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wnsrc/addons/chess/lua/entities/ent_chess_board.lua
lifestorm 73479cff9e Upload
2024-08-04 22:55:00 +03:00

2951 lines
103 KiB
Lua

--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
if SERVER then
AddCSLuaFile()
--From client
util.AddNetworkString( "Chess ClientRequestMove" )
util.AddNetworkString( "Chess ClientWager" )
util.AddNetworkString( "Chess ClientCallDraw" )
util.AddNetworkString( "Chess ClientResign" )
util.AddNetworkString( "Chess RequestSeat" )
--2-way
util.AddNetworkString( "Chess DrawOffer" )
util.AddNetworkString( "Chess PromotionSelection" )
util.AddNetworkString( "Chess Update" )
--From server
util.AddNetworkString( "Chess GameOver" )
end
ENT.Type = "anim"
ENT.Model = Model("models/weapons/w_slam.mdl")
-- This is a quick swap to alternate settings so you don't need to configure it yourself
-- Set to `true` if your users aren't expected to have CS:S mounted
local UseHL2Model = false
ENT.Models = {
["board"] = Model("models/props_phx/games/chess/board.mdl"),
["table"] = (UseHL2Model and Model( "models/props_c17/furnituretable001a.mdl" ) or Model("models/props/de_tides/restaurant_table.mdl")),
["hl2table"] = Model( "models/props_c17/furnituretable001a.mdl" ),
["BlackPawn"] = Model("models/props_phx/games/chess/black_pawn.mdl"), ["WhitePawn"] = Model("models/props_phx/games/chess/white_pawn.mdl"),
["BlackRook"] = Model("models/props_phx/games/chess/black_rook.mdl"), ["WhiteRook"] = Model("models/props_phx/games/chess/white_rook.mdl"),
["BlackKnight"] = Model("models/props_phx/games/chess/black_knight.mdl"), ["WhiteKnight"] = Model("models/props_phx/games/chess/white_knight.mdl"),
["BlackBishop"] = Model("models/props_phx/games/chess/black_bishop.mdl"), ["WhiteBishop"] = Model("models/props_phx/games/chess/white_bishop.mdl"),
["BlackQueen"] = Model("models/props_phx/games/chess/black_queen.mdl"), ["WhiteQueen"] = Model("models/props_phx/games/chess/white_queen.mdl"),
["BlackKing"] = Model("models/props_phx/games/chess/black_king.mdl"), ["WhiteKing"] = Model("models/props_phx/games/chess/white_king.mdl"),
["dama"] = Model("models/props_phx/games/chess/white_dama.mdl"),
}
-- 2D mode icons
ENT.Characters = {
["BlackPawn"] = "", ["WhitePawn"] = "",
["BlackRook"] = "", ["WhiteRook"] = "",
["BlackKnight"] = "", ["WhiteKnight"] = "",
["BlackBishop"] = "", ["WhiteBishop"] = "",
["BlackQueen"] = "", ["WhiteQueen"] = "",
["BlackKing"] = "", ["WhiteKing"] = "",
}
-- Board position (Offset from ground)
ENT.BoardHeight = Vector(0, 0, (UseHL2Model and 17 or 30))
-- Table position
ENT.TableOffset = Vector(0, 0, (UseHL2Model and 10 or 0))
-- Table phys box
ENT.PhysBox = {
mins = Vector(-30, -30, -0),
maxs = Vector(30, 30, 33)
}
ENT.PrintName = "Chess"
ENT.Author = "my_hat_stinks"
ENT.Information = "A chess board"
ENT.Category = "Game boards"
ENT.Game = "Chess"
ENT.Spawnable = true
ENT.AdminOnly = true
ENT.AdminSpawnable = true
ENT.IsChessBoard = true
ENT.TopLeft = Vector(2.5,-15.5,-16) --Local pos of the board's corner (Used for alignment)
ENT.SquareH = 78.5 ENT.SquareW = 80.2 --For drawing square highlights
ENT.RealH = 4 ENT.RealW = 3.9 --For vector positions
ENT.MoveTime = 0.3 --Time it takes to complete a move
ENT.MoveSound = Sound( "physics/wood/wood_solid_impact_soft1.wav" )
ENT.CheckSound = Sound( "physics/concrete/rock_impact_hard1.wav" )
local NumToLetter = {"a", "b", "c", "d", "e", "f", "g", "h", ["a"]=1, ["b"]=2, ["c"]=3, ["d"]=4, ["e"]=5, ["f"]=6, ["g"]=7, ["h"]=8} --Used extensively for conversions
local PassantFlags = {1,2,4,8,16,32,64,128} --Bitflags, translate to board positions 1-8. For En Passant rule
--Status
local CHESS_INACTIVE = 0
local CHESS_WHITEMOVE = 1
local CHESS_BLACKMOVE = 2
local CHESS_WHITEPROMO = 3
local CHESS_BLACKPROMO = 4
local CHESS_WAGER = 5
--Captured piece squares
local CHESS_WCAP1 = 10
local CHESS_WCAP2 = 11
local CHESS_BCAP1 = 12
local CHESS_BCAP2 = 13
-- Draw Offer
local PLAYER_NONE = 0 -- Nobody offering to draw
local PLAYER_WHITE = 1 -- White offering to draw
local PLAYER_BLACK = 2 -- Black offering to draw
--Draws
local CHESS_DRAW_50 = 0
local CHESS_DRAW_3 = 1
ENT.StartState = CHESS_WHITEMOVE
function ENT:SetupDataTables()
self:NetworkVar( "Int", 0, "BlackPassant" )
self:NetworkVar( "Int", 1, "WhitePassant" )
self:NetworkVar( "Int", 2, "ChessState" )
self:NetworkVar( "Bool", 0, "Playing" )
self:NetworkVar( "Int", 3, "DrawOffer" )
self:NetworkVar( "Float", 0, "WhiteWager" )
self:NetworkVar( "Float", 1, "BlackWager" )
self:NetworkVar( "Entity", 0, "WhitePlayer" )
self:NetworkVar( "Entity", 1, "BlackPlayer" )
self:NetworkVar( "Entity", 2, "TableEnt" )
self:NetworkVar( "Int", 4, "MoveCount" )
self:NetworkVar( "Bool", 1, "Repetition" )
self:NetworkVar( "Bool", 2, "PSWager" )
self:NetworkVar( "Float", 2, "WhiteTime" )
self:NetworkVar( "Float", 3, "BlackTime" )
end
local ChessScale = Matrix({
{0.1225,0,0,0},
{0,0.1225,0,0},
{0,0,0.1225,0},
{0,0,0,0},
})
local SpawnedEnts = {}
function ENT:SpawnFunction( ply, tr, ClassName )
if (not tr.Hit) then return end
local SpawnPos = tr.HitPos --+ (tr.HitNormal*16)
local board = (IsValid(self) and self) or ents.Create( ClassName )
board.SavePos = SpawnPos
board:SetPos( SpawnPos )
board:Spawn()
SpawnedEnts[board]=true
return board
end
function ENT:Initialize()
if SERVER then
local pos,ang = self:GetPos(),self:GetAngles()
local tbl = ents.Create( "prop_physics" )
tbl:SetModel(self.Models["table"])
tbl:SetPos(pos + self.TableOffset)
tbl:Spawn()
tbl:SetCollisionGroup(COLLISION_GROUP_PLAYER)
tbl:PhysicsInitBox(self.PhysBox.mins - self.TableOffset, self.PhysBox.maxs - self.TableOffset)
tbl:SetMoveType(MOVETYPE_NONE)
tbl:SetMaxHealth(1000000)
tbl.IsChessEntity = true
if not self.SkipBlackChair then
local BlackSeat = ents.Create( "prop_vehicle_prisoner_pod" )
BlackSeat:SetModel( "models/nova/chair_plastic01.mdl" )
BlackSeat:SetPos( self.BlackChairPos or (pos+ (self:GetRight()*60)) )
BlackSeat:SetAngles( self.BlackChairAng or ang )
BlackSeat:Spawn()
BlackSeat:SetMoveType( MOVETYPE_NONE )
BlackSeat:SetCollisionGroup( COLLISION_GROUP_WORLD )
BlackSeat.IsChessEntity = true
self.BlackSeat = BlackSeat
BlackSeat:SetNWBool("IsChessSeat", true)
BlackSeat:SetNWEntity( "ChessBoard", self )
BlackSeat.DoorData = {NonOwnable = true}
if BlackSeat.setKeysNonOwnable then BlackSeat:setKeysNonOwnable( true ) end
end
if not self.SkipWhiteChair then
local WhiteSeat = ents.Create( "prop_vehicle_prisoner_pod" )
WhiteSeat:SetModel( "models/nova/chair_plastic01.mdl" )
WhiteSeat:SetPos( self.WhiteChairPos or (pos+ (self:GetRight()*-60)) )
ang:RotateAroundAxis( self:GetUp(),180 )
WhiteSeat:SetAngles( self.WhiteChairAng or ang )
ang:RotateAroundAxis( self:GetUp(),180 )
WhiteSeat:Spawn()
WhiteSeat:SetMoveType( MOVETYPE_NONE )
WhiteSeat:SetCollisionGroup( COLLISION_GROUP_WORLD )
WhiteSeat.IsChessEntity = true
--Set some stuff up so we can see it's for chess
self.WhiteSeat = WhiteSeat
WhiteSeat:SetNWBool("IsChessSeat", true)
WhiteSeat:SetNWEntity( "ChessBoard", self )
--Darkrp lets people steal seats...
WhiteSeat.DoorData = {NonOwnable = true}
if WhiteSeat.setKeysNonOwnable then WhiteSeat:setKeysNonOwnable( true ) end
end
self.IsChessEntity = true
ang:RotateAroundAxis(self:GetRight(), 90)
self:SetPos(pos + self.BoardHeight + self.TableOffset)
self:SetAngles(ang)
self.TableEnt = tbl self:SetTableEnt( tbl )
self:SetParent( tbl )
self:SetChessState( CHESS_INACTIVE )
self:SetPlaying( false )
timer.Simple( 1, function()
if not IsValid(self) then return end
local phys = self:GetPhysicsObject()
if IsValid(phys) then
phys:EnableCollisions( false )
phys:Sleep()
end
local phys = IsValid(tbl) and tbl:GetPhysicsObject()
if IsValid(phys) then
phys:EnableCollisions( false )
phys:Sleep()
end
local phys = IsValid(WhiteSeat) and WhiteSeat:GetPhysicsObject()
if IsValid(phys) then
phys:EnableCollisions( false )
phys:Sleep()
end
local phys = IsValid(BlackSeat) and BlackSeat:GetPhysicsObject()
if IsValid(phys) then
phys:EnableCollisions( false )
phys:Sleep()
end
end)
end
self.Pieces = { ["a"] = {}, ["b"] = {}, ["c"] = {}, ["d"] = {}, ["e"] = {}, ["f"] = {}, ["g"] = {}, ["h"] = {} }
self:SetModel( self.Models["board"] )
//self:SetModelScale( 0.35, 0 )
self:DrawShadow( false )
local mins = self:OBBMins()*0.1
local maxs = self:OBBMaxs()*0.1
-- self:PhysicsInitBox( mins, maxs )
self:PhysicsInit(SOLID_NONE)
if CLIENT then
self:EnableMatrix( "RenderMultiply", ChessScale )
hook.Add( "KeyPress", self, self.GetSpectateUse )
hook.Add( "PrePlayerDraw", self, self.PrePlayerDraw )
end
self:ResetBoard()
end
function ENT:OnRemove()
if SERVER then
local WhitePly = self:GetPlayer( "White" )
local BlackPly = self:GetPlayer( "Black" )
if IsValid(WhitePly) then
WhitePly:SetNWBool( "IsInChess", false )
WhitePly:SetNWEntity( "ActiveChessBoard", NULL )
end
if IsValid(BlackPly) then
BlackPly:SetNWBool( "IsInChess", false )
BlackPly:SetNWEntity( "ActiveChessBoard", NULL )
end
if self:GetPlaying() then
local WhiteName = IsValid(WhitePly) and WhitePly:Nick() or "[Anonymous White]"
local BlackName = IsValid(BlackPly) and BlackPly:Nick() or "[Anonymous Black]"
net.Start( "Chess GameOver" )
net.WriteTable( {Color(150,255,150), "Chess removed! ", Color(255,255,255), WhiteName, Color(150,255,150), " vs ", Color(100,100,100), BlackName, Color(150,255,150)," ended prematurely!"} )
net.Broadcast()
self:EndGame( "Error" )
end
if IsValid( self.WhiteSeat ) then self.WhiteSeat:Remove() end
if IsValid( self.BlackSeat ) then self.BlackSeat:Remove() end
if IsValid( self.TableEnt ) then self.TableEnt:Remove() end
for GridLet,column in pairs( self.Pieces ) do
for GridNum,square in pairs( column ) do
if IsValid( square.Ent ) then
square.Ent:Remove()
end
end
end
end
if CLIENT then
if IsValid( self.PiecesEnt ) then self.PiecesEnt:Remove() end
if IsValid( self:GetTableEnt() ) and IsValid( self:GetTableEnt().ClientChessTable ) then
self:GetTableEnt().ClientChessTable:Remove()
end
end
end
if SERVER then
hook.Add( "ShutDown", "Chess Server Shutdown", function()
local Ents = ents.FindByClass( "ent_chess_board" )
for _,v in pairs( Ents ) do
if IsValid(v) then
v:EndGame( "Error" )
end
end
local Ents = ents.FindByClass( "ent_draughts_board" )
for _,v in pairs( Ents ) do
if IsValid(v) then
v:EndGame( "Error" )
end
end
end)
end
function ENT:GetTableGrid( tbl, key1, key2 )
if type(key1)=="number" then key1=NumToLetter[key1+1] end
return tbl and tbl[key1] and tbl[key1][8-key2]
end
function ENT:GetTableKey( tbl, key1, key2 )
if type(key1)=="string" then key1=NumToLetter[key1]-1 end
return tbl and tbl[key1] and tbl[key1][8-key2]
end
function ENT:GetSquare( GridLet, GridNum, tbl )
tbl = tbl or self.Pieces
return tbl[GridLet] and tbl[GridLet][GridNum]
end
function ENT:SquareTeam( square )
if square.Team then return square.Team end
return (IsValid(square.Ent) and (square.Ent:GetWhite() and "White" or "Black"))
end
function ENT:SquareMoved( square )
if square.Moved~=nil then return square.Moved end
return (IsValid(square.Ent) and square.Ent:GetMoved())
end
function ENT:SquareClass( square )
if square.Class~=nil then return square.Class end
return (IsValid(square.Ent) and square.Ent:GetRole())
end
function ENT:SquareColor( GridLet, GridNum )
local NumEven = ((GridNum/2) == math.floor(GridNum/2))
local LetEven = ((NumToLetter[GridLet]/2) == math.floor(NumToLetter[GridLet]/2))
return (NumEven==LetEven) and "Black" or "White"
end
function ENT:GetRookMoves( tbl, GridLet, GridNum, IsWhite, limit, CheckTable )
limit = limit or 8
local count = 0
for TargetRow = GridNum+1,8 do
local target = self:GetSquare( GridLet, TargetRow, CheckTable )
if target then
if ((self:SquareTeam(target)=="White")~=IsWhite) then
tbl[GridLet][TargetRow] = true
end
break
end
tbl[GridLet][TargetRow] = true
count = count+1 if count>=limit then break end
end
count = 0
for TargetRow = GridNum-1,1,-1 do
local target = self:GetSquare( GridLet, TargetRow, CheckTable )
