<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")
+ BaseGame(:vname="vname" :analyze="analyze" :vr="vr"
+ :game-info="gameInfo" 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: {
return {
st: store.state,
// variables passed to BaseGame:
- fenStart: "",
+ gameInfo: {
+ fenStart: "",
+ players: ["Myself","Computer"], //playing as white
+ mycolor: "w",
+ },
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
// 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";
- this.play(compMove[0], animate);
+ const animate = (this.vname != "Dark");
+ this.$refs.basegame.play(compMove[0], animate);
if (compMove.length == 2)
- setTimeout( () => { this.play(compMove[1], animate); }, 750);
+ setTimeout( () => { this.$refs.basegame.play(compMove[1], animate); }, 750);
else //250 == length of animation (TODO: should be a constant somewhere)
setTimeout( () => this.lockCompThink = false, 250);
}, delay);
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.moves = [];
- this.cursor = -1;
- this.fenStart = fen;
- this.score = "*";
- if (this.mode == "analyze")
- {
- this.mycolor = V.ParseFen(fen).turn;
- this.orientation = this.mycolor;
- }
- else if (this.mode == "computer") //only other alternative (HH with gameId)
- {
- this.mycolor = (Math.random() < 0.5 ? "w" : "b");
- this.orientation = this.mycolor;
- this.compWorker.postMessage(["init",fen]);
- if (this.mycolor != "w" || this.subMode == "auto")
- this.playComputerMove();
- }
+ 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.compWorker.postMessage(["init",fen]);
+ if (this.gameInfo.mycolor != "w" || this.mode == "auto")
+ this.playComputerMove();
},
playComputerMove: function() {
this.timeStart = Date.now();
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]);
+ // 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.playComputerMove();
+ }
+ },
},
};
</script>