feat(games): implement chess game plugin with full UI
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Add chess as the first game plugin using the existing multiplayer framework.
Server-side game logic uses chess.js with server-authoritative clock management.
Client uses react-chessboard v5 with cburnett piece set, drag-and-drop + click-to-move,
configurable time controls (bullet/blitz/rapid/classical/none), draw offers,
resignation, and timeout detection. Extends the game framework with room creation
options to support per-game configuration. Includes 57 tests covering all code paths.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
syntaxbullet
2026-04-05 16:59:26 +02:00
parent 9e95194627
commit a29bb63a1d
26 changed files with 1644 additions and 19 deletions

View File

@@ -117,7 +117,7 @@ export class GameServer {
switch (msg.type) {
case "CREATE_ROOM": {
const result = this.roomManager.createRoom(msg.gameType, discordId);
const result = this.roomManager.createRoom(msg.gameType, discordId, msg.options);
if (!result.ok) {
ws.send(JSON.stringify({ type: "ERROR", message: result.error }));
return;

View File

@@ -33,7 +33,7 @@ export class RoomManager {
private cleanupTimers = new Map<string, Timer>();
readonly emitter = mitt<RoomEvents>();
createRoom(gameSlug: string, hostId: string): CreateResult {
createRoom(gameSlug: string, hostId: string, options?: Record<string, unknown>): CreateResult {
const plugin = gameRegistry.get(gameSlug);
if (!plugin) return { ok: false, error: `Unknown game type: ${gameSlug}` };
@@ -47,6 +47,7 @@ export class RoomManager {
state: null,
status: "waiting",
createdAt: Date.now(),
options,
};
this.rooms.set(id, room);
@@ -85,7 +86,7 @@ export class RoomManager {
room.players.push(playerId);
if (room.players.length >= plugin.maxPlayers) {
room.state = plugin.createInitialState(room.players);
room.state = plugin.createInitialState(room.players, room.options);
room.status = "playing";
this.scheduleCleanup(roomId, ROOM_CONFIG.PLAYING_MAX_MS);
@@ -185,7 +186,7 @@ export class RoomManager {
room.players.push(adminId);
}
room.state = plugin.createInitialState(room.players);
room.state = plugin.createInitialState(room.players, room.options);
room.status = "playing";
this.scheduleCleanup(roomId, ROOM_CONFIG.PLAYING_MAX_MS);

View File

@@ -9,6 +9,7 @@ export interface Room {
state: unknown;
status: "waiting" | "playing" | "finished";
createdAt: number;
options?: Record<string, unknown>;
}
export interface RoomSummary {
@@ -28,7 +29,7 @@ export interface PlayerInfo {
}
export const GameWsClientSchema = z.discriminatedUnion("type", [
z.object({ type: z.literal("CREATE_ROOM"), gameType: z.string() }),
z.object({ type: z.literal("CREATE_ROOM"), gameType: z.string(), options: z.looseObject({}).optional() }),
z.object({
type: z.literal("JOIN_ROOM"),
roomId: z.string(),

View File

@@ -18,6 +18,11 @@ import type { WsConnectionData } from "./games/GameServer";
import { getSession } from "./routes/auth.routes";
import { GameWsClientSchema } from "./games/types";
// Register game plugins
import { gameRegistry } from "@shared/games/registry";
import { chessPlugin } from "@shared/games/chess/chess.plugin";
gameRegistry.register(chessPlugin);
const WS_CONFIG = {
MAX_CONNECTIONS: 200,
MAX_PAYLOAD_BYTES: 16384,

View File

@@ -6,6 +6,7 @@
"name": "app",
"dependencies": {
"@napi-rs/canvas": "^0.1.89",
"chess.js": "^1.4.0",
"discord.js": "^14.25.1",
"dotenv": "^17.2.3",
"drizzle-orm": "^0.44.7",
@@ -26,10 +27,12 @@
"version": "0.1.0",
"dependencies": {
"@imgly/background-removal": "^1.7.0",
"chess.js": "^1.4.0",
"class-variance-authority": "^0.7.1",
"clsx": "^2.1.1",
"lucide-react": "^0.564.0",
"react": "^19.1.0",
"react-chessboard": "^5.10.0",
"react-dom": "^19.1.0",
"react-router-dom": "^7.13.2",
"tailwind-merge": "^3.4.0",
@@ -99,6 +102,14 @@
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@@ -337,6 +348,8 @@
"caniuse-lite": ["caniuse-lite@1.0.30001769", "", {}, "sha512-BCfFL1sHijQlBGWBMuJyhZUhzo7wer5sVj9hqekB/7xn0Ypy+pER/edCYQm4exbXj4WiySGp40P8UuTh6w1srg=="],
"chess.js": ["chess.js@1.4.0", "", {}, "sha512-BBJgrrtKQOzFLonR0l+k64A98NLemPwNsCskwb+29bRwobUa4iTm51E1kwGPbWXAcfdDa18nad6vpPPKPWarqw=="],
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@@ -473,6 +486,8 @@
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"react-chessboard": ["react-chessboard@5.10.0", "", { "dependencies": { "@dnd-kit/core": "^6.3.1", "@dnd-kit/modifiers": "^9.0.0" }, "peerDependencies": { "react": "^19.0.0", "react-dom": "^19.0.0" } }, "sha512-Y3PgaCVhnDG3IaQfu86OzTSEIEAUtuU5XwmHWnx3tcFOX7lSoAq81ZFX3MBj6y5a6FzDMTczMVmkkrV2CzTrIw=="],
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"react-refresh": ["react-refresh@0.17.0", "", {}, "sha512-z6F7K9bV85EfseRCp2bzrpyQ0Gkw1uLoCel9XBVWPg/TjRj94SkJzUTGfOa4bs7iJvBWtQG0Wq7wnI0syw3EBQ=="],

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@@ -40,6 +40,7 @@
},
"dependencies": {
"@napi-rs/canvas": "^0.1.89",
"chess.js": "^1.4.0",
"discord.js": "^14.25.1",
"dotenv": "^17.2.3",
"drizzle-orm": "^0.44.7",

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@@ -10,10 +10,12 @@
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"chess.js": "^1.4.0",
"class-variance-authority": "^0.7.1",
"clsx": "^2.1.1",
"lucide-react": "^0.564.0",
"react": "^19.1.0",
"react-chessboard": "^5.10.0",
"react-dom": "^19.1.0",
"react-router-dom": "^7.13.2",
"tailwind-merge": "^3.4.0",

