online multiplayer chess game (note server currently down)
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extends ConfirmButton
class_name UndoButton
onready var status := get_node("%Status") as StatusLabel
const undo_request_message = "%s requested a undo"
const undo_declined_message = "undo declined"
func _ready() -> void:
PacketHandler.connect("undo", self, "undo_signal_recieved")
func _pressed() -> void:
if Globals.spectating:
return
if waiting_on_answer:
_confirmed(true)
else:
var two_undos = true if Globals.grid.chess.turn == Globals.grid.team else false
var completed_moves = Globals.grid.chess.history().size()
if completed_moves == 0 or (two_undos && completed_moves == 1):
status.set_text("No moves to undo!")
return
var msg = undo_request_message % Utils.expand_color(Globals.grid.team)
var pckt = {gamecode = PacketHandler.game_code, question = msg, two = two_undos}
status.clear_text()
PacketHandler.send_packet(pckt, PacketHandler.HEADERS.undo)
Globals.chat.server(msg)
set_disabled(true)
func undo_signal_recieved(sig: Dictionary) -> void:
if "question" in sig:
Globals.chat.server(sig.question)
confirm()
else:
set_disabled(false)
if sig.accepted:
undo(sig.two)
else:
# declined signal reception
Globals.chat.server(undo_declined_message)
func _confirmed(what: bool) -> void:
._confirmed(what)
var two_undos = not Globals.grid.is_my_turn() # not my turn
var pckt = {gamecode = PacketHandler.game_code, accepted = what, two = two_undos}
PacketHandler.send_packet(pckt, PacketHandler.HEADERS.undo)
if what:
undo(two_undos)
else:
# pressed no reception
Globals.chat.server(undo_declined_message)
func undo(two_undos := false):
Globals.grid.undo(two_undos)
status.clear_text()
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