From: Benjamin Auder Date: Tue, 15 Jan 2019 11:19:35 +0000 (+0100) Subject: Fix computer mode in rules tab X-Git-Url: https://git.auder.net/variants/Chakart/pieces/img/doc/scripts/common.css?a=commitdiff_plain;h=d337a94cd6d38bb743a8935017d03fe21d4ad324;p=vchess.git Fix computer mode in rules tab --- diff --git a/public/javascripts/components/game.js b/public/javascripts/components/game.js index c411b096..37cdec19 100644 --- a/public/javascripts/components/game.js +++ b/public/javascripts/components/game.js @@ -1,10 +1,11 @@ // 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? @@ -14,6 +15,7 @@ Vue.component('my-game', { 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' @@ -21,15 +23,18 @@ Vue.component('my-game', { 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") @@ -42,6 +47,8 @@ Vue.component('my-game', { 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() { @@ -68,6 +75,7 @@ Vue.component('my-game', { // 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: `
@@ -93,6 +101,13 @@ Vue.component('my-game', {
+
+ +
+ {{ moves[cursor].message }} +
+

{{ vr.getFen() }} @@ -202,27 +217,20 @@ Vue.component('my-game', { // 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); } }, @@ -238,8 +246,8 @@ Vue.component('my-game', { 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"; @@ -308,20 +316,18 @@ Vue.component('my-game', { }, 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); @@ -368,18 +374,26 @@ Vue.component('my-game', { }, 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); @@ -422,8 +436,12 @@ Vue.component('my-game', { 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].$forceUpdate(); //TODO!? @@ -432,13 +450,13 @@ Vue.component('my-game', { let navigate = !move; if (navigate) { - if (this.cursor == 0) + if (this.cursor < 0) return; //no more moves - move = this.moves[this.cursor-1]; + move = this.moves[this.cursor]; } this.vr.undo(move); this.cursor--; - this.lastMove = (this.cursor > 0 ? this.moves[this.cursor-1] : undefined); + this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined); if (navigate) this.$children[0].$forceUpdate(); //TODO!? if (this.settings.sound == 2) @@ -451,17 +469,16 @@ Vue.component('my-game', { }, 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); diff --git a/public/javascripts/components/moveList.js b/public/javascripts/components/moveList.js index b3c4255f..ded7d86d 100644 --- a/public/javascripts/components/moveList.js +++ b/public/javascripts/components/moveList.js @@ -57,7 +57,7 @@ Vue.component('my-move-list', { { domProps: { innerHTML: curCellContent }, on: { click: () => this.gotoMove(i) }, - "class": { "highlight-lm": this.cursor-1 == i }, + "class": { "highlight-lm": this.cursor == i }, } ) ); diff --git a/public/javascripts/components/rules.js b/public/javascripts/components/rules.js index e9df1ecc..0f27d532 100644 --- a/public/javascripts/components/rules.js +++ b/public/javascripts/components/rules.js @@ -6,27 +6,33 @@ Vue.component('my-rules', { content: "", display: "rules", mode: "computer", + subMode: "", //'auto' for game CPU vs CPU + gameInProgress: false, mycolor: "w", allowMovelist: true, fen: "", }; }, - - // TODO: third button "see a sample game" (comp VS comp) - template: `

- + +
+ :allow-movelist="allowMovelist" :mode="mode" :sub-mode="subMode" :fen="fen" + @computer-think="gameInProgress=false" @game-over="stopGame">
`, @@ -50,9 +56,25 @@ Vue.component('my-rules', { shadow: fenParts[3], }; }, - startComputerGame: function() { - this.fen = V.GenRandInitFen(); + startGame: function() { + if (this.gameInProgress) + return; + this.gameInProgress = true; + this.mode = "computer"; this.display = "computer"; + this.fen = V.GenRandInitFen(); + }, + stopGame: function() { + this.gameInProgress = false; + this.mode = "analyze"; + }, + playAgainstComputer: function() { + this.subMode = ""; + this.startGame(); + }, + watchComputerGame: function() { + this.subMode = "auto"; + this.startGame(); }, }, })