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@@ -2,6 +2,7 @@ import { useState, useEffect } from "react";
import { useNavigate } from "react-router-dom";
import { useWebSocket } from "../lib/useWebSocket";
import { gameUIRegistry } from "./registry";
import { ChevronLeft } from "lucide-react";
// Mirrors RoomSummary in api/src/games/types.ts — keep in sync
interface RoomSummary {
@@ -15,12 +16,27 @@ interface RoomSummary {
status: "waiting" | "playing" | "finished";
}
const CHESS_TIME_CONTROLS = [
{ key: "bullet_1_0", label: "1+0", category: "Bullet" },
{ key: "bullet_2_1", label: "2+1", category: "Bullet" },
{ key: "blitz_3_0", label: "3+0", category: "Blitz" },
{ key: "blitz_3_2", label: "3+2", category: "Blitz" },
{ key: "blitz_5_0", label: "5+0", category: "Blitz" },
{ key: "blitz_5_3", label: "5+3", category: "Blitz" },
{ key: "rapid_10_0", label: "10+0", category: "Rapid" },
{ key: "rapid_15_10", label: "15+10", category: "Rapid" },
{ key: "classical_30_0", label: "30+0", category: "Classical" },
{ key: "none", label: "None", category: "No Clock" },
] as const;
export function GameLobby() {
const { send, subscribe, connected } = useWebSocket();
const navigate = useNavigate();
const [rooms, setRooms] = useState<RoomSummary[]>([]);
const [filter, setFilter] = useState<string | null>(null);
const [showCreate, setShowCreate] = useState(false);
const [configGame, setConfigGame] = useState<string | null>(null);
const [chessTimeControl, setChessTimeControl] = useState("blitz_5_3");
const gameTypes = gameUIRegistry.list();
@@ -42,11 +58,21 @@ export function GameLobby() {
const filteredRooms = filter ? rooms.filter(r => r.gameSlug === filter) : rooms;
const activeRooms = filteredRooms.filter(r => r.status !== "finished");
function createRoom(gameSlug: string) {
function handleGameSelect(gameSlug: string) {
if (gameSlug === "chess") {
setConfigGame("chess");
return;
}
send({ type: "CREATE_ROOM", gameType: gameSlug });
setShowCreate(false);
}
function createChessRoom() {
send({ type: "CREATE_ROOM", gameType: "chess", options: { timeControl: chessTimeControl } });
setShowCreate(false);
setConfigGame(null);
}
return (
<div>
<div className="flex items-center justify-between gap-3 mb-4 md:mb-6">
@@ -136,23 +162,73 @@ export function GameLobby() {
</div>
{showCreate && (
<div className="fixed inset-0 z-50 flex items-end sm:items-center justify-center bg-black/50" onClick={() => setShowCreate(false)}>
<div className="fixed inset-0 z-50 flex items-end sm:items-center justify-center bg-black/50" onClick={() => { setShowCreate(false); setConfigGame(null); }}>
<div className="bg-surface-container-highest rounded-xl p-6 w-full sm:max-w-sm shadow-[0_20px_40px_rgba(0,0,0,0.5)]" onClick={e => e.stopPropagation()}>
<h2 className="font-display text-base font-semibold mb-4">Create a Room</h2>
<div className="space-y-2">
{gameTypes.map(g => (
{configGame === "chess" ? (
<>
<button
key={g.slug}
onClick={() => createRoom(g.slug)}
className="w-full flex items-center gap-3 rounded-xl bg-raised px-4 py-3 text-sm font-medium hover:bg-surface-container-high transition-colors"
onClick={() => setConfigGame(null)}
className="flex items-center gap-1 text-xs text-text-tertiary hover:text-foreground transition-colors mb-3"
>
<span className="text-lg">{g.icon}</span>
<span>{g.name}</span>
<ChevronLeft className="w-3.5 h-3.5" /> Back
</button>
))}
</div>
<h2 className="font-display text-base font-semibold mb-1">{"\u265A"} Chess</h2>
<p className="text-xs text-text-tertiary mb-4">Choose your time control</p>
<div className="space-y-3">
{["Bullet", "Blitz", "Rapid", "Classical", "No Clock"].map(category => {
const controls = CHESS_TIME_CONTROLS.filter(tc => tc.category === category);
return (
<div key={category}>
<div className="text-[10px] font-label font-semibold text-text-disabled uppercase tracking-wider mb-1.5">
{category}
</div>
<div className="flex flex-wrap gap-1.5">
{controls.map(tc => (
<button
key={tc.key}
onClick={() => setChessTimeControl(tc.key)}
className={`px-3 py-1.5 rounded-lg text-sm font-medium transition-colors ${
chessTimeControl === tc.key
? "bg-primary/15 text-primary ring-1 ring-primary/30"
: "bg-raised text-text-tertiary hover:text-foreground"
}`}
>
{tc.label}
</button>
))}
</div>
</div>
);
})}
</div>
<button
onClick={createChessRoom}
className="mt-5 w-full rounded-xl bg-primary text-on-primary px-4 py-2.5 text-sm font-label font-semibold hover:opacity-90 transition-colors"
>
Create Room
</button>
</>
) : (
<>
<h2 className="font-display text-base font-semibold mb-4">Create a Room</h2>
<div className="space-y-2">
{gameTypes.map(g => (
<button
key={g.slug}
onClick={() => handleGameSelect(g.slug)}
className="w-full flex items-center gap-3 rounded-xl bg-raised px-4 py-3 text-sm font-medium hover:bg-surface-container-high transition-colors"
>
<span className="text-lg">{g.icon}</span>
<span>{g.name}</span>
</button>
))}
</div>
</>
)}
<button
onClick={() => setShowCreate(false)}
onClick={() => { setShowCreate(false); setConfigGame(null); }}
className="mt-4 w-full text-center text-sm text-text-tertiary hover:text-foreground transition-colors"
>
Cancel