if target then
if ((self:SquareTeam(target)=="White")~=IsWhite) then
tbl[GridLet][TargetRow] = true
end
break
end
tbl[GridLet][TargetRow] = true
count = count+1 if count>=limit then break end
end
count = 0
for TargetColumn = NumToLetter[GridLet]+1,8 do
local target = self:GetSquare( NumToLetter[TargetColumn], GridNum, CheckTable )
if target then
if ((self:SquareTeam(target)=="White")~=IsWhite) then
tbl[NumToLetter[TargetColumn]][GridNum] = true
end
break
end
tbl[NumToLetter[TargetColumn]][GridNum] = true
count = count+1 if count>=limit then break end
end
count = 0
for TargetColumn = NumToLetter[GridLet]-1,1,-1 do
local target = self:GetSquare( NumToLetter[TargetColumn], GridNum, CheckTable )
if target then
if ((self:SquareTeam(target)=="White")~=IsWhite) then
tbl[NumToLetter[TargetColumn]][GridNum] = true
end
break
end
tbl[NumToLetter[TargetColumn]][GridNum] = true
count = count+1 if count>=limit then break end
end
end
function ENT:GetBishopMoves( tbl, GridLet, GridNum, IsWhite, limit, CheckTable )
limit = limit or 8
local TargetColumn, count = NumToLetter[GridLet], 0
for TargetRow = GridNum+1,8 do
TargetColumn = TargetColumn+1 if TargetColumn>8 then break end
local target = self:GetSquare( NumToLetter[TargetColumn], TargetRow, CheckTable )
if target then
if ((self:SquareTeam(target)=="White")~=IsWhite) then tbl[NumToLetter[TargetColumn]][TargetRow] = true end
break
end
tbl[NumToLetter[TargetColumn]][TargetRow] = true
count = count+1 if count>=limit then break end
end
local TargetColumn, count = NumToLetter[GridLet], 0
for TargetRow = GridNum+1,8 do
TargetColumn = TargetColumn-1 if TargetColumn<1 then break end
local target = self:GetSquare( NumToLetter[TargetColumn], TargetRow, CheckTable )
if target then
if ((self:SquareTeam(target)=="White")~=IsWhite) then tbl[NumToLetter[TargetColumn]][TargetRow] = true end
break
end
tbl[NumToLetter[TargetColumn]][TargetRow] = true
count = count+1 if count>=limit then break end
end
local TargetColumn, count = NumToLetter[GridLet], 0
for TargetRow = GridNum-1,1,-1 do
TargetColumn = TargetColumn+1 if TargetColumn>8 then break end
local target = self:GetSquare( NumToLetter[TargetColumn], TargetRow, CheckTable )
if target then
if ((self:SquareTeam(target)=="White")~=IsWhite) then tbl[NumToLetter[TargetColumn]][TargetRow] = true end
break
end
tbl[NumToLetter[TargetColumn]][TargetRow] = true
count = count+1 if count>=limit then break end
end
local TargetColumn, count = NumToLetter[GridLet], 0
for TargetRow = GridNum-1,1,-1 do
TargetColumn = TargetColumn-1 if TargetColumn<1 then break end
local target = self:GetSquare( NumToLetter[TargetColumn], TargetRow, CheckTable )
if target then
if ((self:SquareTeam(target)=="White")~=IsWhite) then tbl[NumToLetter[TargetColumn]][TargetRow] = true end
break
end
tbl[NumToLetter[TargetColumn]][TargetRow] = true
count = count+1 if count>=limit then break end
end
end
function ENT:GetMove( GridLet, GridNum, IgnoreCheck, CheckTable )
if not (GridLet and GridNum) then return {} end
if not NumToLetter[GridLet] then return {} end
if NumToLetter[GridLet]<1 or NumToLetter[GridLet]>8 then return {} end
if GridNum<1 or GridNum>8 then return {} end
local square = self:GetSquare( GridLet, GridNum, CheckTable )
if not square then return {} end
local class = square.Class or (IsValid(square.Ent) and square.Ent:GetRole())
if not class then return {} end
local IsWhite = self:SquareTeam(square)=="White"
local Moved = self:SquareMoved(square)
local ChecksPerformed = false --Castling checks for check differently, flag it as done here
local tbl = { ["a"] = {}, ["b"] = {}, ["c"] = {}, ["d"] = {}, ["e"] = {}, ["f"] = {}, ["g"] = {}, ["h"] = {} }
if class=="Pawn" then
local TargetRow = IsWhite and GridNum+1 or GridNum-1
local CapOne = self:GetSquare( NumToLetter[NumToLetter[GridLet]-1], TargetRow, CheckTable )
if CapOne then --There's a unit here
local TargetWhite = self:SquareTeam(CapOne)=="White"
if TargetWhite~=IsWhite then
tbl[NumToLetter[NumToLetter[GridLet]-1]][TargetRow] = true
end
elseif (IsWhite and TargetRow==6) or ((not IsWhite) and TargetRow==3) then --Clear, EnPasse check
local PassantCheck = IsWhite and self:GetBlackPassant() or self:GetWhitePassant()
if (NumToLetter[GridLet]>1) and bit.band(PassantCheck, PassantFlags[ NumToLetter[GridLet]-1 ])==PassantFlags[NumToLetter[GridLet]-1] then
tbl[NumToLetter[NumToLetter[GridLet]-1]][TargetRow] = "ENPASSANT"
end
end
local CapTwo = self:GetSquare( NumToLetter[NumToLetter[GridLet]+1], TargetRow, CheckTable )
if CapTwo then
local TargetWhite = self:SquareTeam(CapTwo)=="White"
if TargetWhite~=IsWhite then
tbl[NumToLetter[NumToLetter[GridLet]+1]][TargetRow] = true
end
elseif (IsWhite and TargetRow==6) or ((not IsWhite) and TargetRow==3) then --Clear, EnPasse check
local PassantCheck = IsWhite and self:GetBlackPassant() or self:GetWhitePassant()
if (NumToLetter[GridLet]<8) and bit.band(PassantCheck, PassantFlags[ NumToLetter[GridLet]+1 ])==PassantFlags[NumToLetter[GridLet]+1] then
tbl[NumToLetter[NumToLetter[GridLet]+1]][TargetRow] = "ENPASSANT"
end
end
local FrontOne = self:GetSquare( GridLet, TargetRow, CheckTable )
if (not FrontOne) then --It's clear, we can move
tbl[GridLet][TargetRow] = true
if not Moved then
TargetRow = IsWhite and TargetRow+1 or TargetRow-1
if (TargetRow>0 and TargetRow<9) and (not self:GetSquare( GridLet, TargetRow, CheckTable )) then tbl[GridLet][TargetRow] = "PAWNDOUBLE" end
end
end
elseif class=="Rook" then
self:GetRookMoves( tbl, GridLet, GridNum, IsWhite, 8, CheckTable )
elseif class=="Bishop" then
self:GetBishopMoves( tbl, GridLet, GridNum, IsWhite, 8, CheckTable )
elseif class=="Queen" then
self:GetRookMoves( tbl, GridLet, GridNum, IsWhite, 8, CheckTable )
self:GetBishopMoves( tbl, GridLet, GridNum, IsWhite, 8, CheckTable )
elseif class=="King" then
self:GetRookMoves( tbl, GridLet, GridNum, IsWhite, 1, CheckTable )
self:GetBishopMoves( tbl, GridLet, GridNum, IsWhite, 1, CheckTable )
ChecksPerformed = true --King performs it's own checks for Check
local InCheck = true
if not IgnoreCheck then
for CheckLet,File in pairs(tbl) do
for CheckNum,v in pairs(File) do
local Positions = table.Copy( self.Pieces )
Positions[GridLet][GridNum] = nil
Positions[CheckLet][CheckNum] = {Team = IsWhite and "White" or "Black", Class = class, Moved = true}
if self:CheckForCheck( Positions, IsWhite ) then
tbl[CheckLet][CheckNum] = nil --Puts us in check, remove it
end
end
end
InCheck = self:CheckForCheck( self.Pieces, IsWhite )
end
if (not Moved) and (not InCheck) then --Castling
local Kingside = self:GetSquare( "h", GridNum, CheckTable )
local Queenside = self:GetSquare( "a", GridNum, CheckTable )
if Kingside and not self:SquareMoved(Kingside) then
if not (self:GetSquare( "f", GridNum, CheckTable ) or self:GetSquare( "g", GridNum, CheckTable )) then
local Positions = table.Copy( self.Pieces ) Positions[GridLet][GridNum] = nil Positions["f"][GridNum] = {Team = IsWhite and "White" or "Black", Class = class, Moved = true}
local FSafe = not self:CheckForCheck( Positions, IsWhite )
local Positions = table.Copy( self.Pieces ) Positions[GridLet][GridNum] = nil Positions["g"][GridNum] = {Team = IsWhite and "White" or "Black", Class = class, Moved = true}
local GSafe = not self:CheckForCheck( Positions, IsWhite )
if FSafe and GSafe then
tbl["g"][GridNum] = "CASTLEKINGSIDE"
end
end
end
if Queenside and not self:SquareMoved(Queenside) then
if not (self:GetSquare( "b", GridNum, CheckTable ) or self:GetSquare( "c", GridNum, CheckTable ) or self:GetSquare( "d", GridNum, CheckTable )) then
local Positions = table.Copy( self.Pieces ) Positions[GridLet][GridNum] = nil Positions["c"][GridNum] = {Team = IsWhite and "White" or "Black", Class = class, Moved = true}
local CSafe = not self:CheckForCheck( Positions, IsWhite )
local Positions = table.Copy( self.Pieces ) Positions[GridLet][GridNum] = nil Positions["d"][GridNum] = {Team = IsWhite and "White" or "Black", Class = class, Moved = true}
local DSafe = not self:CheckForCheck( Positions, IsWhite )
if CSafe and DSafe then
tbl["c"][GridNum] = "CASTLEQUEENSIDE"
end
end
end
end
elseif class=="Knight" then
local Up = NumToLetter[GridLet] + 2
if Up and Up >=1 and Up<=8 then
local Pos1 = self:GetSquare( NumToLetter[Up], GridNum-1, CheckTable )
local Pos2 = self:GetSquare( NumToLetter[Up], GridNum+1, CheckTable )
if (GridNum-1>=1) and ((not Pos1) or (self:SquareTeam(Pos1)==(IsWhite and "Black" or "White"))) then
tbl[NumToLetter[Up]][GridNum-1] = true
end
if (GridNum+1<=8) and ((not Pos2) or (self:SquareTeam(Pos2)==(IsWhite and "Black" or "White"))) then
tbl[NumToLetter[Up]][GridNum+1] = true
end
end
local Down = NumToLetter[GridLet] - 2
if Down and Down>=1 and Down<=8 then
local Pos1 = self:GetSquare( NumToLetter[Down], GridNum-1, CheckTable )
local Pos2 = self:GetSquare( NumToLetter[Down], GridNum+1, CheckTable )
if (GridNum-1>=1) and ((not Pos1) or (self:SquareTeam(Pos1)==(IsWhite and "Black" or "White"))) then
tbl[NumToLetter[Down]][GridNum-1] = true
end
if (GridNum+1<=8) and ((not Pos2) or (self:SquareTeam(Pos2)==(IsWhite and "Black" or "White"))) then
tbl[NumToLetter[Down]][GridNum+1] = true
end
end
local Let = NumToLetter[GridLet]
local Left = GridNum - 2
if Left and Left>=1 and Left<=8 then
local Pos1 = self:GetSquare( NumToLetter[Let-1], Left, CheckTable )
local Pos2 = self:GetSquare( NumToLetter[Let+1], Left, CheckTable )
if Let>1 and ((not Pos1) or (self:SquareTeam(Pos1)==(IsWhite and "Black" or "White"))) then
tbl[NumToLetter[Let-1]][Left] = true
end
if Let<8 and ((not Pos2) or (self:SquareTeam(Pos2)==(IsWhite and "Black" or "White"))) then
tbl[NumToLetter[Let+1]][Left] = true
end
end
local Right = GridNum + 2
if Right and Right>=1 and Right<=8 then
local Pos1 = self:GetSquare( NumToLetter[Let-1], Right, CheckTable )
local Pos2 = self:GetSquare( NumToLetter[Let+1], Right, CheckTable )
if Let>1 and ((not Pos1) or (self:SquareTeam(Pos1)==(IsWhite and "Black" or "White"))) then
tbl[NumToLetter[Let-1]][Right] = true
end
if Let<8 and ((not Pos2) or (self:SquareTeam(Pos2)==(IsWhite and "Black" or "White"))) then
tbl[NumToLetter[Let+1]][Right] = true
end
end
end
if not IgnoreCheck then
for CheckLet,File in pairs(tbl) do
for CheckNum,v in pairs(File) do
local Positions = table.Copy( self.Pieces )
Positions[GridLet][GridNum] = nil
Positions[CheckLet][CheckNum] = {Team = IsWhite and "White" or "Black", Class = class, Moved = true}
if self:CheckForCheck( Positions, IsWhite ) then
tbl[CheckLet][CheckNum] = nil --Puts us in check, remove it
end
end
end
end
return tbl
end
function ENT:CastlingCheck( square, IsWhite )
if not square then return false,false end
local GridNum = IsWhite and 1 or 8
local moved = self:SquareMoved( square )
local InCheck = self:CheckForCheck( self.Pieces, IsWhite )
local Queenside, Kingside = false, false
if (not Moved) and (not InCheck) then --Castling
local Kingside = self:GetSquare( "h", GridNum, CheckTable )
local Queenside = self:GetSquare( "a", GridNum, CheckTable )
if Kingside and not self:SquareMoved(Kingside) then
if not (self:GetSquare( "f", GridNum, CheckTable ) or self:GetSquare( "g", GridNum, CheckTable )) then
local Positions = table.Copy( self.Pieces ) Positions["d"][GridNum] = nil Positions["f"][GridNum] = {Team = IsWhite and "White" or "Black", Class = class, Moved = true}
local FSafe = not self:CheckForCheck( Positions, IsWhite )
local Positions = table.Copy( self.Pieces ) Positions["d"][GridNum] = nil Positions["g"][GridNum] = {Team = IsWhite and "White" or "Black", Class = class, Moved = true}
local GSafe = not self:CheckForCheck( Positions, IsWhite )
if FSafe and GSafe then
Kingside = true
end
end
end
if Queenside and not self:SquareMoved(Queenside) then
if not (self:GetSquare( "b", GridNum, CheckTable ) or self:GetSquare( "c", GridNum, CheckTable ) or self:GetSquare( "d", GridNum, CheckTable )) then
