Started code review + some fixes (unfinished)
[vchess.git] / client / src / components / ComputerGame.vue
index f69e1e6..402bc7f 100644 (file)
 <template lang="pug">
-.row
-  .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
-    BaseGame(:game="game" :vr="vr" ref="basegame"
-      @newmove="processMove" @gameover="gameOver")
+BaseGame(:game="game" :vr="vr" @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,
+    BaseGame
   },
   // gameInfo: fen + mode + vname
-  // mode: "auto" (game comp vs comp), "versus" (normal) or "analyze"
+  // mode: "auto" (game comp vs comp) or "versus" (normal)
   props: ["gameInfo"],
   data: function() {
     return {
       st: store.state,
-      game: { },
+      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
-      compWorker: null,
+      compThink: false, //avoid asking a new move while one is being searched
+      compWorker: null
     };
   },
   watch: {
     "gameInfo.fen": function() {
-      // (Security) No effect if a computer move is in progress:
-      if (this.lockCompThink)
-        return this.$emit("computer-think");
       this.launchGame();
     },
-    "gameInfo.userStop": function() {
-      if (this.gameInfo.userStop)
-      {
-        // User stopped the game: unknown result
-        this.game.mode = "analyze";
+    "gameInfo.score": function(newScore) {
+      if (newScore != "*") {
+        this.game.score = newScore; //user action
+        if (!this.compThink) this.$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 (!Array.isArray(compMove))
-        compMove = [compMove]; //to deal with MarseilleRules
+      if (!compMove) {
+        this.compThink = false;
+        this.$emit("game-stopped"); //no more moves: mate or stalemate
+        return; //after game ends, no more moves, nothing to do
+      }
+      if (!Array.isArray(compMove)) compMove = [compMove]; //to deal with MarseilleRules
       // Small delay for the bot to appear "more human"
-      const delay = Math.max(500-(Date.now()-this.timeStart), 0);
+      const delay = Math.max(500 - (Date.now() - this.timeStart), 0);
       setTimeout(() => {
-        const animate = (this.gameInfo.vname != "Dark");
-        this.$refs.basegame.play(compMove[0], animate);
-        if (compMove.length == 2)
-          setTimeout( () => { this.$refs.basegame.play(compMove[1], animate); }, 750);
-        else //250 == length of animation (TODO: should be a constant somewhere)
-          setTimeout( () => this.lockCompThink = false, 250);
+        if (this.currentUrl != document.location.href) return; //page change
+        // NOTE: Dark and 2-moves are incompatible
+        const animate = this.gameInfo.vname != "Dark";
+        const animDelay = animate ? 250 : 0;
+        let moveIdx = 0;
+        let self = this;
+        (function executeMove() {
+          self.$set(self.game, "moveToPlay", compMove[moveIdx++]);
+          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.gameInfo.fen)
-      this.launchGame();
+    };
+    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.gameInfo.vname + ".js");
-      window.V = vModule.VariantRules;
-      this.compWorker.postMessage(["scripts",this.gameInfo.vname]);
-      this.compWorker.postMessage(["init",this.gameInfo.fen]);
+    launchGame: function() {
+      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 = ["Myself","Computer"];
-      if (mycolor == "b")
-        players = players.reverse();
-      // NOTE: (TODO?) fen and fenStart are redundant in game object
-      this.game = Object.assign({},
-        this.gameInfo,
-        {
-          fenStart: this.gameInfo.fen,
-          players: players,
-          mycolor: mycolor,
-        });
-      this.compWorker.postMessage(["init",this.gameInfo.fen]);
+      const mycolor = Math.random() < 0.5 ? "w" : "b";
+      let players = [{ name: "Myself" }, { name: "Computer" }];
+      if (mycolor == "b") players = players.reverse();
+      this.currentUrl = document.location.href; //to avoid playing outside page
+      // 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() {
-
-console.log("call comp move");
-
       this.timeStart = Date.now();
+      this.compThink = true;
       this.compWorker.postMessage(["askmove"]);
     },
-    // TODO: do not process if game is over (check score ?)
     processMove: function(move) {
-console.log("play move");
-      console.log(move);
+      if (this.game.score != "*") return;
       // Send the move to web worker (including his own moves)
-      this.compWorker.postMessage(["newmove",move]);
+      this.compWorker.postMessage(["newmove", move]);
       // subTurn condition for Marseille (and Avalanche) rules
-      if ((!this.vr.subTurn || this.vr.subTurn <= 1)
-        && (this.gameInfo.mode == "auto" || this.vr.turn != this.game.mycolor))
-      {
-
-console.log("ask new comp move");
-
+      if (
+        (!this.vr.subTurn || this.vr.subTurn <= 1) &&
+        (this.gameInfo.mode == "auto" || this.vr.turn != this.game.mycolor)
+      ) {
         this.playComputerMove();
       }
     },
-    gameOver: function(score) {
-      // Just switch to analyze mode: no user action can set score
-      this.game.mode = "analyze";
-    },
-  },
+    gameOver: function(score, scoreMsg) {
+      this.game.score = score;
+      this.game.scoreMsg = scoreMsg;
+      this.$emit("game-over", score); //bubble up to Rules.vue
+    }
+  }
 };
 </script>