online multiplayer chess game (note server currently down)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
extends Control
class_name LocalMultiplayer

onready var gameconfig := $"%GameConfig"

var in_game := false

enum MODES { PVP, PVE, EVE }
enum { HUMAN, ENGINE }

var mode: int = -1

var board_engine_bridge: BoardEngineBridge = null

var ui: GameUI


func create(moves: PoolStringArray, player1_color: bool, players: PoolIntArray, engine_depth: int) -> void:
	assign_mode(players)
	Globals.local = self
	ui = load("res://ui/board/Game.tscn").instance()
	var b: Grid = ui.get_board() as Grid
	b.local = true
	Log.debug("Set board team to %s" % Utils.expand_color(b.team))
	get_tree().get_root().add_child(ui)
	PacketHandler.lobby.toggle(false)
	match mode:
		MODES.PVP:
			b.auto_change_team = true
			b.team = "w"
			ui._on_info({name = "Anonymous", country = "rainbow"})
		MODES.PVE:
			b.team = "w" if player1_color == true else "b"
			board_engine_bridge = BoardEngineBridge.new(b, [Chess.__swap_color(b.team)], get_tree(), engine_depth)
			ui._on_info(BoardEngineBridge.info)
			board_engine_bridge.connect("nps", self, "set_nps", [1 if player1_color == true else 0])
			board_engine_bridge.connect("depth", self, "set_thinking", [1 if player1_color == true else 0])
			if board_engine_bridge.is_ready() == false:
				var engine_p: UserPanel = ui.panels[int(Globals.grid.team == "w")]
				engine_p.loading = true
				board_engine_bridge.connect("ready", engine_p, "set_loading", [false])
		MODES.EVE:
			b.team = b.chess.turn
			Globals.spectating = true
			board_engine_bridge = BoardEngineBridge.new(b, ["w", "b"], get_tree(), engine_depth)
			ui._spectate_info({white = BoardEngineBridge.info, black = BoardEngineBridge.info})
			board_engine_bridge.connect("nps", self, "set_nps")
			board_engine_bridge.connect("depth", self, "set_thinking")
			if board_engine_bridge.is_ready() == false:
				for e_p in ui.panels:
					e_p.loading = true
					board_engine_bridge.connect("ready", e_p, "set_loading", [false])

	get_tree().call_group("backbutton", "queue_free")

	yield(get_tree(), "idle_frame")
	if mode in [MODES.EVE, MODES.PVE]:
		for panel in ui.panels:
			panel.thinking_display.max_value = engine_depth

	b.load_pgn(moves.join(" "))  # load_pgn emits Events.turn_over
	b.auto_flip()
	Globals.chat.hide()
	in_game = true


func flip_int(i: int) -> int:
	return 1 if i == 0 else 0


func set_nps(nps: int, on: int = 0 if board_engine_bridge.turn == "w" else 1) -> void:
	if is_instance_valid(ui.panels[on]):
		ui.panels[on].nps = nps
		ui.panels[flip_int(on)].nps = 0  # turn it off


#                 thinking: depth
func set_thinking(thinking: int, on: int = 0 if board_engine_bridge.turn == "w" else 1):
	if is_instance_valid(ui.panels[on]):
		if thinking == 0 || ui.panels[on].thinking < thinking:  # depth can go down too
			ui.panels[on].thinking = thinking
		ui.panels[flip_int(on)].thinking = 0


func assign_mode(players: PoolIntArray) -> void:
	if players.count(HUMAN) == 2:
		mode = MODES.PVP
	elif players.count(ENGINE) == 2:
		mode = MODES.EVE
	else:
		mode = MODES.PVE


func _pressed():
	if gameconfig.visible:
		create(gameconfig.moves, gameconfig.color, gameconfig.players, gameconfig.depth)
		gameconfig.hide()
	else:
		gameconfig.show()


func _input(_event):
	if Input.is_action_pressed("ui_cancel") and Globals.local and in_game:
		Events.emit_signal("go_back", "", true)


func _init() -> void:
	Events.connect("go_back", self, "go_back")


func go_back(_reason: String, _isok: bool) -> void:
	if in_game:
		in_game = false
		if board_engine_bridge:
			board_engine_bridge.kill()
			board_engine_bridge = null
		PacketHandler.go_back("", true)
		get_node("/root/Game").queue_free()
		PacketHandler.lobby.toggle(true)
		Globals.reset_vars()
		get_parent().current_tab = get_parent().get_children().find(self)


func undo(two: bool = false) -> void:
	board_engine_bridge.undo(two)


class BoardEngineBridge:
	extends Reference
	signal nps(nps)
	signal depth(depth)
	# warning-ignore:unused_signal
	signal ready  # is emitted by connect_signals[#l4]

	const info := {name = "Stockfish", country = "antartica"}

	var b: Grid
	var stockfish: Stockfish
	var playing := PoolStringArray()
	var tree: SceneTree
	var depth: int
	var searching: bool = false
	var ready: bool setget , is_ready

	var turn: String = "" setget , get_turn

	func get_turn() -> String:
		return stockfish.game.turn

	func is_ready() -> bool:
		return stockfish.engine_ready

	func _init(board: Grid, teams: PoolStringArray, _tree: SceneTree, _depth: int) -> void:
		depth = _depth
		tree = _tree
		playing = teams
		b = board
		var loader = StockfishLoader.new()
		stockfish = loader.load_stockfish()
		stockfish.game = b.chess
		connect_signals()

	func connect_signals():
		stockfish.connect("info", self, "_info")
		stockfish.connect("bestmove", self, "clear_arrows")
		stockfish.connect("bestmove", self, "play_bestmove")
		stockfish.connect("engine_ready", self, "emit_signal", ["ready"])
		Events.connect("turn_over", self, "turn_over")

	func undo(two: bool = false) -> void:
		stockfish.stop()
		b.undo(two)
		set_engine_position()

	func _info(info: Dictionary):
		if searching == false:
			return
		if info.get("nps", false):
			emit_signal("nps", info.nps)
		if info.get("depth", false):
			emit_signal("depth", info.depth)
		if info.get("pv", false):
			var bm = stockfish.game.__move_from_uci(info.pv[0])
			clear_arrows()
			var arrows := b.arrows
			var arrow: Dictionary = arrows.build_arrow(
				Chess.vecfrom0x88(bm.from), Chess.vecfrom0x88(bm.to), Color(0.286275, 0.564706, 0.768627)
			)
			arrow["engine_arrow"] = true
			arrows.arrows.append(arrow)
			arrows.shorten_arrows_at(Chess.vecfrom0x88(bm.to))

	func clear_arrows(_arg = ""):
		var good_array := []
		for arrow in b.arrows.arrows:
			if arrow.get("engine_arrow", false) == false:
				good_array.append(arrow)
		b.arrows.arrows = good_array

	func turn_over():
		set_engine_position()
		if stockfish.game.turn in playing:
			find_bestmove()

	# play_bestmove() will play the move when its found
	func find_bestmove():
		yield(tree, "idle_frame")
		stockfish.go(depth)
		searching = true

	func play_bestmove(move: Dictionary) -> void:
		emit_signal("depth", 0)
		emit_signal("nps", 0)
		b.move(move.san, false, false)

	func set_engine_position():
		stockfish._position()

	func kill() -> void:
		stockfish.kill()
		stockfish = null