// TODO: envoyer juste "light move", sans FEN ni notation ...etc
-// TODO: also "observers" prop, we should send moves to them too (in a web worker ? webRTC ?)
+// TODO: also "observers" prop (human mode only), we should send moves to them too (in a web worker ? webRTC ?)
// Game logic on a variant page: 3 modes, analyze, computer or human
Vue.component('my-game', {
// gameId: to find the game in storage (assumption: it exists)
// fen: to start from a FEN without identifiers (analyze mode)
- props: ["conn","gameId","fen","mode","allowChat","allowMovelist","queryHash","settings"],
+ // subMode: "auto" (game comp vs comp) or "corr" (correspondance game)
+ props: ["conn","gameId","fen","mode","subMode","allowChat","allowMovelist","queryHash","settings"],
data: function() {
return {
oppConnected: false, //TODO?
vr: null, //VariantRules object, describing the game state + rules
endgameMessage: "",
orientation: "w",
+ lockCompThink: false, //used to avoid some ghost moves
oppid: "", //opponent ID in case of HH game
score: "*", //'*' means 'unfinished'
mycolor: "w",
fenStart: "",
moves: [], //TODO: initialize if gameId is defined...
- cursor: 0,
+ cursor: -1, //index of the move just played
lastMove: null,
};
},
watch: {
fen: function(newFen) {
+ // (Security) No effect if a computer move is in progress:
+ if (this.mode == "computer" && this.lockCompThink)
+ return this.$emit("computer-think");
this.vr = new VariantRules(newFen);
this.moves = [];
- this.cursor = 0;
+ this.cursor = -1;
this.fenStart = newFen;
this.score = "*";
if (this.mode == "analyze")
this.mycolor = (Math.random() < 0.5 ? "w" : "b");
this.orientation = this.mycolor;
this.compWorker.postMessage(["init",newFen]);
+ if (this.mycolor != "w" || this.subMode == "auto")
+ this.playComputerMove();
}
},
gameId: function() {
// Modal end of game, and then sub-components
// TODO: provide chat parameters (connection, players ID...)
// TODO: controls: abort, clear, resign, draw (avec confirm box)
+ // TODO: add corrMsg to sent move in case of corr game
template: `
<div class="col-sm-12 col-md-10 col-md-offset-1 col-lg-8 col-lg-offset-2">
<input id="modal-eog" type="checkbox" class="modal"/>
<button @click="gotoBegin">GotoBegin</button>
<button @click="gotoEnd">GotoEnd</button>
</div>
+ <div v-if="mode=='human' && subMode=='corr'">
+ <textarea v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg">
+ </textarea>
+ <div v-show="cursor>=0">
+ {{ moves[cursor].message }}
+ </div>
+ </div>
<div v-if="showFen && !!vr" id="fen-div" class="section-content">
<p id="fen-string" class="text-center">
{{ vr.getFen() }}
// Computer moves web worker logic: (TODO: also for observers in HH games)
this.compWorker.postMessage(["scripts",variant.name]);
- const self = this;
- this.compWorker.onmessage = function(e) {
+ this.compWorker.onmessage = e => {
+ this.lockCompThink = true; //to avoid some ghost moves
let compMove = e.data;
- if (!compMove)
- return; //may happen if MarseilleRules and subTurn==2 (TODO: a bit ugly...)
if (!Array.isArray(compMove))
compMove = [compMove]; //to deal with MarseilleRules
- // TODO: imperfect attempt to avoid ghost move:
- compMove.forEach(m => { m.computer = true; });
- // (first move) HACK: small delay to avoid selecting elements
- // before they appear on page:
- const delay = Math.max(500-(Date.now()-self.timeStart), 0);
+ // Small delay for the bot to appear "more human"
+ const delay = Math.max(500-(Date.now()-this.timeStart), 0);
setTimeout(() => {
- const animate = (variant.name!="Dark" ? "animate" : null);
- if (self.mode == "computer") //warning: mode could have changed!
