Experimental change: options replacing randomness (more general)
[vchess.git] / client / src / components / ComputerGame.vue
1 <template lang="pug">
2 BaseGame(
3 ref="basegame"
4 :game="game"
5 @newmove="processMove"
6 )
7 </template>
8
9 <script>
10 import BaseGame from "@/components/BaseGame.vue";
11 import { store } from "@/store";
12 import { CompgameStorage } from "@/utils/compgameStorage";
13 import { getScoreMessage } from "@/utils/scoring";
14 import { playMove, getFilteredMove } from "@/utils/playUndo";
15 import Worker from "worker-loader!@/playCompMove";
16 export default {
17 name: "my-computer-game",
18 components: {
19 BaseGame
20 },
21 // gameInfo: fen + mode + vname
22 // mode: "auto" (game comp vs comp) or "versus" (normal)
23 props: ["gameInfo"],
24 data: function() {
25 return {
26 st: store.state,
27 game: {},
28 vr: null,
29 // Web worker to play computer moves without freezing interface:
30 timeStart: undefined, //time when computer starts thinking
31 compThink: false, //avoid asking a new move while one is being searched
32 compWorker: null
33 };
34 },
35 created: function() {
36 // Computer moves web worker logic:
37 this.compWorker = new Worker();
38 this.compWorker.onmessage = e => {
39 let compMove = e.data;
40 // Small delay for the bot to appear "more human"
41 const minDelay = this.gameInfo.mode == "versus" ? 500 : 1000;
42 const delay = Math.max(minDelay - (Date.now() - this.timeStart), 0);
43 let self = this;
44 setTimeout(() => {
45 if (this.currentUrl != document.location.href) return; //page change
46 self.$refs["basegame"].play(compMove, "received");
47 let animationLength = 0;
48 const mvArray = (Array.isArray(compMove) ? compMove : [compMove]);
49 const realLength =
50 mvArray.filter(m => m.start.x >= 0 && !m.end.noHighlight).length;
51 if (realLength >= 1)
52 // 250 = length of animation, 500 = delay between sub-moves
53 // TODO: a callback would be cleaner.
54 animationLength = 250 + (realLength - 1) * 750;
55 setTimeout(
56 () => {
57 self.compThink = false;
58 self.processMove(compMove);
59 },
60 animationLength
61 );
62 }, delay);
63 };
64 },
65 methods: {
66 launchGame: function(game, options) {
67 this.compWorker.postMessage(["scripts", this.gameInfo.vname]);
68 if (!game) {
69 game = {
70 vname: this.gameInfo.vname,
71 fenStart: V.GenRandInitFen(options),
72 moves: []
73 };
74 game.fen = game.fenStart;
75 if (this.gameInfo.mode == "versus") CompgameStorage.add(game);
76 }
77 if (!game.mycolor) game.mycolor = (Math.random() < 0.5 ? "w" : "b");
78 this.compWorker.postMessage(["init", game.fen]);
79 this.vr = new V(game.fen);
80 game.players = [{ name: "Computer" }, { name: "Computer" }];
81 if (this.gameInfo.mode == "versus")
82 game.players[game.mycolor == 'w' ? 0 : 1] = { name: "Myself" };
83 game.score = "*"; //finished games are removed
84 game.mode = this.gameInfo.mode;
85 this.currentUrl = document.location.href; //to avoid playing outside page
86 this.game = game;
87 this.$refs["basegame"].re_setVariables(game);
88 this.compWorker.postMessage(["init", game.fen]);
89 if (this.gameInfo.mode == "auto" || game.mycolor != this.vr.turn)
90 this.playComputerMove();
91 },
92 // NOTE: a "goto" action could lead to an error when comp is thinking,
93 // but it's OK because from the user viewpoint the game just stops.
94 playComputerMove: function() {
95 this.timeStart = Date.now();
96 this.compThink = true;
97 this.compWorker.postMessage(["askmove"]);
98 },
99 processMove: function(move, scoreObj) {
100 playMove(move, this.vr);
101 // Maybe the user stopped the game:
102 if (this.game.score != "*") {
103 this.$emit("game-stopped");
104 return;
105 }
106 // This move could have ended the game
107 if (!scoreObj) scoreObj = { score: this.vr.getCurrentScore() };
108 if (scoreObj.score != "*") {
109 this.gameOver(scoreObj.score);
110 return;
111 }
112 // Send the move to web worker (including his own moves)
113 this.compWorker.postMessage(["newmove", move]);
114 if (this.gameInfo.mode == "auto" || this.vr.turn != this.game.mycolor)
115 this.playComputerMove();
116 // Finally, update storage:
117 if (this.gameInfo.mode == "versus") {
118 CompgameStorage.update(this.gameInfo.vname, {
119 move: getFilteredMove(move),
120 fen: this.vr.getFen()
121 });
122 }
123 },
124 gameOver: function(score) {
125 this.game.score = score;
126 this.game.scoreMsg = getScoreMessage(score, V.ReverseColors);
127 // If comp is thinking, let him finish:
128 if (!this.compThink) this.$emit("game-stopped");
129 }
130 }
131 };
132 </script>