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Some changes to the logic in Rules.vue: weird behavior, TODO
author
Benjamin Auder
<benjamin.auder@somewhere>
Wed, 22 Jan 2020 11:33:57 +0000
(12:33 +0100)
committer
Benjamin Auder
<benjamin.auder@somewhere>
Wed, 22 Jan 2020 11:33:57 +0000
(12:33 +0100)
client/src/App.vue
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client/src/base_rules.js
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client/src/components/BaseGame.vue
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client/src/components/Board.vue
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client/src/components/ComputerGame.vue
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client/src/components/GameList.vue
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client/src/router.js
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client/src/views/Rules.vue
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diff --git
a/client/src/App.vue
b/client/src/App.vue
index
e06a2fe
..
84f4b51
100644
(file)
--- a/
client/src/App.vue
+++ b/
client/src/App.vue
@@
-22,8
+22,7
@@
| {{ st.tr["Variants"] }}
router-link(to="/mygames")
| {{ st.tr["My games"] }}
| {{ st.tr["Variants"] }}
router-link(to="/mygames")
| {{ st.tr["My games"] }}
- // TODO: parametric URL, "forumURL"
- a(href="https://forum.vchess.club")
+ a(href="https://groups.google.com/forum/#!forum/vchess-club")
| {{ st.tr["Forum"] }}
#rightMenu
.clickable(onClick="doClick('modalUser')")
| {{ st.tr["Forum"] }}
#rightMenu
.clickable(onClick="doClick('modalUser')")
diff --git
a/client/src/base_rules.js
b/client/src/base_rules.js
index
5fb0027
..
169fb2d
100644
(file)
--- a/
client/src/base_rules.js
+++ b/
client/src/base_rules.js
@@
-192,7
+192,7
@@
export const ChessRules = class ChessRules
// Argument is a move:
const move = moveOrSquare;
const [sx,sy,ex] = [move.start.x,move.start.y,move.end.x];
// Argument is a move:
const move = moveOrSquare;
const [sx,sy,ex] = [move.start.x,move.start.y,move.end.x];
- //
TODO
: next conditions are first for Atomic, and last for Checkered
+ //
NOTE
: next conditions are first for Atomic, and last for Checkered
if (move.appear.length > 0 && Math.abs(sx - ex) == 2
&& move.appear[0].p == V.PAWN && ["w","b"].includes(move.appear[0].c))
{
if (move.appear.length > 0 && Math.abs(sx - ex) == 2
&& move.appear[0].p == V.PAWN && ["w","b"].includes(move.appear[0].c))
{
@@
-1128,7
+1128,6
@@
export const ChessRules = class ChessRules
// Search depth: 2 for high branching factor, 4 for small (Loser chess, eg.)
static get SEARCH_DEPTH() { return 3; }
// Search depth: 2 for high branching factor, 4 for small (Loser chess, eg.)
static get SEARCH_DEPTH() { return 3; }
- // Assumption: at least one legal move
// NOTE: works also for extinction chess because depth is 3...
getComputerMove()
{
// NOTE: works also for extinction chess because depth is 3...
getComputerMove()
{
@@
-1137,6
+1136,8
@@
export const ChessRules = class ChessRules
// Some variants may show a bigger moves list to the human (Switching),
// thus the argument "computer" below (which is generally ignored)
let moves1 = this.getAllValidMoves("computer");
// Some variants may show a bigger moves list to the human (Switching),
// thus the argument "computer" below (which is generally ignored)
let moves1 = this.getAllValidMoves("computer");
+ if (moves1.length == 0) //TODO: this situation should not happen
+ return null;
// Can I mate in 1 ? (for Magnetic & Extinction)
for (let i of shuffle(ArrayFun.range(moves1.length)))
// Can I mate in 1 ? (for Magnetic & Extinction)
for (let i of shuffle(ArrayFun.range(moves1.length)))
diff --git
a/client/src/components/BaseGame.vue
b/client/src/components/BaseGame.vue
index
3b15742
..