local Positions = table.Copy( self.Pieces ) Positions["d"][GridNum] = nil Positions["c"][GridNum] = {Team = IsWhite and "White" or "Black", Class = class, Moved = true}
local CSafe = not self:CheckForCheck( Positions, IsWhite )
local Positions = table.Copy( self.Pieces ) Positions["d"][GridNum] = nil Positions["d"][GridNum] = {Team = IsWhite and "White" or "Black", Class = class, Moved = true}
local DSafe = not self:CheckForCheck( Positions, IsWhite )
if CSafe and DSafe then
Queenside = true
end
end
end
end
return Queenside, Kingside
end
function ENT:RefreshSquares()
self.Squares = {}
self.LastSquaresUpdatePos = self:GetPos()
local pos = self:LocalToWorld( self.TopLeft )
local forward = -self:GetRight() * self.RealH
local right = self:GetUp() * self.RealW
for i=0,7 do
self.Squares[i] = {}
for n=0,7 do
local offsetX = ((right*i)+(right*0.5))
local offsetY = ((forward*n)+(forward*0.5))
self.Squares[i][n] = pos + (offsetX + offsetY)
end
end
local HalfW = (self:GetRight() * self.RealW/2)
self.Squares[CHESS_WCAP1] = {}
self.Squares[CHESS_WCAP2] = {}
self.Squares[CHESS_BCAP1] = {}
self.Squares[CHESS_BCAP2] = {}
for n=0,7 do
local offsetXOne = ((right*8.5)+(right*0.5))
local offsetXTwo = ((right*9.3)+(right*0.5))
local offsetY = ((HalfW*-(7+n))+(forward*0.5))
self.Squares[CHESS_WCAP1][n] = pos + (offsetXOne + offsetY)
self.Squares[CHESS_WCAP2][n] = pos + (offsetXTwo + offsetY)
end
for n=0,7 do
local offsetXOne = ((right*-1.4)+(right*0.5))
local offsetXTwo = ((right*-2.2)+(right*0.5))
local offsetY = ((HalfW*(n-7))+(forward*0.5))
self.Squares[CHESS_BCAP1][n] = pos + (offsetXOne + offsetY)
self.Squares[CHESS_BCAP2][n] = pos + (offsetXTwo + offsetY)
end
end
function ENT:GetSquarePos( GridLetter, GridNumber)
return self:GetTableKey( self.Squares, GridLetter, GridNumber )
end
function ENT:ResetBoard()
if SERVER then
self:SetDrawOffer( PLAYER_NONE )
self:SetWhiteWager( -1 )
self:SetBlackWager( -1 )
self:SetWhitePassant( 0 )
self:SetBlackPassant( 0 )
self:SetWhiteTime( 600 )
self:SetBlackTime( 600 )
self:SetMoveCount( 0 )
self:SetRepetition( false )
self.RepetitionTable = {}
end
self:RefreshSquares()
if self.Pieces then
for _,File in pairs( self.Pieces ) do
for _,Square in pairs(File) do
if IsValid(Square.Ent) then Square.Ent:SetGridNum(-1) Square.Ent:Remove() end
end
end
end
self.Pieces = {
["a"] = {
[1] = {Team="White",Class="Rook",Moved=false}, [2] = {Team="White",Class="Pawn",Moved=false}, [7] = {Team="Black",Class="Pawn",Moved=false}, [8] = {Team="Black",Class="Rook",Moved=false},
},
["b"] = {
[1] = {Team="White",Class="Knight",Moved=false}, [2] = {Team="White",Class="Pawn",Moved=false}, [7] = {Team="Black",Class="Pawn",Moved=false}, [8] = {Team="Black",Class="Knight",Moved=false},
},
["c"] = {
[1] = {Team="White",Class="Bishop",Moved=false}, [2] = {Team="White",Class="Pawn",Moved=false}, [7] = {Team="Black",Class="Pawn",Moved=false}, [8] = {Team="Black",Class="Bishop",Moved=false},
},
["d"] = {
[1] = {Team="White",Class="Queen",Moved=false}, [2] = {Team="White",Class="Pawn",Moved=false}, [7] = {Team="Black",Class="Pawn",Moved=false}, [8] = {Team="Black",Class="Queen",Moved=false},
},
["e"] = {
[1] = {Team="White",Class="King",Moved=false}, [2] = {Team="White",Class="Pawn",Moved=false}, [7] = {Team="Black",Class="Pawn",Moved=false}, [8] = {Team="Black",Class="King",Moved=false},
},
["f"] = {
[1] = {Team="White",Class="Bishop",Moved=false}, [2] = {Team="White",Class="Pawn",Moved=false}, [7] = {Team="Black",Class="Pawn",Moved=false}, [8] = {Team="Black",Class="Bishop",Moved=false},
},
["g"] = {
[1] = {Team="White",Class="Knight",Moved=false}, [2] = {Team="White",Class="Pawn",Moved=false}, [7] = {Team="Black",Class="Pawn",Moved=false}, [8] = {Team="Black",Class="Knight",Moved=false},
},
["h"] = {
[1] = {Team="White",Class="Rook",Moved=false}, [2] = {Team="White",Class="Pawn",Moved=false}, [7] = {Team="Black",Class="Pawn",Moved=false}, [8] = {Team="Black",Class="Rook",Moved=false},
},
[CHESS_WCAP1] = {}, [CHESS_WCAP2] = {}, [CHESS_BCAP1] = {}, [CHESS_BCAP2] = {},
}
self:Update()
end
function ENT:Update( Move1, Move2 )
if CLIENT then return end
Move1,Move2 = Move1 or {},Move2 or {}
net.Start( "Chess Update" )
net.WriteEntity( self )
net.WriteTable( self.Pieces )
if Move1 then
net.WriteTable( Move1 )
if Move2 then net.WriteTable( Move2 ) end
end
net.Broadcast()
end
ENT.LastTick = 0
ENT.LastTickTeam = ""
function ENT:Think()
if SERVER then
if self.Removing then return end
-- if not (IsValid(self.TableEnt) and IsValid(self.WhiteSeat) and IsValid(self.BlackSeat)) then -- Make sure entities exist
if not (IsValid(self.TableEnt)) then -- Make sure entities exist
self.Removing = true
self:Remove()
return
end
self.TableEnt:SetHealth( 1000000 ) -- If the table's a breakable model this should prevent destruction.
self.TableEnt:SetVelocity( Vector(0,0,0) )
if (not self.NextUnlock) or (CurTime()>self.NextUnlock) then -- Force unlock seats
if IsValid(self.WhiteSeat) then self.WhiteSeat:Fire( "Unlock", "", 0 ) end
if IsValid(self.BlackSeat) then self.BlackSeat:Fire( "Unlock", "", 0 ) end
self.NextUnlock = CurTime()+10
if self:GetChessState()~=CHESS_WAGER then
self:SetWhiteWager( -1 )
self:SetBlackWager( -1 )
end
end
if self:GetChessState()==CHESS_WHITEMOVE or self:GetChessState()==CHESS_WHITEPROMO then
if self.LastTickTeam=="White" then self:SetWhiteTime( math.max(0,self:GetWhiteTime()-(CurTime()-self.LastTick)) ) end
self.LastTickTeam = "White"
if self:GetWhiteTime()<=0 then
local WhitePly = self:GetPlayer( "White" )
local BlackPly = self:GetPlayer( "Black" )
local WhiteName = IsValid(WhitePly) and WhitePly:Nick() or "[Anonymous White]"
local BlackName = IsValid(BlackPly) and BlackPly:Nick() or "[Anonymous Black]"
self:EndGame( "Black" )
net.Start( "Chess GameOver" )
net.WriteTable( {Color(150,255,150), "Time's up! ", Color(100,100,100), BlackName, Color(150,255,150), self:GetElo(BlackPly), " won against ", Color(255,255,255), WhiteName, Color(150,255,150), self:GetElo(WhitePly),"."} )
net.WriteString( "icon16/clock.png" )
net.Broadcast()
end
elseif self:GetChessState()==CHESS_BLACKMOVE or self:GetChessState()==CHESS_BLACKPROMO then
if self.LastTickTeam=="Black" then self:SetBlackTime( math.max(0,self:GetBlackTime()-(CurTime()-self.LastTick)) ) end
self.LastTickTeam = "Black"
if self:GetBlackTime()<=0 then
local WhitePly = self:GetPlayer( "White" )
local BlackPly = self:GetPlayer( "Black" )
local WhiteName = IsValid(WhitePly) and WhitePly:Nick() or "[Anonymous White]"
local BlackName = IsValid(BlackPly) and BlackPly:Nick() or "[Anonymous Black]"
self:EndGame( "White" )
net.Start( "Chess GameOver" )
net.WriteTable( {Color(150,255,150), "Time's up! ", Color(255,255,255), WhiteName, Color(150,255,150), self:GetElo(BlackPly), " won against ", Color(100,100,100), BlackName, Color(150,255,150), self:GetElo(WhitePly),"."} )
net.WriteString( "icon16/clock.png" )
net.Broadcast()
end
else
self.LastTickTeam = ""
end
self.LastTick = CurTime()
else --if CLIENT then
local tbl = self:GetTableEnt()
if IsValid(tbl) then
if tbl.ChessIsErrorModel or tbl:GetModel()=="models/error.mdl" then --Much cheaper than a file.Find
tbl.ChessIsErrorModel = true
self:SetParent( nil )
tbl:SetNoDraw( true )
tbl.ClientChessTable = IsValid(tbl.ClientChessTable) and tbl.ClientChessTable or ClientsideModel( self.Models["hl2table"] )
local ent = tbl.ClientChessTable
if not tbl.PerformedChessTableSetup then
ent:SetPos( tbl:GetPos()+Vector(0,0,13) )
tbl:SetMoveType( MOVETYPE_NONE )
tbl:PhysicsInit( SOLID_NONE )
tbl:SetCollisionGroup( COLLISION_GROUP_WORLD )
ent:SetMoveType( MOVETYPE_NONE )
ent:PhysicsInit( SOLID_VPHYSICS )
ent:SetCollisionGroup( COLLISION_GROUP_WEAPON )
self:SetMoveType( MOVETYPE_NONE )
self:PhysicsInit( SOLID_NONE )
self:SetCollisionGroup( COLLISION_GROUP_WEAPON )
tbl.PerformedChessTableSetup = true
end
tbl:SetModel( self.Models["hl2table"] )
tbl:SetPos( ent:GetPos() )
tbl:SetNoDraw( true )
self:SetPos( ent:GetPos()+Vector(0,0,17) )
elseif IsValid( tbl.ClientChessTable ) then
tbl.ClientChessTable:Remove()
tbl.PerformedChessTableSetup = nil
end
end
end
end
function ENT:GetPlayer( team )
if (team=="White" or team==true) then
return (self:GetWhitePlayer())
else
return (self:GetBlackPlayer())
end
end
function ENT:EndGame( winner, HideMsg )
self:SetChessState( CHESS_INACTIVE )
self:SetPlaying( false )
local White = self:GetPlayer( "White" )
local Black = self:GetPlayer( "Black" )
timer.Simple( 0.5, function()
if IsValid(White) then
White:SetNWBool( "IsInChess", false )
White:SetNWEntity( "ActiveChessBoard", NULL )
if IsValid(self) and White:GetVehicle()==self.WhiteSeat then White:ExitVehicle() end
end
if IsValid(Black) then
Black:SetNWBool( "IsInChess", false )
Black:SetNWEntity( "ActiveChessBoard", NULL )
if IsValid(self) and Black:GetVehicle()==self.BlackSeat then Black:ExitVehicle() end
end
end)
self:SetWhitePlayer( NULL )
self:SetBlackPlayer( NULL )
local winnings = (self.WagerValue or 0)*2
if IsValid( White ) then
if winner=="White" then
if IsValid(Black) then White:ChessWin( Black ) end
if self.WagerValue then
if self:GetPSWager() then
White:PS_GivePoints( winnings )
else
if White.addMoney then White:addMoney( winnings ) else White:SetDarkRPVar( "money", (White:getDarkRPVar( "money" ) or 0) + winnings ) end
end
end
elseif winner~="Black" then
if winner~="Error" and IsValid(Black) then White:ChessDraw( Black ) end
if self.WagerValue then
if self:GetPSWager() then
White:PS_GivePoints( self.WagerValue )
else
if White.addMoney then White:addMoney( self.WagerValue ) else White:SetDarkRPVar( "money", (White:getDarkRPVar( "money" ) or 0) + self.WagerValue ) end
end
end
end
end
if IsValid( Black ) then
if winner=="Black" then
if IsValid(White) then Black:ChessWin( White ) end
if self.WagerValue then
if self:GetPSWager() then
Black:PS_GivePoints( winnings )
else
if Black.addMoney then Black:addMoney( winnings ) else Black:SetDarkRPVar( "money", (Black:getDarkRPVar( "money" ) or 0) + winnings ) end
end
end
elseif winner~="White" then
if self.WagerValue then
if self:GetPSWager() then
Black:PS_GivePoints( self.WagerValue )
else
if Black.addMoney then Black:addMoney( self.WagerValue ) else Black:SetDarkRPVar( "money", (Black:getDarkRPVar( "money" ) or 0) + self.WagerValue ) end
end
end
end
end
end
function ENT:DoCapture( square, EndLet, EndNum )
if not square then return end
table.Empty( self.RepetitionTable ) --When it's gone, it's gone for good
self:SetRepetition( false )
self:SetMoveCount( 0 )
local class = square.Class
local made = false
local CapLet,CapNum
if square.Team=="White" then --Black captured
for i=CHESS_BCAP1,CHESS_BCAP2 do
for n=1,8 do
local CapSq = self:GetSquare( i, n )
if not CapSq then
self.Pieces[i][n] = {Team="White", Class=class, Moved=false}
CapSq = self.Pieces[i][n]
made = true
CapLet,CapNum = i,n
break
end
end
if made then break end
end
else
for i=CHESS_WCAP1,CHESS_WCAP2 do
for n=1,8 do
local CapSq = self:GetSquare( i, n )
if not CapSq then
self.Pieces[i][n] = {Team="Black", Class=class, Moved=false}
CapSq = self.Pieces[i][n]
made = true
CapLet,CapNum = i,n
break
end
end
if made then break end
end
end
return {From={EndLet,EndNum}, To={CapLet,CapNum}}
end
function ENT:CheckForCheck( tbl, CheckWhite )
if not tbl then return true end --Assume invalid move
local king, KingLet, KingNum
for GridLet,File in pairs(tbl) do
for GridNum,square in pairs(File) do
if square and self:SquareClass(square)=="King" and ((CheckWhite and self:SquareTeam(square)=="White") or ((not CheckWhite) and self:SquareTeam(square)=="Black")) then
king = square
KingLet = GridLet
KingNum = GridNum
break
end
end
if king then break end
end
if not king then return true end --Assume invalid
for GridLet,File in pairs(tbl) do
for GridNum,square in pairs(File) do
if square and ((CheckWhite and self:SquareTeam(square)=="Black") or ((not CheckWhite) and self:SquareTeam(square)=="White")) then
local Moves = self:GetMove( GridLet, GridNum, true, tbl )
