From 93d1d7a7e07e7bad94318d3cb4cbe906d85bd811 Mon Sep 17 00:00:00 2001
From: Benjamin Auder <benjamin.auder@somewhere>
Date: Thu, 13 Jun 2019 17:53:01 +0200
Subject: [PATCH] 'update'

---
 client/src/components/BaseGame.vue     |  8 ++-
 client/src/components/Board.vue        | 26 +++++-----
 client/src/components/ComputerGame.vue |  4 +-
 client/src/views/Game.vue              | 69 ++++++++++++--------------
 4 files changed, 54 insertions(+), 53 deletions(-)

diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue
index 393b9ccf..2cfa1245 100644
--- a/client/src/components/BaseGame.vue
+++ b/client/src/components/BaseGame.vue
@@ -6,6 +6,7 @@
       .card.smallpad.small-modal.text-center
         label.modal-close(for="modalEog")
         h3#eogMessage.section {{ endgameMessage }}
+    // TODO: or "BoardHex" if this.game.vname in "Hexagonal..."
     Board(:vr="vr" :last-move="lastMove" :analyze="game.mode=='analyze'"
       :user-color="game.mycolor" :orientation="orientation"
       :vname="game.vname" @play-move="play")
@@ -142,6 +143,9 @@ export default {
       modalBox.checked = true;
       setTimeout(() => { modalBox.checked = false; }, 2000);
     },
+
+// TODO: second arg == message
+
     endGame: function(score) {
       this.score = score;
       this.showScoreMsg(score);
@@ -219,10 +223,10 @@ export default {
             this.moves = this.moves.slice(0,this.cursor).concat([move]);
         }
       }
-      // Is opponent in check?
+      // Is opponent in check? (TODO: generalize, find all check squares)
       this.incheck = this.vr.getCheckSquares(this.vr.turn);
       const score = this.vr.getCurrentScore();
-      if (score != "*")
+      if (score != "*") //TODO: generalize score for 3 or 4 players
       {
         if (!this.analyze)
           this.endGame(score);
diff --git a/client/src/components/Board.vue b/client/src/components/Board.vue
index ff50b121..27833815 100644
--- a/client/src/components/Board.vue
+++ b/client/src/components/Board.vue
@@ -1,5 +1,5 @@
 <script>
-// TODO: for 3 or 4 players, write a "board3.js" (board4.js)
+// TODO: BoardHex for hexagonal variants (2 players)
 
 import { getSquareId, getSquareFromId } from "@/utils/squareId";
 import { ArrayFun } from "@/utils/array";
@@ -8,7 +8,7 @@ export default {
   name: 'my-board',
   // Last move cannot be guessed from here, and is required to highlight squares
   // vr: object to check moves, print board...
-  // userColor: for mode HH or HC
+  // userColor is left undefined for an external observer
   props: ["vr","lastMove","analyze","orientation","userColor","vname"],
   data: function () {
     return {
@@ -38,7 +38,7 @@ export default {
         attrs: { "id": "choices" },
         'class': { 'row': true },
         style: {
-          "display": this.choices.length>0?"block":"none",
+          "display": (this.choices.length > 0 ? "block" : "none"),
           "top": "-" + ((sizeY/2)*squareWidth+squareWidth/2) + "px",
           "width": (this.choices.length * squareWidth) + "px",
           "height": squareWidth + "px",
@@ -96,8 +96,8 @@ export default {
             let cj = (this.orientation=='w' ? j : sizeY-j-1);
             let elems = [];
             if (this.vr.board[ci][cj] != V.EMPTY && (this.vname!="Dark"
-              || this.gameOver || this.analyze
-              || this.vr.enlightened[this.userColor][ci][cj]))
+              || this.analyze || (!!this.userColor
+                && this.vr.enlightened[this.userColor][ci][cj])))
             {
               elems.push(
                 h(
@@ -141,8 +141,9 @@ export default {
                   'light-square': (i+j)%2==0,
                   'dark-square': (i+j)%2==1,
                   [this.bcolor]: true,
-                  'in-shadow': this.vname=="Dark" && !this.gameOver
-                    && !this.analyze && !this.vr.enlightened[this.userColor][ci][cj],
+                  'in-shadow': this.vname=="Dark" && !this.analyze
+                    && (!this.userColor
+                      || !this.vr.enlightened[this.userColor][ci][cj]),
