209 lines
5.9 KiB
Plaintext
209 lines
5.9 KiB
Plaintext
@using Shogi.Contracts.Types;
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@using System.Text.Json;
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<article class="game-board">
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<!-- Controls -->
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<header class="controls">
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<form @onsubmit:preventDefault>
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<fieldset class="history" disabled=@Yep>
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<legend>Replay</legend>
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<button disabled=@Yep><</button>
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<button>></button>
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</fieldset>
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</form>
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</header>
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<!-- Game board -->
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<section class="board" data-perspective="@Perspective">
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@for (var rank = 1; rank < 10; rank++)
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{
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foreach (var file in Files)
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{
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var position = $"{file}{rank}";
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var piece = Session?.BoardState.Board[position];
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var isSelected = piece != null && SelectedPosition == position;
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<div class="tile" @onclick="OnClickTileInternal(position)"
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data-position="@(position)"
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data-selected="@(isSelected)"
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style="grid-area: @position">
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@if (piece != null)
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{
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<GamePiece Piece="piece.WhichPiece" RenderUpsideDown="@(piece.Owner != Perspective)" IsPromoted="piece.IsPromoted" />
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}
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</div>
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}
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}
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<div class="ruler vertical" style="grid-area: rank">
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<span>9</span>
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<span>8</span>
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<span>7</span>
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<span>6</span>
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<span>5</span>
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<span>4</span>
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<span>3</span>
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<span>2</span>
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<span>1</span>
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</div>
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<div class="ruler" style="grid-area: file">
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<span>A</span>
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<span>B</span>
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<span>C</span>
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<span>D</span>
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<span>E</span>
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<span>F</span>
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<span>G</span>
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<span>H</span>
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<span>I</span>
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</div>
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</section>
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<!-- Side board -->
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@if (Session != null && UseSideboard == true)
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{
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<aside class="side-board PrimaryTheme ThemeVariant--Contrast">
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<div class="player-area">
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<div class="hand">
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@if (opponentHand.Any())
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{
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@foreach (var piece in opponentHand)
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{
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<div class="tile">
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<GamePiece Piece="piece" RenderUpsideDown="true" />
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</div>
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}
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}
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</div>
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<p class="text-center">Opponent's Hand</p>
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</div>
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<div class="place-self-center">
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<PlayerName Name="@opponentName" IsTurn="!IsMyTurn" InCheck="IsOpponentInCheck" IsVictor="IsOpponentVictor" />
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<hr />
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<PlayerName Name="@userName" IsTurn="IsMyTurn" InCheck="IsPlayerInCheck" IsVictor="IsPlayerVictor" />
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</div>
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<div class="player-area">
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@if (Perspective == WhichPlayer.Player2 && string.IsNullOrEmpty(Session.Player2))
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{
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<AuthorizeView>
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<div class="place-self-center">
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<button @onclick="OnClickJoinGameInternal">Join Game</button>
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</div>
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</AuthorizeView>
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}
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else
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{
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<p class="text-center">Your Hand</p>
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<div class="hand">
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@if (userHand.Any())
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{
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@foreach (var whichPiece in userHand)
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{
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<div @onclick="OnClickHandInternal(whichPiece)"
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class="tile"
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data-selected="@(whichPiece == SelectedPieceFromHand)">
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<GamePiece Piece="whichPiece" RenderUpsideDown="false" />
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</div>
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}
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}
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</div>
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}
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</div>
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</aside>
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}
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</article>
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@code {
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static readonly string[] Files = new[] { "A", "B", "C", "D", "E", "F", "G", "H", "I" };
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/// <summary>
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/// When true, an icon is displayed indicating that the user is spectating.
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/// </summary>
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[Parameter] public bool IsSpectating { get; set; } = false;
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[Parameter] public WhichPlayer Perspective { get; set; }
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[Parameter] public Session? Session { get; set; }
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[Parameter] public string? SelectedPosition { get; set; }
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[Parameter] public WhichPiece? SelectedPieceFromHand { get; set; }
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// TODO: Exchange these OnClick actions for events like "SelectionChangedEvent" and "MoveFromBoardEvent" and "MoveFromHandEvent".
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[Parameter] public EventCallback<string> OnClickTile { get; set; }
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[Parameter] public EventCallback<WhichPiece> OnClickHand { get; set; }
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[Parameter] public EventCallback OnClickJoinGame { get; set; }
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[Parameter] public bool UseSideboard { get; set; } = true;
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[Parameter] public IList<BoardState> History { get; set; }
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private bool Yep => History.Count == 0;
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private IReadOnlyCollection<WhichPiece> opponentHand;
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private IReadOnlyCollection<WhichPiece> userHand;
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private string? userName;
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private string? opponentName;
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private int historyIndex;
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public GameBoardPresentation()
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{
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opponentHand = [];
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userHand = [];
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userName = string.Empty;
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opponentName = string.Empty;
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History = [];
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}
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protected override void OnParametersSet()
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{
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base.OnParametersSet();
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if (Session == null)
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{
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opponentHand = [];
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userHand = [];
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userName = string.Empty;
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opponentName = string.Empty;
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}
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else
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{
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opponentHand = Perspective == WhichPlayer.Player1
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? this.Session.BoardState.Player2Hand
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: this.Session.BoardState.Player1Hand;
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userHand = Perspective == WhichPlayer.Player1
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? this.Session.BoardState.Player1Hand
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: this.Session.BoardState.Player2Hand;
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userName = Perspective == WhichPlayer.Player1
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? this.Session.Player1
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: this.Session.Player2 ?? "Empty Seat";
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opponentName = Perspective == WhichPlayer.Player1
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? this.Session.Player2 ?? "Empty Seat"
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: this.Session.Player1;
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}
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Console.WriteLine("Count: {0}", History.Count);
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}
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private bool IsMyTurn => Session?.BoardState.WhoseTurn == Perspective;
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private bool IsPlayerInCheck => Session?.BoardState.PlayerInCheck == Perspective;
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private bool IsOpponentInCheck => Session?.BoardState.PlayerInCheck != null && Session.BoardState.PlayerInCheck != Perspective;
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private bool IsPlayerVictor => Session?.BoardState.Victor == Perspective;
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private bool IsOpponentVictor => Session?.BoardState.Victor != null && Session.BoardState.Victor != Perspective;
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private Func<Task> OnClickTileInternal(string position) => () =>
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{
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if (IsMyTurn)
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{
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return OnClickTile.InvokeAsync(position);
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}
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return Task.CompletedTask;
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};
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private Func<Task> OnClickHandInternal(WhichPiece piece) => () =>
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{
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if (IsMyTurn)
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{
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return OnClickHand.InvokeAsync(piece);
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}
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return Task.CompletedTask;
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};
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private Task OnClickJoinGameInternal() => OnClickJoinGame.InvokeAsync();
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}
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