379 lines
9.7 KiB
Elixir
379 lines
9.7 KiB
Elixir
defmodule Chessh.SSH.Client.Game do
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require Logger
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alias Chessh.{Game, Utils, Repo}
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alias Chessh.SSH.Client.Game.Renderer
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@default_fen "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1"
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defmodule State do
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defstruct cursor: %{x: 7, y: 7},
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highlighted: %{},
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move_from: nil,
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game: nil,
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client_pid: nil,
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binbo_pid: nil,
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width: 0,
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height: 0,
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flipped: false,
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color: nil,
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player_session: nil
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end
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use Chessh.SSH.Client.Screen
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defp initialize_game(game_id, fen) do
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:syn.add_node_to_scopes([:games])
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:ok = :syn.join(:games, {:game, game_id}, self())
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:binbo.start()
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{:ok, binbo_pid} = :binbo.new_server()
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:binbo.new_game(binbo_pid, fen)
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binbo_pid
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end
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def init([
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%State{
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color: color,
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game: %Game{dark_player_id: dark_player_id, light_player_id: light_player_id},
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player_session: %{player_id: player_id}
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} = state
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| tail
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])
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when is_nil(color) do
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{is_dark, is_light} = {player_id == dark_player_id, player_id == light_player_id}
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new_state =
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if is_dark || is_light do
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%State{state | color: if(is_light, do: :light, else: :dark)}
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else
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case {is_nil(dark_player_id), is_nil(light_player_id)} do
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{true, false} -> %State{state | color: :dark}
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{false, true} -> %State{state | color: :light}
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{_, _} -> %State{state | color: :light}
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end
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end
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init([new_state | tail])
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end
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def init([
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%State{
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player_session: player_session,
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color: color,
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client_pid: client_pid,
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game:
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%Game{
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id: game_id,
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fen: fen,
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dark_player_id: dark_player_id,
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light_player_id: light_player_id
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} = game
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} = state
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| _
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]) do
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maybe_changeset =
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case color do
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:light ->
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if !light_player_id,
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do: Game.changeset(game, %{light_player_id: player_session.player_id})
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:dark ->
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if !dark_player_id,
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do: Game.changeset(game, %{dark_player_id: player_session.player_id})
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end
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{status, maybe_joined_game} =
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if maybe_changeset do
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maybe_changeset
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|> Repo.update()
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else
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{:undefined, nil}
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end
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if status == :ok && maybe_joined_game do
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:syn.publish(:games, {:game, game_id}, :player_joined)
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end
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binbo_pid = initialize_game(game_id, fen)
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new_game = Repo.get(Game, game_id) |> Repo.preload([:light_player, :dark_player])
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player_color =
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if(new_game.light_player_id == player_session.player_id, do: :light, else: :dark)
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new_state = %State{
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state
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| binbo_pid: binbo_pid,
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color: player_color,
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game: new_game,
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flipped: player_color == :dark
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}
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send(client_pid, {:send_to_ssh, [Utils.clear_codes() | render_state(new_state)]})
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{:ok, new_state}
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end
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def init([
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%State{player_session: player_session, color: color, client_pid: client_pid, game: nil} =
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state
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| _
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]) do
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{:ok, %Game{id: game_id, fen: fen}} =
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Game.changeset(
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%Game{},
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Map.merge(
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if(color == :light,
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do: %{light_player_id: player_session.player_id},
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else: %{dark_player_id: player_session.player_id}
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),
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%{
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fen: @default_fen
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}
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)
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)
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|> Repo.insert()
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binbo_pid = initialize_game(game_id, fen)
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send(client_pid, {:send_to_ssh, Utils.clear_codes()})
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{:ok,
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%State{
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state
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| game: Repo.get(Game, game_id) |> Repo.preload([:light_player, :dark_player]),
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binbo_pid: binbo_pid
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}}
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end
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def handle_info(
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{:new_move, move},
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%State{game: %Game{id: game_id}, client_pid: client_pid, binbo_pid: binbo_pid} = state
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) do
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:binbo.move(binbo_pid, move)
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new_state = %State{
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state
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| game: Repo.get(Game, game_id) |> Repo.preload([:light_player, :dark_player])
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}
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send(client_pid, {:send_to_ssh, render_state(new_state)})
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{:noreply, new_state}
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end
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def handle_info(
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:player_joined,
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%State{client_pid: client_pid, game: %Game{id: game_id}} = state
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) do
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game = Repo.get(Game, game_id) |> Repo.preload([:light_player, :dark_player])
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new_state = %State{state | game: game}
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send(client_pid, {:send_to_ssh, render_state(new_state)})
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{:noreply, new_state}
