all repos — emchess @ 6b60c743e0c7b7cfb599852d110f27b229626bcb

src/play.ts (view raw)

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import { Game, type Color, type Square, type Move } from "./game/state";
import { Board } from "./board/board";
import { Engine } from "./game/engine";
import type { Personality } from "./game/personalities";
import { getSet, type PieceType } from "./board/pieces";
import { Clock, formatTime, type TimeControl } from "./game/clock";
import { threats, PIECE_NAME } from "./game/analysis";
import { explainPosition, explainMistake, blunderCheck } from "./game/coach";
import { sound } from "./util/sound";
import { loadPrefs, savePrefs, saveGame, clearGame } from "./util/storage";
import { goto } from "./util/url";

type Promo = "q" | "r" | "b" | "n";

const app = document.querySelector<HTMLDivElement>("#app")!;
let prefs = loadPrefs();
let engine: Engine | null = null;
let liveBoard: Board | null = null;

const PIECE_VALUE: Record<string, number> = { p: 1, n: 3, b: 3, r: 5, q: 9 };
const START_COUNT: Record<string, number> = { p: 8, n: 2, b: 2, r: 2, q: 1 };
const GRAVEYARD_ORDER: PieceType[] = ["q", "r", "b", "n", "p"];

// Entry point for the game screen. Loaded on demand so the home page stays tiny.
export async function startGame(
  human: Color,
  personality: Personality,
  tc: TimeControl,
  text: string
): Promise<string | null> {
  prefs = loadPrefs();
  const initial = parseInitial(text);
  if (initial === "invalid") return "That is not a valid FEN or PGN.";
  liveBoard?.destroy();
  liveBoard = null;
  await new PlayController(human, personality, tc, initial).mount();
  return null;
}

function parseInitial(text: string): { fen?: string; pgn?: string } | null | "invalid" {
  const t = text.trim();
  if (!t) return null;
  const probe = new Game();
  if (probe.load(t)) return { fen: t };
  if (probe.loadPgn(t)) return { pgn: t };
  return "invalid";
}

class PlayController {
  private game: Game;
  private board!: Board;
  private clock: Clock;
  private thinking = false;
  private view: Color;
  private timeLoss: Color | null = null;
  private over = false;

  private threatsOn = prefs.threats;
  private blunderOn = prefs.blunder;

  private beforeHuman: Game | null = null;
  private afterHuman: Game | null = null;
  private humanMove: Move | null = null;
  private pendingBlunder: { from: Square; to: Square; promo?: Promo } | null = null;

  // Evaluations are queued so they never interleave with a search on the wire.
  private evalQueue: Promise<unknown> = Promise.resolve();
  private evalToken = 0;
  private lastTickSec = -1;

  constructor(
    private human: Color,
    private personality: Personality,
    private tc: TimeControl,
    initial: { fen?: string; pgn?: string } | null
  ) {
    this.game = new Game(initial?.fen);
    if (initial?.pgn) this.game.loadPgn(initial.pgn);
    this.view = human;
    this.clock = new Clock(tc, this.onTick, this.onFlag);
    if (!engine) engine = new Engine();
  }

  async mount() {
    const opp = this.human === "w" ? "b" : "w";
    const glyphs = getSet(prefs.pieceSet).glyphs;
    const clockHtml = (c: Color) =>
      this.clock.enabled
        ? `<span class="clock" data-c="${c}"><span class="bar" id="bar-${c}"></span><span class="time" id="clk-${c}">--</span></span>`
        : "";