f10420d
100644
(file)
--- a/
client/src/components/BaseGame.vue
+++ b/
client/src/components/BaseGame.vue
@@
-59,6
+59,9
@@
export default {
"game.fenStart": function() {
this.re_setVariables();
},
"game.fenStart": function() {
this.re_setVariables();
},
+ "game.score": function() {
+ this.score = this.game.score;
+ },
},
computed: {
showMoves: function() {
},
computed: {
showMoves: function() {
@@
-69,7
+72,7
@@
export default {
return this.game.vname != "Dark" || this.score != "*";
},
analyze: function() {
return this.game.vname != "Dark" || this.score != "*";
},
analyze: function() {
- return this.game.mode == "analyze" || this.
game.
score != "*";
+ return this.game.mode == "analyze" || this.score != "*";
},
},
created: function() {
},
},
created: function() {
diff --git
a/client/src/components/Board.vue
b/client/src/components/Board.vue
index
f97a2c5
..
4da6427
100644
(file)
--- a/
client/src/components/Board.vue
+++ b/
client/src/components/Board.vue
@@
-370,6
+370,8
@@
export default {
.reserve-row-1
margin-bottom: 15px
.reserve-row-1
margin-bottom: 15px
+// NOTE: no variants with reserve of size != 8
+
div.board
float: left
height: 0
div.board
float: left
height: 0
@@
-388,8
+390,6
@@
div.board11
width: 9.09%
padding-bottom: 9.1%
width: 9.09%
padding-bottom: 9.1%
-// NOTE: no variants with reserve of size != 8
-
.game
width: 80vh
margin: 0 auto
.game
width: 80vh
margin: 0 auto
diff --git
a/client/src/components/ComputerGame.vue
b/client/src/components/ComputerGame.vue
index
9f8e1a3
..
5b04cd8
100644
(file)
--- a/
client/src/components/ComputerGame.vue
+++ b/
client/src/components/ComputerGame.vue
@@
-8,10
+8,10
@@
<script>
import BaseGame from "@/components/BaseGame.vue";
import { store } from "@/store";
<script>
import BaseGame from "@/components/BaseGame.vue";
import { store } from "@/store";
-import Worker from
'worker-loader!@/playCompMove'
;
+import Worker from
"worker-loader!@/playCompMove"
;
export default {
export default {
- name:
'my-computer-game'
,
+ name:
"my-computer-game"
,
components: {
BaseGame,
},
components: {
BaseGame,
},
@@
-21,47
+21,64
@@
export default {
data: function() {
return {
st: store.state,
data: function() {
return {
st: store.state,
- game: {
},
+ game: {},
vr: null,
// Web worker to play computer moves without freezing interface:
timeStart: undefined, //time when computer starts thinking
vr: null,
// Web worker to play computer moves without freezing interface:
timeStart: undefined, //time when computer starts thinking
- lockCompThink: false, //to avoid some ghost moves
+ compThink: false, //avoid asking a new move while one is being searched
compWorker: null,
};
},
watch: {
"gameInfo.fen": function() {
compWorker: null,
};
},
watch: {
"gameInfo.fen": function() {
- // (Security) No effect if a computer move is in progress:
- if (this.lockCompThink)
- return this.$emit("computer-think");
this.launchGame();
},
this.launchGame();
},
- "gameInfo.
userStop": function(
) {
- if (
this.gameInfo.userStop
)
+ "gameInfo.
