<template lang="pug">
-BaseGame(:game="game" :vr="vr" ref="basegame"
- @newmove="processMove" @gameover="gameOver")
+BaseGame(
+ ref="basegame"
+ :game="game"
+ @newmove="processMove"
+)
</template>
<script>
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",
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 {
// Web worker to play computer moves without freezing interface:
timeStart: undefined, //time when computer starts thinking
compThink: false, //avoid asking a new move while one is being searched
- compWorker: null,
+ compWorker: null
};
},
- watch: {
- "gameInfo.fen": function() {
- this.launchGame();
- },
- "gameInfo.score": function(newScore) {
- if (newScore != "*")
- {
- this.game.score = newScore; //user action
- this.game.mode = "analyze";
- if (!this.compThink)
- this.$emit("game-stopped"); //otherwise wait for comp
- }
- },
- },
- // Modal end of game, and then sub-components
created: function() {
// Computer moves web worker logic:
this.compWorker = new Worker();
this.compWorker.onmessage = e => {
let compMove = e.data;
- if (!compMove)
- return; //after game ends, no more moves, nothing to do
- if (!Array.isArray(compMove))
- compMove = [compMove]; //to deal with MarseilleRules
// Small delay for the bot to appear "more human"
- const delay = Math.max(500-(Date.now()-this.timeStart), 0);
+ const minDelay = this.gameInfo.mode == "versus" ? 500 : 1000;
+ const delay = Math.max(minDelay - (Date.now() - this.timeStart), 0);
+ let self = this;
setTimeout(() => {
- // NOTE: Dark and 2-moves are incompatible
- const animate = (this.gameInfo.vname != "Dark");
- const animDelay = (animate ? 250 : 0);
- let moveIdx = 0;
- let self = this;
- (function executeMove() {
- self.$refs.basegame.play(compMove[moveIdx++], animate);
- if (moveIdx >= compMove.length)
- {
+ if (this.currentUrl != document.location.href) return; //page change
+ self.$refs["basegame"].play(compMove, "received");
+ let animationLength = 0;
+ const mvArray = (Array.isArray(compMove) ? compMove : [compMove]);
+ const realLength =
+ mvArray.filter(m => m.start.x >= 0 && !m.end.noHighlight).length;
+ if (realLength >= 1)
+ // 250 = length of animation, 500 = delay between sub-moves
+ // TODO: a callback would be cleaner.
+ animationLength = 250 + (realLength - 1) * 750;
+ setTimeout(
+ () => {
self.compThink = false;
- if (self.game.score != "*") //user action
- self.$emit("game-stopped");
- }
- else
- setTimeout(executeMove, 500 + animDelay);
- })();
+ self.processMove(compMove);
+ },
+ animationLength
+ );
}, delay);
- }
- if (!!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]);
- 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();
- // 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")
+ launchGame: function(game, options) {
+ this.compWorker.postMessage(["scripts", this.gameInfo.vname]);
+ if (!game) {
+ game = {
+ vname: this.gameInfo.vname,
+ fenStart: V.GenRandInitFen(options),
+ moves: []
+ };
+ game.fen = game.fenStart;
+ if (this.gameInfo.mode == "versus") CompgameStorage.add(game);
+ }
+ 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: "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.$refs["basegame"].re_setVariables(game);
+ this.compWorker.postMessage(["init", game.fen]);
+ if (this.gameInfo.mode == "auto" || game.mycolor != this.vr.turn)
this.playComputerMove();
},
+ // NOTE: a "goto" action could lead to an error when comp is thinking,
+ // but it's OK because from the user viewpoint the game just stops.
playComputerMove: function() {
this.timeStart = Date.now();
this.compThink = true;
this.compWorker.postMessage(["askmove"]);
},
- processMove: function(move) {
+ processMove: function(move, scoreObj) {
+ playMove(move, this.vr);
+ // Maybe the user stopped the game:
+ if (this.game.score != "*") {
+ this.$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))
- {
+ this.compWorker.postMessage(["newmove", move]);
+ if (this.gameInfo.mode == "auto" || this.vr.turn != this.game.mycolor)
this.playComputerMove();
+ // Finally, update storage:
+ if (this.gameInfo.mode == "versus") {
+ CompgameStorage.update(this.gameInfo.vname, {
+ move: getFilteredMove(move),
+ fen: this.vr.getFen()
+ });
}
},
gameOver: function(score) {
this.game.score = score;
- this.game.mode = "analyze";
- this.$emit("game-over", score); //bubble up to Rules.vue
- },
- },
+ this.game.scoreMsg = getScoreMessage(score, V.ReverseColors);
+ // If comp is thinking, let him finish:
+ if (!this.compThink) this.$emit("game-stopped");
+ }
+ }
};
</script>