Commit | Line | Data |
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a6088c90 BA |
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(:variant="variant.name" :analyze="analyze" : players="players") | |
5 | </template> | |
6 | ||
7 | <script> | |
8 | import BaseGame from "@/components/BaseGame.vue"; | |
9 | import { store } from "@/store"; | |
10 | import Worker from 'worker-loader!@/playCompMove'; | |
11 | ||
12 | export default { | |
13 | name: 'my-computer-game', | |
14 | components: { | |
15 | BaseGame, | |
16 | }, | |
17 | // mode: "auto" (game comp vs comp), "versus" (normal) or "analyze" | |
18 | props: ["fen","mode","variant"], | |
19 | data: function() { | |
20 | return { | |
21 | st: store.state, | |
22 | // Web worker to play computer moves without freezing interface: | |
23 | timeStart: undefined, //time when computer starts thinking | |
24 | lockCompThink: false, //to avoid some ghost moves | |
25 | fenStart: "", | |
26 | compWorker: null, | |
27 | ||
28 | //TODO: players ? Computed? | |
29 | ||
30 | }; | |
31 | }, | |
32 | computed: { | |
33 | analyze: function() { | |
34 | return this.mode == "analyze"; | |
35 | }, | |
36 | }, | |
37 | watch: { | |
38 | fen: function() { | |
39 | // (Security) No effect if a computer move is in progress: | |
40 | if (this.lockCompThink) | |
41 | return this.$emit("computer-think"); | |
42 | this.launchGame(); | |
43 | }, | |
44 | }, | |
45 | // Modal end of game, and then sub-components | |
46 | created: function() { | |
47 | if (!!this.fen) | |
48 | this.launchGame(); | |
49 | // Computer moves web worker logic: (TODO: also for observers in HH games ?) | |
50 | this.compWorker = new Worker(); //'/javascripts/playCompMove.js'), | |
51 | this.compWorker.onmessage = e => { | |
52 | this.lockCompThink = true; //to avoid some ghost moves | |
53 | let compMove = e.data; | |
54 | if (!Array.isArray(compMove)) | |
55 | compMove = [compMove]; //to deal with MarseilleRules | |
56 | // Small delay for the bot to appear "more human" | |
57 | const delay = Math.max(500-(Date.now()-this.timeStart), 0); | |
58 | setTimeout(() => { | |
59 | const animate = this.variant.name != "Dark"; | |
60 | this.play(compMove[0], animate); | |
61 | if (compMove.length == 2) | |
62 | setTimeout( () => { this.play(compMove[1], animate); }, 750); | |
63 | else //250 == length of animation (TODO: should be a constant somewhere) | |
64 | setTimeout( () => this.lockCompThink = false, 250); | |
65 | }, delay); | |
66 | } | |
67 | }, | |
68 | // dans variant.js (plutôt room.js) conn gère aussi les challenges | |
69 | // et les chats dans chat.js. Puis en webRTC, repenser tout ça. | |
70 | methods: { | |
71 | launchGame: async function() { | |
72 | const vModule = await import("@/variants/" + this.variant.name + ".js"); | |
73 | window.V = vModule.VariantRules; | |
74 | this.compWorker.postMessage(["scripts",this.variant.name]); | |
75 | this.newGameFromFen(this.fen); | |
76 | }, | |
77 | newGameFromFen: function(fen) { | |
78 | this.vr = new V(fen); | |
79 | this.moves = []; | |
80 | this.cursor = -1; | |
81 | this.fenStart = fen; | |
82 | this.score = "*"; | |
83 | if (this.mode == "analyze") | |
84 | { | |
85 | this.mycolor = V.ParseFen(fen).turn; | |
86 | this.orientation = this.mycolor; | |
87 | } | |
88 | else if (this.mode == "computer") //only other alternative (HH with gameId) | |
89 | { | |
90 | this.mycolor = (Math.random() < 0.5 ? "w" : "b"); | |
91 | this.orientation = this.mycolor; | |
92 | this.compWorker.postMessage(["init",fen]); | |
93 | if (this.mycolor != "w" || this.subMode == "auto") | |
94 | this.playComputerMove(); | |
95 | } | |
96 | }, | |
97 | playComputerMove: function() { | |
98 | this.timeStart = Date.now(); | |
99 | this.compWorker.postMessage(["askmove"]); | |
100 | }, | |
101 | }, | |
102 | }; | |
103 | </script> |