if Moves[KingLet] and Moves[KingLet][KingNum] then return true end --Something can take the king
end
end
end
return false --King is safe
end
function ENT:IsCheckmate( CheckWhite )
-- local IsCheck = self:CheckForCheck( self.Pieces, CheckWhite ) --We no longer check for check here, this is also a stalemate check
-- if not IsCheck then return false end
for GridLet,File in pairs(self.Pieces) do
for GridNum,square in pairs(File) do
if square and ((CheckWhite and self:SquareTeam(square)=="White") or ((not CheckWhite) and self:SquareTeam(square)=="Black")) then
local Moves = self:GetMove( GridLet, GridNum, false, tbl )
for MoveLet,File in pairs(Moves) do
if table.Count(File)>0 then return false end --There's a valid move, it's fine
end
end
end
end
return true
end
function ENT:NoMaterialCheck()
local BlackMat = {}
local WhiteMat = {}
for GridLet,File in pairs(self.Pieces) do
if GridLet==CHESS_WCAP1 or GridLet==CHESS_WCAP2 or GridLet==CHESS_BCAP1 or GridLet==CHESS_BCAP2 then continue end
for GridNum,square in pairs(File) do
if square then
local IsWhite = self:SquareTeam(square)=="White"
local Class = self:SquareClass(square)
if Class=="Queen" or Class=="Rook" or Class=="Pawn" then return false end --Always sufficient material
if Class=="King" then continue end --Don't count king
if IsWhite then
table.insert( WhiteMat, {Square=square, Class=Class, GridLet=GridLet, GridNum=GridNum} )
else
table.insert( BlackMat, {square=square, Class=Class, GridLet=GridLet, GridNum=GridNum} )
end
end
end
end
if #BlackMat==0 and #WhiteMat==0 then return true end --Kings only, draw
if #BlackMat==1 and #WhiteMat==0 and (BlackMat[1].Class=="Bishop" or BlackMat[1].Class=="Knight") then return true end --King versus King+Bishop/Knight
if #BlackMat==0 and #WhiteMat==1 and (WhiteMat[1].Class=="Bishop" or WhiteMat[1].Class=="Knight") then return true end --King versus King+Bishop/Knight
local BishopCol
for i=1,#BlackMat do
if BlackMat[i].Class~="Bishop" then return false end --Has non-bishops, it's fine
if not BishopCol then BishopCol = self:SquareColor(BlackMat[i].GridLet,BlackMat[i].GridNum) end
if BishopCol~=self:SquareColor(BlackMat[i].GridLet,BlackMat[i].GridNum) then return false end --Bishops are on different colours, it's fine
end
for i=1,#WhiteMat do
if WhiteMat[i].Class~="Bishop" then return false end
if not BishopCol then BishopCol = self:SquareColor(WhiteMat[i].GridLet,WhiteMat[i].GridNum) end
if BishopCol~=self:SquareColor(WhiteMat[i].GridLet,WhiteMat[i].GridNum) then return false end --Even if it's the enemy on a different colour, checkmate is possible
end
return true
end
function table.EqualsTable( CheckTable, MatchTable, depth )
if not (CheckTable and MatchTable) then return false end
depth = depth or 1
if depth>=15 then error("Unable to match tables: Tables too deep!") end
if table.Count( CheckTable ) ~= table.Count( MatchTable ) then return false end
for k,v in pairs( CheckTable ) do
if type(v)=="table" then
if type(MatchTable[k])~="table" then return false end
if not table.EqualsTable( v, MatchTable[k], depth+1 ) then return false end
elseif type(v)=="Entity" then
else
if MatchTable[k]~=v then return false end
end
end
return true
end
function ENT:DoRepetition()
local Pieces = self.Pieces
local WKing = self:GetSquare( "d", 1 )
local BKing = self:GetSquare( "d", 8 )
local WCQ, WCK = self:CastlingCheck( WKing, true ) --WhiteCastleQueenside, Kingside
local BCQ, BCK = self:CastlingCheck( BKing, false ) --BlackCastleQueenside, Kingside
for _,Saved in pairs( self.RepetitionTable ) do
if table.EqualsTable( Saved.Pieces, Pieces ) and Saved.WCQ==WCQ and Saved.WCK==WCK and Saved.BCQ==BCQ and Saved.BCK==BCK then
Saved.Count = Saved.Count+1
if Saved.Count>=3 then self:SetRepetition( true ) end
return
end
end
self:SetRepetition( false )
--No match
table.insert( self.RepetitionTable, {
WCQ = WCQ, WCK = WCK, BCQ = BCQ, BCK = BCK,
Pieces = table.Copy( Pieces ), Count = 1
})
end
function ENT:DoMove( StartLet, StartNum, EndLet, EndNum )
if CLIENT then return end
if not (StartLet and EndLet and StartNum and EndNum) then return end
if (StartLet==EndLet) and (StartNum==EndNum) then return end
local Start = self:GetSquare( StartLet, StartNum )
if not Start then return end
local Moves = self:GetMove( StartLet, StartNum )
if not Moves[EndLet][EndNum] then return end
local Move = Moves[EndLet][EndNum]
self:SetWhitePassant( 0 ) --Reset after the move verified
self:SetBlackPassant( 0 )
self:SetRepetition( false )
self:SetMoveCount( ((Start.Class=="Pawn") and 0) or self:GetMoveCount()+1 )
local IgnoreRepetition
local CapMove
if Move=="PAWNDOUBLE" then
if Start.Team=="White" then
self:SetWhitePassant( PassantFlags[NumToLetter[StartLet]] )
else
self:SetBlackPassant( PassantFlags[NumToLetter[StartLet]] )
end
elseif Move=="ENPASSANT" then
local Take = self:GetSquare( EndLet, StartNum )
if Take and Take.Class then
CapMove = self:DoCapture( Take, EndLet, StartNum )
end
self.Pieces[EndLet][StartNum] = nil
IgnoreRepetition = true --Passant state is counted, and is never the same
elseif Move=="CASTLEKINGSIDE" then
CapMove = self:DoMove( "h", StartNum, "f", StartNum )
elseif Move=="CASTLEQUEENSIDE" then
CapMove = self:DoMove( "a", StartNum, "d", StartNum )
end
local End = self:GetSquare( EndLet, EndNum )
if not End then
self.Pieces[EndLet] = self.Pieces[EndLet] or {}
self.Pieces[EndLet][EndNum] = self.Pieces[EndLet][EndNum] or {}
End = self.Pieces[EndLet][EndNum]
end
if End.Class then
CapMove = self:DoCapture( End, EndLet, EndNum )
end
End.Team=Start.Team
End.Class=Start.Class
End.Moved=true
self.Pieces[StartLet][StartNum] = nil
local ply = self:GetPlayer( End.Team )
if (EndNum==1 or EndNum==8) and End.Class=="Pawn" and IsValid(ply) then --End of the board
net.Start( "Chess PromotionSelection" )
net.WriteInt( NumToLetter[EndLet], 5 )
net.Send( ply )
self:SetChessState( End.Team=="White" and CHESS_WHITEPROMO or CHESS_BLACKPROMO )
else
self:SetChessState( End.Team=="White" and CHESS_BLACKMOVE or CHESS_WHITEMOVE )
end
local move = {From={StartLet,StartNum},To={EndLet,EndNum}}
self:Update( move, CapMove )
local IsCheck = self:CheckForCheck( self.Pieces, End.Team~="White" )
local Checkmate = self:IsCheckmate( End.Team~="White" )
if IsCheck and Checkmate then
local WhitePly = self:GetPlayer( "White" )
local BlackPly = self:GetPlayer( "Black" )
local WhiteName = IsValid(WhitePly) and WhitePly:Nick() or "[Anonymous White]"
local BlackName = IsValid(BlackPly) and BlackPly:Nick() or "[Anonymous Black]"
self:EndGame( End.Team )
net.Start( "Chess GameOver" )
if End.Team=="White" then
net.WriteTable( {Color(255,255,255), WhiteName, Color(150,255,150), self:GetElo(WhitePly), " has checkmated ", Color(100,100,100), BlackName, Color(150,255,150), self:GetElo(BlackPly),"!"} )
else
net.WriteTable( {Color(100,100,100), BlackName, Color(150,255,150), self:GetElo(BlackPly), " has checkmated ", Color(255,255,255), WhiteName, Color(150,255,150), self:GetElo(WhitePly),"!"} )
end
net.WriteString( "icon16/medal_gold_2.png" )
net.Broadcast()
return
elseif Checkmate then
local WhitePly = self:GetPlayer( "White" )
local BlackPly = self:GetPlayer( "Black" )
local WhiteName = IsValid(WhitePly) and WhitePly:Nick() or "[Anonymous White]"
local BlackName = IsValid(BlackPly) and BlackPly:Nick() or "[Anonymous Black]"
self:EndGame()
net.Start( "Chess GameOver" )
net.WriteTable( {Color(150,255,150), "Stalemate! ", Color(255,255,255), WhiteName, Color(150,255,150), self:GetElo(WhitePly), " drew with ", Color(100,100,100), BlackName, Color(150,255,150), self:GetElo(BlackPly),"!"} )
net.WriteString( "icon16/medal_silver_1.png" )
net.Broadcast()
return
end
local NoMaterial = self:NoMaterialCheck()
if NoMaterial then
local WhitePly = self:GetPlayer( "White" )
local BlackPly = self:GetPlayer( "Black" )
local WhiteName = IsValid(WhitePly) and WhitePly:Nick() or "[Anonymous White]"
local BlackName = IsValid(BlackPly) and BlackPly:Nick() or "[Anonymous Black]"
self:EndGame()
net.Start( "Chess GameOver" )
net.WriteTable( {Color(150,255,150), "Insufficient material! ", Color(255,255,255), WhiteName, Color(150,255,150), " drew with ", Color(100,100,100), BlackName, Color(150,255,150),"!"} )
net.WriteString( "icon16/medal_silver_1.png" )
net.Broadcast()
return
end
if IgnoreRepetition then
self:SetRepetition( false )
else
self:DoRepetition()
end
return move
end
function ENT:GetElo( ply )
return IsValid(ply) and " ("..ply:GetChessElo()..")" or ""
end
function ENT:GameName()
return self.Game or "a board game"
end
if CLIENT then
-- Stop spectating --
local function EndSpec(board)
if IsValid(LocalPlayer()) then
if LocalPlayer().Chess_Spectating==board then
LocalPlayer().Chess_Spectating = nil
end
end
if not IsValid(board) then return end
if board.SpectatingTable then chat.AddText( HatsChat and {"LINEICON", Icon=Material( "icon16/controller.png" )} or "", Color(150,255,150), "You are no longer spectating this game." ) end
board.SpectatingTable = false
end
function ENT:EndSpectating()
EndSpec(self)
end
-- Reset Board --
local ChessPanel, WagerPanel
function ENT:Refresh()
for GridLet,column in pairs( self.Pieces ) do
for GridNum,square in pairs( column ) do
if (not IsValid( square.Ent )) or (NumToLetter[square.Ent:GetGridLet()]~=GridLet) or (square.Ent:GetGridNum()~=GridNum) then
column[GridNum] = nil
end
end
end
end
-- Do Move --
function ENT:RequestMove( StartLet, StartNum, EndLet, EndNum)
if not (StartLet and StartNum and EndLet and EndNum) then return end
net.Start( "Chess ClientRequestMove" )
net.WriteInt( StartLet+1, 5 )
net.WriteInt( 8-StartNum, 5 )
net.WriteInt( EndLet+1, 5 )
net.WriteInt( 8-EndNum, 5 )
net.SendToServer()
end
-- In-Game VGUI --
local PanelCol = {
Main = Color(0,0,0,200), ToMove = Color(200,200,200,20), Text = Color(180,180,180),
White = Color(255,255,255), Black = Color(20,20,20,255),
}
surface.CreateFont( "ChessTextSmall", { font = "Arial", size = 16, weight = 600})
surface.CreateFont( "ChessText", { font = "Arial", size = 24, weight = 600})
surface.CreateFont( "ChessTextLarge", { font = "Arial", size = 32, weight = 600})
function ENT:CreateChessPanel()
EndSpec(self)
local frame = vgui.Create( "DFrame" )
frame:SetSize(400,155)
frame:SetPos( (ScrW()/2)-150, ScrH()-170 )
--frame:SetDraggable( false )
frame:SetTitle( "" )
frame:ShowCloseButton( false )
frame:SetDeleteOnClose( true )
frame.Paint = function( s,w,h )
if not IsValid(self) then
s:Remove()
gui.EnableScreenClicker( false )
return
end
draw.RoundedBox( 8, 0, 0, w, h, PanelCol.Main )
end
frame:DockMargin( 0,0,0,0 )
frame:DockPadding( 5,6,5,5 )
-- Panels --
local IconsPanel = vgui.Create("DPanel", frame)
IconsPanel:Dock(RIGHT)
IconsPanel:SetWide(20)
IconsPanel.Paint = function() end
local TimePnl = vgui.Create( "DPanel", frame )
TimePnl:Dock( RIGHT )
TimePnl:SetWide( 90 )
TimePnl:DockMargin( 2,2,2,2 )
TimePnl.Paint = function(s,w,h)
if not IsValid(self) then return end
draw.RoundedBox( 16, 0, 0, w, (h/2)-1, PanelCol.ToMove )
draw.RoundedBox( 16, 0, (h/2)+1, w, (h/2)-1, PanelCol.ToMove )
draw.SimpleText( string.FormattedTime( math.Round(self:GetWhiteTime() or 300,1), "%02i:%02i" ), "ChessText", w/2, h/4, PanelCol.White, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
draw.SimpleText( string.FormattedTime( math.Round(self:GetBlackTime() or 300,1), "%02i:%02i" ), "ChessText", w/2, (h/4)+(h/2), PanelCol.Black, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
end
local ButtonPanel = vgui.Create( "DPanel", frame )
ButtonPanel:SetSize( 100, 20 )
ButtonPanel:Dock( LEFT )
ButtonPanel:DockMargin( 4,4,4,4 )
ButtonPanel.Paint = function() end
local MidPanel = vgui.Create("DPanel", frame)
MidPanel:SetSize(200,125)
MidPanel:Dock( FILL )
MidPanel:DockMargin( 4,4,4,4 )
MidPanel.Paint = function() end
-- Playing As --
local PlayingAs = vgui.Create( "DPanel", MidPanel )
PlayingAs:SetTall( 55 )
PlayingAs:Dock( BOTTOM )
PlayingAs:DockMargin( 0,0,0,0 )
PlayingAs.Paint = function( s,w,h )
