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