Implement moving on engine
Thus make all state management the engine's responsibility, and remove the state maintaining code from frontend!
This commit is contained in:
@@ -60,5 +60,12 @@ def get_moves():
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return flask.jsonify(moves)
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return flask.jsonify(moves)
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@app.route("/make_move/", methods=["POST"])
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def make_move():
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source, target = flask.request.json
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state_str = ask_engine(f"make_move,{source},{target}")
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return flask.jsonify(parse_state(state_str))
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if __name__ == "__main__":
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if __name__ == "__main__":
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app.run(debug=True, host="127.0.0.1", port=3000)
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app.run(debug=True, host="127.0.0.1", port=3000)
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@@ -17,16 +17,13 @@ function post_json(url, json) {
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}
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}
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class Backend {
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class Backend {
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constructor() {
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getConfig() {
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this.config = new Configuration(
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return new Map(
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new Map(Object.entries(get_json("http://localhost:3000/get_state/")))
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Object.entries(get_json("http://localhost:3000/get_state/"))
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);
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);
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}
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}
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getConfig() {
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return this.config;
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}
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makeMove(source, target) {
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makeMove(source, target) {
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this.config.makeMove(source, target);
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return post_json("http://localhost:3000/make_move/", [source, target]);
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}
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}
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getAvailableMoves(position) {
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getAvailableMoves(position) {
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return post_json("http://localhost:3000/get_moves/", position);
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return post_json("http://localhost:3000/get_moves/", position);
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@@ -44,7 +41,7 @@ class Chess {
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this.canMoveTo = [];
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this.canMoveTo = [];
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document.onclick = (ev) => this.click(ev);
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document.onclick = (ev) => this.click(ev);
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}
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}
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syncBackend() {
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updateState() {
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let config = this.backend.getConfig();
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let config = this.backend.getConfig();
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this.configVis.configuration = config;
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this.configVis.configuration = config;
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this.configVis.draw(this.canvas);
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this.configVis.draw(this.canvas);
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@@ -63,7 +60,7 @@ class Chess {
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}
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}
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this.activeSquares.unselectSquare(this.canvas);
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this.activeSquares.unselectSquare(this.canvas);
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this.activeSquares.unsetMoveSquares(this.canvas);
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this.activeSquares.unsetMoveSquares(this.canvas);
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this.syncBackend();
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this.updateState();
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this.moveSource = null;
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this.moveSource = null;
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}
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}
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click(ev) {
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click(ev) {
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@@ -82,30 +79,4 @@ class Chess {
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}
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}
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}
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}
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class Configuration {
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constructor(board) {
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this.board = new Map(board);
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}
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getAt(position) {
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if (!this.board.has(position)) {
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return null;
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}
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return this.board.get(position);
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}
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setAt(position, piece) {
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this.board.set(position, piece);
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}
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dropAt(position) {
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this.board.delete(position);
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}
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makeMove(source, target) {
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const piece = this.getAt(source);
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if (piece === null) return;
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else {
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this.setAt(target, piece);
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this.dropAt(source);
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}
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}
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}
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new Chess();
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new Chess();
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@@ -160,7 +160,7 @@ export class ConfigVis {
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this.piecesVis = new Map();
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this.piecesVis = new Map();
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}
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}
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draw(canvas) {
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draw(canvas) {
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for (let [position, piece] of this.configuration.board) {
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for (let [position, piece] of this.configuration) {
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if (this.piecesVis.has(position)) {
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if (this.piecesVis.has(position)) {
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if (this.piecesVis.get(position).piece == piece) {
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if (this.piecesVis.get(position).piece == piece) {
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continue;
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continue;
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@@ -175,7 +175,7 @@ export class ConfigVis {
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this.piecesVis.set(position, pv);
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this.piecesVis.set(position, pv);
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}
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}
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for (let [position, pv] of this.piecesVis) {
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for (let [position, pv] of this.piecesVis) {
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if (!this.configuration.board.has(position)) {
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if (!this.configuration.has(position)) {
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pv.undraw();
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pv.undraw();
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this.piecesVis.delete(position);
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this.piecesVis.delete(position);
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}
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}
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