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@@ -0,0 +1,544 @@
import { useState, useEffect, useCallback, useMemo, useRef } from "react";
import { Chessboard } from "react-chessboard";
import { Chess } from "chess.js";
import type { Square } from "chess.js";
import type { GameUIProps } from "../registry";
import { Flag, Handshake, X, Check, Clock } from "lucide-react";
import type { PieceRenderObject } from "react-chessboard";
// ── Piece images (cburnett set from Lichess, CC BY-SA) ──
const PIECE_KEYS = ["wP","wR","wN","wB","wQ","wK","bP","bR","bN","bB","bQ","bK"] as const;
const chessPieces: PieceRenderObject = Object.fromEntries(
PIECE_KEYS.map(key => [
key,
(props?: { svgStyle?: React.CSSProperties }) => (
<img
src={`/pieces/${key}.svg`}
alt={key}
style={{ width: "100%", height: "100%", ...props?.svgStyle }}
draggable={false}
/>
),
])
);
/** Returns the image URL for a piece key like "wQ" or "bN" */
function pieceImgSrc(color: "white" | "black", type: string): string {
return `/pieces/${color === "white" ? "w" : "b"}${type.toUpperCase()}.svg`;
}
// ── Types matching server ChessPlayerView / ChessSpectatorView ──
interface ChessClockView {
white: number;
black: number;
increment: number;
activeColor: "white" | "black" | null;
}
interface ChessViewBase {
fen: string;
pgn: string;
turn: "white" | "black";
clock: ChessClockView | null;
drawOffer: "white" | "black" | null;
result: "white" | "black" | "draw" | null;
resultReason: string | null;
moveHistory: { from: string; to: string; san: string; color: "w" | "b" }[];
isCheck: boolean;
}
interface PlayerView extends ChessViewBase {
myColor: "white" | "black";
legalMoves: { from: string; to: string; promotion?: string }[];
}
interface SpectatorView extends ChessViewBase {
players: { white: string; black: string };
}
function isPlayerView(state: unknown): state is PlayerView {
return typeof state === "object" && state !== null && "myColor" in state;
}
// ── Clock Display ──
function formatTime(ms: number): string {
if (ms <= 0) return "0:00";
const totalSeconds = Math.ceil(ms / 1000);
const minutes = Math.floor(totalSeconds / 60);
const seconds = totalSeconds % 60;
if (minutes >= 60) {
const hours = Math.floor(minutes / 60);
const mins = minutes % 60;
return `${hours}:${mins.toString().padStart(2, "0")}:${seconds.toString().padStart(2, "0")}`;
}
return `${minutes}:${seconds.toString().padStart(2, "0")}`;
}
function ChessClock({ time, isActive, isLow, label }: {
time: number;
isActive: boolean;
isLow: boolean;
label: string;
}) {
return (
<div className={`flex items-center gap-2 px-3 py-2 rounded-lg font-mono text-lg transition-colors ${
isActive
? isLow
? "bg-destructive/15 text-destructive"
: "bg-primary/15 text-primary"
: "bg-card text-text-tertiary"
}`}>
<Clock className="w-4 h-4 opacity-60" />
<span className="font-semibold tabular-nums">{formatTime(time)}</span>
<span className="text-xs opacity-50 font-label">{label}</span>
</div>
);
}
// ── Move History ──
function MoveHistory({ moves, containerRef }: {
moves: { san: string; color: "w" | "b" }[];
containerRef: React.RefObject<HTMLDivElement | null>;
}) {
const pairs: { number: number; white?: string; black?: string }[] = [];
for (let i = 0; i < moves.length; i++) {
const moveNum = Math.floor(i / 2) + 1;
if (i % 2 === 0) {
pairs.push({ number: moveNum, white: moves[i]!.san });
} else {
const pair = pairs[pairs.length - 1];
if (pair) pair.black = moves[i]!.san;
}
}
useEffect(() => {
if (containerRef.current) {
containerRef.current.scrollTop = containerRef.current.scrollHeight;
}
}, [moves.length]);
if (pairs.length === 0) {
return (
<div className="text-xs text-text-disabled text-center py-4">
No moves yet
</div>
);
}
return (
<div className="grid grid-cols-[auto_1fr_1fr] gap-x-2 gap-y-0.5 text-sm">
{pairs.map(p => (
<div key={p.number} className="contents">
<span className="text-text-disabled text-xs tabular-nums pr-1">{p.number}.</span>
<span className={`font-mono ${p.white ? "text-foreground" : ""}`}>{p.white ?? ""}</span>
<span className={`font-mono ${p.black ? "text-foreground" : ""}`}>{p.black ?? ""}</span>
</div>
))}
</div>
);
}
// ── Main Component ──
export function ChessGame({ state, myPlayerId, isSpectator, onAction, players }: GameUIProps) {
const view = state as PlayerView | SpectatorView;
const playerView = isPlayerView(state) ? state as PlayerView : null;
const myColor = playerView?.myColor ?? "white";
const boardOrientation = isSpectator ? "white" : myColor;
const isMyTurn = playerView ? view.turn === playerView.myColor : false;
const isGameOver = view.result !== null;
const moveHistoryRef = useRef<HTMLDivElement>(null);
// Selected square for click-to-move
const [selectedSquare, setSelectedSquare] = useState<Square | null>(null);
const [promotionSquare, setPromotionSquare] = useState<{ from: Square; to: Square } | null>(null);
// Live clock state (client-side countdown for smooth display)
const [liveClock, setLiveClock] = useState(view.clock);
const lastServerClock = useRef(view.clock);
// Sync from server
useEffect(() => {
lastServerClock.current = view.clock;
setLiveClock(view.clock);
}, [view.clock?.white, view.clock?.black, view.clock?.activeColor]);
// Client-side clock tick (100ms intervals for smooth countdown)
useEffect(() => {
if (!liveClock || !liveClock.activeColor || isGameOver) return;
const interval = setInterval(() => {
setLiveClock(prev => {
if (!prev || !prev.activeColor) return prev;
const active = prev.activeColor;
const remaining = Math.max(0, prev[active] - 100);
if (remaining <= 0 && !isSpectator && active !== myColor) {
// Opponent ran out — claim timeout
onAction({ type: "claim_timeout" });
}
return { ...prev, [active]: remaining };
});
}, 100);
return () => clearInterval(interval);
}, [liveClock?.activeColor, isGameOver, isSpectator, myColor, onAction]);
// Compute legal move squares for highlighting
const legalMovesForSquare = useMemo(() => {
if (!playerView || !selectedSquare || isGameOver || !isMyTurn) return [];
return playerView.legalMoves
.filter(m => m.from === selectedSquare)
.map(m => m.to);
}, [playerView, selectedSquare, isGameOver, isMyTurn]);
// Build custom square styles
const customSquareStyles = useMemo(() => {
const styles: Record<string, React.CSSProperties> = {};
// Highlight selected square
if (selectedSquare) {
styles[selectedSquare] = {
backgroundColor: "rgba(233, 195, 73, 0.35)",
};
}
// Highlight legal moves
for (const sq of legalMovesForSquare) {
// Check if a piece occupies the target (capture indicator)
const game = new Chess(view.fen);
const targetPiece = game.get(sq as Square);
styles[sq] = targetPiece
? {
background: "radial-gradient(circle, transparent 55%, rgba(233, 195, 73, 0.45) 55%)",
}
: {
background: "radial-gradient(circle, rgba(233, 195, 73, 0.35) 25%, transparent 25%)",
};
}
// Highlight last move
const lastMove = view.moveHistory.length > 0 ? view.moveHistory[view.moveHistory.length - 1] : undefined;
if (lastMove) {
styles[lastMove.from] = {
...styles[lastMove.from],
backgroundColor: "rgba(233, 195, 73, 0.15)",
};
styles[lastMove.to] = {
...styles[lastMove.to],
backgroundColor: "rgba(233, 195, 73, 0.2)",
};
}
// Highlight king in check
if (view.isCheck && !isGameOver) {
const game = new Chess(view.fen);
// Find the king of the side in check
const board = game.board();
for (const row of board) {
for (const piece of row) {
if (piece && piece.type === "k" && piece.color === (view.turn === "white" ? "w" : "b")) {
styles[piece.square] = {
...styles[piece.square],
background: "radial-gradient(circle, rgba(220, 38, 38, 0.7) 0%, rgba(220, 38, 38, 0.2) 60%, transparent 70%)",
};
}
}
}
}
return styles;
}, [selectedSquare, legalMovesForSquare, view.fen, view.moveHistory, view.isCheck, view.turn, isGameOver]);
// Handle square click (for click-to-move)
const onSquareClick = useCallback((square: Square) => {
if (isSpectator || isGameOver || !isMyTurn || !playerView) return;
// If clicking a legal move target, make the move
if (selectedSquare && legalMovesForSquare.includes(square)) {
// Check for promotion
const game = new Chess(view.fen);
const piece = game.get(selectedSquare);
const isPromotion = piece?.type === "p" &&
((piece.color === "w" && square[1] === "8") ||
(piece.color === "b" && square[1] === "1"));
if (isPromotion) {
setPromotionSquare({ from: selectedSquare, to: square });
} else {
onAction({ type: "move", from: selectedSquare, to: square });
}
setSelectedSquare(null);
return;
}
// Select a piece (must be our color)
const game = new Chess(view.fen);
const piece = game.get(square);
if (piece && piece.color === (myColor === "white" ? "w" : "b")) {
setSelectedSquare(square);
} else {
setSelectedSquare(null);
}
}, [isSpectator, isGameOver, isMyTurn, playerView, selectedSquare, legalMovesForSquare, view.fen, myColor, onAction]);
// Handle drag-and-drop (react-chessboard v5 API)
const onPieceDrop = useCallback(({ sourceSquare, targetSquare }: { piece: unknown; sourceSquare: string; targetSquare: string | null }): boolean => {
