Refactor client game for a bit
This commit is contained in:
parent
4666d7871a
commit
e0058fedfb
@ -291,6 +291,8 @@ defmodule Chessh.SSH.Client.Game do
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},
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promotion
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) do
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game = Repo.get(Game, game_id)
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attempted_move =
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if(flipped,
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do: "#{Renderer.to_chess_coord(flip(from))}#{Renderer.to_chess_coord(flip(to))}",
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@ -298,8 +300,6 @@ defmodule Chessh.SSH.Client.Game do
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) <>
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if(promotion, do: promotion, else: "")
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game = Repo.get(Game, game_id)
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case :binbo.move(
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binbo_pid,
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attempted_move
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@ -307,42 +307,19 @@ defmodule Chessh.SSH.Client.Game do
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{:ok, status} ->
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{:ok, fen} = :binbo.get_fen(binbo_pid)
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default_changeset = %{
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fen: fen,
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moves: game.moves + 1,
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turn: if(game.turn == :dark, do: :light, else: :dark)
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}
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case status do
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:continue ->
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{:ok, _new_game} =
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Game.changeset(
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game,
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default_changeset
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)
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|> Repo.update()
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{:draw, _} ->
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Game.changeset(
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game,
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Map.merge(default_changeset, %{status: :draw})
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{:ok, _new_game} =
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game
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|> Game.changeset(
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Map.merge(
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%{
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fen: fen,
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moves: game.moves + 1,
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turn: if(game.turn == :dark, do: :light, else: :dark)
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},
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changeset_from_status(status)
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)
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|> Repo.update()
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{:checkmate, :white_wins} ->
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Game.changeset(
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game,
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Map.merge(default_changeset, %{status: :winner, winner: :light})
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)
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|> Repo.update()
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{:checkmate, :black_wins} ->
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Game.changeset(
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game,
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Map.merge(default_changeset, %{status: :winner, winner: :dark})
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)
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|> Repo.update()
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end
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)
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|> Repo.update()
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:syn.publish(:games, {:game, game_id}, {:new_move, attempted_move})
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@ -367,4 +344,20 @@ defmodule Chessh.SSH.Client.Game do
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) do
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Renderer.render_board_state(fen, state)
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end
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defp changeset_from_status(game_status) do
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case game_status do
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:continue ->
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%{}
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{:draw, _} ->
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%{status: :draw}
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{:checkmate, :white_wins} ->
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%{status: :winner, winner: :light}
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{:checkmate, :black_wins} ->
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%{status: :winner, winner: :dark}
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end
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end
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end
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@ -10,15 +10,17 @@ defmodule Chessh.SSH.Client.Game.Renderer do
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@tile_width 7
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@tile_height 4
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@from_select_background ANSI.light_blue_background()
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@to_select_background ANSI.blue_background()
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@previous_move_background ANSI.light_yellow_background()
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@from_select_background ANSI.light_green_background()
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@to_select_background ANSI.green_background()
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@dark_piece_color ANSI.light_red()
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@light_piece_color ANSI.light_magenta()
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@light_piece_color ANSI.light_blue()
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def chess_board_height(), do: @chess_board_height
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def chess_board_width(), do: @chess_board_width
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def to_select_background(), do: @to_select_background
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def from_select_background(), do: @from_select_background
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def previous_move_background(), do: @previous_move_background
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def to_chess_coord({y, x})
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when x >= 0 and x < @chess_board_width and y >= 0 and y < @chess_board_height do
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@ -63,7 +65,6 @@ defmodule Chessh.SSH.Client.Game.Renderer do
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highlighted: highlighted,
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flipped: flipped,
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game: %Chessh.Game{
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id: game_id,
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dark_player: %Player{username: dark_player},
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light_player: %Player{username: light_player},
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turn: turn,
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@ -75,7 +76,6 @@ defmodule Chessh.SSH.Client.Game.Renderer do
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Enum.join(
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[
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ANSI.clear_line(),
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"Game #{game_id}: ",
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ANSI.format_fragment([@light_piece_color, light_player]),
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"#{ANSI.default_color()} --vs-- ",
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ANSI.format_fragment([@dark_piece_color, dark_player]),
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@ -89,7 +89,8 @@ defmodule Chessh.SSH.Client.Game.Renderer do
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:winner ->
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", #{ANSI.format_fragment([if(winner == :light, do: @light_piece_color, else: @dark_piece_color), if(winner == :dark, do: dark_player, else: light_player)])} won!"
