<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")
</template>
<script>
import { store } from "@/store";
import Worker from 'worker-loader!@/playCompMove';
-
-// TODO: simplify, just "game" and "gameInfo" prop (fen+mode+vname may change at the same time)
-
-
export default {
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",
- },
+ fenStart: "",
+ players: ["Myself","Computer"], //playing as white
+ mycolor: "w",
vr: null,
// Web worker to play computer moves without freezing interface:
timeStart: undefined, //time when computer starts thinking
};
},
computed: {
- analyze: function() {
- return this.mode == "analyze";
+ game: function() {
+ return Object.assign({},
+ this.gameInfo,
+ {
+ fenStart: this.fenStart,
+ players: this.players,
+ mycolor: this.mycolor,
+ });
},
},
watch: {
- fen: function() {
+ gameInfo: function() {
// (Security) No effect if a computer move is in progress:
if (this.lockCompThink)
return this.$emit("computer-think");
// Small delay for the bot to appear "more human"
const delay = Math.max(500-(Date.now()-this.timeStart), 0);
setTimeout(() => {
- const animate = (this.vname != "Dark");
+ const animate = (this.gameInfo.vname != "Dark");
this.$refs.basegame.play(compMove[0], animate);
if (compMove.length == 2)
setTimeout( () => { this.$refs.basegame.play(compMove[1], animate); }, 750);
// 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);
+ this.compWorker.postMessage(["scripts",this.gameInfo.vname]);
+ this.compWorker.postMessage(["init",this.gameInfo.fenStart]);
+ this.newGameFromFen(this.gameInfo.fenStart);
},
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.mycolor = (Math.random() < 0.5 ? "w" : "b");
+ this.players = ["Myself","Computer"];
+ if (this.mycolor == "b")
+ this.players = this.players.reverse();
this.compWorker.postMessage(["init",fen]);
- if (this.gameInfo.mycolor != "w" || this.mode == "auto")
+ if (this.mycolor != "w" || this.gameInfo.mode == "auto")
this.playComputerMove();
},
playComputerMove: function() {
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.gameInfo.mycolor))
+ && (this.mode == "auto" || this.vr.turn != this.mycolor))
{
this.playComputerMove();
}
<template lang="pug">
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- BaseGame(:vname="game.vname" :game="game" :analyze="analyze" :vr="vr"
- ref="basegame" @newmove="processMove")
- .button-group(v-if="mode!='analyze'")
+ BaseGame(:game="game" :vr="vr" ref="basegame" @newmove="processMove")
+ .button-group(v-if="game.mode!='analyze'")
button(@click="offerDraw") Draw
button(@click="abortGame") Abort
button(@click="resign") Resign
- div(v-if="mode=='corr'")
+ div(v-if="game.mode=='corr'")
textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg")
div(v-show="cursor>=0") {{ moves[cursor].message }}
</template>
BaseGame,
},
// gameRef: to find the game in (potentially remote) storage
- // mode: "live" or "corr" (correspondance game), or "analyze"
data: function() {
return {
st: store.state,
gameRef: {id: "", rid: ""}, //given in URL (rid = remote ID)
game: {}, //passed to BaseGame
- vr: null, //TODO
- mode: "analyze", //mutable
+ vr: null, //"variant rules" object initialized from FEN
drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?)
people: [], //potential observers (TODO)
};
},
- computed: {
- analyze: function() {
- return this.mode == "analyze";
- },
- },
watch: {
'$route' (to, from) {
if (!!to.params["id"])
// - from indexedDB (one completed live game)
// - from server (one correspondance game I play[ed] or not)
// - from remote peer (one live game I don't play, finished or not)
- loadGame: async function() {
- GameStorage.get(this.gameRef, (game) => {
- this.gameInfo =
- this.vname = game.vname;
- this.mode = game.mode;
- const vModule = await import("@/variants/" + this.vname + ".js");
+ loadGame: function() {
+ GameStorage.get(this.gameRef, async (game) => {
+ this.game = game;
+ const vModule = await import("@/variants/" + game.vname + ".js");
window.V = vModule.VariantRules;
- this.vr = new V(this.gameInfo.fen);
+ this.vr = new V(game.fen);
});
// // Poll all players except me (if I'm playing) to know online status.
// // --> Send ping to server (answer pong if players[s] are connected)
button(v-show="gameInProgress" @click="stopGame")
| Stop game
.section-content(v-show="display=='rules'" v-html="content")
- ComputerGame(v-show="display=='computer'"
- :fen="fen" :mode="mode" :vname="variant.name"
+ ComputerGame(v-show="display=='computer'" :game-info="gameInfo"
@computer-think="gameInProgress=false" @game-over="stopGame")
</template>
data: function() {
return {
st: store.state,
- variant: {id: 0, name: "_unknown"}, //...yet
content: "",
display: "rules",
- mode: "versus",
gameInProgress: false,
+ // variables passed to ComputerGame:
+ vname: "_unknown",
+ mode: "versus",
fen: "",
};
},
+ computed: {
+ gameInfo: function() {
+ return {
+ fen: this.fen,
+ mode: this.mode,
+ vname: this.vname,
+ };
+ },
+ },
watch: {
"$route": function(newRoute) {
this.tryChangeVariant(newRoute.params["vname"]);
tryChangeVariant: async function(vname) {
if (!vname || vname == "_unknown")
return;
- if (this.st.variants.length > 0)
- {
- const idxOfVar = this.st.variants.findIndex(e => e.name == vname);
- this.variant = this.st.variants[idxOfVar];
- }
- else
- this.variant.name = vname;
+ this.vname = vname;
const vModule = await import("@/variants/" + vname + ".js");
window.V = vModule.VariantRules;
// Method to replace diagrams in loaded HTML