<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" :fen-start="fenStart" :players="players" :mycolor="mycolor"
- ref="basegame" @newmove="processMove")
+BaseGame(
+ ref="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 { CompgameStorage } from "@/utils/compgameStorage";
+import Worker from "worker-loader!@/playCompMove";
export default {
- name: 'my-computer-game',
+ name: "my-computer-game",
components: {
- BaseGame,
+ BaseGame
},
- // mode: "auto" (game comp vs comp), "versus" (normal) or "analyze"
- props: ["fen","mode","vname"],
+ // gameInfo: fen + mode + vname
+ // mode: "auto" (game comp vs comp) or "versus" (normal)
+ props: ["gameInfo"],
data: function() {
return {
st: store.state,
- // variables passed to BaseGame:
- fenStart: "",
+ game: {},
vr: null,
- players: ["Myself","Computer"], //always playing white for now
- mycolor: "w",
// 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
};
},
- computed: {
- analyze: function() {
- return this.mode == "analyze";
- },
- },
- watch: {
- fen: function() {
- // (Security) No effect if a computer move is in progress:
- if (this.lockCompThink)
- return this.$emit("computer-think");
- this.launchGame();
- },
- },
- // Modal end of game, and then sub-components
created: function() {
- // Computer moves web worker logic: (TODO: also for observers in HH games ?)
- this.compWorker = new Worker(); //'/javascripts/playCompMove.js'),
+ // Computer moves web worker logic:
+ this.compWorker = new Worker();
this.compWorker.onmessage = e => {
- this.lockCompThink = true; //to avoid some ghost moves
let compMove = e.data;
- if (!Array.isArray(compMove))
- compMove = [compMove]; //to deal with MarseilleRules
+ if (!compMove) {
+ this.compThink = false;
+ this.$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]; //potential multi-move
// 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.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: do not animate move if special display (ShowMoves != "all")
+ const animate = V.ShowMoves == "all";
+ const animDelay = animate ? 250 : 0;
+ let moveIdx = 0;
+ let self = this;
+ (function executeMove() {
+ // NOTE: BaseGame::play() will trigger processMove() here
+ self.$refs["basegame"].play(compMove[moveIdx++], "received");
+ if (moveIdx >= compMove.length) {
+ self.compThink = false;
+ if (self.game.score != "*")
+ // User action
+ self.$emit("game-stopped");
+ } else setTimeout(executeMove, 500 + animDelay);
+ })();
}, delay);
- }
- if (!!this.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.vname + ".js");
- window.V = vModule.VariantRules;
- this.compWorker.postMessage(["scripts",this.vname]);
- this.compWorker.postMessage(["init",this.fen]);
- this.newGameFromFen(this.fen);
- },
- newGameFromFen: function(fen) {
- this.vr = new V(fen);
- this.fenStart = fen;
- this.mycolor = (Math.random() < 0.5 ? "w" : "b");
- console.log(this.mycolor);
- this.players = ["Myself","Computer"];
- if (this.mycolor == "b")
- this.players = this.players.reverse();
- this.compWorker.postMessage(["init",fen]);
- if (this.mycolor != "w" || this.mode == "auto")
+ launchGame: function(game) {
+ this.compWorker.postMessage(["scripts", this.gameInfo.vname]);
+ if (!game) {
+ game = {
+ vname: this.gameInfo.vname,
+ fenStart: V.GenRandInitFen(),
+ mycolor: Math.random() < 0.5 ? "w" : "b",
+ moves: []
+ };
+ game.fen = game.fenStart;
+ if (this.gameInfo.mode == "versus")
+ CompgameStorage.add(game);
+ }
+ this.compWorker.postMessage(["init", game.fen]);
+ this.vr = new V(game.fen);
+ game.players = [{ name: "Myself" }, { name: "Computer" }];
+ if (game.myColor == "b") game.players = game.players.reverse();
+ game.score = "*"; //finished games are removed
+ this.currentUrl = document.location.href; //to avoid playing outside page
+ this.game = game;
+ this.compWorker.postMessage(["init", game.fen]);
+ if (this.gameInfo.mode == "auto" || game.mycolor != this.vr.turn)
this.playComputerMove();
},
+ // NOTE: a "goto" action could lead to an error when comp is thinking,
+ // but it's OK because from the user viewpoint the game just stops.
playComputerMove: function() {
this.timeStart = Date.now();
+ this.compThink = true;
this.compWorker.postMessage(["askmove"]);
},
- // TODO: do not process if game is over (check score ?)
processMove: function(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.mode == "auto" || this.vr.turn != this.mycolor))
- {
+ if (
+ (!this.vr.subTurn || this.vr.subTurn <= 1) &&
+ (this.gameInfo.mode == "auto" || this.vr.turn != this.game.mycolor)
+ ) {
this.playComputerMove();
}
+ // Finally, update storage:
+ if (this.gameInfo.mode == "versus") {
+ const allowed_fields = ["appear", "vanish", "start", "end"];
+ const filtered_move = Object.keys(move)
+ .filter(key => allowed_fields.includes(key))
+ .reduce((obj, key) => {
+ obj[key] = move[key];
+ return obj;
+ }, {});
+ CompgameStorage.update(this.gameInfo.vname, {
+ move: filtered_move,
+ fen: move.fen
+ });
+ }
},
- },
+ gameOver: function(score, scoreMsg) {
+ this.game.score = score;
+ this.game.scoreMsg = scoreMsg;
+ if (!this.compThink) this.$emit("game-stopped"); //otherwise wait for comp
+ }
+ }
};
</script>