extends Node
signal newmove(move)
signal newfen(fen)
var turn_moves: PoolStringArray = []
var turns_moves: PoolStringArray = []
var internet := false
var counter := 0
var fen := ""
func get_args() -> Dictionary:
var arguments := {}
for argument in OS.get_cmdline_args():
var key_value = argument.split("=")
if len(key_value) == 2:
arguments[key_value[0].lstrip("--")] = key_value[1]
else:
arguments[key_value[0].lstrip("--")] = "true"
return arguments
func _ready() -> void:
internet_available()
Events.connect("turn_over", self, "_on_turn_over")
if "help" in get_args():
print("usage: ./chess%s [debug | help]" % exec_ext())
print("run with command debug to enable debug mode")
print("run with command help to show this help")
get_tree().quit() # dont wait
Debug.monitor(self, "fen")
static func exec_ext() -> String:
if OS.has_feature("Windows"):
return ".exe"
elif OS.has_feature("OSX"):
return ".app/Contents/MacOS/chess"
elif OS.has_feature("X11"):
return ".x86_64"
elif OS.has_feature("web"):
return ".html"
return ""
static func is_pawn(inode) -> bool:
return inode is Pawn
static func is_king(inode) -> bool:
return inode is King
func add_move(move: String) -> void:
if turn_moves.size() == 0:
turn_moves.append("%s. %s" % [Globals.fullmove, move])
else:
turn_moves.append(move)
emit_signal("newmove", move)
func reset_vars() -> void:
turn_moves.resize(0)
turns_moves.resize(0)
counter = 0
static func to_algebraic(pos: Vector2) -> String:
return "abcdefgh"[pos.x] + str(round(8 - pos.y))
static func from_algebraic(algebraic_position: String) -> Vector2:
return Vector2(ord(algebraic_position[0]) - ord("a"), 8 - int(algebraic_position[1]))
static func get_node_name(node: Node) -> Array:
if is_pawn(node):
return ["♙", "p"] if node.white else ["♟", "p"]
elif node is King:
return ["♔", "K"] if node.white else ["♚", "K"]
elif node is Queen:
return ["♕", "Q"] if node.white else ["♛", "Q"]
elif node is Rook:
return ["♖", "R"] if node.white else ["♜", "R"]
elif node is Bishop:
return ["♗", "B"] if node.white else ["♝", "B"]
elif node is Knight:
return ["♘", "N"] if node.white else ["♞", "N"]
else:
return ["", ""]
func internet_available() -> bool:
var http := HTTPRequest.new()
add_child(http)
var httpurl := "https://1.1.1.1"
var returnable := http.request(httpurl) == OK
http.queue_free()
internet = returnable
return returnable
func walk_dir(path := "res://assets/pieces") -> PoolStringArray: # walk the directory, finding the asset packs
var folders: PoolStringArray = [] # init the folders
var dir := Directory.new() # init the directory
if dir.open(path) == OK: # open the directory
dir.list_dir_begin(true) # list the directory
var file_name := dir.get_next() # get the next file
while file_name != "": # while there is a file
if dir.current_is_dir(): # if the current is a directory
folders.append(file_name) # add the folder
file_name = dir.get_next() # get the next file
else:
Log.err("An error occurred when trying to access the path " + path) # print the error
return folders # return the folders
func format_seconds(time: float, use_milliseconds: bool = false) -> String:
return "%02d:%04.1f" if use_milliseconds else "%02d:%02d" % [time / 60, fmod(time, 60)]
func _on_turn_over() -> void:
fen = get_fen()
Log.info("fen: " + fen)
emit_signal("newfen", fen)
counter += 1
if counter >= 2:
counter = 0
turns_moves.append(turn_moves.join(" "))
turn_moves.resize(0)
func get_fen() -> String:
var pieces := ""
for rank in range(8):
var empty := 0
for file in range(8):
var spot: Piece = Globals.grid.matrix[rank][file]
if spot == null:
empty += 1
if len(pieces) > 0 and str(empty - 1) == pieces[-1]:
pieces[-1] = str(empty)
else:
pieces += str(empty)
else:
pieces += (spot.shortname[0].to_upper() if spot.white else spot.shortname[0].to_lower())
empty = 0
if rank != 7:
pieces += "/"
# handle castling checks
var whitecastling := PoolStringArray(Globals.white_king.castleing(true)).join("")
var blackcastling := PoolStringArray(Globals.black_king.castleing(true)).join("")
var castlingrights := ""
if blackcastling and whitecastling:
castlingrights = whitecastling.to_upper() + blackcastling.to_lower()
else:
castlingrights = "-"
var enpassants := ""
for pawn in Globals.pawns:
if pawn.twostepfirstmove and pawn.just_set:
enpassants += to_algebraic(pawn.real_position + (Vector2.DOWN * pawn.whiteint))
return (
"%s %s %s %s %s %s"
% [
pieces,
"w" if Globals.turn else "b",
castlingrights,
enpassants if enpassants else "-",
Globals.halfmove,
Globals.fullmove,
]
) # pos # turn # castling # enpassant # halfmove # fullmove
func _notification(what: int) -> void:
if what == MainLoop.NOTIFICATION_WM_QUIT_REQUEST or what == MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST:
if get_tree().get_root().has_node("Board"):
Globals.network.send_packet(Globals.network.game_code, Network.HEADERS.stopgame)
yield(get_tree(), "idle_frame") # wait for the packet to send
Log.debug("Bye!")
get_tree().quit()