draw.RoundedBox( 8, 0, 0, w, h, PanelCol.ToMove )
draw.SimpleText( "Playing as", "ChessTextSmall", 5, 0, PanelCol.Text )
if not IsValid(self) then return end
local p = LocalPlayer()
if p==self:GetWhitePlayer() then
draw.SimpleText( "White", "ChessText", w/2, h/2+5, PanelCol.White, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
elseif p==self:GetBlackPlayer() then
draw.SimpleText( "Black", "ChessText", w/2, h/2+5, PanelCol.Black, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
else
draw.SimpleText( "Spectator", "ChessText", w/2, h/2+5, PanelCol.Text, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
end
end
-- Current Move --
local ToMove = vgui.Create( "DPanel", MidPanel )
ToMove:SetSize(200,125)
ToMove:Dock( FILL )
ToMove:DockMargin( 0,0,0,5 )
ToMove.Paint = function( s,w,h )
draw.RoundedBox( 8, 0, 0, w, h, PanelCol.ToMove )
draw.SimpleText( "To move", "ChessTextSmall", 5, 0, PanelCol.Text )
local state = IsValid(self) and self:GetChessState()
if not (IsValid( self ) and state) then
draw.SimpleText( "[N/A]", "ChessTextSmall", w/2, h/2, PanelCol.Text, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
else
local str = (state==CHESS_WAGER and "Wagers") or (state==CHESS_INACTIVE and "Waiting") or ((state==CHESS_WHITEMOVE or state==CHESS_WHITEPROMO) and "White") or ((state==CHESS_BLACKMOVE or state==CHESS_BLACKPROMO) and "Black") or "N/A"
local col = (str=="White" and PanelCol.White) or (str=="Black" and PanelCol.Black) or PanelCol.Text
draw.SimpleText( str, "ChessTextLarge", w/2, h/2+3, col, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
end
end
-- Buttons Sidebar --
---------------------
frame.OfferDraw = vgui.Create( "DButton", ButtonPanel)
frame.OfferDraw:SetSize(94,25)
frame.OfferDraw:Dock( TOP )
frame.OfferDraw:SetText( "Offer Draw" )
frame.OfferDraw.DoClick = function( s )
if (IsValid(self)) and not (self:GetPlaying()) then
chat.AddText( Color(150,255,150), "You can't offer a draw before the game starts!" )
return
end
net.Start( "Chess DrawOffer" ) net.SendToServer()
end
frame.OfferDraw.Think = function(s)
if IsValid(self) and self:GetDrawOffer()~=PLAYER_NONE then
if s.TextChanged then return end
s.TextChanged = true
if LocalPlayer()==self:GetWhitePlayer() then
if self:GetDrawOffer()==PLAYER_WHITE then
s:SetText( "Draw Offered" )
elseif self:GetDrawOffer()==PLAYER_BLACK then
s:SetText( "Accept Draw Offer" )
end
elseif LocalPlayer()==self:GetBlackPlayer() then
if self:GetDrawOffer()==PLAYER_WHITE then
s:SetText( "Accept Draw Offer" )
elseif self:GetDrawOffer()==PLAYER_BLACK then
s:SetText( "Draw Offered" )
end
end
elseif s.TextChanged then
s.TextChanged = false
s:SetText( "Offer Draw" )
end
end
local Resign = vgui.Create( "DButton", ButtonPanel)
Resign:SetSize(94,25)
Resign:Dock( TOP )
Resign:SetText( "Resign" )
Resign.DoClick = function( s )
net.Start( "Chess ClientResign" ) net.SendToServer()
end
local MoveLimit = vgui.Create( "DButton", ButtonPanel)
MoveLimit:SetSize(94,25)
MoveLimit:Dock( TOP )
--MoveLimit:Dock( FILL )
MoveLimit:SetText( "Draw (50 moves)" )
MoveLimit.DoClick = function( s )
net.Start( "Chess ClientCallDraw" )
net.WriteUInt( CHESS_DRAW_50, 2 )
net.SendToServer()
end
MoveLimit:SetEnabled( false )
MoveLimit.Think = function( s )
MoveLimit:SetEnabled( IsValid(self) and self:GetMoveCount()>=50 )
end
local Repetition = vgui.Create( "DButton", ButtonPanel)
Repetition:SetSize(94,25)
Repetition:Dock( TOP )
Repetition:SetText( "Draw (Repetition)" )
Repetition.DoClick = function( s )
net.Start( "Chess ClientCallDraw" )
net.WriteUInt( CHESS_DRAW_3, 2 )
net.SendToServer()
end
Repetition:SetEnabled( false )
Repetition.Think = function( s )
Repetition:SetEnabled( IsValid(self) and self:GetRepetition() )
end
local DermaMode = vgui.Create( "DButton", ButtonPanel)
DermaMode:SetSize(94,25)
DermaMode:Dock( TOP )
DermaMode:SetText( "Toggle 2D Mode" )
DermaMode.DoClick = function( s )
if IsValid(Chess_2DDermaPanel) then
Chess_2DDermaPanel:Remove()
else
Chess_Open2DBoard( self )
end
end
-- Icons sidebar --
-------------------
local resignIcon = vgui.Create( "DButton", IconsPanel )
resignIcon:SetImage( "icon16/door_in.png" )
resignIcon:SetSize( 16,20 )
-- resignIcon:SetPos( 377,0 )
resignIcon:Dock(TOP)
resignIcon:SetText( "" )
resignIcon.DoClick = function(s)
net.Start( "Chess ClientResign" ) net.SendToServer()
end
resignIcon.Paint = function() end
resignIcon:SetTooltip( "Resign" )
local toggleSide = vgui.Create( "DButton", IconsPanel )
toggleSide:SetImage( "icon16/arrow_rotate_clockwise.png" )
toggleSide:Dock(TOP)
toggleSide:SetSize( 16,20 )
toggleSide:SetPos( 377,20 )
toggleSide:SetText( "" )
toggleSide.DoClick = function(s)
self.FlipView = not self.FlipView
end
toggleSide.Paint = function() end
toggleSide:SetTooltip( "Rotate View" )
local toggleGridLetters = vgui.Create( "DCheckBox", IconsPanel )
toggleGridLetters:SetImage( "icon16/font.png" )
toggleGridLetters:Dock(TOP)
toggleGridLetters:SetSize( 16,20 )
toggleGridLetters:SetPos( 377,20 )
toggleGridLetters:SetText( "" )
toggleGridLetters:SetConVar( "chess_gridletters" )
toggleGridLetters.OnChange = function(s,newvalue)
s:SetAlpha( s:GetChecked() and 255 or 100 )
end
toggleGridLetters.Paint = function() end
toggleGridLetters.PerformLayout = function(s) -- DCheckBox overwrites DButton's PerformLayout, re-apply it
if IsValid(s.m_Image) then
s.m_Image:SetPos( 4, ( s:GetTall() - s.m_Image:GetTall() ) * 0.5 )
s:SetTextInset( s.m_Image:GetWide() + 16, 0 )
end
DLabel.PerformLayout( s )
end
toggleGridLetters:SetTooltip( "Toggle Coordinates" )
return frame
end
local function CreateWagerPanel( board )
local frame = vgui.Create( "DFrame" )
frame:SetSize(200,70)
frame:SetPos( (ScrW()/2)-100, (ScrH()/2)-75 )
--frame:SetDraggable( false )
frame:SetTitle( "" )
frame:ShowCloseButton( false )
frame:SetDeleteOnClose( true )
frame.Paint = function( s,w,h )
draw.RoundedBox( 8, 0, 0, w, h, PanelCol.Main )
end
frame.Think = function( s )
if board:GetChessState()~=CHESS_WAGER then
s:Remove()
end
end
frame:DockMargin( 0,0,0,0 )
frame:DockPadding( 5,6,5,5 )
local SliderPanel = vgui.Create( "DPanel", frame )
SliderPanel:SetSize(200,20)
SliderPanel:Dock( TOP )
SliderPanel:DockPadding( 2,2,2,2 )
SliderPanel.Paint = function( s,w,h )
draw.RoundedBox( 4, 0, 0, w, h, PanelCol.ToMove )
end
local WagerNum = vgui.Create( "DNumSlider", SliderPanel )
WagerNum:SetSize(200,20)
WagerNum:Dock( FILL )
WagerNum:SetText( "Wager" )
WagerNum.Label:SizeToContents()
WagerNum:SetMinMax( 0, math.Clamp(
((board:GetPSWager() and LocalPlayer():PS_GetPoints()) or ((not board:GetPSWager()) and LocalPlayer():getDarkRPVar( "money" ))) or 0,
0, 16777215) )
WagerNum:SetDark( true )
WagerNum:SetDecimals( 0 )
WagerNum:SetValue( 0 )
--WagerNum.Slider:SetLockY( 10 )
WagerNum:SizeToContents()
local ButtonPanel = vgui.Create( "DPanel", frame )
ButtonPanel:SetSize(200, 30)
ButtonPanel:Dock( BOTTOM )
ButtonPanel.Paint = function() end
local AcceptButton = vgui.Create( "DButton", ButtonPanel )
AcceptButton:SetWide( 61 )
AcceptButton:SetText( "Accept" )
AcceptButton:SetEnabled( false )
AcceptButton:Dock( LEFT )
AcceptButton.WagerVal = -1
AcceptButton.Think = function( s )
if LocalPlayer()==board:GetWhitePlayer() then
if board:GetBlackWager() and board:GetBlackWager()>=0 then
s:SetEnabled( true )
s:SetText( tostring(board:GetBlackWager()) )
s.WagerVal = board:GetBlackWager()
end
elseif LocalPlayer()==board:GetBlackPlayer() then
if board:GetWhiteWager() and board:GetWhiteWager()>=0 then
s:SetEnabled( true )
s:SetText( tostring(board:GetWhiteWager()) )
s.WagerVal = board:GetWhiteWager()
end
end
end
AcceptButton.DoClick = function()
net.Start( "Chess ClientWager" )
net.WriteUInt( math.Clamp(AcceptButton.WagerVal, 0, 16777215), 24 )
net.SendToServer()
end
local ExitButton = vgui.Create( "DButton", ButtonPanel )
ExitButton:SetWide( 61 )
ExitButton:SetText( "Exit" )
ExitButton:Dock( RIGHT )
ExitButton.DoClick = function( s )
net.Start( "Chess ClientResign" ) net.SendToServer()
end
local WagerButton = vgui.Create( "DButton", ButtonPanel )
WagerButton:SetText( "Wager" )
WagerButton:Dock( FILL )
WagerButton:DockMargin(5,0,5,0)
WagerButton.DoClick = function( s )
net.Start( "Chess ClientWager" )
net.WriteUInt( WagerNum:GetValue() or 0, 24 )
net.SendToServer()
end
frame:MakePopup()
return frame
end
-- Camera control --
local IsInChess, ScreenPos, ScreenAng, ActiveBoard
local function ChessSeatCam( ply, pos, ang, fov, nearz, farz )
if ply:GetNWBool( "IsInChess", false ) or IsValid(ply.Chess_Spectating) then
ActiveBoard = nil
if ply:GetNWBool( "IsInChess", false ) then
ActiveBoard = ply:GetNWEntity( "ActiveChessBoard", nil )
else
ActiveBoard = ply.Chess_Spectating
end
if not IsValid(ActiveBoard) then return end
if ply:GetNWBool( "IsInChess", false ) then
if not IsValid(ChessPanel) then
ChessPanel = IsValid(ActiveBoard.ChessPanel) and ActiveBoard.ChessPanel or ActiveBoard:CreateChessPanel() --Autorefresh fix
ActiveBoard.ChessPanel = ChessPanel
end
if ActiveBoard:GetChessState()==CHESS_WAGER then
if not IsValid(WagerPanel) then
WagerPanel = IsValid(ActiveBoard.WagerPanel) and ActiveBoard.WagerPanel or CreateWagerPanel( ActiveBoard ) --Autorefresh fix
ActiveBoard.WagerPanel = WagerPanel
end
elseif IsValid( WagerPanel ) then
WagerPanel:Remove()
end
end
local ViewPos = ActiveBoard:GetPos() + Vector(0,0,30)
if ply.Chess_Spectating then
ply.Chess_ViewAngle = ply.Chess_ViewAngle or ActiveBoard:GetRight()*-20
local ctime = RealTime()
local delta = ctime - (ActiveBoard.LastCameraUpdate or ctime)
ActiveBoard.LastCameraUpdate = ctime
ply.Chess_ViewMomentum = ply.Chess_ViewMomentum or math.random(-100,100)
ply.Chess_ViewAngle:Rotate( Angle(0,ply.Chess_ViewMomentum*delta,0) )
ply.Chess_ViewMomentum = math.Approach( ply.Chess_ViewMomentum, 0, delta*150 )
local IsMouseDown = input.IsMouseDown( MOUSE_LEFT )
local MouseClick = IsMouseDown and (not ActiveBoard.WasMouseDown)
local mouseX = gui.MouseX()
if IsMouseDown and not MouseClick then
ply.Chess_ViewMomentum = ((ActiveBoard.LastX or mouseX) - mouseX) * delta * 500
end
ActiveBoard.LastX = mouseX
ActiveBoard.WasMouseDown = IsMouseDown
ViewPos = ViewPos + ply.Chess_ViewAngle
elseif ply==ActiveBoard:GetBlackPlayer() then
ViewPos = ViewPos + ActiveBoard:GetRight() * (ActiveBoard.FlipView and (-20) or 20)
else
ViewPos = ViewPos + ActiveBoard:GetRight() * (ActiveBoard.FlipView and 20 or (-20))
end
local ViewAng = (ActiveBoard:GetPos()-ViewPos):Angle()
if input.IsKeyDown( KEY_LALT ) then
ViewAng = ang
gui.EnableScreenClicker(false)
else
gui.EnableScreenClicker(true)
end
local view = {
origin = ViewPos,
angles = ViewAng,
fov = fov,
znear = nearz,
zfar = farz,
drawviewer = true,
}
IsInChess = true
ScreenPos = ViewPos
ScreenAng = ViewAng
return view
elseif IsInChess then --Exit
gui.EnableScreenClicker(false)
IsInChess = false
ScreenPos = nil
ScreenAng = nil
ActiveBoard = nil
else --Not in seat, and not just exited. Don't disable mouse here
if IsValid( ChessPanel ) then ChessPanel:Remove() end
if IsValid( WagerPanel ) then WagerPanel:Remove() end
IsInChess = false
ScreenPos = nil
ScreenAng = nil
ActiveBoard = nil
end
end
hook.Add( "CalcView", "ChessBoardSeatCam", ChessSeatCam )
function ENT:ResetHighlights()
self.Highlight = {-1,-1}
self.Selected = {-1,-1}
self.Moves = {}
end
function ENT:GetTraceFilter()
local tbl = player.GetAll()--{self}
for GridLet,column in pairs( self.Pieces ) do
for GridNum,square in pairs( column ) do
if (IsValid( square.Ent )) then table.insert( tbl, square.Ent ) end
end
end
return tbl
end
local ColHover,ColText,ColSel = Color(0,255,0,50),Color(50,50,50,200),Color(150,50,50,150)
local ColBlack,ColWhite,ColMove = Color(0,0,0,120),Color(255,255,255,10),Color(50,50,150,150)
function ENT:Draw()
if self.IsInCheck then
if not self.PlayedCheckSound then
sound.Play( self.CheckSound, self:GetPos() )
self.PlayedCheckSound = true
end
else
self.PlayedCheckSound = nil
end
