<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"
- :game-info="gameInfo" ref="basegame" @newmove="processMove")
+BaseGame(
+ ref="basegame"
+ :game="game"
+ @newmove="processMove"
+)
</template>
<script>
import BaseGame from "@/components/BaseGame.vue";
import { store } from "@/store";
-import Worker from 'worker-loader!@/playCompMove';
-
+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',
+ name: "my-computer-game",
components: {
- BaseGame,
+ 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:
- gameInfo: {
- 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
- lockCompThink: false, //to avoid some ghost moves
- compWorker: null,
+ 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.$emit("computer-think");
- this.launchGame();
- },
- },
- // Modal end of game, and then sub-components
created: function() {
- // Computer moves web worker logic: (TODO: also for observers in HH games ?)
- this.compWorker = new Worker(); //'/javascripts/playCompMove.js'),
+ // Computer moves web worker logic:
+ this.compWorker = new Worker();
this.compWorker.onmessage = e => {
- this.lockCompThink = true; //to avoid some ghost moves
let compMove = e.data;
- if (!Array.isArray(compMove))
- compMove = [compMove]; //to deal with MarseilleRules
// Small delay for the bot to appear "more human"
- const delay = Math.max(500-(Date.now()-this.timeStart), 0);
+ const minDelay = this.gameInfo.mode == "versus" ? 500 : 1000;
+ const delay = Math.max(minDelay - (Date.now() - this.timeStart), 0);
+ let self = this;
setTimeout(() => {
- const animate = (this.vname != "Dark");
- this.$refs.basegame.play(compMove[0], animate);
- if (compMove.length == 2)
- setTimeout( () => { this.$refs.basegame.play(compMove[1], animate); }, 750);
- else //250 == length of animation (TODO: should be a constant somewhere)
- setTimeout( () => this.lockCompThink = false, 250);
+ if (this.currentUrl != document.location.href) return; //page change
+ self.$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;
+ self.processMove(compMove);
+ },
+ animationLength
+ );
}, delay);
- }
- if (!!this.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");
- 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.gameInfo.fenStart = fen;
- this.gameInfo.mycolor = (Math.random() < 0.5 ? "w" : "b");
- this.gameInfo.players = ["Myself","Computer"];
- if (this.gameInfo.mycolor == "b")
- this.gameInfo.players = this.gameInfo.players.reverse();
- this.compWorker.postMessage(["init",fen]);
- if (this.gameInfo.mycolor != "w" || this.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.$refs["basegame"].re_setVariables(game);
+ this.compWorker.postMessage(["init", game.fen]);
+ if (this.gameInfo.mode == "auto" || game.mycolor != this.vr.turn)
this.playComputerMove();
},
+ // NOTE: a "goto" action could lead to an error when comp is thinking,
+ // but it's OK because from the user viewpoint the game just stops.
playComputerMove: function() {
this.timeStart = Date.now();
+ this.compThink = true;
this.compWorker.postMessage(["askmove"]);
},
- // TODO: do not process if game is over (check score ?)
- processMove: function(move) {
+ processMove: function(move, scoreObj) {
+ playMove(move, this.vr);
+ // Maybe the user stopped the game:
+ if (this.game.score != "*") {
+ this.$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.mode == "auto" || this.vr.turn != this.gameInfo.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.scoreMsg = getScoreMessage(score, V.ReverseColors);
+ // If comp is thinking, let him finish:
+ if (!this.compThink) this.$emit("game-stopped");
+ }
+ }
};
</script>