    app.innerHTML = `
      <div class="topbar">
        <h2>${this.personality.face} ${this.personality.name}</h2>
        <button class="back" data-back>← menu</button>
      </div>
      <div class="play">
        <div class="arena">
          <div class="hud opp">
            <span class="face">${this.personality.face}</span>
            <span class="who">${this.personality.name}</span>
            <span class="captured" id="cap-${opp}"></span>
            <span class="mat" id="mat-${opp}"></span>
            ${clockHtml(opp)}
          </div>
          <div class="board-row">
            <div class="evalwrap">
              <div class="evalbar"><div class="evalfill" id="evalfill"></div></div>
              <span class="evalnum" id="evalnum"></span>
            </div>
            <div class="board-wrap"><div id="board"></div></div>
          </div>
          <div class="hud you">
            <span class="face">${glyphs.k}</span>
            <span class="who">you · ${this.human === "w" ? "white" : "black"}</span>
            <span class="captured" id="cap-${this.human}"></span>
            <span class="mat" id="mat-${this.human}"></span>
            ${clockHtml(this.human)}
          </div>
        </div>
        <aside class="panel">
          <div class="status" id="status"></div>
          <div class="assist" id="assist">
            <button id="t-threats" aria-pressed="${this.threatsOn}">threats</button>
            <button id="t-blunder" aria-pressed="${this.blunderOn}">blunder</button>
            <button id="explain">explain</button>
            <button id="why">why?</button>
          </div>
          <div class="coach" id="coach"></div>
          <div class="moves"><ol id="movelist"></ol></div>
          <div class="controls">
            <button id="undo">undo</button>
            <button id="flip">flip</button>
            <button id="pgn">copy pgn</button>
            <button id="new">new game</button>
          </div>
        </aside>
      </div>
      <div class="gameover hidden" id="gameover"></div>`;

    app.querySelector<HTMLButtonElement>("[data-back]")!.onclick = () => {
      this.clock.stop();
      clearGame();
      goto("home");
    };

    this.board = new Board(app.querySelector<HTMLElement>("#board")!, {
      orientation: this.view,
      set: getSet(prefs.pieceSet),
      coords: prefs.coords,
      legalTargets: (sq) => (this.canMove() ? this.game.legalTargets(sq) : []),
      canMove: () => this.canMove(),
      onMove: (from, to, promo) => this.onHumanMove(from, to, promo as Promo),
    });
    liveBoard = this.board;

    this.board.setPosition(this.game.board());
    this.wireControls();
    this.refreshCheck();
    this.update();

    if (engine) await engine.configure(this.personality);
    if (prefs.sound) sound.start();
    if (this.clock.enabled) this.clock.start(this.game.turn);
    if (this.game.outcome().over) this.showGameOver();
    else if (this.game.turn !== this.human) void this.aiMove().finally(() => this.refreshEval());
    else void this.refreshEval();
  }

  private wireControls() {
    app.querySelector<HTMLButtonElement>("#undo")!.onclick = () => this.undo();
    app.querySelector<HTMLButtonElement>("#flip")!.onclick = () => {
      this.view = this.view === "w" ? "b" : "w";
      this.board.setOrientation(this.view);
      this.board.setPosition(this.game.board());
      this.refreshCheck();
      this.refreshThreats();
    };
    app.querySelector<HTMLButtonElement>("#pgn")!.onclick = (e) => {
      navigator.clipboard?.writeText(this.game.pgn());
      flash(e.target as HTMLButtonElement, "copied", "copy pgn");
    };
    app.querySelector<HTMLButtonElement>("#new")!.onclick = () => {
      this.clock.stop();
      clearGame();
      goto("play");
    };

    const threatsBtn = app.querySelector<HTMLButtonElement>("#t-threats")!;
    threatsBtn.onclick = () => {
      this.threatsOn = !this.threatsOn;
      prefs = { ...prefs, threats: this.threatsOn };
      savePrefs(prefs);
      threatsBtn.setAttribute("aria-pressed", String(this.threatsOn));
      this.refreshThreats();
    };
    const blunderBtn = app.querySelector<HTMLButtonElement>("#t-blunder")!;
    blunderBtn.onclick = () => {
      this.blunderOn = !this.blunderOn;
      prefs = { ...prefs, blunder: this.blunderOn };
      savePrefs(prefs);
      blunderBtn.setAttribute("aria-pressed", String(this.blunderOn));
    };
    app.querySelector<HTMLButtonElement>("#explain")!.onclick = () => this.explain();
    app.querySelector<HTMLButtonElement>("#why")!.onclick = () => this.why();