if IsValid(Chess_2DDermaPanel) then return end -- In 2D mode, skip 3D rendering
local ctime = CurTime()
-- Scale model
if (self.LastReScaleTime or 0)+10<ctime then self:EnableMatrix("RenderMultiply", ChessScale) self.LastReScaleTime=ctime end
-- Scale pieces
if not self.PiecesEnts then
self.PiecesEnts = {}
for i=1,16 do
self.PiecesEnts[i] = ClientsideModel( self.Models["WhitePawn"] )
self.PiecesEnts[i]:SetNoDraw( true )
self.PiecesEnts[i]:EnableMatrix( "RenderMultiply", ChessScale )
end
end
-- Track framerate so we can skip during lag
if FrameTime()>=0.33 and not self.SpectatingTable then --Less than 30 fps
if self.FPSFailTimeout and self.FPSFailTimeout<ctime then
self.FPSFailCount = 0
end
if (not self.FPSNextCheck) or self.FPSNextCheck<=ctime then
self.FPSNextCheck = ctime+0.1
self.FPSFailTimeout = ctime+2
self.FPSFailCount = (self.FPSFailCount or 0)+1
if self.FPSFailCount>=30 then
self.LowFPSCheck = ctime+5
end
end
end
local InChessGame = LocalPlayer():GetNWBool("IsInChess",false)
if self:GetPos()~=self.LastSquaresUpdatePos then
self:RefreshSquares()
end
-- Draw pieces if in game, spectating, or high enough FPS
if InChessGame or self.SpectatingTable or (not (self.LowFPSCheck and self.LowFPSCheck>ctime)) then
local i=0
for let,column in pairs( self.Pieces ) do
for num,square in pairs( column ) do
if not (square.Team and square.Class) then continue end
i=(i or 0)+1
local pos = self:GetSquarePos( let, num )
if square.Moving and square.MoveStart then
local delta = math.Clamp( (RealTime()-square.MoveStart)/self.MoveTime, 0,1 )
if delta==1 or (not delta) then
square.Moving = false
sound.Play( self.MoveSound, pos )
else
local Height = (delta*6)>=3 and (6-(delta*6)) or (delta*6)
pos = Vector(
square.MoveFrom[1] + (pos[1]-square.MoveFrom[1])*delta,
square.MoveFrom[2] + (pos[2]-square.MoveFrom[2])*delta,
pos[3] + Height
)
end
end
if not IsValid( self.PiecesEnts[i] ) then
self.PiecesEnts[i] = ClientsideModel( self.Models["WhitePawn"] )
self.PiecesEnts[i]:SetNoDraw( true )
self.PiecesEnts[i]:EnableMatrix( "RenderMultiply", ChessScale )
end
if self.PiecesEnts[i]:GetPos()~=pos then self.PiecesEnts[i]:SetPos( pos ) end
if self.PiecesEnts[i]:GetModel()~=self.Models[ square.Team .. square.Class ] then
self.PiecesEnts[i]:SetModel( self.Models[ square.Team .. square.Class ] )
end
self.PiecesEnts[i]:DrawModel()
if self.DrawDouble and self.DrawDouble[ square.Class ] then
self.PiecesEnts[i]:SetModel( self.Models[ "dama" ] ) --Prevents invisible pieces
self.PiecesEnts[i]:SetModel( self.Models[ square.Team .. square.Class ] )
self.PiecesEnts[i]:SetPos( pos + Vector(0,0,(self.PiecesEnts[i]:OBBMaxs()[3]-self.PiecesEnts[i]:OBBMins()[3])*0.1225) )
self.PiecesEnts[i]:DrawModel()
end
end
end
end
self:DrawModel()
-- Remove highlights
if not InChessGame then
self.Highlight = nil
self.Selected = nil
self.Moves = nil
self.FlipView = false
if not cvars.Bool("chess_debug") then return end
end
self.Highlight = self.Highlight or {-1,-1}
self.Selected = self.Selected or {-1,-1}
self.Moves = self.Moves or {}
local IsMouseDown = input.IsMouseDown( MOUSE_LEFT )
local MouseClick = IsMouseDown and (not self.WasMouseDown)
if ActiveBoard==self then
self.Highlight[1]=(-1) self.Highlight[2]=(-1)
local x,y = gui.MouseX(), gui.MouseY()
local Target = ScreenPos + (gui.ScreenToVector( x, y )*10000)
local tr = util.TraceLine( {start=ScreenPos, endpos=Target, filter=self:GetTraceFilter()} )
local pos = self:WorldToLocal( tr.HitPos )
local x,y = -1,-1
if pos[2]>self.TopLeft[2] and pos[3]>self.TopLeft[3] then
for i=0,8 do --Fall off the top
if pos[2]<(self.TopLeft[2]+(self.RealW*i)) then break end
y = i
end
for i=0,8 do
if pos[3]<(self.TopLeft[3]+(self.RealH*i)) then break end
x = i
end
end
self.Highlight = {x,y}
if self.Highlight[1]==8 then self.Highlight[1] = -1 end
if self.Highlight[2]==8 then self.Highlight[2] = -1 end
if MouseClick then
if self.Selected and self:GetTableGrid( self.Moves, x, y ) then
self:RequestMove( self.Selected[1], self.Selected[2], x, y )
self:ResetHighlights()
else
self:ResetHighlights()
self.Selected = {x,y}
self.Moves = self:GetMove( NumToLetter[x+1], 8-y )
end
end
else
self.Selected[1]=(-1) self.Selected[2]=(-1)
self.Highlight[1]=(-1) self.Highlight[2]=(-1)
self.Moves = {}
if not cvars.Bool("chess_debug") then return end
end
local pos = self:LocalToWorld( self.TopLeft )
local ang = self:GetUp():Angle()
cam.Start3D2D( pos, ang, 0.05 )
for i=0,7 do
for n=0,7 do
local xpos = self.SquareW*i
local ypos = self.SquareH*n
local square = self:GetTableGrid( self.Pieces, i,n )
if square and IsValid(square.Ent) then
draw.RoundedBox( 0, xpos, ypos, self.SquareW, self.SquareH, square.Ent:GetWhite() and ColWhite or ColBlack )
end
if self.Highlight[1]==i and self.Highlight[2]==n then
draw.RoundedBox( 0, xpos, ypos, self.SquareW, self.SquareH, ColHover )
end
if self:GetTableGrid( self.Moves, i, n ) then
draw.RoundedBox( 0, xpos, ypos, self.SquareW, self.SquareH, ColMove )
end
if self.Selected[1]==i and self.Selected[2]==n then
draw.RoundedBox( 0, xpos, ypos, self.SquareW, self.SquareH, ColSel )
end
if cvars.Bool("chess_debug") then
draw.RoundedBox( 0, xpos, ypos, self.SquareW, self.SquareH, Color(255,255,255, 50) )
end
if cvars.Bool("chess_gridletters") then
ypos = ypos + self.SquareH - 20
local str = NumToLetter[i+1]..tostring(8-n)
draw.SimpleText( str, "ChessTextSmall", xpos+6, ypos+1, PanelCol.Black )
draw.SimpleText( str, "ChessTextSmall", xpos+5, ypos, PanelCol.White )
end
end
end
cam.End3D2D()
self.WasMouseDown = input.IsMouseDown( MOUSE_LEFT )
end
-- Start Spectating --
function ENT:GetSpectateUse(ply,key)
if ply~=LocalPlayer() then return end
if key~=IN_USE then return end
if input.IsMouseDown( MOUSE_LEFT ) then return end
if CurTime()<(self.Spec_LastPoll or 0)+1 then return end
self.Spec_LastPoll = CurTime()
if ply==self:GetWhitePlayer() or ply==self:GetBlackPlayer() then
EndSpec(self)
return
end
local tr = util.TraceLine( {start=ply:EyePos(), endpos=ply:EyePos()+(ply:GetAimVector()*150), filter=ply} )
if not (tr.Hit and IsValid(tr.Entity)) then EndSpec(self) return end
if (tr.Entity~=self:GetTableEnt()) then EndSpec(self) return end
if not self.SpectatingTable then
chat.AddText( HatsChat and {"LINEICON", Icon=Material( "icon16/controller.png" )} or "", Color(150,255,150), "You are now spectating this game." )
end
self.SpectatingTable = true
ply.Chess_Spectating = self
local frame = vgui.Create( "DFrame" )
frame:SetSize(300,135)
frame:SetPos( (ScrW()/2)-100, ScrH()-150 )
frame:SetTitle( "" )
frame:ShowCloseButton( false )
frame:SetDeleteOnClose( true )
frame.Paint = function( s,w,h )
if (not (IsValid(self) and self.SpectatingTable)) then
s:Remove()
gui.EnableScreenClicker( false )
return
end
draw.RoundedBox( 8, 0, 0, w, h, PanelCol.Main )
end
frame:DockMargin( 0,0,0,0 )
frame:DockPadding( 5,6,5,5 )
-- frame:MakePopup()
-- Turn Timer --
local TimePnl = vgui.Create( "DPanel", frame )
TimePnl:Dock( RIGHT )
TimePnl:SetWide( 100 )
TimePnl:DockMargin( 2,2,2,2 )
TimePnl.Paint = function(s,w,h)
if not IsValid(self) then return end
draw.RoundedBox( 16, 0, 0, w, (h/2)-1, PanelCol.ToMove )
draw.RoundedBox( 16, 0, (h/2)+1, w, (h/2)-1, PanelCol.ToMove )
draw.SimpleText( string.FormattedTime( math.Round(self:GetWhiteTime() or 300,1), "%02i:%02i" ), "ChessText", w/2, h/4, PanelCol.White, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
draw.SimpleText( string.FormattedTime( math.Round(self:GetBlackTime() or 300,1), "%02i:%02i" ), "ChessText", w/2, (h/4)+(h/2), PanelCol.Black, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
end
-- Layout --
local JoinGamePanel = vgui.Create( "DPanel", frame )
JoinGamePanel:SetSize( 100, 20 )
JoinGamePanel:Dock( BOTTOM )
JoinGamePanel.Paint = function() end
local ButtonPanel = vgui.Create( "DPanel", frame )
ButtonPanel:SetSize( 100, 20 )
ButtonPanel:Dock( BOTTOM )
ButtonPanel.Paint = function() end
-- Move Info --
local ToMove = vgui.Create( "DPanel", frame )
ToMove:SetSize(200,80)
ToMove:Dock( FILL )
ToMove.Paint = function( s,w,h )
draw.RoundedBox( 4, 0, 0, w, h, PanelCol.ToMove )
draw.SimpleText( "To move", "ChessTextSmall", 5, 0, PanelCol.Text )
local state = IsValid(self) and self:GetChessState()
if not (IsValid( self ) and state) then
draw.SimpleText( "[N/A]", "ChessTextSmall", w/2, h/2, PanelCol.Text, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
else
local str = (state==CHESS_WAGER and "Wagers") or (state==CHESS_INACTIVE and "Waiting") or ((state==CHESS_WHITEMOVE or state==CHESS_WHITEPROMO) and "White") or ((state==CHESS_BLACKMOVE or state==CHESS_BLACKPROMO) and "Black") or "N/A"
local col = (str=="White" and PanelCol.White) or (str=="Black" and PanelCol.Black) or PanelCol.Text
draw.SimpleText( str, "ChessTextLarge", w/2, h/2, col, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
end
end
-- Toggle 2D
local DermaMode = vgui.Create( "DButton", ButtonPanel)
DermaMode:SetSize(94,20)
DermaMode:Dock( LEFT )
DermaMode:SetText( "Toggle 2D Mode" )
DermaMode.DoClick = function( s )
if IsValid(Chess_2DDermaPanel) then
Chess_2DDermaPanel:Remove()
else
Chess_Open2DBoard( self )
end
end
-- Leave Spectating --
local StopSpec = vgui.Create( "DButton", ButtonPanel)
StopSpec:SetSize(94,20)
StopSpec:Dock( RIGHT )
StopSpec:SetText( "Stop Spectating" )
StopSpec.DoClick = function( s )
EndSpec(self)
end
-- Join Game --
local JoinWhite = vgui.Create( "DButton", JoinGamePanel)
JoinWhite:SetSize(94,20)
JoinWhite:Dock( LEFT )
JoinWhite:SetText( "Play as White" )
JoinWhite.DoClick = function( s )
net.Start( "Chess RequestSeat" )
net.WriteEntity( self )
net.WriteBool( true )
net.SendToServer()
end
local JoinBlack = vgui.Create( "DButton", JoinGamePanel)
JoinBlack:SetSize(94,20)
JoinBlack:Dock( RIGHT )
JoinBlack:SetText( "Play as Black" )
JoinBlack.DoClick = function( s )
net.Start( "Chess RequestSeat" )
net.WriteEntity( self )
net.WriteBool( false )
net.SendToServer()
end
end
-- Render Stuff --
local function CleanupPlayerDraw(ply)
if ply.Chess_OldCol then
ply:SetColor( ply.Chess_OldCol )
ply.Chess_OldCol = nil
end
if ply.Chess_OldRenderMode then
ply:SetRenderMode( ply.Chess_OldRenderMode )
ply.Chess_OldRenderMode = nil
end
end
function ENT:PrePlayerDraw(ply)
if not IsValid(ply) then return end
local client = LocalPlayer()
if not client:GetNWBool( "IsInChess", false ) then return CleanupPlayerDraw(ply) end
local board = ply:GetNWEntity( "ActiveChessBoard", nil )
if board~=self then return end
local c = ply:GetColor()
ply.Chess_OldCol = ply.Chess_OldCol or c
ply.Chess_OldRenderMode = ply.Chess_OldRenderMode or ply:GetRenderMode()
ply:SetColor( Color(c.r, c.g, c.b, 50) )
ply:SetRenderMode( RENDERMODE_TRANSALPHA )
end
-- net.Receive( "Chess DrawOffer", function()
-- if IsValid( ChessPanel ) and IsValid( ChessPanel.OfferDraw ) then
-- ChessPanel.OfferDraw:SetText( "Accept Draw Offer" )
-- end
-- end)
net.Receive( "Chess GameOver", function() -- Now used for all messages
local tbl = net.ReadTable()
local emote = net.ReadString()
if HatsChat then
local Mat
if emote and emote~="" then
Mat = Material(emote)
end
if (not Mat) then
Mat = Material( "icon16/controller.png" )
end
if not Mat:IsError() then
table.insert(tbl, 1, {"LINEICON", Icon=Mat} )
end
end
chat.AddText( unpack( tbl ) )
end)
net.Receive( "Chess PromotionSelection", function()
local File = net.ReadInt( 5 )
local Frame = vgui.Create( "DFrame" )
Frame:SetSize( 100, 225 )
Frame:SetPos( (ScrW()/2) - 50, (ScrH()/2)-112 )
Frame:SetDraggable( false )
Frame:ShowCloseButton( false )
Frame:DockMargin( 5,5,5,5 )
Frame:DockPadding( 5,5,5,5 )
Frame:MakePopup()
Frame:SetTitle( "" )
Frame.Paint = function( s,w,h )
draw.RoundedBox( 4, 0, 0, w, h, Color(0,0,0,150) )
end
local Queen = vgui.Create( "DButton", Frame )
Queen.DoClick = function( s )
net.Start( "Chess PromotionSelection" )
net.WriteString( "Queen" )
net.WriteInt( File, 5 )
net.SendToServer()
Frame:Remove()
end
Queen:SetText( "Queen" )
Queen:Dock( TOP )
Queen:SetSize( 90, 50 )