if (isSpectator || isGameOver || !isMyTurn || !playerView || !targetSquare) return false;
// Check if this is a legal move
const isLegal = playerView.legalMoves.some(m =>
m.from === sourceSquare && m.to === targetSquare
);
if (!isLegal) return false;
// Check for promotion
const game = new Chess(view.fen);
const sourcePiece = game.get(sourceSquare as Square);
const isPromotion = sourcePiece?.type === "p" &&
((sourcePiece.color === "w" && targetSquare[1] === "8") ||
(sourcePiece.color === "b" && targetSquare[1] === "1"));
if (isPromotion) {
setPromotionSquare({ from: sourceSquare as Square, to: targetSquare as Square });
return false; // Don't visually drop yet; wait for promotion choice
}
onAction({ type: "move", from: sourceSquare, to: targetSquare });
setSelectedSquare(null);
return true;
}, [isSpectator, isGameOver, isMyTurn, playerView, view.fen, onAction]);
// Handle promotion selection
const handlePromotion = useCallback((promoType: string) => {
if (!promotionSquare) return;
onAction({ type: "move", from: promotionSquare.from, to: promotionSquare.to, promotion: promoType });
setPromotionSquare(null);
}, [promotionSquare, onAction]);
// Only allow dragging own pieces when it's your turn (v5 API)
const canDragPiece = useCallback(({ piece }: { isSparePiece: boolean; piece: { pieceType: string }; square: string | null }): boolean => {
if (isSpectator || isGameOver || !isMyTurn) return false;
const pieceColor = piece.pieceType[0] === "w" ? "white" : "black";
return pieceColor === myColor;
}, [isSpectator, isGameOver, isMyTurn, myColor]);
// Clear selection when turn changes
useEffect(() => {
setSelectedSquare(null);
setPromotionSquare(null);
}, [view.turn]);
// Resolve player names
const getPlayerName = (color: "white" | "black") => {
if (isPlayerView(state)) {
const id = color === (state as PlayerView).myColor ? myPlayerId : players.find(p => p.discordId !== myPlayerId)?.discordId;
return players.find(p => p.discordId === id)?.username ?? (color === myColor ? "You" : "Opponent");
}
const spectatorState = state as SpectatorView;
return players.find(p => p.discordId === spectatorState.players[color])?.username ?? color;
};
// Determine opponent/bottom player for layout
const topColor: "white" | "black" = boardOrientation === "white" ? "black" : "white";
const bottomColor: "white" | "black" = boardOrientation;
// Draw offer UI for the receiving player
const showDrawOffer = playerView && view.drawOffer && view.drawOffer !== playerView.myColor && !isGameOver;
const showDrawButton = playerView && !view.drawOffer && !isGameOver;
const pendingDrawOffer = playerView && view.drawOffer === playerView.myColor;
return (
<div className="flex flex-col lg:flex-row gap-4 items-start">
{/* Board + Clocks Column */}
<div className="flex flex-col gap-2 w-full lg:w-auto">
{/* Top player info + clock */}
<div className="flex items-center justify-between gap-3">
<div className="flex items-center gap-2 min-w-0">
<div className={`w-3 h-3 rounded-full shrink-0 ${topColor === "white" ? "bg-white" : "bg-zinc-800 ring-1 ring-zinc-600"}`} />
<span className={`text-sm font-medium truncate ${view.turn === topColor && !isGameOver ? "text-primary" : "text-text-secondary"}`}>
{getPlayerName(topColor)}
</span>
{view.turn === topColor && !isGameOver && (
<span className="w-1.5 h-1.5 rounded-full bg-primary animate-pulse" />
)}
</div>
{liveClock && (
<ChessClock
time={liveClock[topColor]}
isActive={liveClock.activeColor === topColor}
isLow={liveClock[topColor] < 30_000 && liveClock.activeColor === topColor}
label={topColor === "white" ? "W" : "B"}
/>
)}
</div>
{/* Chess Board */}
<div className="relative rounded-xl overflow-hidden shadow-[0_8px_32px_rgba(0,0,0,0.4)] w-full max-w-[min(100%,560px)]">
<Chessboard options={{
position: view.fen,
boardOrientation: boardOrientation,
pieces: chessPieces,
onPieceDrop,
onSquareClick: ({ square }: { piece: unknown; square: string }) => onSquareClick(square as Square),
canDragPiece,
squareStyles: customSquareStyles,
darkSquareStyle: { backgroundColor: "#2a3a5c" },
lightSquareStyle: { backgroundColor: "#c8cad6" },
boardStyle: { borderRadius: "0" },
dropSquareStyle: { boxShadow: "inset 0 0 1px 4px rgba(233, 195, 73, 0.6)" },
animationDurationInMs: 200,
allowDragging: !isSpectator && !isGameOver,
}} />
{/* Custom Promotion Dialog */}
{promotionSquare && (
<div className="absolute inset-0 z-10 flex items-center justify-center bg-black/50">
<div className="bg-surface-container-highest rounded-xl p-3 shadow-[0_20px_40px_rgba(0,0,0,0.5)]">
<div className="text-xs font-label text-text-tertiary mb-2 text-center">Promote to</div>
<div className="flex gap-1.5">
{["q", "r", "b", "n"].map(piece => (
<button
key={piece}
onClick={() => handlePromotion(piece)}
className="w-14 h-14 flex items-center justify-center rounded-lg bg-raised hover:bg-primary/20 transition-colors p-2"
>
<img
src={pieceImgSrc(myColor, piece)}
alt={piece}
className="w-full h-full"
draggable={false}
/>
</button>
))}
</div>
</div>
</div>
)}
</div>
{/* Bottom player info + clock */}
<div className="flex items-center justify-between gap-3">
<div className="flex items-center gap-2 min-w-0">
<div className={`w-3 h-3 rounded-full shrink-0 ${bottomColor === "white" ? "bg-white" : "bg-zinc-800 ring-1 ring-zinc-600"}`} />
<span className={`text-sm font-medium truncate ${view.turn === bottomColor && !isGameOver ? "text-primary" : "text-text-secondary"}`}>
{getPlayerName(bottomColor)}
{!isSpectator && " (You)"}
</span>
{view.turn === bottomColor && !isGameOver && (
<span className="w-1.5 h-1.5 rounded-full bg-primary animate-pulse" />
)}
</div>
{liveClock && (
<ChessClock
time={liveClock[bottomColor]}
isActive={liveClock.activeColor === bottomColor}
isLow={liveClock[bottomColor] < 30_000 && liveClock.activeColor === bottomColor}
label={bottomColor === "white" ? "W" : "B"}
/>
)}
</div>
</div>
{/* Side Panel */}
<div className="flex flex-col gap-3 w-full lg:w-72 lg:min-h-[400px]">
{/* Game Status */}
{isGameOver && (
<div className={`rounded-xl px-4 py-3 ${
view.result === "draw"
? "bg-warning/10 border border-warning/20"
: "bg-primary/10 border border-primary/20"
}`}>
<div className={`text-sm font-display font-semibold ${
view.result === "draw" ? "text-warning" : "text-primary"
}`}>
{view.result === "draw"
? "Draw"
: `${getPlayerName(view.result!)} wins`}
</div>
<div className="text-xs text-text-tertiary mt-0.5">{view.resultReason}</div>
</div>
)}
{/* Turn Indicator */}
{!isGameOver && !isSpectator && (
<div className={`rounded-xl px-4 py-2.5 text-sm font-medium ${
isMyTurn
? "bg-success/10 text-success border border-success/20"
: "bg-card text-text-tertiary"
}`}>
{isMyTurn ? "Your turn" : "Waiting for opponent..."}
</div>
)}
{/* Draw Offer Banner */}
{showDrawOffer && (
<div className="rounded-xl bg-info/10 border border-info/20 px-4 py-3">
<div className="text-sm text-info font-medium mb-2">Draw offered</div>
<div className="flex gap-2">
<button
onClick={() => onAction({ type: "accept_draw" })}
className="flex-1 flex items-center justify-center gap-1.5 rounded-lg bg-success/15 text-success px-3 py-1.5 text-xs font-semibold hover:bg-success/25 transition-colors"
>
<Check className="w-3.5 h-3.5" /> Accept
</button>
<button
onClick={() => onAction({ type: "decline_draw" })}
className="flex-1 flex items-center justify-center gap-1.5 rounded-lg bg-destructive/15 text-destructive px-3 py-1.5 text-xs font-semibold hover:bg-destructive/25 transition-colors"
>
<X className="w-3.5 h-3.5" /> Decline
</button>
</div>
</div>
)}
{pendingDrawOffer && (
<div className="rounded-xl bg-info/10 border border-info/20 px-4 py-2.5 text-xs text-info">
Draw offer sent waiting for response...
</div>
)}
{/* Action Buttons */}
{!isSpectator && !isGameOver && (
<div className="flex gap-2">
<button
onClick={() => onAction({ type: "resign" })}
className="flex-1 flex items-center justify-center gap-1.5 rounded-xl bg-raised px-3 py-2 text-xs font-label font-medium text-text-tertiary hover:text-destructive hover:bg-destructive/10 transition-colors"
>
<Flag className="w-3.5 h-3.5" /> Resign
</button>
{showDrawButton && (
<button
onClick={() => onAction({ type: "offer_draw" })}
className="flex-1 flex items-center justify-center gap-1.5 rounded-xl bg-raised px-3 py-2 text-xs font-label font-medium text-text-tertiary hover:text-info hover:bg-info/10 transition-colors"
>
<Handshake className="w-3.5 h-3.5" /> Draw
</button>
)}
</div>
)}
{/* Move History */}
<div className="rounded-xl bg-card flex flex-col flex-1 min-h-0">
<div className="px-4 py-2.5 text-xs font-label font-semibold text-text-tertiary border-b border-border">
Moves
</div>
<div ref={moveHistoryRef} className="px-4 py-2 overflow-y-auto max-h-60 lg:max-h-none lg:flex-1">
<MoveHistory moves={view.moveHistory} containerRef={moveHistoryRef} />
</div>
</div>
{/* Clock Info (if applicable) */}
{liveClock && liveClock.increment > 0 && (
<div className="text-[10px] text-text-disabled text-center">
+{liveClock.increment / 1000}s increment per move
</div>
)}
</div>
</div>
);
}

