<template lang="pug">
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- BaseGame(:variant="variant.name" :analyze="analyze" : players="players")
+ BaseGame(:game="game" :vr="vr" ref="basegame"
+ @newmove="processMove" @gameover="gameOver")
</template>
<script>
components: {
BaseGame,
},
+ // gameInfo: fen + mode + vname
// mode: "auto" (game comp vs comp), "versus" (normal) or "analyze"
- props: ["fen","mode","variant"],
+ props: ["gameInfo"],
data: function() {
return {
st: store.state,
+ 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
- fenStart: "",
compWorker: null,
-
-//TODO: players ? Computed?
-
};
},
- computed: {
- analyze: function() {
- return this.mode == "analyze";
- },
- },
watch: {
- fen: function() {
+ "gameInfo.fen": function() {
// (Security) No effect if a computer move is in progress:
if (this.lockCompThink)
return this.$emit("computer-think");
this.launchGame();
},
+ "gameInfo.userStop": function() {
+ if (this.gameInfo.userStop)
+ {
+ // User stopped the game: unknown result
+ this.game.mode = "analyze";
+ }
+ },
},
// Modal end of game, and then sub-components
created: function() {
- if (!!this.fen)
- this.launchGame();
// Computer moves web worker logic: (TODO: also for observers in HH games ?)
this.compWorker = new Worker(); //'/javascripts/playCompMove.js'),
this.compWorker.onmessage = e => {
// Small delay for the bot to appear "more human"
const delay = Math.max(500-(Date.now()-this.timeStart), 0);
setTimeout(() => {
- const animate = this.variant.name != "Dark";
- this.play(compMove[0], animate);
+ const animate = (this.gameInfo.vname != "Dark");
+ this.$refs.basegame.play(compMove[0], animate);
if (compMove.length == 2)
- setTimeout( () => { this.play(compMove[1], animate); }, 750);
+ 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);
}, 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.variant.name + ".js");
+ const vModule = await import("@/variants/" + this.gameInfo.vname + ".js");
window.V = vModule.VariantRules;
- this.compWorker.postMessage(["scripts",this.variant.name]);
- 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.subMode == "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 = ["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,
+ });
+ this.compWorker.postMessage(["init",this.gameInfo.fen]);
+ if (mycolor != "w" || this.gameInfo.mode == "auto")
+ this.playComputerMove();
},
playComputerMove: function() {
this.timeStart = Date.now();
this.compWorker.postMessage(["askmove"]);
},
+ // TODO: do not process if game is over (check score ?)
+ processMove: function(move) {
+ // 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.playComputerMove();
+ }
+ },
+ gameOver: function(score) {
+ // Just switch to analyze mode: no user action can set score
+ this.game.mode = "analyze";
+ },
},
};
</script>