Still some issues with moves navigation after computer game ends
[vchess.git] / client / src / components / ComputerGame.vue
1 <template lang="pug">
2 .row
3 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
4 BaseGame(:vname="vname" :analyze="analyze"
5 :vr="vr" :fen-start="fenStart" :players="players" :mycolor="mycolor"
6 ref="basegame" @newmove="processMove")
7 </template>
8
9 <script>
10 import BaseGame from "@/components/BaseGame.vue";
11 import { store } from "@/store";
12 import Worker from 'worker-loader!@/playCompMove';
13
14 export default {
15 name: 'my-computer-game',
16 components: {
17 BaseGame,
18 },
19 // mode: "auto" (game comp vs comp), "versus" (normal) or "analyze"
20 props: ["fen","mode","vname"],
21 data: function() {
22 return {
23 st: store.state,
24 // variables passed to BaseGame:
25 fenStart: "",
26 vr: null,
27 players: ["Myself","Computer"], //always playing white for now
28 mycolor: "w",
29 // Web worker to play computer moves without freezing interface:
30 timeStart: undefined, //time when computer starts thinking
31 lockCompThink: false, //to avoid some ghost moves
32 compWorker: null,
33 };
34 },
35 computed: {
36 analyze: function() {
37 return this.mode == "analyze";
38 },
39 },
40 watch: {
41 fen: function() {
42 // (Security) No effect if a computer move is in progress:
43 if (this.lockCompThink)
44 return this.$emit("computer-think");
45 this.launchGame();
46 },
47 },
48 // Modal end of game, and then sub-components
49 created: function() {
50 // Computer moves web worker logic: (TODO: also for observers in HH games ?)
51 this.compWorker = new Worker(); //'/javascripts/playCompMove.js'),
52 this.compWorker.onmessage = e => {
53 this.lockCompThink = true; //to avoid some ghost moves
54 let compMove = e.data;
55 if (!Array.isArray(compMove))
56 compMove = [compMove]; //to deal with MarseilleRules
57 // Small delay for the bot to appear "more human"
58 const delay = Math.max(500-(Date.now()-this.timeStart), 0);
59 setTimeout(() => {
60 const animate = (this.vname != "Dark");
61 this.$refs.basegame.play(compMove[0], animate);
62 if (compMove.length == 2)
63 setTimeout( () => { this.$refs.basegame.play(compMove[1], animate); }, 750);
64 else //250 == length of animation (TODO: should be a constant somewhere)
65 setTimeout( () => this.lockCompThink = false, 250);
66 }, delay);
67 }
68 if (!!this.fen)
69 this.launchGame();
70 },
71 // dans variant.js (plutôt room.js) conn gère aussi les challenges
72 // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
73 methods: {
74 launchGame: async function() {
75 const vModule = await import("@/variants/" + this.vname + ".js");
76 window.V = vModule.VariantRules;
77 this.compWorker.postMessage(["scripts",this.vname]);
78 this.compWorker.postMessage(["init",this.fen]);
79 this.newGameFromFen(this.fen);
80 },
81 newGameFromFen: function(fen) {
82 this.vr = new V(fen);
83 this.fenStart = fen;
84 this.mycolor = (Math.random() < 0.5 ? "w" : "b");
85 console.log(this.mycolor);
86 this.players = ["Myself","Computer"];
87 if (this.mycolor == "b")
88 this.players = this.players.reverse();
89 this.compWorker.postMessage(["init",fen]);
90 if (this.mycolor != "w" || this.mode == "auto")
91 this.playComputerMove();
92 },
93 playComputerMove: function() {
94 this.timeStart = Date.now();
95 this.compWorker.postMessage(["askmove"]);
96 },
97 // TODO: do not process if game is over (check score ?)
98 processMove: function(move) {
99 // Send the move to web worker (including his own moves)
100 this.compWorker.postMessage(["newmove",move]);
101 // subTurn condition for Marseille (and Avalanche) rules
102 if ((!this.vr.subTurn || this.vr.subTurn <= 1)
103 && (this.mode == "auto" || this.vr.turn != this.mycolor))
104 {
105 this.playComputerMove();
106 }
107 },
108 },
109 };
110 </script>