View File

@@ -32,3 +32,15 @@ export const gameUIRegistry = {
return Array.from(plugins.values());
},
};
// ── Register game UI plugins ──
import { ChessGame } from "./chess/ChessGame";
gameUIRegistry.register({
slug: "chess",
name: "Chess",
icon: "\u265A",
maxPlayers: 2,
component: ChessGame,
});

View File

@@ -0,0 +1,584 @@
import { describe, it, expect, beforeEach, spyOn } from "bun:test";
import { chessPlugin } from "./chess.plugin";
import type { ChessState, ChessAction, ChessPlayerView, ChessSpectatorView } from "./chess.types";
import type { GameResult } from "../types";
// ── Helpers ──
function createState(overrides?: Partial<Parameters<typeof chessPlugin.createInitialState>[1]>): ChessState {
// Use a fixed seed by mocking Math.random so white/black assignment is deterministic
const spy = spyOn(Math, "random").mockReturnValue(0.1); // < 0.5 → players[0] = white
const state = chessPlugin.createInitialState(["alice", "bob"], overrides);
spy.mockRestore();
return state;
}
function act(state: ChessState, action: ChessAction, playerId: string): ChessState {
const result = chessPlugin.handleAction(state, action, playerId);
if (!result.ok) throw new Error(`Action failed: ${result.error}`);
return result.state;
}
function tryAct(state: ChessState, action: ChessAction, playerId: string): GameResult<ChessState> {
return chessPlugin.handleAction(state, action, playerId);
}
/** Play a Scholar's Mate: 1. e4 e5 2. Qh5 Nc6 3. Bc4 Nf6 4. Qxf7# */
function playScholarsMate(state: ChessState): ChessState {
const white = state.players.white;
const black = state.players.black;
state = act(state, { type: "move", from: "e2", to: "e4" }, white);
state = act(state, { type: "move", from: "e7", to: "e5" }, black);
state = act(state, { type: "move", from: "d1", to: "h5" }, white);
state = act(state, { type: "move", from: "b8", to: "c6" }, black);
state = act(state, { type: "move", from: "f1", to: "c4" }, white);
state = act(state, { type: "move", from: "g8", to: "f6" }, black);
state = act(state, { type: "move", from: "h5", to: "f7" }, white); // Checkmate
return state;
}
// ── Tests ──
describe("chessPlugin", () => {
describe("createInitialState", () => {
it("should create a valid starting position", () => {
const state = createState();
expect(state.fen).toBe("rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1");
expect(state.result).toBeNull();
expect(state.drawOffer).toBeNull();
expect(state.moveHistory).toEqual([]);
});
it("should assign players to white and black", () => {
const state = createState();
expect(state.players.white).toBe("alice");
expect(state.players.black).toBe("bob");
});
it("should randomize color assignment", () => {
const spy = spyOn(Math, "random").mockReturnValue(0.9); // > 0.5 → swap
const state = chessPlugin.createInitialState(["alice", "bob"]);
spy.mockRestore();
expect(state.players.white).toBe("bob");
expect(state.players.black).toBe("alice");
});
it("should default to blitz 5+3 time control", () => {
const state = createState();
expect(state.clock).not.toBeNull();
expect(state.clock!.white).toBe(5 * 60_000);
expect(state.clock!.black).toBe(5 * 60_000);
expect(state.clock!.increment).toBe(3_000);
});
it("should apply custom time control from options", () => {
const state = createState({ timeControl: "bullet_1_0" });
expect(state.clock!.white).toBe(60_000);
expect(state.clock!.increment).toBe(0);
});
it("should create no clock when timeControl is 'none'", () => {
const state = createState({ timeControl: "none" });
expect(state.clock).toBeNull();
});
it("should fall back to blitz 5+3 for unknown time control", () => {
const state = createState({ timeControl: "invalid_key" });
expect(state.clock!.white).toBe(5 * 60_000);
expect(state.clock!.increment).toBe(3_000);
});
});
describe("handleAction — move", () => {
let state: ChessState;
beforeEach(() => {
state = createState({ timeControl: "none" });
});
it("should accept a legal move", () => {
const result = tryAct(state, { type: "move", from: "e2", to: "e4" }, "alice");
expect(result.ok).toBe(true);
if (result.ok) {
// After 1. e4, FEN should show pawn on e4 (4th rank) and it's black's turn
expect(result.state.fen).toContain("4P3"); // Pawn on e4 in FEN notation
expect(result.state.fen).toContain(" b "); // Black to move
expect(result.state.moveHistory).toHaveLength(1);
expect(result.state.moveHistory[0]!.san).toBe("e4");
expect(result.state.moveHistory[0]!.color).toBe("w");
}
});
it("should reject a move when it's not your turn", () => {
const result = tryAct(state, { type: "move", from: "e7", to: "e5" }, "bob");
// bob is black, white moves first — but bob is trying to move a black piece on white's turn
// Actually, the check is playerColor !== turn, so bob (black) can't move when turn is white
expect(result.ok).toBe(false);
if (!result.ok) expect(result.error).toBe("It's not your turn");
});
it("should reject an illegal move", () => {
const result = tryAct(state, { type: "move", from: "e2", to: "e5" }, "alice");
expect(result.ok).toBe(false);
if (!result.ok) expect(result.error).toBe("Illegal move");
});
it("should reject a move from a nonsense square", () => {
const result = tryAct(state, { type: "move", from: "z9", to: "z8" }, "alice");
expect(result.ok).toBe(false);
if (!result.ok) expect(result.error).toBe("Illegal move");
});
it("should detect checkmate", () => {
const final = playScholarsMate(state);
expect(final.result).toBe("white");
expect(final.resultReason).toBe("Checkmate");
});
it("should clear a pending draw offer on move", () => {
state = act(state, { type: "offer_draw" }, "alice");
expect(state.drawOffer).toBe("white");
state = act(state, { type: "move", from: "e2", to: "e4" }, "alice");
expect(state.drawOffer).toBeNull();
});
it("should track move history for both colors", () => {
state = act(state, { type: "move", from: "e2", to: "e4" }, "alice");
state = act(state, { type: "move", from: "e7", to: "e5" }, "bob");
expect(state.moveHistory).toHaveLength(2);
expect(state.moveHistory[0]!.color).toBe("w");
expect(state.moveHistory[1]!.color).toBe("b");
});
it("should handle pawn promotion", () => {
// Set up a position where white pawn is on the 7th rank
const promoState: ChessState = {
...state,
fen: "8/P7/8/8/8/8/8/4K2k w - - 0 1", // White pawn on a7, kings
};
const result = tryAct(promoState, { type: "move", from: "a7", to: "a8", promotion: "q" }, "alice");
expect(result.ok).toBe(true);
if (result.ok) {
expect(result.state.fen).toContain("Q"); // Promoted to queen
}
});
it("should detect stalemate", () => {
// Classic stalemate: black king in corner, no legal moves
const stalemateState: ChessState = {
...state,
fen: "k7/2Q5/1K6/8/8/8/8/8 w - - 0 1",
};
// White plays Qc8 — but that's check not stalemate. Use Qb7 stalemate pattern.
// Actually use: king a8, white queen a6, white king c8 → Qa7# is checkmate not stalemate
// Classic stalemate: Ka1, Qb3 with Kc2
const state2: ChessState = {
...state,
fen: "k7/8/1K6/8/8/8/8/2Q5 w - - 0 1", // Kc1 → Qc7 creates stalemate? No.
};
// Let's use a known stalemate position where it's black to move and has no legal moves
const state3: ChessState = {
...state,
fen: "k7/2Q5/K7/8/8/8/8/8 b - - 0 1", // Black to move, king on a8, blocked
};
// In this position it's actually stalemate for black — black king has no legal moves
// But wait, Qa7 is not played, the queen is on c7.
// Ka8 can go to b8 (not attacked by Qc7? Qc7 attacks b8? c7 queen attacks b8 yes).
// Ka8 also blocked by Ka6. So a8 king: a7 attacked by K and Q, b8 attacked by Q, b7 attacked by Q.
// That IS stalemate — black king has no legal moves and is not in check.
// But we need white to deliver the stalemate on their move, then the position detection happens.
// Actually, chess.js checks stalemate from the new position. So we need a position where
// after white's move, it's black's turn and black is stalemated.
// Simpler: use position where white's move leads to stalemate
const stalemateSetup: ChessState = {
...state,
fen: "k7/8/1K6/2Q5/8/8/8/8 w - - 0 1",
};
// White plays Qc7 → position is k7/2Q5/1K6/8/8/8/8/8 b - - 1 1
// Black king on a8: a7 attacked by K+Q, b8 attacked by Q, b7 attacked by K → stalemate!
const result = tryAct(stalemateSetup, { type: "move", from: "c5", to: "c7" }, "alice");
expect(result.ok).toBe(true);
if (result.ok) {
expect(result.state.result).toBe("draw");
expect(result.state.resultReason).toBe("Stalemate");
}
});
it("should detect insufficient material", () => {
// King vs King — after a capture leaves only kings
const kvk: ChessState = {
...state,
fen: "8/8/8/8/8/8/1p6/K1k5 b - - 0 1", // Black pawn can't create insufficiency easily
};
// Simpler: just set up K vs K directly after a capture
// Actually, let's set up KN vs K where white captures last black piece
const setup: ChessState = {
...state,
fen: "8/8/8/8/8/2n5/8/KN5k w - - 0 1",
};
// White Nb1 captures Nc3 → only K+N vs K (insufficient material? Actually K+N vs K IS insufficient)
const result = tryAct(setup, { type: "move", from: "b1", to: "c3" }, "alice");
expect(result.ok).toBe(true);
if (result.ok) {
expect(result.state.result).toBe("draw");
expect(result.state.resultReason).toBe("Insufficient material");
}
});
});
describe("handleAction — move with clock", () => {
it("should deduct time and add increment on move", () => {
const state = createState({ timeControl: "blitz_5_3" });
const now = Date.now();
// Simulate 1 second passing
const stateWithOldClock: ChessState = {
...state,
clock: { ...state.clock!, lastMoveAt: now - 1000 },
};
const result = tryAct(stateWithOldClock, { type: "move", from: "e2", to: "e4" }, "alice");
expect(result.ok).toBe(true);
if (result.ok) {
// White had 300_000ms, spent ~1000ms, got 3000ms increment
// Should be approximately 300_000 - 1000 + 3000 = 302_000
expect(result.state.clock!.white).toBeGreaterThan(300_000);
expect(result.state.clock!.white).toBeLessThanOrEqual(302_100); // small tolerance
}
});
it("should trigger timeout if player's clock has expired when they try to move", () => {
const state = createState({ timeControl: "bullet_1_0" });
const stateWithExpiredClock: ChessState = {
...state,
clock: { ...state.clock!, white: 500, lastMoveAt: Date.now() - 1000 },
};
// White tries to move but their clock is at 500ms with 1000ms elapsed → expired
const result = tryAct(stateWithExpiredClock, { type: "move", from: "e2", to: "e4" }, "alice");
expect(result.ok).toBe(true);
if (result.ok) {
expect(result.state.result).toBe("black"); // Black wins on time
expect(result.state.resultReason).toBe("Timeout");
}
});
});
describe("handleAction — resign", () => {
it("should let white resign (black wins)", () => {
const state = createState({ timeControl: "none" });
const result = tryAct(state, { type: "resign" }, "alice");
expect(result.ok).toBe(true);
if (result.ok) {
expect(result.state.result).toBe("black");
expect(result.state.resultReason).toBe("Resignation");
}
});
it("should let black resign (white wins)", () => {
const state = createState({ timeControl: "none" });
const result = tryAct(state, { type: "resign" }, "bob");
expect(result.ok).toBe(true);
if (result.ok) {
expect(result.state.result).toBe("white");
expect(result.state.resultReason).toBe("Resignation");