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end
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def handle_info(x, state) do
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Logger.debug("unknown message in game process #{inspect(x)}")
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{:noreply, state}
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end
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def input(
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width,
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height,
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action,
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%State{
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move_from: move_from,
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cursor: %{x: cursor_x, y: cursor_y} = cursor,
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client_pid: client_pid,
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flipped: flipped,
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binbo_pid: binbo_pid,
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color: color
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} = state
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) do
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new_cursor =
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case action do
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:left -> %{y: cursor_y, x: Utils.wrap_around(cursor_x, -1, Renderer.chess_board_width())}
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:right -> %{y: cursor_y, x: Utils.wrap_around(cursor_x, 1, Renderer.chess_board_width())}
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:down -> %{y: Utils.wrap_around(cursor_y, 1, Renderer.chess_board_height()), x: cursor_x}
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:up -> %{y: Utils.wrap_around(cursor_y, -1, Renderer.chess_board_height()), x: cursor_x}
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_ -> cursor
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end
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maybe_flipped_cursor_tup =
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if flipped, do: flip({new_cursor.y, new_cursor.x}), else: {new_cursor.y, new_cursor.x}
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piece_type =
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:binbo_position.get_piece(
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:binbo_board.notation_to_index(Renderer.to_chess_coord(maybe_flipped_cursor_tup)),
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:binbo.game_state(binbo_pid)
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)
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{new_move_from, move_to} =
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if action == :return do
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coords = {new_cursor.y, new_cursor.x}
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case move_from do
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nil ->
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if piece_type != 0 do
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{coords, nil}
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else
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{move_from, nil}
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end
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_ ->
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{nil, coords}
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end
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else
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{move_from, nil}
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end
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new_state = %State{
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state
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| cursor: new_cursor,
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move_from: new_move_from,
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highlighted: %{
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{new_cursor.y, new_cursor.x} => Renderer.to_select_background(),
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new_move_from => Renderer.from_select_background()
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},
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width: width,
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height: height,
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flipped: if(action == "f", do: !flipped, else: flipped)
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}
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if move_from && move_to do
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maybe_flipped_to = if flipped, do: flip(move_to), else: move_to
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promotion_possible =
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case piece_type do
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1 ->
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# Light pawn
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{y, _} = maybe_flipped_to
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y == 0 && color == :light
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17 ->
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# Dark pawn
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{y, _} = maybe_flipped_to
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y == Renderer.chess_board_height() - 1 && color == :dark
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_ ->
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false
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end
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if promotion_possible do
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send(
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client_pid,
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{:set_screen_process, Chessh.SSH.Client.Game.PromotionScreen,
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%Chessh.SSH.Client.Game.PromotionScreen.State{
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client_pid: client_pid,
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game_pid: self(),
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game_state: new_state
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}}
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)
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receive do
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{:promotion, promotion} ->
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attempt_move(move_from, move_to, state, promotion)
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end
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else
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attempt_move(move_from, move_to, state)
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end
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end
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send(client_pid, {:send_to_ssh, render_state(new_state)})
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new_state
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end
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def render(width, height, %State{client_pid: client_pid} = state) do
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new_state = %State{state | width: width, height: height}
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send(client_pid, {:send_to_ssh, render_state(new_state)})
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new_state
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end
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defp attempt_move(
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from,
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to,
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%State{} = state
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),
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do: attempt_move(from, to, state, nil)
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defp attempt_move(
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from,
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to,
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%State{
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game: %Game{id: game_id, turn: turn},
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binbo_pid: binbo_pid,
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flipped: flipped,
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color: turn
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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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else: "#{Renderer.to_chess_coord(from)}#{Renderer.to_chess_coord(to)}"
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) <>
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if(promotion, do: promotion, else: "")
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case :binbo.move(
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binbo_pid,
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attempted_move
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) do
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{:ok, status} ->
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{:ok, fen} = :binbo.get_fen(binbo_pid)
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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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)
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|> Repo.update()
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:syn.publish(:games, {:game, game_id}, {:new_move, attempted_move})
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x ->
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Logger.debug(inspect(x))
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nil
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end
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end
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defp attempt_move(_, _, _, _) do
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Logger.debug("No matching clause for move attempt - must be illegal?")
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nil
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end
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defp flip({y, x}),
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do: {Renderer.chess_board_height() - 1 - y, Renderer.chess_board_width() - 1 - x}
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defp render_state(
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%State{
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game: %Game{fen: fen}
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} = state
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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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