score": function(newScore
) {
+ if (
newScore != "*"
)
{
{
- // User stopped the game: unknown result
+ this.game.score = newScore; //user action
this.game.mode = "analyze";
this.game.mode = "analyze";
+ if (!this.compThink)
+ this.$emit("game-stopped"); //otherwise wait for comp
}
},
},
// Modal end of game, and then sub-components
created: function() {
}
},
},
// 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.compWorker.onmessage = e => {
- this.lockCompThink = true; //to avoid some ghost moves
let compMove = e.data;
let compMove = e.data;
+ if (!compMove)
+ return; //after game ends, no more moves, nothing to do
if (!Array.isArray(compMove))
compMove = [compMove]; //to deal with MarseilleRules
// Small delay for the bot to appear "more human"
if (!Array.isArray(compMove))
compMove = [compMove]; //to deal with MarseilleRules
// Small delay for the bot to appear "more human"
- const delay = Math.max(500-(Date.now()-this.timeStart), 0);
+// TODO: debug delay, 2000 --> 0
+ const delay = 2000 + Math.max(500-(Date.now()-this.timeStart), 0);
+console.log("GOT MOVE: " + this.compThink);
setTimeout(() => {
setTimeout(() => {
+ // NOTE: Dark and 2-moves are incompatible
const animate = (this.gameInfo.vname != "Dark");
this.$refs.basegame.play(compMove[0], animate);
const animate = (this.gameInfo.vname != "Dark");
this.$refs.basegame.play(compMove[0], animate);
+ const waitEndOfAnimation = () => {
+ // 250ms = length of animation (TODO: some constant somewhere)
+ setTimeout( () => {
+console.log("RESET: " + this.compThink);
+ this.compThink = false;
+ if (this.game.score != "*") //user action
+ this.$emit("game-stopped");
+ }, animate ? 250 : 0);
+ };
if (compMove.length == 2)
if (compMove.length == 2)
- setTimeout( () => { this.$refs.basegame.play(compMove[1], animate); }, 750);
- else //250 == length of animation (TODO: should be a constant somewhere)
- setTimeout( () => this.lockCompThink = false, 250);
+ {
+ setTimeout( () => {
+ this.$refs.basegame.play(compMove[1], animate);
+ waitEndOfAnimation();
+ }, 750);
+ }
+ else
+ waitEndOfAnimation();
}, delay);
}
if (!!this.gameInfo.fen)
}, delay);
}
if (!!this.gameInfo.fen)
@@
-77,10
+94,10
@@
export default {
this.compWorker.postMessage(["init",this.gameInfo.fen]);
this.vr = new V(this.gameInfo.fen);
const mycolor = (Math.random() < 0.5 ? "w" : "b");
this.compWorker.postMessage(["init",this.gameInfo.fen]);
this.vr = new V(this.gameInfo.fen);
const mycolor = (Math.random() < 0.5 ? "w" : "b");
- let players = [
"Myself","Computer"
];
+ let players = [
{name:"Myself"},{name:"Computer"}
];
if (mycolor == "b")
players = players.reverse();
if (mycolor == "b")
players = players.reverse();
- // NOTE:
(TODO?)
fen and fenStart are redundant in game object
+ // NOTE: fen and fenStart are redundant in game object
this.game = Object.assign({},
this.gameInfo,
{
this.game = Object.assign({},
this.gameInfo,
{
@@
-95,9
+112,10
@@
export default {
},
playComputerMove: function() {
this.timeStart = Date.now();
},
playComputerMove: function() {
this.timeStart = Date.now();
+ this.compThink = true;
+console.log("ASK MOVE (SET TRUE): " + this.compThink);
this.compWorker.postMessage(["askmove"]);
},
this.compWorker.postMessage(["askmove"]);
},
- // TODO: do not process if game is over (check score ?)
processMove: function(move) {
// Send the move to web worker (including his own moves)
this.compWorker.postMessage(["newmove",move]);
processMove: function(move) {
// Send the move to web worker (including his own moves)
this.compWorker.postMessage(["newmove",move]);
@@
-109,8
+127,9
@@
export default {
}
},
gameOver: function(score) {
}
},
gameOver: function(score) {
- // Just switch to analyze mode: no user action can set score
+ this.game.score = score;
this.game.mode = "analyze";
this.game.mode = "analyze";
+ this.$emit("game-over", score); //bubble up to Rules.vue
},
},
};
},
},
};
diff --git
a/client/src/components/GameList.vue
b/client/src/components/GameList.vue
index
2b7f657
..
bf9c8ff
100644
(file)
--- a/
client/src/components/GameList.vue
+++ b/
client/src/components/GameList.vue
@@
-6,6
+6,7
@@
table
th Black
th Time control
th(v-if="showResult") Result
th Black
th Time control
th(v-if="showResult") Result
+ // TODO: show my games first (st.user.id or sid)
tr(v-for="g in games" @click="$emit('show-game',g)")
td {{ g.vname }}
td {{ g.players[0].name || "@nonymous" }}
tr(v-for="g in games" @click="$emit('show-game',g)")
td {{ g.vname }}
td {{ g.players[0].name || "@nonymous" }}
diff --git
a/client/src/router.js
b/client/src/router.js
index
26bdee9
..