    if (this.clock.enabled) app.querySelector<HTMLButtonElement>("#undo")!.disabled = true;
  }

  private canMove(): boolean {
    return (
      !this.thinking &&
      !this.pendingBlunder &&
      !this.timeLoss &&
      this.game.turn === this.human &&
      !this.game.outcome().over
    );
  }

  private onHumanMove(from: Square, to: Square, promo?: Promo) {
    if (this.blunderOn) {
      const risk = blunderCheck(this.game, from, to, promo, this.human);
      if (risk) {
        this.pendingBlunder = { from, to, promo };
        this.askBlunder(PIECE_NAME[risk.type], risk.square);
        return;
      }
    }
    this.commitHuman(from, to, promo);
  }

  private commitHuman(from: Square, to: Square, promo?: Promo) {
    this.beforeHuman = this.game.clone();
    const move = this.game.play(from, to, promo);
    if (!move) return;
    this.humanMove = move;
    this.afterHuman = this.game.clone();
    this.setCoach("");
    this.board.clearArrow();
    this.afterMove(move);
    if (!this.game.outcome().over && !this.timeLoss) {
      void this.aiMove().finally(() => this.refreshEval());
    }
  }

  private async aiMove() {
    if (!engine || this.game.outcome().over || this.timeLoss) return;
    this.thinking = true;
    this.showThinking();
    const uci = await engine.chooseMove(this.game.fen, this.personality, this.game.legalUci());
    this.thinking = false;
    app.querySelector(".hud.opp")?.classList.remove("thinking");
    if (!uci || this.timeLoss) return this.update();
    const move = this.game.playUci(uci);
    if (move) {
      this.board.setArrow(move.from as Square, move.to as Square);
      this.afterMove(move);
    } else this.update();
  }

  private afterMove(move: Move) {
    this.board.applyMove(move);
    if (this.clock.enabled) this.clock.press(move.color);
    this.playSound(move);
    this.showReactions(move);
    this.refreshCheck();
    this.refreshThreats();
    this.update();
    this.persist();
    if (this.game.outcome().over) {
      this.clock.stop();
      if (prefs.sound) sound.end();
      this.showGameOver();
    }
  }

  private undo() {
    if (this.thinking || this.clock.enabled) return;
    this.hideGameOver();
    this.board.clearDefeat();
    this.board.clearArrow();
    this.game.undo();
    if (this.game.turn !== this.human) this.game.undo();
    this.pendingBlunder = null;
    this.setCoach("");
    this.board.setPosition(this.game.board());
    this.refreshCheck();
    this.refreshThreats();
    this.update();
    this.persist();
    void this.refreshEval();
  }

  private playSound(move: Move) {
    if (!prefs.sound) return;
    if (move.flags.includes("p")) sound.promote();
    else if (move.flags.includes("k") || move.flags.includes("q")) sound.castle();
    else if (move.captured) sound.capture();
    else sound.move();
    if (this.game.inCheck()) sound.check();
  }

  private showReactions(move: Move) {
    if (!prefs.reactions) return;
    if (move.flags.includes("p")) this.board.react(move.to as Square, "✨");
    if (this.game.inCheck()) {
      const king = this.game.kingSquare(this.game.turn);
      if (king) this.board.react(king, "❗");
    }
  }

  private refreshCheck() {
    this.board.setCheck(this.game.inCheck() ? this.game.kingSquare(this.game.turn) : null);
  }

  private refreshThreats() {
    if (this.threatsOn) this.board.setThreats(threats(this.game, this.human).map((t) => t.square));
    else this.board.setThreats([]);
  }

  private runEngineEval(fen: string, movetime = 400): Promise<{ cp: number | null; mate: number | null }> {
    const p = this.evalQueue.then(() =>
      engine ? engine.evaluate(fen, movetime) : { cp: null, mate: null }
    );
    this.evalQueue = p.catch(() => {});
    return p;
  }

