extends Node
class_name NetManager
### for the ui
signal set_buttons(enabled)
signal set_status(status, err, isok)
signal set_visible(visibility)
signal set_back_button(disabled)
signal game_over
signal game_started
var hosting = false
var leaving = false
var status = ["", true, false]
func set_buttons(enabled):
status[2] = enabled
emit_signal("set_buttons", enabled)
func return():
if hosting:
leaving = true
Globals.network.send_packet(Globals.network.game_code, Network.HEADERS.stopgame) # stop hosting
hosting = false
set_buttons(true)
set_status("", true)
func _ready():
get_tree().set_auto_accept_quit(false)
if Utils.internet_available():
var net = Network.new()
set_status("Connecting", true)
Events.connect("go_back", self, "_handle_game_over")
net.connect("move_data", self, "_on_data")
net.connect("join_result", self, "_on_join_result")
net.connect("host_result", self, "_on_host_result")
net.connect("game_over", self, "_handle_game_over")
net.connect("start_game", self, "_start_game")
net.connect("connection_established", self, "network_ready")
add_child(net)
Globals.network = net
func requestjoin():
set_buttons( false)
emit_signal("set_back_button", true)
Globals.network.send_packet(Globals.network.game_code, Globals.network.HEADERS.joinrequest)
func requesthost():
set_buttons(false)
emit_signal("set_back_button", true)
Globals.network.send_packet(Globals.network.game_code, Globals.network.HEADERS.hostrequest)
func network_ready():
set_status("", true)
set_buttons(true)
func set_status(text, isok):
status[0] = text
status[1] = isok
emit_signal("set_status", text, isok)
func _on_join_result(accepted: String) -> void:
if handle_result(accepted, "Joined!", false):
Globals.network.send_packet(Globals.network.game_code, Globals.network.HEADERS.startgame)
func _on_host_result(accepted: String) -> void:
hosting = handle_result(accepted, "Hosted!")
func handle_result(accepted: String, resultstring: String, team: bool = true) -> bool:
emit_signal("set_back_button", false)
Globals.team = team
if accepted == "Y":
set_status(resultstring, true)
return true
set_status(accepted, false)
set_buttons( true)
return false
func _handle_game_over(error = "game over", isok = true) -> void:
Globals.reset_vars()
if get_tree().get_root().has_node("Board"):
get_tree().get_root().get_node("Board").queue_free()
set_status(error, isok)
emit_signal("set_visible", true)
emit_signal("game_over")
func _start_game() -> void:
hosting = false
var board = load("res://Board.tscn").instance()
get_tree().get_root().add_child(board)
emit_signal("set_visible", false)
emit_signal("game_started")
set_buttons(false)
static func add_turn() -> void:
Events.emit_signal("just_before_turn_over")
Globals.add_turn()
Globals.turn = not Globals.turn
Events.emit_signal("turn_over")
func _on_data(data: Dictionary) -> void:
Log.debug([data, " recieved"])
Globals.fullmove = data["fullmove"]
Globals.turn = data["turn"]
Globals.halfmove = data["halfmove"]
Events.emit_signal("data_recieved")
match data["movetype"]:
Network.MOVEHEADERS.passant:
# en passant
var end_pos = dict2vec(data["positions"][1])
var start_piece = Piece.at_pos(dict2vec(data["positions"][0]))
Piece.at_pos(dict2vec(data["positions"][2])).took() # kill the unfortunate
start_piece.passant(end_pos)
Network.MOVEHEADERS.move:
var start_piece = Piece.at_pos(dict2vec(data["positions"][0]))
var end_pos = dict2vec(data["positions"][1])
var end_piece = Piece.at_pos(end_pos)
if end_piece != null:
start_piece.take(end_piece)
else:
start_piece.moveto(end_pos)
Network.MOVEHEADERS.castle:
var king = Piece.at_pos(dict2vec(data["positions"]["king"]))
var rook = Piece.at_pos(dict2vec(data["positions"]["rook"]))
rook.moveto(dict2vec(data["positions"]["rookdestination"]), true, false, true)
Utils.add_move(king.castle(dict2vec(data["positions"]["kingdestination"])))
Network.MOVEHEADERS.promote:
var dict_data = data["positions"] # positions is a dict for readability sometimes
var pawn = Piece.at_pos(dict2vec(dict_data["start_position"]))
var dest = dict2vec(dict_data["destination"])
if Piece.at_pos(dest) != null:
Piece.at_pos(dest).took() # move the pawn to the new place, killing if necessary
pawn.clear_clicked()
Globals.grid.make_piece(dest, Pawn.piece(dict_data["become"]), dict_data["white"]) # create the promotion
pawn.took() # kill the pawn
Utils.add_move(dict_data["notation"]) # add a move
Globals.grid.print_matrix_pretty(Globals.grid.matrix)
static func dict2vec(dict: Dictionary) -> Vector2:
return Vector2(dict["x"], dict["y"])