Queen:DockMargin( 0,0,0,0 )
local Rook = vgui.Create( "DButton", Frame )
Rook.DoClick = function( s )
net.Start( "Chess PromotionSelection" )
net.WriteString( "Rook" )
net.WriteInt( File, 5 )
net.SendToServer()
Frame:Remove()
end
Rook:SetText( "Rook" )
Rook:Dock( TOP )
Rook:SetSize( 90, 50 )
Rook:DockMargin( 0,5,0,0 )
local Bishop = vgui.Create( "DButton", Frame )
Bishop.DoClick = function( s )
net.Start( "Chess PromotionSelection" )
net.WriteString( "Bishop" )
net.WriteInt( File, 5 )
net.SendToServer()
Frame:Remove()
end
Bishop:SetText( "Bishop" )
Bishop:Dock( TOP )
Bishop:SetSize( 90, 50 )
Bishop:DockMargin( 0,5,0,0 )
local Knight = vgui.Create( "DButton", Frame )
Knight.DoClick = function( s )
net.Start( "Chess PromotionSelection" )
net.WriteString( "Knight" )
net.WriteInt( File, 5 )
net.SendToServer()
Frame:Remove()
end
Knight:SetText( "Knight" )
Knight:Dock( TOP )
Knight:SetSize( 90, 50 )
Knight:DockMargin( 0,5,0,0 )
end)
net.Receive( "Chess Update", function()
local board = net.ReadEntity()
local pieces = net.ReadTable()
local Move1 = net.ReadTable()
local Move2 = net.ReadTable()
if IsValid(board) and pieces then
board.Pieces = pieces
if Move1.To then
if Move1.From then
board.Pieces[Move1.To[1]][Move1.To[2]].Moving = true
board.Pieces[Move1.To[1]][Move1.To[2]].MoveStart = RealTime()
board.Pieces[Move1.To[1]][Move1.To[2]].MoveFrom = board:GetSquarePos( Move1.From[1],Move1.From[2] )
else
sound.Play( board.MoveSound, board:GetSquarePos( Move1.To[1],Move1.To[2]) or board:GetPos() )
end
end
if Move2.To then
if Move2.From then
board.Pieces[Move2.To[1]][Move2.To[2]].Moving = true
board.Pieces[Move2.To[1]][Move2.To[2]].MoveStart = RealTime()
board.Pieces[Move2.To[1]][Move2.To[2]].MoveFrom = board:GetSquarePos( Move2.From[1],Move2.From[2] )
else
sound.Play( board.MoveSound, board:GetSquarePos( Move2.To[1],Move2.To[2]) or board:GetPos() )
end
end
if Move1.To and board.Pieces and board.Pieces[Move1.To[1]] and board.Pieces[Move1.To[1]][Move1.To[2]] then
board.IsInCheck = board:CheckForCheck( board.Pieces, Move1.To and board.Pieces[Move1.To[1]][Move1.To[2]].Team~="White" )
else
board.IsInCheck = false
end
end
end)
end
if SERVER then
net.Receive( "Chess ClientRequestMove", function(len, ply)
if not IsValid(ply) then return end
if not (ply:GetNWBool( "IsInChess", false )) then return end
local board = ply:GetNWEntity( "ActiveChessBoard", nil )
if not IsValid(board) then return end
local IsWhite = (ply==board:GetWhitePlayer())
if (not IsWhite) and ply~=board:GetBlackPlayer() then return end
if (not cvars.Bool( "chess_debug" )) and ((IsWhite and board:GetChessState()~=CHESS_WHITEMOVE) or ((not IsWhite) and board:GetChessState()~=CHESS_BLACKMOVE)) then return end
local StartLet, StartNum = NumToLetter[math.Clamp(net.ReadInt(5),1,8)], math.Clamp(net.ReadInt(5),1,8)
local EndLet, EndNum = NumToLetter[math.Clamp(net.ReadInt(5),1,8)], math.Clamp(net.ReadInt(5),1,8)
local StartSquare = board:GetSquare( StartLet, StartNum )
if not StartSquare then return end
if (not cvars.Bool( "chess_debug" )) and ((IsWhite and board:SquareTeam(StartSquare)~="White") or ((not IsWhite) and board:SquareTeam(StartSquare)~="Black")) then return end
if IsWhite and board:GetDrawOffer()==PLAYER_WHITE then
board:SetDrawOffer( PLAYER_NONE )
elseif (not IsWhite) and board:GetDrawOffer()==PLAYER_BLACK then
board:SetDrawOffer( PLAYER_NONE )
end
board:DoMove( StartLet, StartNum, EndLet, EndNum )
end)
net.Receive( "Chess DrawOffer", function( len,ply )
if not IsValid(ply) then return end
if not (ply:GetNWBool( "IsInChess", false )) then return end
local board = ply:GetNWEntity( "ActiveChessBoard", nil )
if not IsValid(board) then return end
local IsWhite = (ply==board:GetWhitePlayer())
if (not IsWhite) and ply~=board:GetBlackPlayer() then return end
if board:GetDrawOffer()==(IsWhite and PLAYER_BLACK or PLAYER_WHITE) then
local WhitePly = board:GetPlayer( "White" )
local BlackPly = board:GetPlayer( "Black" )
local WhiteName = IsValid(WhitePly) and WhitePly:Nick() or "[Anonymous White]"
local BlackName = IsValid(BlackPly) and BlackPly:Nick() or "[Anonymous Black]"
board:EndGame()
net.Start( "Chess GameOver" )
net.WriteTable( {Color(255,255,255), WhiteName, Color(150,255,150), board:GetElo(WhitePly), " and ", Color(100,100,100), BlackName, Color(150,255,150), board:GetElo(BlackPly), " have agreed to draw."} )
net.WriteString( "icon16/medal_silver_1.png" )
net.Broadcast()
else
board:SetDrawOffer( IsWhite and PLAYER_WHITE or PLAYER_BLACK )
-- board.DrawOffer = IsWhite and "White" or "Black"
-- net.Start( "Chess DrawOffer" )
-- net.Send( board:GetPlayer( IsWhite and "Black" or "White" ) )
end
end)
net.Receive( "Chess ClientCallDraw", function( len,ply )
if not IsValid(ply) then return end
if not (ply:GetNWBool( "IsInChess", false )) then return end
local board = ply:GetNWEntity( "ActiveChessBoard", nil )
if not IsValid(board) then return end
local IsWhite = (ply==board:GetWhitePlayer())
if (not IsWhite) and ply~=board:GetBlackPlayer() then return end
local DrawType = net.ReadUInt( 2 )
if DrawType==CHESS_DRAW_50 then
if not cvars.Bool("chess_limitmoves") then ply:ChatPrint( "This option is disabled on this server." ) return end
if board:GetMoveCount()<50 then ply:ChatPrint( "This option is available when 50 moves pass without a pawn move or capture." ) return end
local WhitePly = board:GetPlayer( "White" )
local BlackPly = board:GetPlayer( "Black" )
local WhiteName = IsValid(WhitePly) and WhitePly:Nick() or "[Anonymous White]"
local BlackName = IsValid(BlackPly) and BlackPly:Nick() or "[Anonymous Black]"
board:EndGame()
net.Start( "Chess GameOver" )
if IsWhite then
net.WriteTable( {Color(150,255,150), "50 moves! ", Color(255,255,255), WhiteName, Color(150,255,150), board:GetElo(WhitePly), " has called a draw against ", Color(100,100,100), BlackName, Color(150,255,150), board:GetElo(BlackPly),"!"} )
else
net.WriteTable( {Color(150,255,150), "50 moves! ", Color(100,100,100), BlackName, Color(150,255,150), board:GetElo(BlackPly), " has called a draw against ", Color(255,255,255), WhiteName, Color(150,255,150), board:GetElo(WhitePly),"!"} )
end
net.WriteString( "icon16/medal_bronze_1.png" )
net.Broadcast()
elseif DrawType==CHESS_DRAW_3 then
if not board:GetRepetition() then ply:ChatPrint( "This option is available when the board is in the same position three times." ) return end
local WhitePly = board:GetPlayer( "White" )
local BlackPly = board:GetPlayer( "Black" )
local WhiteName = IsValid(WhitePly) and WhitePly:Nick() or "[Anonymous White]"
local BlackName = IsValid(BlackPly) and BlackPly:Nick() or "[Anonymous Black]"
board:EndGame()
net.Start( "Chess GameOver" )
if IsWhite then
net.WriteTable( {Color(150,255,150), "Threefold repetition! ", Color(255,255,255), WhiteName, Color(150,255,150), board:GetElo(WhitePly), " has called a draw against ", Color(100,100,100), BlackName, Color(150,255,150), board:GetElo(BlackPly),"!"} )
else
net.WriteTable( {Color(150,255,150), "Threefold repetition! ", Color(100,100,100), BlackName, Color(150,255,150), board:GetElo(BlackPly), " has called a draw against ", Color(255,255,255), WhiteName, Color(150,255,150), board:GetElo(WhitePly),"!"} )
end
net.WriteString( "icon16/medal_bronze_1.png" )
net.Broadcast()
end
end)
net.Receive( "Chess ClientWager", function( len,ply )
if not IsValid(ply) then return end
if not (ply:GetNWBool( "IsInChess", false )) then return end
local board = ply:GetNWEntity( "ActiveChessBoard", nil )
if not IsValid(board) then return end
local IsWhite = (ply==board:GetWhitePlayer())
if (not IsWhite) and ply~=board:GetBlackPlayer() then return end
if board:GetChessState()~=CHESS_WAGER then return end
local wager = net.ReadUInt( 24 )
if (not wager) or wager<0 then return end
if board:GetPSWager() then
if not ply:PS_HasPoints( wager ) then return end
else
if wager>(ply:getDarkRPVar( "money" ) or 0) then return end
end
if IsWhite then
if board:GetBlackWager()>=0 and wager==board:GetBlackWager() then
board:SetPlaying( true )
board:SetChessState( board.StartState )
local PlyName = ply:Nick() or "[N/A]"
local OtherPly = board:GetPlayer( "Black" )
local OtherName = IsValid(OtherPly) and OtherPly:Nick() or "[N/A]"
net.Start( "Chess GameOver" )
if IsWhite then
net.WriteTable( {Color(255,255,255), PlyName, Color(150,255,150), board:GetElo(ply), " has challenged ", Color(100,100,100), OtherName, Color(150,255,150), board:GetElo(OtherPly)," to "..board:GameName().."!"} )
else
net.WriteTable( {Color(100,100,100), PlyName, Color(150,255,150), board:GetElo(ply), " has challenged ", Color(255,255,255), OtherName, Color(150,255,150), board:GetElo(OtherPly)," to "..board:GameName().."!"} )
end
net.Broadcast()
board.WagerValue = wager
if board:GetPSWager() then
OtherPly:PS_TakePoints( board.WagerValue )
ply:PS_TakePoints( board.WagerValue )
else
if OtherPly.addMoney then OtherPly:addMoney( -board.WagerValue ) else OtherPly:SetDarkRPVar( "money", (OtherPly:getDarkRPVar( "money" ) or 0) - board.WagerValue ) end
if ply.addMoney then ply:addMoney( -board.WagerValue ) else ply:SetDarkRPVar( "money", (ply:getDarkRPVar( "money" ) or 0) - board.WagerValue ) end
end
else
board:SetWhiteWager( wager )
end
else
if board:GetWhiteWager()>=0 and wager==board:GetWhiteWager() then
board:SetPlaying( true )
board:SetChessState( board.StartState )
local PlyName = ply:Nick() or "[N/A]"
local OtherPly = board:GetPlayer( "White" )
local OtherName = IsValid(OtherPly) and OtherPly:Nick() or "[N/A]"
net.Start( "Chess GameOver" )
if IsWhite then
net.WriteTable( {Color(255,255,255), PlyName, Color(150,255,150), board:GetElo(ply), " has challenged ", Color(100,100,100), OtherName, Color(150,255,150), board:GetElo(OtherPly)," to "..board:GameName().."!"} )
else
net.WriteTable( {Color(100,100,100), PlyName, Color(150,255,150), board:GetElo(ply), " has challenged ", Color(255,255,255), OtherName, Color(150,255,150), board:GetElo(OtherPly)," to "..board:GameName().."!"} )
end
net.Broadcast()
board.WagerValue = wager
if board:GetPSWager() then
OtherPly:PS_TakePoints( board.WagerValue )
ply:PS_TakePoints( board.WagerValue )
else
if OtherPly.addMoney then OtherPly:addMoney( -board.WagerValue ) else OtherPly:SetDarkRPVar( "money", (OtherPly:getDarkRPVar( "money" ) or 0) - board.WagerValue ) end
if ply.addMoney then ply:addMoney( -board.WagerValue ) else ply:SetDarkRPVar( "money", (ply:getDarkRPVar( "money" ) or 0) - board.WagerValue ) end
end
else
board:SetBlackWager( wager )
end
end
end)
local PromotionClass = {["Queen"] = true, ["Bishop"] = true, ["Rook"] = true, ["Knight"] = true}
net.Receive( "Chess PromotionSelection", function( len, ply )
if not IsValid(ply) then return end
if not (ply:GetNWBool( "IsInChess", false )) then return end
local board = ply:GetNWEntity( "ActiveChessBoard", nil )
if not IsValid(board) then return end
local IsWhite = (ply==board:GetWhitePlayer())
if (not IsWhite) and ply~=board:GetBlackPlayer() then return end
if (IsWhite and board:GetChessState()~=CHESS_WHITEPROMO) or ((not IsWhite) and board:GetChessState()~=CHESS_BLACKPROMO) then return end
local GridNum = (IsWhite and 8) or 1
local Class = net.ReadString()
local GridLetter = NumToLetter[net.ReadInt(5)]
if not (GridLetter and Class) then return end
if not PromotionClass[Class] then return end
local square = board:GetSquare( GridLetter, GridNum )
if not square then return end
if (IsWhite and board:SquareTeam( square )~="White") or ((not IsWhite) and board:SquareTeam( square )~="Black") then return end
if square.Class~="Pawn" then return end
if IsValid(square.Ent) then square.Ent:SetGridNum(-1) square.Ent:Remove() end
square.Class = Class
board:Update( {To={GridLet,GridNum}} )
local IsCheck = board:CheckForCheck( board.Pieces, square.Team~="White" )
local Checkmate = board:IsCheckmate( square.Team~="White" )
if IsCheck and Checkmate then
local WhitePly = board:GetPlayer( "White" )
local BlackPly = board:GetPlayer( "Black" )