}
});
});
describe("handleAction — draw offers", () => {
let state: ChessState;
beforeEach(() => {
state = createState({ timeControl: "none" });
});
it("should allow offering a draw", () => {
const result = tryAct(state, { type: "offer_draw" }, "alice");
expect(result.ok).toBe(true);
if (result.ok) expect(result.state.drawOffer).toBe("white");
});
it("should reject duplicate draw offer from same player", () => {
state = act(state, { type: "offer_draw" }, "alice");
const result = tryAct(state, { type: "offer_draw" }, "alice");
expect(result.ok).toBe(false);
if (!result.ok) expect(result.error).toBe("You already offered a draw");
});
it("should allow opponent to accept a draw", () => {
state = act(state, { type: "offer_draw" }, "alice");
const result = tryAct(state, { type: "accept_draw" }, "bob");
expect(result.ok).toBe(true);
if (result.ok) {
expect(result.state.result).toBe("draw");
expect(result.state.resultReason).toBe("Agreement");
expect(result.state.drawOffer).toBeNull();
}
});
it("should reject accepting when no draw offer exists", () => {
const result = tryAct(state, { type: "accept_draw" }, "bob");
expect(result.ok).toBe(false);
if (!result.ok) expect(result.error).toBe("No draw offer to accept");
});
it("should reject accepting your own draw offer", () => {
state = act(state, { type: "offer_draw" }, "alice");
const result = tryAct(state, { type: "accept_draw" }, "alice");
expect(result.ok).toBe(false);
if (!result.ok) expect(result.error).toBe("No draw offer to accept");
});
it("should allow opponent to decline a draw", () => {
state = act(state, { type: "offer_draw" }, "alice");
const result = tryAct(state, { type: "decline_draw" }, "bob");
expect(result.ok).toBe(true);
if (result.ok) expect(result.state.drawOffer).toBeNull();
});
it("should reject declining when no draw offer exists", () => {
const result = tryAct(state, { type: "decline_draw" }, "bob");
expect(result.ok).toBe(false);
if (!result.ok) expect(result.error).toBe("No draw offer to decline");
});
it("should reject declining your own draw offer", () => {
state = act(state, { type: "offer_draw" }, "alice");
const result = tryAct(state, { type: "decline_draw" }, "alice");
expect(result.ok).toBe(false);
if (!result.ok) expect(result.error).toBe("No draw offer to decline");
});
});
describe("handleAction — claim_timeout", () => {
it("should reject when there is no clock", () => {
const state = createState({ timeControl: "none" });
const result = tryAct(state, { type: "claim_timeout" }, "alice");
expect(result.ok).toBe(false);
if (!result.ok) expect(result.error).toBe("No clock in this game");
});
it("should reject when opponent still has time", () => {
const state = createState({ timeControl: "blitz_5_3" });
const result = tryAct(state, { type: "claim_timeout" }, "bob");
expect(result.ok).toBe(false);
if (!result.ok) expect(result.error).toBe("Opponent still has time remaining");
});
it("should succeed when opponent's time has expired", () => {
const state = createState({ timeControl: "bullet_1_0" });
// White's clock is 60_000ms — set lastMoveAt far in the past
const expiredState: ChessState = {
...state,
clock: { ...state.clock!, lastMoveAt: Date.now() - 120_000 },
};
// It's white's turn, so white's clock is ticking. Bob (black) claims timeout.
const result = tryAct(expiredState, { type: "claim_timeout" }, "bob");
expect(result.ok).toBe(true);
if (result.ok) {
expect(result.state.result).toBe("black");
expect(result.state.resultReason).toBe("Timeout");
}
});
});
describe("handleAction — guards", () => {
it("should reject any action after game is over", () => {
let state = createState({ timeControl: "none" });
state = act(state, { type: "resign" }, "alice");
expect(state.result).toBe("black");
const moveResult = tryAct(state, { type: "move", from: "e2", to: "e4" }, "bob");
expect(moveResult.ok).toBe(false);
if (!moveResult.ok) expect(moveResult.error).toBe("Game is already over");
const resignResult = tryAct(state, { type: "resign" }, "bob");
expect(resignResult.ok).toBe(false);
const drawResult = tryAct(state, { type: "offer_draw" }, "bob");
expect(drawResult.ok).toBe(false);
});
it("should reject actions from a non-player", () => {
const state = createState({ timeControl: "none" });
const result = tryAct(state, { type: "move", from: "e2", to: "e4" }, "charlie");
expect(result.ok).toBe(false);
if (!result.ok) expect(result.error).toBe("You are not a player in this game");
});
});
describe("getPlayerView", () => {
it("should return the correct color for each player", () => {
const state = createState({ timeControl: "none" });
const aliceView = chessPlugin.getPlayerView(state, "alice") as ChessPlayerView;
const bobView = chessPlugin.getPlayerView(state, "bob") as ChessPlayerView;
expect(aliceView.myColor).toBe("white");
expect(bobView.myColor).toBe("black");
});
it("should include legal moves only for the active player", () => {
const state = createState({ timeControl: "none" });
const whiteView = chessPlugin.getPlayerView(state, "alice") as ChessPlayerView;
const blackView = chessPlugin.getPlayerView(state, "bob") as ChessPlayerView;
expect(whiteView.legalMoves.length).toBeGreaterThan(0); // White has 20 opening moves
expect(blackView.legalMoves).toEqual([]); // Not black's turn
});
it("should return 20 legal moves in starting position", () => {
const state = createState({ timeControl: "none" });
const view = chessPlugin.getPlayerView(state, "alice") as ChessPlayerView;
expect(view.legalMoves.length).toBe(20); // 16 pawn moves + 4 knight moves
});
it("should return no legal moves after game is over", () => {
let state = createState({ timeControl: "none" });
state = playScholarsMate(state);
const view = chessPlugin.getPlayerView(state, "alice") as ChessPlayerView;
expect(view.legalMoves).toEqual([]);
});
it("should detect check in the view", () => {
const state = createState({ timeControl: "none" });
// After 1. e4 e5 2. Qh5 — queen attacks f7, not check yet.
// Use a direct check position: white queen on e7 checking black king on e8
const checkState: ChessState = {
...state,
fen: "rnbqkbnr/ppppQppp/8/8/4P3/8/PPPP1PPP/RNB1KBNR b KQkq - 0 1",
};
const view = chessPlugin.getPlayerView(checkState, "bob") as ChessPlayerView;
expect(view.isCheck).toBe(true);
});
it("should include clock with activeColor when game is in progress", () => {
const state = createState({ timeControl: "blitz_5_3" });
const view = chessPlugin.getPlayerView(state, "alice") as ChessPlayerView;
expect(view.clock).not.toBeNull();
expect(view.clock!.activeColor).toBe("white");
});
it("should set clock activeColor to null when game is over", () => {
let state = createState({ timeControl: "blitz_5_3" });
state = act(state, { type: "resign" }, "alice");
const view = chessPlugin.getPlayerView(state, "alice") as ChessPlayerView;
expect(view.clock!.activeColor).toBeNull();
});
it("should default to white for an unknown player", () => {
const state = createState({ timeControl: "none" });
const view = chessPlugin.getPlayerView(state, "unknown") as ChessPlayerView;
expect(view.myColor).toBe("white");
});
});
describe("getSpectatorView", () => {
it("should include both player identifiers", () => {
const state = createState({ timeControl: "none" });
const view = chessPlugin.getSpectatorView(state) as ChessSpectatorView;
expect(view.players.white).toBe("alice");
expect(view.players.black).toBe("bob");
});
it("should include current turn", () => {
const state = createState({ timeControl: "none" });
const view = chessPlugin.getSpectatorView(state) as ChessSpectatorView;
expect(view.turn).toBe("white");
});
it("should include clock data when present", () => {
const state = createState({ timeControl: "rapid_10_0" });
const view = chessPlugin.getSpectatorView(state) as ChessSpectatorView;
expect(view.clock).not.toBeNull();
expect(view.clock!.increment).toBe(0);
});
it("should have null clock when time control is none", () => {
const state = createState({ timeControl: "none" });
const view = chessPlugin.getSpectatorView(state) as ChessSpectatorView;
expect(view.clock).toBeNull();
});
});
describe("isGameOver", () => {
it("should return null when game is in progress", () => {
const state = createState({ timeControl: "none" });
expect(chessPlugin.isGameOver!(state)).toBeNull();
});
it("should return winner for white victory", () => {
let state = createState({ timeControl: "none" });
state = act(state, { type: "resign" }, "bob"); // Bob (black) resigns
const result = chessPlugin.isGameOver!(state);
expect(result).not.toBeNull();
expect(result!.winner).toBe("alice"); // White player ID
expect(result!.reason).toBe("Resignation");
});
it("should return winner for black victory", () => {
let state = createState({ timeControl: "none" });
state = act(state, { type: "resign" }, "alice"); // Alice (white) resigns
const result = chessPlugin.isGameOver!(state);
expect(result).not.toBeNull();
expect(result!.winner).toBe("bob"); // Black player ID
});
it("should return null winner for draw", () => {
let state = createState({ timeControl: "none" });
state = act(state, { type: "offer_draw" }, "alice");
state = act(state, { type: "accept_draw" }, "bob");
const result = chessPlugin.isGameOver!(state);
expect(result).not.toBeNull();
expect(result!.winner).toBeNull();
expect(result!.reason).toBe("Agreement");
});
it("should return checkmate result with correct winner", () => {
let state = createState({ timeControl: "none" });
state = playScholarsMate(state);
const result = chessPlugin.isGameOver!(state);
expect(result).not.toBeNull();
expect(result!.winner).toBe("alice"); // White wins by checkmate
expect(result!.reason).toBe("Checkmate");
});
});
describe("onPlayerDisconnect", () => {
it("should award victory to opponent when player disconnects", () => {
const state = createState({ timeControl: "none" });
const result = chessPlugin.onPlayerDisconnect!(state, "alice");
expect(result.result).toBe("black");
expect(result.resultReason).toBe("Opponent disconnected");
});
it("should award victory to white when black disconnects", () => {
const state = createState({ timeControl: "none" });
const result = chessPlugin.onPlayerDisconnect!(state, "bob");
expect(result.result).toBe("white");
expect(result.resultReason).toBe("Opponent disconnected");
});
it("should not change state if game is already over", () => {
let state = createState({ timeControl: "none" });
state = act(state, { type: "resign" }, "alice");
const result = chessPlugin.onPlayerDisconnect!(state, "bob");
expect(result.result).toBe("black"); // Original result preserved
expect(result.resultReason).toBe("Resignation"); // Not overwritten
});
it("should not change state for unknown player", () => {
const state = createState({ timeControl: "none" });
const result = chessPlugin.onPlayerDisconnect!(state, "unknown");
expect(result.result).toBeNull(); // No change
});
});
describe("plugin metadata", () => {
it("should have correct slug and name", () => {
expect(chessPlugin.slug).toBe("chess");
expect(chessPlugin.name).toBe("Chess");
});
it("should require exactly 2 players", () => {
expect(chessPlugin.minPlayers).toBe(2);
expect(chessPlugin.maxPlayers).toBe(2);
});
});
});

