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
|
extends ConfirmButton
class_name UndoButton
export(NodePath) 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:
if PacketHandler:
PacketHandler.connect("undo", self, "undo_signal_recieved")
func _pressed() -> void:
if Globals.spectating:
return
if waiting_on_answer:
_confirmed(true)
else:
if Utils.moves_list.size() == 0:
status.set_text("No moves to undo!")
return
elif Globals.turn == Globals.team:
status.set_text("It is your turn!")
return
PacketHandler.send_packet({gamecode = PacketHandler.game_code, question = ""}, PacketHandler.HEADERS.undo)
Globals.chat.server(undo_request_message % Globals.get_team())
set_disabled(true)
func undo_signal_recieved(sig: Dictionary) -> void:
if "question" in sig:
Globals.chat.server(undo_request_message % Globals.str_bool(!Globals.team))
confirm()
else:
set_disabled(false)
if sig.accepted:
undo()
else:
# declined signal reception
Globals.chat.server(undo_declined_message)
func _confirmed(what: bool) -> void:
._confirmed(what)
PacketHandler.send_packet({gamecode = PacketHandler.game_code, accepted = what}, PacketHandler.HEADERS.undo)
if what:
undo()
else:
# pressed no reception
Globals.chat.server(undo_declined_message)
func undo():
var numberex = SanParse.compile("([0-9]+)\\.", false)
var which_move = 0
var mov = Utils.moves_list[-1]
var result = numberex.search(mov)
if result:
which_move = result.strings[1]
else:
result = numberex.search(Utils.moves_list[-2])
which_move = result.strings[1] if result else 0
var pgn = Utils.pop_move()
Globals.chat.server("Move (%s) %s undone" % [which_move, mov.split(" ")[-1]])
Globals.grid.undo(pgn)
status.set_text("")
|