online multiplayer chess game (note server currently down)
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extends ConfirmButton
class_name RematchButton
const request_message = "%s requested a rematch"
const declined_message = "rematch declined"
onready var status := get_node("%Status") as StatusLabel
func _ready() -> void:
PacketHandler.connect("rematch_result", self, "signal_recieved")
func _pressed() -> void:
if Globals.spectating:
return
if waiting_on_answer:
_confirmed(true)
else:
var msg = request_message % Utils.expand_color(Globals.grid.team)
var pckt = {gamecode = PacketHandler.game_code, question = msg}
PacketHandler.send_packet(pckt, PacketHandler.HEADERS.rematch)
Globals.chat.server(msg)
set_disabled(true)
func signal_recieved(sig: Dictionary) -> void:
if "question" in sig:
Globals.chat.server(sig.question)
confirm()
else:
set_disabled(false)
if sig.accepted:
rematch()
else:
# declined signal reception
Globals.chat.server(declined_message)
func _confirmed(what: bool) -> void:
._confirmed(what)
var pckt = {gamecode = PacketHandler.game_code, accepted = what}
PacketHandler.send_packet(pckt, PacketHandler.HEADERS.rematch)
if what:
rematch()
else:
# pressed no reception
Globals.chat.server(declined_message)
func rematch():
Globals.chat.server("reloaded")
status.clear_text()
Globals.grid.reload()
get_tree().call_group("showongameover", "hide") # they go back to hidden now.
get_tree().call_group("hideongameover", "show") # and vice versa
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