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@@ -0,0 +1,303 @@
import { Chess } from "chess.js";
import type { GamePlugin, GameResult, GameOverResult } from "../types";
import type {
ChessState, ChessAction, ChessPlayerView,
ChessSpectatorView, ChessClock,
} from "./chess.types";
import { TIME_CONTROLS } from "./chess.types";
function colorOfPlayer(state: ChessState, playerId: string): "white" | "black" | null {
if (state.players.white === playerId) return "white";
if (state.players.black === playerId) return "black";
return null;
}
function currentTurn(fen: string): "white" | "black" {
// FEN active color field is the second space-separated token
return fen.split(" ")[1] === "w" ? "white" : "black";
}
function applyClockTick(clock: ChessClock, turn: "white" | "black"): ChessClock {
const now = Date.now();
const elapsed = now - clock.lastMoveAt;
const remaining = Math.max(0, clock[turn] - elapsed);
return { ...clock, [turn]: remaining, lastMoveAt: now };
}
function addIncrement(clock: ChessClock, color: "white" | "black"): ChessClock {
return { ...clock, [color]: clock[color] + clock.increment };
}
export const chessPlugin: GamePlugin<ChessState, ChessAction> = {
slug: "chess",
name: "Chess",
minPlayers: 2,
maxPlayers: 2,
createInitialState(players: string[], options?: Record<string, unknown>): ChessState {
const game = new Chess();
const timeControlKey = (options?.timeControl as string) ?? "blitz_5_3";
const tc = TIME_CONTROLS[timeControlKey] ?? TIME_CONTROLS.blitz_5_3;
// Randomly assign colors
const shuffled = Math.random() < 0.5 ? [players[0], players[1]] : [players[1], players[0]];
const clock: ChessClock | null = tc.time > 0
? { white: tc.time, black: tc.time, increment: tc.increment, lastMoveAt: Date.now() }
: null;
return {
fen: game.fen(),
pgn: game.pgn(),
players: { white: shuffled[0], black: shuffled[1] },
clock,
drawOffer: null,
result: null,
resultReason: null,
moveHistory: [],
};
},
handleAction(state: ChessState, action: ChessAction, playerId: string): GameResult<ChessState> {
if (state.result) return { ok: false, error: "Game is already over" };
const playerColor = colorOfPlayer(state, playerId);
if (!playerColor) return { ok: false, error: "You are not a player in this game" };
switch (action.type) {
case "move": {
const turn = currentTurn(state.fen);
if (playerColor !== turn) return { ok: false, error: "It's not your turn" };
// Check clock timeout before allowing move
if (state.clock) {
const ticked = applyClockTick(state.clock, turn);
if (ticked[turn] <= 0) {
return {
ok: true,
state: {
...state,
clock: ticked,
result: turn === "white" ? "black" : "white",
resultReason: "Timeout",
},
};
}
}
const game = new Chess(state.fen);
try {
const move = game.move({ from: action.from, to: action.to, promotion: action.promotion });
if (!move) return { ok: false, error: "Illegal move" };
} catch {
return { ok: false, error: "Illegal move" };
}
let newClock = state.clock;
if (newClock) {
newClock = applyClockTick(newClock, turn);
newClock = addIncrement(newClock, turn);
}
const moveEntry = {
from: action.from,
to: action.to,
san: game.history().slice(-1)[0],
color: turn === "white" ? "w" as const : "b" as const,
};
let result: ChessState["result"] = null;
let resultReason: string | null = null;
if (game.isCheckmate()) {
result = turn;
resultReason = "Checkmate";
} else if (game.isStalemate()) {
result = "draw";
resultReason = "Stalemate";
} else if (game.isThreefoldRepetition()) {
result = "draw";
resultReason = "Threefold repetition";
} else if (game.isInsufficientMaterial()) {
result = "draw";
resultReason = "Insufficient material";
} else if (game.isDraw()) {
result = "draw";
resultReason = "Draw (50-move rule)";
}
return {
ok: true,
state: {
...state,
fen: game.fen(),
pgn: game.pgn(),
clock: newClock,
drawOffer: null, // any pending draw offer is cleared on move
result,
resultReason,
moveHistory: [...state.moveHistory, moveEntry],
},
};
}
case "resign": {
return {
ok: true,
state: {
...state,
result: playerColor === "white" ? "black" : "white",
resultReason: "Resignation",
},
};
}
case "offer_draw": {
if (state.drawOffer === playerColor) return { ok: false, error: "You already offered a draw" };
return {
ok: true,
state: { ...state, drawOffer: playerColor },
};
}
case "accept_draw": {
const opponentColor = playerColor === "white" ? "black" : "white";
if (state.drawOffer !== opponentColor) return { ok: false, error: "No draw offer to accept" };
return {
ok: true,
state: {
...state,
result: "draw",
resultReason: "Agreement",
drawOffer: null,
},
};
}
case "decline_draw": {
const opponentColor = playerColor === "white" ? "black" : "white";
if (state.drawOffer !== opponentColor) return { ok: false, error: "No draw offer to decline" };
return {
ok: true,
state: { ...state, drawOffer: null },
};
}
case "claim_timeout": {
if (!state.clock) return { ok: false, error: "No clock in this game" };
const opponentColor = playerColor === "white" ? "black" : "white";
const ticked = applyClockTick(state.clock, opponentColor);
if (ticked[opponentColor] > 0) return { ok: false, error: "Opponent still has time remaining" };
return {
ok: true,
state: {
...state,
clock: ticked,
result: playerColor,
resultReason: "Timeout",
},
};
}
default:
return { ok: false, error: "Unknown action type" };
}
},
getPlayerView(state: ChessState, playerId: string): ChessPlayerView {
const myColor = colorOfPlayer(state, playerId) ?? "white";
const turn = currentTurn(state.fen);
let clockView: ChessPlayerView["clock"] = null;
if (state.clock) {
// Compute live remaining time for display
const elapsed = state.result ? 0 : Date.now() - state.clock.lastMoveAt;
const activeRemaining = Math.max(0, state.clock[turn] - elapsed);
const inactiveColor = turn === "white" ? "black" : "white";
clockView = {
white: turn === "white" ? activeRemaining : state.clock.white,
black: turn === "black" ? activeRemaining : state.clock.black,
increment: state.clock.increment,
activeColor: state.result ? null : turn,
};
}
// Compute legal moves for the current player
const game = new Chess(state.fen);
const legalMoves = myColor === turn && !state.result
? game.moves({ verbose: true }).map(m => ({
from: m.from,
to: m.to,
...(m.promotion ? { promotion: m.promotion } : {}),
}))
: [];
return {
fen: state.fen,
pgn: state.pgn,
myColor,
turn,
clock: clockView,
drawOffer: state.drawOffer,
result: state.result,
resultReason: state.resultReason,
moveHistory: state.moveHistory,
isCheck: game.isCheck(),
legalMoves,
};
},
getSpectatorView(state: ChessState): ChessSpectatorView {
const turn = currentTurn(state.fen);
const game = new Chess(state.fen);
let clockView: ChessSpectatorView["clock"] = null;
if (state.clock) {
const elapsed = state.result ? 0 : Date.now() - state.clock.lastMoveAt;
const activeRemaining = Math.max(0, state.clock[turn] - elapsed);
clockView = {
white: turn === "white" ? activeRemaining : state.clock.white,
black: turn === "black" ? activeRemaining : state.clock.black,
increment: state.clock.increment,
activeColor: state.result ? null : turn,
};
}
return {
fen: state.fen,
pgn: state.pgn,
players: state.players,
turn,
clock: clockView,
drawOffer: state.drawOffer,
result: state.result,
resultReason: state.resultReason,
moveHistory: state.moveHistory,
isCheck: game.isCheck(),
};
},
isGameOver(state: ChessState): GameOverResult | null {
if (!state.result) return null;
let winner: string | null = null;
if (state.result === "white") winner = state.players.white;
else if (state.result === "black") winner = state.players.black;
return {
winner,
reason: state.resultReason ?? "Game over",
};
},
onPlayerDisconnect(state: ChessState, playerId: string): ChessState {
if (state.result) return state;
const color = colorOfPlayer(state, playerId);
if (!color) return state;
return {
...state,
result: color === "white" ? "black" : "white",
resultReason: "Opponent disconnected",
};
},
};