  // The eval bar reads from White's point of view, no matter who sits where.
  private async refreshEval() {
    if (!engine || this.game.outcome().over || this.timeLoss) return;
    const token = ++this.evalToken;
    const fen = this.game.fen;
    const stm = this.game.turn;
    const { cp, mate } = await this.runEngineEval(fen);
    if (token !== this.evalToken) return;
    if (mate !== null) {
      const m = stm === "w" ? mate : -mate; // from White's side of the board
      this.renderEval(m > 0 ? 1 : -1, (m > 0 ? "#" : "-#") + Math.abs(m));
    } else if (cp !== null) {
      const cpW = stm === "w" ? cp : -cp;
      const score = (2 / Math.PI) * Math.atan(cpW / 350);
      this.renderEval(score, (cpW >= 0 ? "+" : "") + (cpW / 100).toFixed(1));
    }
  }

  private renderEval(score: number, label: string) {
    const fill = app.querySelector<HTMLElement>("#evalfill");
    const num = app.querySelector<HTMLElement>("#evalnum");
    if (!fill || !num) return;
    fill.style.height = Math.round(((score + 1) / 2) * 100) + "%";
    num.textContent = label;
  }

  private async explain() {
    if (!engine) return;
    if (this.thinking) {
      this.setCoach("One moment — the engine is busy with its move.");
      return;
    }
    this.setCoach("thinking…");
    const { cp, mate } = await this.runEngineEval(this.game.fen, 500);
    const forHuman = this.game.turn === this.human ? 1 : -1;
    const cpH = cp === null ? null : cp * forHuman;
    const mateH = mate === null ? null : mate * forHuman;
    this.setCoach(explainPosition(this.game, this.human, cpH, mateH));
  }

  private why() {
    if (!this.beforeHuman || !this.afterHuman || !this.humanMove) {
      this.setCoach("Make a move first, then ask.");
      return;
    }
    const reason = explainMistake(this.beforeHuman, this.afterHuman, this.humanMove, this.human);
    this.setCoach(reason ?? "That move was fine — nothing was hanging.");
  }

  private askBlunder(name: string, square: Square) {
    this.setCoach("");
    const coach = app.querySelector<HTMLElement>("#coach")!;
    coach.innerHTML = `This move leaves your ${name} on ${square} for the taking.
      <div class="assist" style="margin-top:6px">
        <button id="playanyway">play it anyway</button>
        <button id="takeback">take it back</button>
      </div>`;
    coach.querySelector<HTMLButtonElement>("#playanyway")!.onclick = () => {
      const p = this.pendingBlunder!;
      this.pendingBlunder = null;
      coach.textContent = "";
      this.commitHuman(p.from, p.to, p.promo);
    };
    coach.querySelector<HTMLButtonElement>("#takeback")!.onclick = () => {
      this.pendingBlunder = null;
      coach.textContent = "";
    };
  }

  private setCoach(text: string) {
    const coach = app.querySelector<HTMLElement>("#coach");
    if (coach) coach.textContent = text;
  }

  private onTick = (w: number, b: number) => {
    this.setClock("w", w);
    this.setClock("b", b);
    const ms = this.human === "w" ? w : b;
    if (prefs.sound && this.canRun() && this.game.turn === this.human && ms > 0 && ms <= 10000) {
      const sec = Math.ceil(ms / 1000);
      if (sec !== this.lastTickSec) {
        this.lastTickSec = sec;
        sound.tick();
      }
    } else {
      this.lastTickSec = -1;
    }
  };