                   'highlight': showLight && !!lm && lm.end.x == ci && lm.end.y == cj,
                   'incheck': showLight && incheckSq[ci][cj],
                 },
@@ -156,10 +157,11 @@ export default {
         );
       })
     );
+    const playingColor = userColor || "w"; //default for an observer
     let elementArray = [choices, gameDiv];
     if (!!this.vr.reserve)
     {
-      const shiftIdx = (this.userColor=="w" ? 0 : 1);
+      const shiftIdx = (playingColor=="w" ? 0 : 1);
       let myReservePiecesArray = [];
       for (let i=0; i<V.RESERVE_PIECES.length; i++)
       {
@@ -174,17 +176,17 @@ export default {
             'class': {"piece":true, "reserve":true},
             attrs: {
               "src": "/images/pieces/" +
-                this.vr.getReservePpath(this.userColor,i) + ".svg",
+                this.vr.getReservePpath(playingColor,i) + ".svg",
             }
           }),
           h('sup',
             {"class": { "reserve-count": true } },
-            [ this.vr.reserve[this.userColor][V.RESERVE_PIECES[i]] ]
+            [ this.vr.reserve[playingColor][V.RESERVE_PIECES[i]] ]
           )
         ]));
       }
       let oppReservePiecesArray = [];
-      const oppCol = V.GetOppCol(this.userColor);
+      const oppCol = V.GetOppCol(playingColor);
       for (let i=0; i<V.RESERVE_PIECES.length; i++)
       {
         oppReservePiecesArray.push(h('div',
@@ -288,7 +290,7 @@ export default {
         this.selectedPiece.style.zIndex = 3000;
         const startSquare = getSquareFromId(e.target.parentNode.id);
         this.possibleMoves = [];
-        const color = (this.analyze || this.gameOver ? this.vr.turn : this.userColor);
+        const color = (this.analyze ? this.vr.turn : this.userColor);
         if (this.vr.canIplay(color,startSquare))
           this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
         // Next line add moving piece just after current image
diff --git a/client/src/components/ComputerGame.vue b/client/src/components/ComputerGame.vue
index 21b11135..f5d46237 100644
--- a/client/src/components/ComputerGame.vue
+++ b/client/src/components/ComputerGame.vue
@@ -107,8 +107,8 @@ export default {
         this.playComputerMove();
       }
     },
-    // When game ends normally, just switch to analyze mode
-    gameOver: function() {
+    gameOver: function(score) {
+      // Just switch to analyze mode: no user action can set score
       this.game.mode = "analyze";
     },
   },
diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue
index 0c227960..0540fbb0 100644
--- a/client/src/views/Game.vue
+++ b/client/src/views/Game.vue
@@ -1,18 +1,3 @@
-<!-- TODO: component Game, + handle players + observers connect/disconnect
-  event = "gameconnect" ...etc
-  connect/disconnect with sid+name (ID not required); name slightly redundant but easier
-quand on arrive dans la partie, on poll les sids pour savoir qui est en ligne (ping)
-(éventuel échange lastate avec les connectés, pong ...etc)
-ensuite quand qqun se deco il suffit d'écouter "disconnect"
-pareil quand quelqu'un reco.
-(c'est assez rudimentaire et écoute trop de messages, mais dans un premier temps...)
-      // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
-// TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ?
-//      onClick :: ask full game to remote player, and register as an observer in game
-//      (use gameId to communicate)
-//      on landing on game :: if gameId not found locally, check remotely
-//      ==> il manque un param dans game : "remoteId"
--->
 <template lang="pug">
 .row
   .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
@@ -49,7 +34,7 @@ export default {
       },
       game: { }, //passed to BaseGame
       vr: null, //"variant rules" object initialized from FEN
-      drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?)
+      drawOfferSent: false, //did I just ask for draw? (TODO: use for button style)
       people: [ ], //potential observers (TODO)
     };
   },
@@ -72,19 +57,15 @@ export default {
     }
     // TODO: how to know who is observing ? Send message to everyone with game ID ?
