |
481 | { | |
482 | if (["human","computer"].includes(this.mode)) | |
483 | this.endGame(score); | |
484 | else //just show score on screen (allow undo) | |
485 | this.showScoreMsg(score); | |
486 | } | |
487 | // subTurn condition for Marseille (and Avalanche) rules | |
488 | else if ((this.mode == "computer" && (!this.vr.subTurn || this.vr.subTurn <= 1)) | |
489 | && (this.subMode == "auto" || this.vr.turn != this.mycolor)) | |
490 | { | |
491 | this.playComputerMove(); | |
492 | } | |
493 | // https://vuejs.org/v2/guide/list.html#Caveats (also for undo) | |
494 | if (navigate) | |
495 | this.$children[0].$forceUpdate(); //TODO!? | |
496 | }, | |
497 | undo: function(move) { | |
498 | let navigate = !move; | |
499 | if (navigate) | |
500 | { | |
501 | if (this.cursor < 0) | |
502 | return; //no more moves | |
503 | move = this.moves[this.cursor]; | |
504 | } | |
505 | this.vr.undo(move); | |
506 | this.cursor--; | |
507 | this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined); | |
508 | if (this.settings.sound == 2) | |
509 | new Audio("/sounds/undo.mp3").play().catch(err => {}); | |
510 | this.incheck = this.vr.getCheckSquares(this.vr.turn); | |
511 | if (navigate) | |
512 | this.$children[0].$forceUpdate(); //TODO!? | |
513 | else if (this.mode == "analyze") //TODO: can this happen? | |
514 | this.moves.pop(); | |
515 | }, | |
516 | gotoMove: function(index) { | |
517 | this.vr = new V(this.moves[index].fen); | |
518 | this.cursor = index; | |
519 | this.lastMove = this.moves[index]; | |
520 | }, | |
521 | gotoBegin: function() { | |
522 | this.vr = new V(this.fenStart); | |
523 | this.cursor = -1; | |
524 | this.lastMove = null; | |
525 | }, | |
526 | gotoEnd: function() { | |
527 | this.gotoMove(this.moves.length-1); | |
528 | }, | |
529 | flip: function() { | |
530 | this.orientation = V.GetNextCol(this.orientation); | |
531 | }, | |
532 | }, | |
cf2343ce BA |
533 | }; |
534 | </script> |