- self.play(compMove[0], animate);
+ const animate = variant.name != "Dark";
+ this.play(compMove[0], animate);
if (compMove.length == 2)
- setTimeout( () => {
- if (self.mode == "computer")
- self.play(compMove[1], animate);
- }, 750);
+ setTimeout( () => { this.play(compMove[1], animate); }, 750);
+ else //250 == length of animation (TODO: should be a constant somewhere)
+ setTimeout( () => this.lockCompThink = false, 250);
}, delay);
}
},
this.mycolor = game.mycolor || "w";
this.fenStart = game.fenStart;
this.moves = game.moves;
- this.cursor = game.moves.length;
- this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor-1] : null);
+ this.cursor = game.moves.length-1;
+ this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null);
},
setEndgameMessage: function(score) {
let eogMessage = "Undefined";
},
endGame: function(score) {
this.score = score;
- if (["human","computer"].includes(this.mode))
- {
- const prefix = (this.mode=="computer" ? "comp-" : "");
- localStorage.setItem(prefix+"score", score);
- }
this.showScoreMsg(score);
- if (this.mode == "human" && this.oppConnected)
+ this.$emit("game-over", score);
+ if (this.mode == "human")
{
- // Send our nickname to opponent
- this.conn.send(JSON.stringify({
- code:"myname", name:this.myname, oppid:this.oppid}));
+ localStorage["score"] = score;
+ if (this.oppConnected)
+ {
+ // Send our nickname to opponent
+ this.conn.send(JSON.stringify({
+ code:"myname", name:this.myname, oppid:this.oppid}));
+ }
}
- // TODO: what about cursor ?
- //this.cursor = this.vr.moves.length; //to navigate in finished game
},
resign: function(e) {
this.getRidOfTooltip(e.currentTarget);
}, 250);
},
play: function(move, programmatic) {
+ let navigate = !move;
// Forbid playing outside analyze mode when cursor isn't at moves.length-1
- if (this.mode != "analyze" && this.cursor < this.moves.length-1)
+ // (except if we receive opponent's move, human or computer)
+ if (!navigate && this.mode != "analyze" && !programmatic
+ && this.cursor < this.moves.length-1)
+ {
return;
- let navigate = !move;
+ }
if (navigate)
{
- if (this.cursor == this.moves.length)
+ if (this.cursor == this.moves.length-1)
return; //no more moves
- move = this.moves[this.cursor];
+ move = this.moves[this.cursor+1];
}
- if (!!programmatic) //computer or human opponent
+ if (!!programmatic) //computer or (remote) human opponent
+ {
+ if (this.cursor < this.moves.length-1)
+ this.gotoEnd(); //required to play the move
return this.animateMove(move);
+ }
// Not programmatic, or animation is over
if (!move.notation)
move.notation = this.vr.getNotation(move);
this.showScoreMsg(score);
// TODO: notify end of game (give score)
}
- else if (this.mode == "computer" && this.vr.turn != this.mycolor)
+ // subTurn condition for Marseille (and Avalanche) rules
+ else if ((this.mode == "computer" && (!this.vr.subTurn || this.vr.subTurn <= 1))
+ && (this.subMode == "auto" || this.vr.turn != this.mycolor))
+ {
this.playComputerMove();
+ }
// https://vuejs.org/v2/guide/list.html#Caveats (also for undo)
if (navigate)
this.$children[0].$forceUpdate(); //TODO!?
let navigate = !move;
if (navigate)
{
- if (this.cursor == 0)
+ if (this.cursor < 0)
return; //no more moves
- move = this.moves[this.cursor-1];
+ move = this.moves[this.cursor];
}
this.vr.undo(move);
this.cursor--;
- this.lastMove = (this.cursor > 0 ? this.moves[this.cursor-1] : undefined);
+ this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
if (navigate)
this.$children[0].$forceUpdate(); //TODO!?
if (this.settings.sound == 2)
},
gotoMove: function(index) {
this.vr = new VariantRules(this.moves[index].fen);
- this.cursor = index+1;
+ this.cursor = index;
this.lastMove = this.moves[index];
},
gotoBegin: function() {
this.vr = new VariantRules(this.fenStart);
- this.cursor = 0;
+ this.cursor = -1;
this.lastMove = null;
},
gotoEnd: function() {
this.gotoMove(this.moves.length-1);
- this.lastMove = this.moves[this.moves.length-1];
},
flip: function() {
this.orientation = V.GetNextCol(this.orientation);