<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();
}