<template lang="pug">
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- BaseGame(:game="game" :vr="vr" ref="basegame" @newmove="processMove")
+ BaseGame(:game="game" :vr="vr" ref="basegame"
+ @newmove="processMove" @gameover="gameOver")
</template>
<script>
data: function() {
return {
st: store.state,
- // variables passed to BaseGame:
- fenStart: "",
- players: ["Myself","Computer"], //playing as white
- mycolor: "w",
+ game: { },
vr: null,
// Web worker to play computer moves without freezing interface:
timeStart: undefined, //time when computer starts thinking
compWorker: null,
};
},
- computed: {
- game: function() {
- return Object.assign({},
- this.gameInfo,
- {
- fenStart: this.fenStart,
- players: this.players,
- mycolor: this.mycolor,
- });
- },
- },
watch: {
- gameInfo: function() {
+ "gameInfo.fen": function() {
// (Security) No effect if a computer move is in progress:
if (this.lockCompThink)
return this.$emit("computer-think");
this.launchGame();
},
+ "gameInfo.userStop": function() {
+ if (this.gameInfo.userStop)
+ {
+ // User stopped the game: unknown result
+ this.game.mode = "analyze";
+ }
+ },
},
// Modal end of game, and then sub-components
created: function() {
setTimeout( () => this.lockCompThink = false, 250);
}, delay);
}
- if (!!this.fen)
+ if (!!this.gameInfo.fen)
this.launchGame();
},
// dans variant.js (plutôt room.js) conn gère aussi les challenges
const vModule = await import("@/variants/" + this.gameInfo.vname + ".js");
window.V = vModule.VariantRules;
this.compWorker.postMessage(["scripts",this.gameInfo.vname]);
- this.compWorker.postMessage(["init",this.gameInfo.fenStart]);
- this.newGameFromFen(this.gameInfo.fenStart);
- },
- newGameFromFen: function(fen) {
- this.vr = new V(fen);
- this.mycolor = (Math.random() < 0.5 ? "w" : "b");
- this.players = ["Myself","Computer"];
- if (this.mycolor == "b")
- this.players = this.players.reverse();
- this.compWorker.postMessage(["init",fen]);
- if (this.mycolor != "w" || this.gameInfo.mode == "auto")
+ this.compWorker.postMessage(["init",this.gameInfo.fen]);
+ this.vr = new V(this.gameInfo.fen);
+ const mycolor = (Math.random() < 0.5 ? "w" : "b");
+ let players = ["Myself","Computer"];
+ if (mycolor == "b")
+ players = players.reverse();
+ // NOTE: (TODO?) fen and fenStart are redundant in game object
+ this.game = Object.assign({},
+ this.gameInfo,
+ {
+ fenStart: this.gameInfo.fen,
+ players: players,
+ mycolor: mycolor,
+ });
+ this.compWorker.postMessage(["init",this.gameInfo.fen]);
+ if (mycolor != "w" || this.gameInfo.mode == "auto")
this.playComputerMove();
},
playComputerMove: function() {
+
+console.log("call comp move");
+
this.timeStart = Date.now();
this.compWorker.postMessage(["askmove"]);
},
// TODO: do not process if game is over (check score ?)
processMove: function(move) {
+console.log("play move");
+ console.log(move);
// Send the move to web worker (including his own moves)
this.compWorker.postMessage(["newmove",move]);
// subTurn condition for Marseille (and Avalanche) rules
if ((!this.vr.subTurn || this.vr.subTurn <= 1)
- && (this.mode == "auto" || this.vr.turn != this.mycolor))
+ && (this.gameInfo.mode == "auto" || this.vr.turn != this.game.mycolor))
{
+
+console.log("ask new comp move");
+
this.playComputerMove();
}
},
+ gameOver: function(score) {
+ // Just switch to analyze mode: no user action can set score
+ this.game.mode = "analyze";
+ },
},
};
</script>