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end
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end,
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ANSI.default_color()
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],
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""
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)
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@ -110,142 +111,82 @@ defmodule Chessh.SSH.Client.Game.Renderer do
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)
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end
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defp tileIsLight(row, col) do
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rem(row, 2) == rem(col, 2)
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end
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defp piece_type(char) do
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case String.capitalize(char) do
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"P" -> "pawn"
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"N" -> "knight"
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"R" -> "rook"
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"B" -> "bishop"
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"K" -> "king"
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"Q" -> "queen"
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_ -> nil
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end
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end
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defp skip_cols_or_place_piece_reduce(char, {curr_column, data}, rowI) do
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case Integer.parse(char) do
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{skip, ""} ->
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{curr_column + skip, data}
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_ ->
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case piece_type(char) do
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nil ->
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{curr_column, data}
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type ->
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shade = if(char == String.capitalize(char), do: "light", else: "dark")
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{curr_column + 1,
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Map.put(
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data,
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"#{rowI}, #{curr_column}",
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{shade, type}
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)}
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end
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end
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end
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defp make_coordinate_to_piece_art_map(fen) do
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rows =
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String.split(fen, " ")
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|> List.first()
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|> String.split("/")
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Enum.zip(rows, 0..(length(rows) - 1))
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|> Enum.map(fn {row, rowI} ->
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{@chess_board_height, pieces_per_row} =
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Enum.reduce(
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String.split(row, ""),
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{0, %{}},
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&skip_cols_or_place_piece_reduce(&1, &2, rowI)
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)
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pieces_per_row
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end)
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|> Enum.reduce(%{}, fn pieces_map_for_this_row, acc ->
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Map.merge(acc, pieces_map_for_this_row)
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end)
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end
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defp draw_board(
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fen,
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{tile_width, tile_height} = tile_dims,
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highlights,
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flipped
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) do
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coordinate_to_piece = make_coordinate_to_piece_art_map(fen)
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board = make_board(tile_dims)
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board_coord_to_piece_art = make_board_coordinate_to_piece_art_map(fen)
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tile_rows = make_board_tiles(tile_dims)
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(Enum.zip_with([board, 0..(length(board) - 1)], fn [row_str, row] ->
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(Enum.zip_with([tile_rows, 0..(tile_height * @chess_board_height - 1)], fn [row_str, row] ->
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curr_y = div(row, tile_height)
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%{row_chars: row_chars} =
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Enum.reduce(
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Enum.zip(String.graphemes(row_str), 0..(String.length(row_str) - 1)),
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%{current_color: ANSI.black(), row_chars: []},
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fn {char, col}, %{current_color: current_color, row_chars: row_chars} = row_state ->
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Enum.zip(String.graphemes(row_str), 0..(tile_width * @chess_board_width - 1)),
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%{tile_chunk: [], current_color: ANSI.default_color(), row_chars: []},
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fn {tile_char, col},
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%{tile_chunk: tile_chunk, current_color: current_color, row_chars: row_chars} =
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row_acc_state ->
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curr_x = div(col, tile_width)
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col_relative_to_tile = col - curr_x * tile_width
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key =
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"#{if !flipped, do: curr_y, else: @chess_board_height - curr_y - 1}, #{if !flipped, do: curr_x, else: @chess_board_width - curr_x - 1}"
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board_coord =
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{if(!flipped, do: curr_y, else: @chess_board_height - curr_y - 1),
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if(!flipped, do: curr_x, else: @chess_board_width - curr_x - 1)}
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relative_to_tile_col = col - curr_x * tile_width
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prefix =
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if relative_to_tile_col == 0 do
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case Map.fetch(highlights, {curr_y, curr_x}) do
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{:ok, color} ->
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color
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_ ->
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ANSI.default_background()
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end
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end
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{color, row_chars} =
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case Map.fetch(coordinate_to_piece, key) do
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{color, char} =
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case Map.fetch(board_coord_to_piece_art, board_coord) do
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{:ok, {shade, type}} ->
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piece = Utils.ascii_chars()["pieces"][shade][type]
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piece_line = Enum.at(piece, row - curr_y * tile_height)
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pad_left_right = div(tile_width - String.length(piece_line), 2)
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spaces_pad_piece_line = div(tile_width - String.length(piece_line), 2)
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if relative_to_tile_col >= pad_left_right &&
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relative_to_tile_col < tile_width - pad_left_right do
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piece_char = String.at(piece_line, relative_to_tile_col - pad_left_right)
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new_char = if piece_char == " ", do: char, else: piece_char
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piece_char =
