const Command = require('../../structures/Command'); const jsChess = require('js-chess-engine'); const { createCanvas, loadImage } = require('canvas'); const moment = require('moment'); const { stripIndents } = require('common-tags'); const path = require('path'); const { verify, reactIfAble } = require('../../util/Util'); const { drawImageWithTint } = require('../../util/Canvas'); const { FAILURE_EMOJI_ID } = process.env; const turnRegex = /^([A-H][1-8])(?: |, ?|-?>?)?([A-H][1-8])$/; const pieces = ['pawn', 'rook', 'knight', 'king', 'queen', 'bishop']; const cols = ['A', 'B', 'C', 'D', 'E', 'F', 'G', 'H']; module.exports = class ChessCommand extends Command { constructor(client) { super(client, { name: 'chess', group: 'games-mp', memberName: 'chess', description: 'Play a game of Chess with another user or the AI.', credit: [ { name: 'Chessboard Image', url: 'https://chessboardimage.com/', reason: 'Piece Images' }, { name: 'Wikimedia Commons', url: 'https://commons.wikimedia.org/wiki/Main_Page', reason: 'Board Image', reasonURL: 'https://commons.wikimedia.org/wiki/File:Chess_board_blank.svg' } ], args: [ { key: 'opponent', prompt: 'What user would you like to challenge? To play against AI, choose me.', type: 'user' } ] }); this.images = null; } async run(msg, { opponent }) { if (opponent.id === msg.author.id) return msg.reply('You may not play against yourself.'); const current = this.client.games.get(msg.channel.id); if (current) return msg.reply(`Please wait until the current game of \`${current.name}\` is finished.`); this.client.games.set(msg.channel.id, { name: this.name }); if (!this.images) await this.loadImages(); try { if (!opponent.bot) { await msg.say(`${opponent}, do you accept this challenge?`); const verification = await verify(msg.channel, opponent); if (!verification) { this.client.games.delete(msg.channel.id); return msg.say('Looks like they declined...'); } } const resumeGame = await this.client.redis.get(`chess-${msg.author.id}`); let game; let whiteTime = 900000; let blackTime = 900000; let whitePlayer = msg.author; let blackPlayer = opponent; if (resumeGame) { await msg.reply('You have a saved game, do you want to resume it?'); const verification = await verify(msg.channel, msg.author); if (verification) { const data = JSON.parse(resumeGame); game = new jsChess.Game(data.fen); whiteTime = data.whiteTime; blackTime = data.blackTime; whitePlayer = data.color === 'white' ? msg.author : opponent; blackPlayer = data.color === 'black' ? msg.author : opponent; await this.client.redis.del(`chess-${msg.author.id}`); } else { game = new jsChess.Game(); } } else { game = new jsChess.Game(); } let prevPieces = null; let saved = false; while (!game.exportJson().checkMate) { const gameState = game.exportJson(); const user = gameState.turn === 'black' ? blackPlayer : whitePlayer; const time = gameState.turn === 'black' ? blackTime : whiteTime; if (user.bot) { prevPieces = Object.assign({}, game.exportJson().pieces); const now = new Date(); game.aiMove(1); const timeTaken = new Date() - now; if (gameState.turn === 'black') blackTime -= timeTaken - 5000; if (gameState.turn === 'white') whiteTime -= timeTaken - 5000; } else { await msg.say(stripIndents` ${user}, what move do you want to make (ex. A1A2)? Type \`end\` to forfeit. You can save your game by typing \`save\`. _You are ${gameState.check ? '**in check!**' : 'not in check.'}_ **Time Remaining: ${moment.duration(time).format()}** `, { files: [{ attachment: this.displayBoard(gameState, prevPieces), name: 'chess.png' }] }); prevPieces = Object.assign({}, game.exportJson().pieces); const moves = game.moves(); const pickFilter = res => { if (![msg.author.id, opponent.id].includes(res.author.id)) return false; const choice = res.content.toUpperCase(); if (choice === 'END') return true; if (choice === 'SAVE') return true; if (res.author.id !== user.id) return false; const move = choice.match(turnRegex); if (!move) return false; if (!moves[move[1]] || !moves[move[1]].includes(move[2])) { reactIfAble(res, res.author, FAILURE_EMOJI_ID, '❌'); return false; } return true; }; const now = new Date(); const turn = await msg.channel.awaitMessages(pickFilter, { max: 1, time }); if (!turn.size) { this.client.games.delete(msg.channel.id); return msg.say(`${user.id === msg.author.id ? opponent : msg.author} wins from timeout!