Fixes
[vchess.git] / client / src / components / ComputerGame.vue
1 <template lang="pug">
2 BaseGame(:game="game" :vr="vr" ref="basegame"
3 @newmove="processMove" @gameover="gameOver")
4 </template>
5
6 <script>
7 import BaseGame from "@/components/BaseGame.vue";
8 import { store } from "@/store";
9 import Worker from "worker-loader!@/playCompMove";
10
11 export default {
12 name: "my-computer-game",
13 components: {
14 BaseGame,
15 },
16 // gameInfo: fen + mode + vname
17 // mode: "auto" (game comp vs comp), "versus" (normal) or "analyze"
18 props: ["gameInfo"],
19 data: function() {
20 return {
21 st: store.state,
22 game: {},
23 vr: null,
24 // Web worker to play computer moves without freezing interface:
25 timeStart: undefined, //time when computer starts thinking
26 compThink: false, //avoid asking a new move while one is being searched
27 compWorker: null,
28 };
29 },
30 watch: {
31 "gameInfo.fen": function() {
32 this.launchGame();
33 },
34 "gameInfo.score": function(newScore) {
35 if (newScore != "*")
36 {
37 this.game.score = newScore; //user action
38 this.game.mode = "analyze";
39 if (!this.compThink)
40 this.$emit("game-stopped"); //otherwise wait for comp
41 }
42 },
43 },
44 // Modal end of game, and then sub-components
45 created: function() {
46 // Computer moves web worker logic:
47 this.compWorker = new Worker();
48 this.compWorker.onmessage = e => {
49 let compMove = e.data;
50 if (!compMove)
51 {
52 this.compThink = false;
53 this.$emit("game-stopped"); //no more moves: mate or stalemate
54 return; //after game ends, no more moves, nothing to do
55 }
56 if (!Array.isArray(compMove))
57 compMove = [compMove]; //to deal with MarseilleRules
58 // Small delay for the bot to appear "more human"
59 const delay = Math.max(500-(Date.now()-this.timeStart), 0);
60 setTimeout(() => {
61 // NOTE: Dark and 2-moves are incompatible
62 const animate = (this.gameInfo.vname != "Dark");
63 const animDelay = (animate ? 250 : 0);
64 let moveIdx = 0;
65 let self = this;
66 (function executeMove() {
67 self.$refs.basegame.play(compMove[moveIdx++], animate);
68 if (moveIdx >= compMove.length)
69 {
70 self.compThink = false;
71 if (self.game.score != "*") //user action
72 self.$emit("game-stopped");
73 }
74 else
75 setTimeout(executeMove, 500 + animDelay);
76 })();
77 }, delay);
78 }
79 if (!!this.gameInfo.fen)
80 this.launchGame();
81 },
82 // dans variant.js (plutôt room.js) conn gère aussi les challenges
83 // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
84 methods: {
85 launchGame: async function() {
86 const vModule = await import("@/variants/" + this.gameInfo.vname + ".js");
87 window.V = vModule.VariantRules;
88 this.compWorker.postMessage(["scripts",this.gameInfo.vname]);
89 this.compWorker.postMessage(["init",this.gameInfo.fen]);
90 this.vr = new V(this.gameInfo.fen);
91 const mycolor = (Math.random() < 0.5 ? "w" : "b");
92 let players = [{name:"Myself"},{name:"Computer"}];
93 if (mycolor == "b")
94 players = players.reverse();
95 // NOTE: fen and fenStart are redundant in game object
96 this.game = Object.assign({},
97 this.gameInfo,
98 {
99 fenStart: this.gameInfo.fen,
100 players: players,
101 mycolor: mycolor,
102 score: "*",
103 });
104 this.compWorker.postMessage(["init",this.gameInfo.fen]);
105 if (mycolor != "w" || this.gameInfo.mode == "auto")
106 this.playComputerMove();
107 },
108 playComputerMove: function() {
109 this.timeStart = Date.now();
110 this.compThink = true;
111 this.compWorker.postMessage(["askmove"]);
112 },
113 processMove: function(move) {
114 // Send the move to web worker (including his own moves)
115 this.compWorker.postMessage(["newmove",move]);
116 // subTurn condition for Marseille (and Avalanche) rules
117 if ((!this.vr.subTurn || this.vr.subTurn <= 1)
118 && (this.gameInfo.mode == "auto" || this.vr.turn != this.game.mycolor))
119 {
120 this.playComputerMove();
121 }
122 },
123 gameOver: function(score) {
124 this.game.score = score;
125 this.game.mode = "analyze";
126 this.$emit("game-over", score); //bubble up to Rules.vue
127 },
128 },
129 };
130 </script>