     // and then just listen to (dis)connect events
-
-
     // server always send "connect on " + URL ; then add to observers if game...
     // detect multiple tabs connected (when connect ask server if my SID is already in use)
 // router when access a game page tell to server I joined + game ID (no need rid)
 // and ask server for current joined (= observers)
 // when send to chat (or a move), reach only this group (send gid along)
-
     // --> 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?)
     // --> must give this info also when sending lastState...
     // and, if all players agree then OK draw (end game ...etc)
@@ -117,6 +98,7 @@ export default {
           });
           break;
         // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
+        // TODO: need to send along clock state (my current time) with my last move
         case "lastate": //got opponent infos about last move
           L = this.vr.moves.length;
           if (this.gameRef.id != data.gameId)
@@ -148,9 +130,19 @@ export default {
           else if (data.movesCount > L) //just got last move from him
             this.play(data.lastMove, "animate"); //TODO: wrong call (3 args)
           break;
-        case "resign": //..you won!
-          this.endGame(this.game.mycolor=="w"?"1-0":"0-1");
+        case "resign":
+          this.$refs["basegame"].endGame(
+            this.game.mycolor=="w" ? "1-0" : "0-1", "Resign");
+          break;
+        case "timeover":
+          this.$refs["basegame"].endGame(
+            this.game.mycolor=="w" ? "1-0" : "0-1", "Time");
           break;
+        case "abort":
+          this.$refs["basegame"].endGame("?", "Abort: " + data.msg);
+          break;
+        // TODO: drawaccepted (click draw button before sending move ==> draw offer in move)
+          // ==> on "newmove", check "drawOffer" field
         // TODO: also use (dis)connect info to count online players?
         case "gameconnect":
         case "gamedisconnect":
@@ -214,6 +206,10 @@ export default {
     abortGame: function() {
       if (!confirm("Abort the game?"))
         return;
+      
+// Abort possible à tout moment avec message
+// Sorry I have to go / Game seems over / Game is not interesting
+
       //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
       //send message: "gameOver" avec score "?"
       // ==> BaseGame must listen to game.score change, and call "endgame(score)" in this case
@@ -221,15 +217,17 @@ export default {
     resign: function(e) {
       if (!confirm("Resign the game?"))
         return;
-      if (this.mode == "human" && this.oppConnected(this.oppid))
-      {
-        try {
-          this.st.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
-        } catch (INVALID_STATE_ERR) {
-          return;
+      this.game.players.forEach(p => {
+        if (!!p.sid && p.sid != this.st.user.sid)
+        {
+          this.st.conn.send(JSON.stringify({
+            code: "resign",
+            target: p.sid,
+          }));
         }
-      }
-      this.endGame(this.mycolor=="w"?"0-1":"1-0");
+      });
+      // Next line will trigger a "gameover" event, bubbling up till here
+      this.$refs["basegame"].endGame(this.game.mycolor=="w" ? "0-1" : "1-0");
     },
     // 4 cases for loading a game:
     //  - from localStorage (one running game I play)
@@ -294,11 +292,13 @@ export default {
         const elapsed = Date.now() - GameStorage.getInitime();
         this.game.players.forEach(p => {
           if (p.sid != this.st.user.sid)
+          {
             this.st.conn.send(JSON.stringify({
               code: "newmove",
               target: p.sid,
               move: Object.assign({}, filtered_move, {elapsed: elapsed}),
             }));
+          }
         });
         move.elapsed = elapsed;
         // elapsed time is measured in milliseconds
@@ -312,8 +312,9 @@ export default {
         initime: (this.vr.turn == this.game.mycolor), //my turn now?
       });
     },
-    // NOTE: this update function should also work for corr games
+    // TODO: this update function should also work for corr games
     gameOver: function(score) {
+      this.game.mode = "analyze";
       GameStorage.update({
         score: score,
       });
@@ -321,9 +322,3 @@ export default {
   },
 };
 </script>
-
-<!-- TODO:
-// Abort possible à tout moment avec message
-// Sorry I have to go / Game seems over / Game is not interesting
-// code "T" pour score "perte au temps" ?
--->
-- 
2.44.0