a4d3236
100644
(file)
--- a/
client/src/router.js
+++ b/
client/src/router.js
@@
-86,9
+86,6
@@
router.beforeEach((to, from, next) => {
store.state.conn.send(JSON.stringify({code: "pagechange", page: to.path}));
}
next();
store.state.conn.send(JSON.stringify({code: "pagechange", page: to.path}));
}
next();
- // TODO?: redirect to current game (through GameStorage.getCurrent()) if any?
- // (and if the URL doesn't already match it) (use next("/game/GID"))
- //https://router.vuejs.org/guide/advanced/navigation-guards.html#global-before-guards
});
export default router;
});
export default router;
diff --git
a/client/src/views/Rules.vue
b/client/src/views/Rules.vue
index
f196e35
..
c77294f
100644
(file)
--- a/
client/src/views/Rules.vue
+++ b/
client/src/views/Rules.vue
@@
-2,16
+2,17
@@
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
.button-group
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
.button-group
- button(@click="
display='rules'
") Read the rules
+ button(@click="
clickReadRules
") Read the rules
button(v-show="!gameInProgress" @click="() => startGame('auto')")
| Observe a sample game
button(v-show="!gameInProgress" @click="() => startGame('versus')")
| Beat the computer!
button(v-show="!gameInProgress" @click="() => startGame('auto')")
| Observe a sample game
button(v-show="!gameInProgress" @click="() => startGame('versus')")
| Beat the computer!
- button(v-show="gameInProgress" @click="
stopGame
")
+ button(v-show="gameInProgress" @click="
() => stopGame()
")
| Stop game
.section-content(v-show="display=='rules'" v-html="content")
ComputerGame(v-show="display=='computer'" :game-info="gameInfo"
| Stop game
.section-content(v-show="display=='rules'" v-html="content")
ComputerGame(v-show="display=='computer'" :game-info="gameInfo"
- @computer-think="gameInProgress=false" @game-over="stopGame")
+ @computer-think="gameInProgress=false" @game-over="stopGame"
+ @game-stopped="gameStopped")
</template>
<script>
</template>
<script>
@@
-35,7
+36,7
@@
export default {
vname: "_unknown",
mode: "versus",
fen: "",
vname: "_unknown",
mode: "versus",
fen: "",
-
userStop: false
,
+
score: "*"
,
}
};
},
}
};
},
@@
-49,6
+50,12
@@
export default {
this.tryChangeVariant(this.$route.params["vname"]);
},
methods: {
this.tryChangeVariant(this.$route.params["vname"]);
},
methods: {
+ clickReadRules: function() {
+ if (this.display != "rules")
+ this.display = "rules";
+ else if (this.gameInProgress)
+ this.display = "computer";
+ },
parseFen(fen) {
const fenParts = fen.split(" ");
return {
parseFen(fen) {
const fenParts = fen.split(" ");
return {
@@
-83,14
+90,18
@@
export default {
this.gameInProgress = true;
this.display = "computer";
this.gameInfo.mode = mode;
this.gameInProgress = true;
this.display = "computer";
this.gameInfo.mode = mode;
- this.gameInfo.
userStop = false
;
+ this.gameInfo.
score = "*"
;
this.gameInfo.fen = V.GenRandInitFen();
},
this.gameInfo.fen = V.GenRandInitFen();
},
- stopGame: function() {
- this.gameInProgress = false;
- this.gameInfo.
userStop = true
;
+ // user is willing to stop the game:
+ stopGame: function(score) {
+ this.gameInfo.
score = score || "?"
;
this.gameInfo.mode = "analyze";
},
this.gameInfo.mode = "analyze";
},
+ // The game is effectively stopped:
+ gameStopped: function() {
+ this.gameInProgress = false;
+ },
},
};
</script>
},
};
</script>