Fix games vs comp + auto
[vchess.git] / client / src / components / ComputerGame.vue
index 238f109..2745e4c 100644 (file)
 <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"
-      :game-info="gameInfo" ref="basegame" @newmove="processMove")
+    BaseGame(:game="game" :vr="vr" ref="basegame"
+      @newmove="processMove" @gameover="gameOver")
 </template>
 
 <script>
 import BaseGame from "@/components/BaseGame.vue";
 import { store } from "@/store";
-import Worker from 'worker-loader!@/playCompMove';
+import Worker from "worker-loader!@/playCompMove";
 
 export default {
-  name: 'my-computer-game',
+  name: "my-computer-game",
   components: {
     BaseGame,
   },
+  // gameInfo: fen + mode + vname
   // mode: "auto" (game comp vs comp), "versus" (normal) or "analyze"
-  props: ["fen","mode","vname"],
+  props: ["gameInfo"],
   data: function() {
     return {
       st: store.state,
-      // variables passed to BaseGame:
-      gameInfo: {
-        fenStart: "",
-        players: ["Myself","Computer"], //playing as white
-        mycolor: "w",
-      },
+      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
+      compThink: false, //avoid asking a new move while one is being searched
       compWorker: null,
     };
   },
-  computed: {
-    analyze: function() {
-      return this.mode == "analyze";
-    },
-  },
   watch: {
-    fen: function() {
-      // (Security) No effect if a computer move is in progress:
-      if (this.lockCompThink)
-        return this.$emit("computer-think");
+    "gameInfo.fen": function() {
       this.launchGame();
     },
+    "gameInfo.score": function(newScore) {
+      if (newScore != "*")
+      {
+        this.game.score = newScore; //user action
+        this.game.mode = "analyze";
+        if (!this.compThink)
+          this.$emit("game-stopped"); //otherwise wait for comp
+      }
+    },
   },
   // Modal end of game, and then sub-components
   created: function() {
-    // Computer moves web worker logic: (TODO: also for observers in HH games ?)
-    this.compWorker = new Worker(); //'/javascripts/playCompMove.js'),
+    // Computer moves web worker logic:
+    this.compWorker = new Worker();
     this.compWorker.onmessage = e => {
-      this.lockCompThink = true; //to avoid some ghost moves
       let compMove = e.data;
+      if (!compMove)
+        return; //after game ends, no more moves, nothing to do
       if (!Array.isArray(compMove))
         compMove = [compMove]; //to deal with MarseilleRules
       // 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.$refs.basegame.play(compMove[0], animate);
-        if (compMove.length == 2)
-          setTimeout( () => { this.$refs.basegame.play(compMove[1], animate); }, 750);
-        else //250 == length of animation (TODO: should be a constant somewhere)
-          setTimeout( () => this.lockCompThink = false, 250);
+        // NOTE: Dark and 2-moves are incompatible
+        const animate = (this.gameInfo.vname != "Dark");
+        const animDelay = (animate ? 250 : 0);
+        let moveIdx = 0;
+        let self = this;
+        (function executeMove() {
+          self.$refs.basegame.play(compMove[moveIdx++], animate);
+          if (moveIdx >= compMove.length)
+          {
+            self.compThink = false;
+            if (self.game.score != "*") //user action
+              self.$emit("game-stopped");
+          }
+          else
+            setTimeout(executeMove, 500 + animDelay);
+        })();
       }, delay);
     }
-    if (!!this.fen)
+    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.vname + ".js");
+      const vModule = await import("@/variants/" + this.gameInfo.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.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.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 = [{name:"Myself"},{name:"Computer"}];
+      if (mycolor == "b")
+        players = players.reverse();
+      // NOTE: fen and fenStart are redundant in game object
+      this.game = Object.assign({},
+        this.gameInfo,
+        {
+          fenStart: this.gameInfo.fen,
+          players: players,
+          mycolor: mycolor,
+          score: "*",
+        });
+      this.compWorker.postMessage(["init",this.gameInfo.fen]);
+      if (mycolor != "w" || this.gameInfo.mode == "auto")
         this.playComputerMove();
     },
     playComputerMove: function() {
       this.timeStart = Date.now();
+      this.compThink = true;
       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.gameInfo.mode == "auto" || this.vr.turn != this.game.mycolor))
       {
         this.playComputerMove();
       }
     },
+    gameOver: function(score) {
+      this.game.score = score;
+      this.game.mode = "analyze";
+      this.$emit("game-over", score); //bubble up to Rules.vue
+    },
   },
 };
 </script>