BaseGame(
ref="basegame"
:game="game"
- :vr="vr"
@newmove="processMove"
- @gameover="gameOver"
)
</template>
import BaseGame from "@/components/BaseGame.vue";
import { store } from "@/store";
import { CompgameStorage } from "@/utils/compgameStorage";
+import { getScoreMessage } from "@/utils/scoring";
+import { playMove, getFilteredMove } from "@/utils/playUndo";
import Worker from "worker-loader!@/playCompMove";
export default {
name: "my-computer-game",
this.compWorker = new Worker();
this.compWorker.onmessage = e => {
let compMove = e.data;
- if (!compMove) {
- this.compThink = false;
- this.$emit("game-stopped"); //no more moves: mate or stalemate
- return; //after game ends, no more moves, nothing to do
- }
- if (!Array.isArray(compMove)) compMove = [compMove]; //potential multi-move
// Small delay for the bot to appear "more human"
- const delay = Math.max(500 - (Date.now() - this.timeStart), 0);
+ const minDelay = this.gameInfo.mode == "versus" ? 500 : 1000;
+ const delay = Math.max(minDelay - (Date.now() - this.timeStart), 0);
+ let self = this;
setTimeout(() => {
if (this.currentUrl != document.location.href) return; //page change
- // NOTE: do not animate move if special display (ShowMoves != "all")
- const animate = V.ShowMoves == "all";
- const animDelay = animate ? 250 : 0;
- let moveIdx = 0;
- let self = this;
- (function executeMove() {
- // NOTE: BaseGame::play() will trigger processMove() here
- self.$refs["basegame"].play(compMove[moveIdx++], "received");
- if (moveIdx >= compMove.length) {
+ self.$refs["basegame"].play(compMove, "received");
+ const animationLength =
+ // 250 = length of animation, 500 = delay between sub-moves
+ // TODO: a callback would be cleaner.
+ 250 + (Array.isArray(compMove) ? (compMove.length - 1) * 750 : 0);
+ setTimeout(
+ () => {
self.compThink = false;
- if (self.game.score != "*")
- // User action
- self.$emit("game-stopped");
- } else setTimeout(executeMove, 500 + animDelay);
- })();
+ self.processMove(compMove);
+ },
+ animationLength
+ );
}, delay);
};
},
if (!game) {
game = {
vname: this.gameInfo.vname,
- fenStart: V.GenRandInitFen(),
+ fenStart: V.GenRandInitFen(this.st.settings.randomness),
moves: []
};
game.fen = game.fenStart;
- if (this.gameInfo.mode == "versus")
- CompgameStorage.add(game);
+ if (this.gameInfo.mode == "versus") CompgameStorage.add(game);
}
- if (this.gameInfo.mode == "versus" && !game.mycolor)
- game.mycolor = Math.random() < 0.5 ? "w" : "b";
+ if (!game.mycolor) game.mycolor = (Math.random() < 0.5 ? "w" : "b");
this.compWorker.postMessage(["init", game.fen]);
this.vr = new V(game.fen);
- game.players = [{ name: "Myself" }, { name: "Computer" }];
- if (game.myColor == "b") game.players = game.players.reverse();
+ game.players = [{ name: "Computer" }, { name: "Computer" }];
+ if (this.gameInfo.mode == "versus")
+ game.players[game.mycolor == 'w' ? 0 : 1] = { name: "Myself" };
game.score = "*"; //finished games are removed
+ game.mode = this.gameInfo.mode;
this.currentUrl = document.location.href; //to avoid playing outside page
this.game = game;
+ this.$refs["basegame"].re_setVariables(game);
this.compWorker.postMessage(["init", game.fen]);
if (this.gameInfo.mode == "auto" || game.mycolor != this.vr.turn)
this.playComputerMove();
this.compThink = true;
this.compWorker.postMessage(["askmove"]);
},
- processMove: function(move) {
- if (this.game.score != "*") return;
+ processMove: function(move, scoreObj) {
+ playMove(move, this.vr);
+ // Maybe the user stopped the game:
+ if (this.game.score != "*") {
+ this.$emit("game-stopped");
+ return;
+ }
+ // This move could have ended the game
+ if (!scoreObj) scoreObj = { score: this.vr.getCurrentScore() };
+ if (scoreObj.score != "*") {
+ this.gameOver(scoreObj.score);
+ return;
+ }
// 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.gameInfo.mode == "auto" || this.vr.turn != this.game.mycolor)
- ) {
+ if (this.gameInfo.mode == "auto" || this.vr.turn != this.game.mycolor)
this.playComputerMove();
- }
// Finally, update storage:
if (this.gameInfo.mode == "versus") {
- const allowed_fields = ["appear", "vanish", "start", "end"];
- const filtered_move = Object.keys(move)
- .filter(key => allowed_fields.includes(key))
- .reduce((obj, key) => {
- obj[key] = move[key];
- return obj;
- }, {});
CompgameStorage.update(this.gameInfo.vname, {
- move: filtered_move,
- fen: move.fen
+ move: getFilteredMove(move),
+ fen: this.vr.getFen()
});
}
},
- gameOver: function(score, scoreMsg) {
+ gameOver: function(score) {
this.game.score = score;
- this.game.scoreMsg = scoreMsg;
- if (!this.compThink) this.$emit("game-stopped"); //otherwise wait for comp
+ this.game.scoreMsg = getScoreMessage(score);
+ // If comp is thinking, let him finish:
+ if (!this.compThink) this.$emit("game-stopped");
}
}
};