  private setClock(c: Color, ms: number) {
    const el = document.getElementById("clk-" + c);
    if (!el) return;
    el.textContent = formatTime(ms);
    const box = el.parentElement!;
    box.classList.toggle("running", this.game.turn === c && this.canRun());
    box.classList.toggle("low", ms < 10000 && ms > 0);
    box.classList.toggle("flag", this.timeLoss === c);
    const bar = document.getElementById("bar-" + c);
    if (bar) {
      const pct = Math.max(0, Math.min(100, (ms / this.clock.baseMs) * 100));
      bar.style.width = pct + "%";
    }
  }

  private canRun(): boolean {
    return !this.timeLoss && !this.game.outcome().over;
  }

  private onFlag = (side: Color) => {
    this.timeLoss = side;
    this.clock.stop();
    if (prefs.sound) sound.end();
    this.update();
    this.showGameOver();
  };

  private showThinking() {
    const status = app.querySelector<HTMLElement>("#status");
    if (status) status.innerHTML = `<span class="thinking">${this.personality.face} is thinking…</span>`;
    app.querySelector(".hud.opp")?.classList.add("thinking");
  }

  private update() {
    this.renderStatus();
    this.renderMoves();
    this.renderMaterial();
    const undo = app.querySelector<HTMLButtonElement>("#undo");
    if (undo && !this.clock.enabled) undo.disabled = this.game.history().length === 0;
  }

  private renderStatus() {
    const status = app.querySelector<HTMLElement>("#status");
    if (!status) return;
    if (this.timeLoss) {
      status.textContent =
        this.timeLoss === this.human ? "You lost on time." : "Your opponent lost on time. You win.";
      return;
    }
    const outcome = this.game.outcome();
    if (outcome.over) {
      status.textContent = describeOutcome(outcome, this.human);
      return;
    }
    const dot = `<span class="turn-dot ${this.game.turn}"></span>`;
    status.innerHTML = dot + (this.game.turn === this.human ? "Your move" : "Waiting…");
  }

  // Fallen pieces line up next to the side that lost them; the leader gets a +N chip.
  private renderMaterial() {
    const set = getSet(prefs.pieceSet);
    const count: Record<Color, Record<string, number>> = {
      w: { p: 0, n: 0, b: 0, r: 0, q: 0 },
      b: { p: 0, n: 0, b: 0, r: 0, q: 0 },
    };
    for (const row of this.game.board()) {
      for (const cell of row) {
        if (cell && cell.type !== "k") count[cell.color][cell.type]++;
      }
    }
    let valW = 0;
    let valB = 0;
    for (const t of GRAVEYARD_ORDER) {
      valW += count.w[t] * PIECE_VALUE[t];
      valB += count.b[t] * PIECE_VALUE[t];
    }
    for (const c of ["w", "b"] as Color[]) {
      const el = app.querySelector<HTMLElement>("#cap-" + c);
      if (el) {
        let html = "";
        for (const t of GRAVEYARD_ORDER) {
          const lost = START_COUNT[t] - count[c][t];
          const cls = set.traditional ? ` class="cap trad ${c}"` : ` class="cap"`;
          for (let i = 0; i < lost; i++) html += `<span${cls}>${set.glyphs[t]}</span>`;
        }
        el.innerHTML = html;
      }
      const mat = app.querySelector<HTMLElement>("#mat-" + c);
      if (mat) {
        const diff = c === "w" ? valW - valB : valB - valW;
        mat.textContent = diff > 0 ? "+" + diff : "";
      }
    }
  }

  private renderMoves() {
    const list = app.querySelector<HTMLOListElement>("#movelist");
    if (!list) return;
    const history = this.game.history();
    let html = "";
    for (let i = 0; i < history.length; i += 2) {
      const no = i / 2 + 1;
      const white = history[i]?.san ?? "";
      const black = history[i + 1]?.san ?? "";
      const wHere = i === history.length - 1 ? " here" : "";
      const bHere = i + 1 === history.length - 1 ? " here" : "";
      html += `<li><span class="no">${no}.</span><span class="san${wHere}">${white}</span><span class="san${bHere}">${black}</span></li>`;
    }
    list.innerHTML = html;
    list.parentElement!.scrollTop = list.parentElement!.scrollHeight;
  }