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if col_relative_to_tile >= spaces_pad_piece_line &&
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col_relative_to_tile < tile_width - spaces_pad_piece_line,
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do: String.at(piece_line, col_relative_to_tile - spaces_pad_piece_line)
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color =
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if piece_char == " ",
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do: ANSI.default_color(),
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else:
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if(shade == "dark", do: @dark_piece_color, else: @light_piece_color)
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new_char = if !piece_char || piece_char == " ", do: tile_char, else: piece_char
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if color != current_color do
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{color, row_chars ++ [prefix, color, new_char]}
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else
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{current_color, row_chars ++ [prefix, new_char]}
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end
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else
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{ANSI.default_color(), row_chars ++ [prefix, ANSI.default_color(), char]}
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end
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tile_char_color =
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if !piece_char || piece_char == " ",
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do: ANSI.default_color(),
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else: if(shade == "dark", do: @dark_piece_color, else: @light_piece_color)
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{tile_char_color, new_char}
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_ ->
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if ANSI.default_color() != current_color do
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{ANSI.default_color(), row_chars ++ [prefix, ANSI.default_color(), char]}
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else
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{current_color, row_chars ++ [prefix, char]}
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end
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{current_color, tile_char}
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end
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%{
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row_state
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| current_color: color,
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row_chars: row_chars
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tile_chunk =
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if col_relative_to_tile == 0 do
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case Map.fetch(highlights, {curr_y, curr_x}) do
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{:ok, highlighted_background_color} ->
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[highlighted_background_color]
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_ ->
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[ANSI.default_background(), ANSI.default_color()]
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end
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else
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tile_chunk
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end ++ if(color == current_color, do: [char], else: [color, char])
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new_accumulated_state = %{
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row_acc_state
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| current_color:
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if(col_relative_to_tile == 0, do: ANSI.default_color(), else: color),
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tile_chunk: tile_chunk
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}
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if col_relative_to_tile == @tile_width - 1 do
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%{new_accumulated_state | row_chars: row_chars ++ tile_chunk}
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else
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new_accumulated_state
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end
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end
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)
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@ -299,7 +240,7 @@ defmodule Chessh.SSH.Client.Game.Renderer do
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end)
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end
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defp make_board({tile_width, tile_height}) do
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defp make_board_tiles({tile_width, tile_height}) do
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rows =
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Enum.map(0..(@chess_board_height - 1), fn row ->
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Enum.map(0..(@chess_board_width - 1), fn col ->
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@ -311,4 +252,63 @@ defmodule Chessh.SSH.Client.Game.Renderer do
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Enum.flat_map(rows, fn row -> Enum.map(1..tile_height, fn _ -> row end) end)
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end
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defp tileIsLight(row, col), do: rem(row, 2) == rem(col, 2)
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defp piece_type(char) do
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case String.capitalize(char) do
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"P" -> "pawn"
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"N" -> "knight"
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"R" -> "rook"
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"B" -> "bishop"
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"K" -> "king"
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"Q" -> "queen"
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_ -> nil
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end
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end
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defp skip_cols_or_place_piece_reduce(char, {curr_column, data}, row_i) do
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case Integer.parse(char) do
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{skip, ""} ->
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{curr_column + skip, data}
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_ ->
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case piece_type(char) do
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nil ->
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{curr_column, data}
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type ->
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shade = if(char == String.capitalize(char), do: "light", else: "dark")
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{curr_column + 1,
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Map.put(
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data,
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{row_i, curr_column},
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{shade, type}
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)}
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end
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end
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end
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defp make_board_coordinate_to_piece_art_map(fen) do
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rows =
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String.split(fen, " ")
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|> List.first()
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|> String.split("/")
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Enum.zip(rows, 0..(length(rows) - 1))
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|> Enum.map(fn {row, rowI} ->
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{@chess_board_height, pieces_per_row} =
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Enum.reduce(
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String.split(row, ""),
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{0, %{}},
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&skip_cols_or_place_piece_reduce(&1, &2, rowI)
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)
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pieces_per_row
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end)
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|> Enum.reduce(%{}, fn pieces_map_for_this_row, acc ->
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Map.merge(acc, pieces_map_for_this_row)
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end)
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end
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end
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Block a user