Simplify game variables passed to BaseGame component
[vchess.git] / client / src / components / ComputerGame.vue
index ff9c7c0..238f109 100644 (file)
@@ -1,8 +1,8 @@
 <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" :fen-start="fenStart" :players="players" :mycolor="mycolor")
+    BaseGame(:vname="vname" :analyze="analyze" :vr="vr"
+      :game-info="gameInfo" ref="basegame" @newmove="processMove")
 </template>
 
 <script>
@@ -21,10 +21,12 @@ export default {
     return {
       st: store.state,
       // variables passed to BaseGame:
-      fenStart: "",
+      gameInfo: {
+        fenStart: "",
+        players: ["Myself","Computer"], //playing as white
+        mycolor: "w",
+      },
       vr: null,
-      players: ["Myself","Computer"], //always playing white for now
-      mycolor: "w",
       // Web worker to play computer moves without freezing interface:
       timeStart: undefined, //time when computer starts thinking
       lockCompThink: false, //to avoid some ghost moves
@@ -56,10 +58,10 @@ export default {
       // Small delay for the bot to appear "more human"
       const delay = Math.max(500-(Date.now()-this.timeStart), 0);
       setTimeout(() => {
-        const animate = this.vname != "Dark";
-        this.play(compMove[0], animate);
+        const animate = (this.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);
@@ -74,32 +76,35 @@ export default {
       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.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.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")
+        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.mode == "auto" || this.vr.turn != this.mycolor))
+      {
+        this.playComputerMove();
+      }
+    },
   },
 };
 </script>