  private showGameOver() {
    if (this.over) return;
    this.over = true;

    let banner = "DRAW";
    let detail: string;
    const outcome = this.game.outcome();
    if (this.timeLoss) {
      banner = "FLAG FALL";
      detail = this.timeLoss === this.human ? "You lost on time." : "You win on time.";
    } else if (outcome.over && outcome.reason === "checkmate") {
      banner = "CHECKMATE";
      detail = outcome.winner === this.human ? "You win." : "You lose.";
      const king = this.game.kingSquare(this.game.turn);
      if (king) {
        this.board.defeat(king);
        this.board.react(king, "💀", true);
      }
      this.renderEval(outcome.winner === "w" ? 1 : -1, outcome.winner === "w" ? "1-0" : "0-1");
    } else {
      if (outcome.over && outcome.reason === "stalemate") banner = "STALEMATE";
      detail = outcome.over ? describeOutcome(outcome, this.human) : "The game is over.";
    }

    const moves = Math.ceil(this.game.history().length / 2);
    const box = app.querySelector<HTMLElement>("#gameover")!;
    box.innerHTML = `
      <div class="go-box">
        <pre class="go-banner">${banner}</pre>
        <p class="go-detail">${detail}</p>
        <p class="go-meta">${moves} moves · ${this.personality.face} ${this.personality.name}</p>
        <div class="go-actions">
          <button class="btn" id="rematch">rematch</button>
          <button class="btn" id="gonew">new opponent</button>
          <button class="btn ghost" id="gomenu">menu</button>
        </div>
        <button class="go-pgn" id="gopgn">[ copy pgn ]</button>
      </div>`;

    box.querySelector<HTMLButtonElement>("#rematch")!.onclick = () => {
      this.clock.stop();
      clearGame();
      const next: Color = this.human === "w" ? "b" : "w";
      void startGame(next, this.personality, this.tc, "");
    };
    box.querySelector<HTMLButtonElement>("#gonew")!.onclick = () => {
      this.clock.stop();
      clearGame();
      goto("play");
    };
    box.querySelector<HTMLButtonElement>("#gomenu")!.onclick = () => {
      this.clock.stop();
      clearGame();
      goto("home");
    };
    box.querySelector<HTMLButtonElement>("#gopgn")!.onclick = (e) => {
      navigator.clipboard?.writeText(this.game.pgn());
      flash(e.target as HTMLButtonElement, "[ copied ]", "[ copy pgn ]");
    };

    // Let the final position land — the falling king, the skull — before the curtain.
    setTimeout(() => box.classList.remove("hidden"), 700);
  }

  private hideGameOver() {
    this.over = false;
    const box = app.querySelector<HTMLElement>("#gameover");
    if (box) {
      box.classList.add("hidden");
      box.innerHTML = "";
    }
  }

  private persist() {
    if (this.game.outcome().over || this.timeLoss) {
      clearGame();
      return;
    }
    saveGame({
      pgn: this.game.pgn(),
      side: this.human,
      personality: this.personality.id,
      savedAt: Date.now(),
    });
  }
}

function flash(btn: HTMLButtonElement, on: string, off: string) {
  btn.textContent = on;
  setTimeout(() => (btn.textContent = off), 1200);
}

function describeOutcome(
  outcome: Extract<ReturnType<Game["outcome"]>, { over: true }>,
  human: Color
): string {
  if (outcome.reason === "checkmate") {
    return outcome.winner === human ? "Checkmate. You win." : "Checkmate. You lose.";
  }
  const draws: Record<string, string> = {
    stalemate: "Stalemate. It's a draw.",
    insufficient: "Draw — not enough material to mate.",
    repetition: "Draw by repetition.",
    fifty: "Draw by the fifty-move rule.",
    draw: "The game is a draw.",
  };
  return draws[outcome.reason] ?? "The game is over.";
}