<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" @gameover="gameOver")
+BaseGame(
+ :game="game"
+ :vr="vr"
+ @newmove="processMove"
+ @gameover="gameOver"
+)
</template>
<script>
import BaseGame from "@/components/BaseGame.vue";
import { store } from "@/store";
-import Worker from 'worker-loader!@/playCompMove';
-
+import Worker from "worker-loader!@/playCompMove";
export default {
- name: 'my-computer-game',
+ name: "my-computer-game",
components: {
- BaseGame,
+ BaseGame
},
// gameInfo: fen + mode + vname
- // mode: "auto" (game comp vs comp), "versus" (normal) or "analyze"
+ // mode: "auto" (game comp vs comp) or "versus" (normal)
props: ["gameInfo"],
data: function() {
return {
st: store.state,
- game: { },
+ game: {},
vr: null,
// Web worker to play computer moves without freezing interface:
timeStart: undefined, //time when computer starts thinking
- lockCompThink: false, //to avoid some ghost moves
- compWorker: null,
+ compThink: false, //avoid asking a new move while one is being searched
+ compWorker: null
};
},
watch: {
"gameInfo.fen": function() {
- // (Security) No effect if a computer move is in progress:
- if (this.lockCompThink)
- return this.$emit("computer-think");
this.launchGame();
},
- "gameInfo.userStop": function() {
- if (this.gameInfo.userStop)
- {
- // User stopped the game: unknown result
- this.game.mode = "analyze";
+ "gameInfo.score": function(newScore) {
+ if (newScore != "*") {
+ this.game.score = newScore; //user action
+ if (!this.compThink) this.$emit("game-stopped"); //otherwise wait for comp
}
- },
+ }
},
// Modal end of game, and then sub-components
created: function() {
- // Computer moves web worker logic: (TODO: also for observers in HH games ?)
- this.compWorker = new Worker(); //'/javascripts/playCompMove.js'),
+ // Computer moves web worker logic:
+ this.compWorker = new Worker();
this.compWorker.onmessage = e => {
- this.lockCompThink = true; //to avoid some ghost moves
let compMove = e.data;
- if (!Array.isArray(compMove))
- compMove = [compMove]; //to deal with MarseilleRules
+ if (!compMove) {
+ this.compThink = false;
+ this.$emit("game-stopped"); //no more moves: mate or stalemate
+ return; //after game ends, no more moves, nothing to do
+ }
+ if (!Array.isArray(compMove)) compMove = [compMove]; //potential multi-move
// Small delay for the bot to appear "more human"
- const delay = Math.max(500-(Date.now()-this.timeStart), 0);
+ const delay = Math.max(500 - (Date.now() - this.timeStart), 0);
setTimeout(() => {
- const animate = (this.gameInfo.vname != "Dark");
- this.$refs.basegame.play(compMove[0], animate);
- if (compMove.length == 2)
- setTimeout( () => { this.$refs.basegame.play(compMove[1], animate); }, 750);
- else //250 == length of animation (TODO: should be a constant somewhere)
- setTimeout( () => this.lockCompThink = false, 250);
+ if (this.currentUrl != document.location.href) return; //page change
+ // NOTE: Dark and 2-moves are incompatible
+ const animate = this.gameInfo.vname != "Dark";
+ const animDelay = animate ? 250 : 0;
+ let moveIdx = 0;
+ let self = this;
+ (function executeMove() {
+ self.$set(self.game, "moveToPlay", compMove[moveIdx++]);
+ if (moveIdx >= compMove.length) {
+ self.compThink = false;
+ if (self.game.score != "*")
+ //user action
+ self.$emit("game-stopped");
+ } else setTimeout(executeMove, 500 + animDelay);
+ })();
}, delay);
- }
- if (!!this.gameInfo.fen)
- this.launchGame();
+ };
+ if (this.gameInfo.fen) this.launchGame();
},
- // dans variant.js (plutôt room.js) conn gère aussi les challenges
- // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
methods: {
- launchGame: async function() {
- 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.fen]);
+ launchGame: function() {
+ this.compWorker.postMessage(["scripts", this.gameInfo.vname]);
+ 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,
- score: "*",
- });
- this.compWorker.postMessage(["init",this.gameInfo.fen]);
+ const mycolor = Math.random() < 0.5 ? "w" : "b";
+ let players = [{ name: "Myself" }, { name: "Computer" }];
+ if (mycolor == "b") players = players.reverse();
+ this.currentUrl = document.location.href; //to avoid playing outside page
+ // NOTE: fen and fenStart are redundant in game object
+ this.game = Object.assign({}, this.gameInfo, {
+ fenStart: this.gameInfo.fen,
+ players: players,
+ mycolor: mycolor,
+ score: "*"
+ });
+ this.compWorker.postMessage(["init", this.gameInfo.fen]);
if (mycolor != "w" || this.gameInfo.mode == "auto")
this.playComputerMove();
},
playComputerMove: function() {
this.timeStart = Date.now();
+ this.compThink = true;
this.compWorker.postMessage(["askmove"]);
},
- // TODO: do not process if game is over (check score ?)
processMove: function(move) {
+ if (this.game.score != "*") return;
// Send the move to web worker (including his own moves)
- this.compWorker.postMessage(["newmove",move]);
+ this.compWorker.postMessage(["newmove", move]);
// subTurn condition for Marseille (and Avalanche) rules
- if ((!this.vr.subTurn || this.vr.subTurn <= 1)
- && (this.gameInfo.mode == "auto" || this.vr.turn != this.game.mycolor))
- {
+ if (
+ (!this.vr.subTurn || this.vr.subTurn <= 1) &&
+ (this.gameInfo.mode == "auto" || this.vr.turn != this.game.mycolor)
+ ) {
this.playComputerMove();
}
},
- gameOver: function(score) {
- // Just switch to analyze mode: no user action can set score
- this.game.mode = "analyze";
- },
- },
+ gameOver: function(score, scoreMsg) {
+ this.game.score = score;
+ this.game.scoreMsg = scoreMsg;
+ this.$emit("game-over", score); //bubble up to Rules.vue
+ }
+ }
};
</script>