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export interface ChessClock {
white: number; // ms remaining
black: number; // ms remaining
increment: number; // ms added per move
lastMoveAt: number; // timestamp of last move (for computing elapsed time)
}
export interface ChessState {
fen: string;
pgn: string;
players: { white: string; black: string };
clock: ChessClock | null;
drawOffer: "white" | "black" | null;
result: "white" | "black" | "draw" | null;
resultReason: string | null;
moveHistory: { from: string; to: string; san: string; color: "w" | "b" }[];
}
export type ChessAction =
| { type: "move"; from: string; to: string; promotion?: string }
| { type: "resign" }
| { type: "offer_draw" }
| { type: "accept_draw" }
| { type: "decline_draw" }
| { type: "claim_timeout" };
export interface ChessPlayerView {
fen: string;
pgn: string;
myColor: "white" | "black";
turn: "white" | "black";
clock: { white: number; black: number; increment: number; activeColor: "white" | "black" | null } | null;
drawOffer: "white" | "black" | null;
result: "white" | "black" | "draw" | null;
resultReason: string | null;
moveHistory: { from: string; to: string; san: string; color: "w" | "b" }[];
isCheck: boolean;
legalMoves: { from: string; to: string; promotion?: string }[];
}
export interface ChessSpectatorView {
fen: string;
pgn: string;
players: { white: string; black: string };
turn: "white" | "black";
clock: { white: number; black: number; increment: number; activeColor: "white" | "black" | null } | null;
drawOffer: "white" | "black" | null;
result: "white" | "black" | "draw" | null;
resultReason: string | null;
moveHistory: { from: string; to: string; san: string; color: "w" | "b" }[];
isCheck: boolean;
}
export interface ChessRoomOptions {
timeControl: "bullet_1_0" | "bullet_2_1" | "blitz_3_0" | "blitz_3_2" | "blitz_5_0" | "blitz_5_3" | "rapid_10_0" | "rapid_15_10" | "classical_30_0" | "none";
}
export const TIME_CONTROLS: Record<string, { name: string; time: number; increment: number }> = {
bullet_1_0: { name: "Bullet 1+0", time: 1 * 60_000, increment: 0 },
bullet_2_1: { name: "Bullet 2+1", time: 2 * 60_000, increment: 1_000 },
blitz_3_0: { name: "Blitz 3+0", time: 3 * 60_000, increment: 0 },
blitz_3_2: { name: "Blitz 3+2", time: 3 * 60_000, increment: 2_000 },
blitz_5_0: { name: "Blitz 5+0", time: 5 * 60_000, increment: 0 },
blitz_5_3: { name: "Blitz 5+3", time: 5 * 60_000, increment: 3_000 },
rapid_10_0: { name: "Rapid 10+0", time: 10 * 60_000, increment: 0 },
rapid_15_10: { name: "Rapid 15+10", time: 15 * 60_000, increment: 10_000 },
classical_30_0:{ name: "Classical 30+0", time: 30 * 60_000, increment: 0 },
none: { name: "No Clock", time: 0, increment: 0 },
};

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@@ -4,7 +4,7 @@ export interface GamePlugin<TState = unknown, TAction = unknown> {
minPlayers: number;
maxPlayers: number;
createInitialState(players: string[]): TState;
createInitialState(players: string[], options?: Record<string, unknown>): TState;
handleAction(state: TState, action: TAction, playerId: string): GameResult<TState>;
getPlayerView(state: TState, playerId: string): unknown;
getSpectatorView(state: TState): unknown;