`); } if (turn.first().content.toLowerCase() === 'end') break; if (turn.first().content.toLowerCase() === 'save') { const { author } = turn.first(); const alreadySaved = await this.client.redis.get(`chess-${author.id}`); if (alreadySaved) { await msg.say('You already have a saved game, do you want to overwrite it?'); const verification = await verify(msg.channel, author); if (!verification) continue; // eslint-disable-line max-depth } await this.client.redis.set( `chess-${author.id}`, this.exportGame(game, blackTime, whiteTime, whitePlayer.id === author.id ? 'white' : 'black') ); saved = true; break; } const timeTaken = new Date() - now; if (gameState.turn === 'black') blackTime -= timeTaken - 5000; if (gameState.turn === 'white') whiteTime -= timeTaken - 5000; const choice = turn.first().content.toUpperCase().match(turnRegex); game.move(choice[1], choice[2]); } } this.client.games.delete(msg.channel.id); if (saved) { return msg.say(stripIndents` Game saved! Use ${this.usage(opponent.tag)} to resume it. You do not have to use the same opponent to resume the game. If you want to delete your saved game, use ${this.client.registry.commands.get('chess-delete').usage()}. `); } const gameState = game.exportJson(); if (!gameState.checkMate) return msg.say('Game ended due to forfeit.'); const winner = gameState.turn === 'black' ? whitePlayer : blackPlayer; return msg.say(`Checkmate! Congrats, ${winner}!`, { files: [{ attachment: this.displayBoard(gameState, prevPieces), name: 'chess.png' }] }); } catch (err) { this.client.games.delete(msg.channel.id); throw err; } } displayBoard(gameState, prevPieces) { const canvas = createCanvas(this.images.board.width, this.images.board.height); const ctx = canvas.getContext('2d'); ctx.drawImage(this.images.board, 0, 0); let w = 36; let h = 40; let row = 8; let col = 0; for (let i = 0; i < 64; i++) { const piece = gameState.pieces[`${cols[col]}${row}`]; const prevGamePiece = prevPieces ? prevPieces[`${cols[col]}${row}`] : null; if (piece) { const parsed = this.pickImage(piece); if (prevPieces && (!prevGamePiece || piece !== prevGamePiece)) { drawImageWithTint(ctx, this.images[parsed.color][parsed.name], 'green', w, h, 52, 52); } else { ctx.drawImage(this.images[parsed.color][parsed.name], w, h, 52, 52); } } else if (prevGamePiece) { ctx.fillStyle = 'green'; ctx.globalAlpha = 0.5; ctx.fillRect(w, h, 52, 52); ctx.globalAlpha = 1; } w += 52 + 2; col += 1; if (col % 8 === 0 && col !== 0) { w = 36; col = 0; h += 52 + 2; row -= 1; } } return canvas.toBuffer(); } async loadImages() { const images = { black: {}, white: {} }; images.board = await loadImage(path.join(__dirname, '..', '..', 'assets', 'images', 'chess', 'board.png')); for (const piece of pieces) { const blk = `black-${piece}.png`; images.black[piece] = await loadImage(path.join(__dirname, '..', '..', 'assets', 'images', 'chess', blk)); const whi = `white-${piece}.png`; images.white[piece] = await loadImage(path.join(__dirname, '..', '..', 'assets', 'images', 'chess', whi)); } this.images = images; return images; } pickImage(piece) { let name; let color; switch (piece) { case 'p': name = 'pawn'; color = 'black'; break; case 'n': name = 'knight'; color = 'black'; break; case 'b': name = 'bishop'; color = 'black'; break; case 'r': name = 'rook'; color = 'black'; break; case 'q': name = 'queen'; color = 'black'; break; case 'k': name = 'king'; color = 'black'; break; case 'P': name = 'pawn'; color = 'white'; break; case 'N': name = 'knight'; color = 'white'; break; case 'B': name = 'bishop'; color = 'white'; break; case 'R': name = 'rook'; color = 'white'; break; case 'Q': name = 'queen'; color = 'white'; break; case 'K': name = 'king'; color = 'white'; break; } return { name, color }; } exportGame(game, blackTime, whiteTime, playerColor) { return JSON.stringify({ fen: game.exportFEN(), blackTime, whiteTime, color: playerColor }); } };