<template lang="pug">
-.row
- .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- BaseGame(:vname="vname" :analyze="analyze"
- :vr="vr" :fen-start="fenStart" :players="players" :mycolor="mycolor"
- ref="basegame" @newmove="processMove")
+BaseGame(:game="game" :vr="vr" ref="basegame"
+ @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,
},
- // mode: "auto" (game comp vs comp), "versus" (normal) or "analyze"
- props: ["fen","mode","vname"],
+ // gameInfo: fen + mode + vname
+ // mode: "auto" (game comp vs comp) or "versus" (normal)
+ props: ["gameInfo"],
data: function() {
return {
st: store.state,
- // variables passed to BaseGame:
- fenStart: "",
+ game: {},
vr: null,
- players: ["Myself","Computer"], //always playing white for now
- mycolor: "w",
// Web worker to play computer moves without freezing interface:
timeStart: undefined, //time when computer starts thinking
- lockCompThink: false, //to avoid some ghost moves
+ compThink: false, //avoid asking a new move while one is being searched
compWorker: null,
};
},
- computed: {
- analyze: function() {
- return this.mode == "analyze";
- },
- },
watch: {
- fen: function() {
- // (Security) No effect if a computer move is in progress:
- if (this.lockCompThink)
- return this.$emit("computer-think");
+ "gameInfo.fen": function() {
this.launchGame();
},
+ "gameInfo.score": function(newScore) {
+ if (newScore != "*")
+ {
+ this.game.score = newScore; //user action
+ if (!this.compThink)
+ this.$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 (!compMove)
+ {
+ this.compThink = false;
+ this.$emit("game-stopped"); //no more moves: mate or stalemate
+ return; //after game ends, no more moves, nothing to do
+ }
if (!Array.isArray(compMove))
compMove = [compMove]; //to deal with MarseilleRules
// Small delay for the bot to appear "more human"
const delay = Math.max(500-(Date.now()-this.timeStart), 0);
setTimeout(() => {
- const animate = (this.vname != "Dark");
- this.$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.fen)
+ 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.vname + ".js");
+ const vModule = await import("@/variants/" + this.gameInfo.vname + ".js");
window.V = vModule.VariantRules;
- this.compWorker.postMessage(["scripts",this.vname]);
- this.compWorker.postMessage(["init",this.fen]);
- this.newGameFromFen(this.fen);
- },
- newGameFromFen: function(fen) {
- this.vr = new V(fen);
- this.moves = [];
- this.cursor = -1;
- this.fenStart = fen;
- this.score = "*";
- if (this.mode == "analyze")
- {
- this.mycolor = V.ParseFen(fen).turn;
- this.orientation = this.mycolor;
- }
- else if (this.mode == "computer") //only other alternative (HH with gameId)
- {
- this.mycolor = (Math.random() < 0.5 ? "w" : "b");
- this.orientation = this.mycolor;
- this.compWorker.postMessage(["init",fen]);
- if (this.mycolor != "w" || this.mode == "auto")
- this.playComputerMove();
- }
+ 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 = [{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]);
// 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))
{
this.playComputerMove();
}
},
+ gameOver: function(score, scoreMsg) {
+ this.game.score = score;
+ this.game.scoreMsg = scoreMsg;
+ this.$emit("game-over", score); //bubble up to Rules.vue
+ },
},
};
</script>