local WhiteName = IsValid(WhitePly) and WhitePly:Nick() or "[Anonymous White]"
local BlackName = IsValid(BlackPly) and BlackPly:Nick() or "[Anonymous Black]"
board:EndGame( square.Team )
net.Start( "Chess GameOver" )
if square.Team=="White" then
net.WriteTable( {Color(255,255,255), WhiteName, Color(150,255,150), board:GetElo(WhitePly), " has checkmated ", Color(100,100,100), BlackName, Color(150,255,150), board:GetElo(BlackPly),"!"} )
else
net.WriteTable( {Color(100,100,100), BlackName, Color(150,255,150), board:GetElo(BlackPly), " has checkmated ", Color(255,255,255), WhiteName, Color(150,255,150), board:GetElo(WhitePly),"!"} )
end
net.WriteString( "icon16/medal_gold_2.png" )
net.Broadcast()
elseif Checkmate then
local WhitePly = board:GetPlayer( "White" )
local BlackPly = board:GetPlayer( "Black" )
local WhiteName = IsValid(WhitePly) and WhitePly:Nick() or "[Anonymous White]"
local BlackName = IsValid(BlackPly) and BlackPly:Nick() or "[Anonymous Black]"
board:EndGame()
net.Start( "Chess GameOver" )
net.WriteTable( {Color(150,255,150), "Stalemate! ", Color(255,255,255), WhiteName, Color(150,255,150), board:GetElo(WhitePly), " drew with ", Color(100,100,100), BlackName, Color(150,255,150), board:GetElo(BlackPly),"!"} )
net.WriteString( "icon16/medal_silver_1.png" )
net.Broadcast()
else
board:SetChessState( IsWhite and CHESS_BLACKMOVE or CHESS_WHITEMOVE )
end
end)
----------------
-- Start Game --
----------------
local function GameStart( ply, board )
local IsWhite = (ply==board:GetWhitePlayer())
local OtherPly = IsWhite and board:GetBlackPlayer() or board:GetWhitePlayer()
if (board:GetPlaying() or not IsValid(OtherPly)) and not cvars.Bool( "chess_debug" ) then return end
board:ResetBoard()
local IsDarkRP = gmod.GetGamemode().Name=="DarkRP"
if (not cvars.Bool( "chess_debug" )) and IsDarkRP and cvars.Bool( "chess_darkrp_wager" ) and cvars.Bool( "chess_wagers" ) then
board:SetPlaying( false )
board:SetChessState( CHESS_WAGER )
board:SetPSWager( false )
if IsValid(OtherPly) and OtherPly:IsBot() then if IsWhite then board:SetBlackWager(0) else board:SetWhiteWager(0) end end
if IsValid(ply) and ply:IsBot() then if IsWhite then board:SetWhiteWager(0) else board:SetBlackWager(0) end end
elseif (not cvars.Bool( "chess_debug" )) and cvars.Bool( "chess_wagers" ) and PS and PS.Items then
board:SetPlaying( false )
board:SetPSWager( true )
board:SetChessState( CHESS_WAGER )
if IsValid(OtherPly) and OtherPly:IsBot() then if IsWhite then board:SetBlackWager(0) else board:SetWhiteWager(0) end end
if IsValid(ply) and ply:IsBot() then if IsWhite then board:SetWhiteWager(0) else board:SetBlackWager(0) end end
else
board:SetPlaying( true )
board:SetChessState( board.StartState )
board:SetPSWager( false )
board.WagerValue = nil
local PlyName = ply:Nick() or "[N/A]"
local OtherName = IsValid(OtherPly) and OtherPly:Nick() or "[N/A]"
net.Start( "Chess GameOver" )
if IsWhite then
net.WriteTable( {Color(255,255,255), PlyName, Color(150,255,150), board:GetElo(ply), " has challenged ", Color(100,100,100), OtherName, Color(150,255,150), board:GetElo(OtherPly)," to "..board:GameName().."!"} )
else
net.WriteTable( {Color(100,100,100), PlyName, Color(150,255,150), board:GetElo(ply), " has challenged ", Color(255,255,255), OtherName, Color(150,255,150), board:GetElo(OtherPly)," to "..board:GameName().."!"} )
end
net.Broadcast()
end
end
hook.Add( "PlayerEnteredVehicle", "Chess PlayerEnter BeginGame", function( ply, seat )
if not seat:GetNWBool("IsChessSeat", false) then return end
local board = seat:GetNWEntity( "ChessBoard" )
if not IsValid(board) then return end
ply.CanExitChess = false
ply:GodEnable()
ply:SetNWBool( "IsInChess", true )
ply:SetNWEntity( "ActiveChessBoard", board )
local IsWhite = (seat==board.WhiteSeat)
if (not IsWhite) and seat~=board.BlackSeat then return end
if IsWhite then board:SetWhitePlayer( ply ) else board:SetBlackPlayer( ply ) end
GameStart( ply, board )
end)
net.Receive( "Chess RequestSeat", function(l,ply)
if not IsValid(ply) then return end
local board = net.ReadEntity()
local IsWhite = net.ReadBool()
if not (IsValid(board) and board.IsChessBoard) then return end
if ply:GetPos():DistToSqr(board:GetPos()) > 20000 then
ply:ChatPrint( "Too far away." )
return
end
if ply:GetNWBool("IsInChess", false) then -- Already in a game?
local onBoard = ply:GetNWEntity( "ActiveChessBoard", nil )
if IsValid(onBoard) and (ply==onBoard:GetWhitePlayer() or ply==onBoard:GetBlackPlayer()) then
ply:ChatPrint( "You are already on a table." )
return
end
end
local seat
if IsWhite then
if IsValid( board:GetWhitePlayer() ) then
ply:ChatPrint( "This seat is taken." )
return
end
seat = board.WhiteSeat
board:SetWhitePlayer( ply )
if board:GetBlackPlayer()==ply then board:SetBlackPlayer( NULL ) end
else
if IsValid( board:GetBlackPlayer() ) then
ply:ChatPrint( "This seat is taken." )
return
end
seat = board.BlackSeat
board:SetBlackPlayer( ply )
if board:GetWhitePlayer()==ply then board:SetWhitePlayer( NULL ) end
end
ply:SetNWBool( "IsInChess", true )
ply:SetNWEntity( "ActiveChessBoard", board )
if IsValid(seat) then
local driver = seat:GetDriver()
if IsValid(driver) and driver~=ply then
driver.CanExitChess = true
ply:ExitVehicle()
end
ply:EnterVehicle( seat )
end
GameStart( ply, board )
end)
--------------
-- End Game --
--------------
hook.Add( "CanExitVehicle", "Chess CanExitVehicle Anti-minge", function( seat, ply )
if not (IsValid(ply) and IsValid(seat)) then return end
if not (ply:GetNWBool( "IsInChess", false )) then return end
if not seat:GetNWBool("IsChessSeat", false) then return end
local board = ply:GetNWEntity( "ActiveChessBoard", nil )
if not IsValid(board) then return end
if board:GetPlaying() and (not ply.CanExitChess) then return false end
end)
local function LeaveGame( ply, seat, board )
local IsWhite = (ply==board:GetWhitePlayer())
if (not IsWhite) and ply~=board:GetBlackPlayer() then return end
ply:SetNWBool( "IsInChess", false )
ply:SetNWEntity( "ActiveChessBoard", NULL )
local OtherPly = IsWhite and board:GetBlackPlayer() or board:GetWhitePlayer()
board:SetChessState( CHESS_INACTIVE )
if not board:GetPlaying() then
if IsWhite then
board:SetWhitePlayer( NULL )
else
board:SetBlackPlayer( NULL )
end
return
end
board:SetPlaying( false )
local PlyName = IsValid(ply) and ply:Nick() or "[N/A]"
local OtherName = IsValid(OtherPly) and OtherPly:Nick() or (IsWhite and "[Anonymous Black]" or "[Anonymous White]")
board:EndGame( IsWhite and "Black" or "White", true )
net.Start( "Chess GameOver" )
if IsWhite then
net.WriteTable( {Color(255,255,255), PlyName, Color(150,255,150), board:GetElo(ply), " has surrendered to ", Color(100,100,100), OtherName, Color(150,255,150), board:GetElo(OtherPly),"!"} )
else
net.WriteTable( {Color(100,100,100), PlyName, Color(150,255,150), board:GetElo(ply), " has surrendered to ", Color(255,255,255), OtherName, Color(150,255,150), board:GetElo(OtherPly),"!"} )
end
net.WriteString( "icon16/medal_bronze_3.png" )
net.Broadcast()
board:SetChessState( CHESS_INACTIVE )
board:SetPlaying( false )
if IsValid(OtherPly) then
OtherPly:ExitVehicle()
OtherPly:SetNWBool( "IsInChess", false )
OtherPly:SetNWEntity( "ActiveChessBoard", NULL )
end
end
hook.Add( "PlayerLeaveVehicle", "Chess PlayerLeave ResignGame", function( ply, seat )
if not (IsValid(ply) and IsValid(seat)) then return end
if not seat:GetNWBool("IsChessSeat", false) then return end
ply:SetPos( seat:GetPos() - (seat:GetForward()*10) )
--ply:SetAngles( seat:GetAngles() ) --Doesn't work?
ply:GodDisable()
ply:SetNWBool( "IsInChess", false )
ply:SetNWEntity( "ActiveChessBoard", nil )
local board = seat:GetNWEntity( "ChessBoard" )
if not IsValid(board) then return end
if board:GetPlaying() and (not ply.CanExitChess) then
timer.Simple(0, function() if IsValid(ply) and IsValid(seat) then ply:EnterVehicle(seat) end end)
return
end
LeaveGame( ply, seat, board )
end)
net.Receive( "Chess ClientResign", function( len,ply )
if not IsValid(ply) then return end
if not ply:GetNWBool( "IsInChess", false ) then return end
local board = ply:GetNWEntity( "ActiveChessBoard" )
if not IsValid(board) then return end
LeaveGame( ply, seat, board )
local seat = ply:GetVehicle()
if IsValid(seat) then
ply.CanExitChess = true
ply:ExitVehicle()
end
end)
hook.Add( "PlayerDisconnected", "Chess PlayerDisconnect ResignGame", function( ply )
if not (IsValid(ply)) then return end
-- local seat = ply:GetVehicle()
-- if not (IsValid(seat) and seat:GetNWBool("IsChessSeat", false)) then return end
if not ply:GetNWBool( "IsInChess", false ) then return end
local board = ply:GetNWEntity( "ActiveChessBoard" )
ply:SetNWBool( "IsInChess", false )
ply:SetNWEntity( "ActiveChessBoard", nil )
if not IsValid(board) then return end
local IsWhite = (ply==board:GetWhitePlayer())
if (not IsWhite) and ply~=board:GetBlackPlayer() then return end
if IsWhite then board:SetWhitePlayer( NULL ) else board:SetBlackPlayer( NULL ) end
board:SetChessState( CHESS_INACTIVE )
if not board:GetPlaying() then return end
board:SetPlaying( false )
local OtherPly
if IsWhite then OtherPly = board:GetBlackPlayer() else OtherPly = board:GetWhitePlayer() end
local PlyName = IsValid(ply) and ply:Nick() or "[N/A]"
local OtherName = IsValid(OtherPly) and OtherPly:Nick() or (IsWhite and "[Anonymous Black]" or "[Anonymous White]")
board:EndGame( IsWhite and "Black" or "White", true )
net.Start( "Chess GameOver" )
if IsWhite then
net.WriteTable( {Color(255,255,255), PlyName, Color(150,255,150), board:GetElo(ply), " rage quit against ", Color(100,100,100), OtherName, Color(150,255,150), board:GetElo(OtherPly),"!"} )
else
net.WriteTable( {Color(100,100,100), PlyName, Color(150,255,150), board:GetElo(ply), " rage quit against ", Color(255,255,255), OtherName, Color(150,255,150), board:GetElo(OtherPly),"!"} )
end
net.WriteString( "icon16/medal_gold_2.png" )
net.Broadcast()
board:SetChessState( CHESS_INACTIVE )
board:SetPlaying( false )
if IsValid( OtherPly ) then OtherPly:ExitVehicle() end
end)
hook.Add( "CanPlayerSuicide", "Chess PlayerSuicide Prevention", function( ply )
if not (IsValid(ply)) then return end
if not ply:GetNWBool( "IsInChess", false ) then return end
return false
end)
-------------------------------
-- Save/Load Board Positions --
-------------------------------
local SaveSystem = {}
local SaveFile = game.GetMap()
SaveSystem.Load = function( self )
if not SaveFile then SaveFile=game.GetMap() end
if not file.IsDir( "chessboard", "DATA" ) then file.CreateDir( "chessboard", "DATA" ) end
local data = file.Read( "chessboard/"..SaveFile..".txt", "DATA" )
if data then
local tbl = util.JSONToTable(data) or {}
for _,v in pairs(tbl) do
local ent = ents.Create( v.class )
if IsValid(ent) then
ent.SavePos = SpawnPos
ent:SetPos( v.pos )
if v.ang then ent:SetAngles( v.ang ) end
if v.skipWhite then
ent.SkipWhiteChair = true
else
ent.WhiteChairPos = v.posWhite
ent.WhiteChairAng = v.angWhite
end
if v.skipBlack then
ent.SkipBlackChair = true
else
ent.BlackChairPos = v.posBlack
ent.BlackChairAng = v.angBlack
end
ent:Spawn()
end
end
end
if file.Exists( "chessboard/savedata.txt", "DATA" ) then --Read old system
local data = file.Read( "chessboard/savedata.txt", "DATA" )
if data then
local tbl = util.JSONToTable(data) or {}
for _,v in pairs(tbl) do
local ent = ents.Create( v.class )
if IsValid(ent) then ent.SavePos = SpawnPos ent:SetPos( v.pos ) ent:Spawn() end
end
end
file.Delete( "chessboard/savedata.txt", "DATA" )
self:Save()
end
return true
end
local function GetSaveData(board)
local ang = board:GetAngles()
ang:RotateAroundAxis(board:GetRight(),-90)
local pos
if (board.BoardHeight and board.TableOffset) then
pos = board:GetPos() - board.BoardHeight - board.TableOffset
elseif (board.SavePos) then
pos = board.SavePos
else
pos = board:GetPos()
end
local data = {
class=board:GetClass(),
pos = pos,
ang = ang
}
if IsValid(board.WhiteSeat) then
data.posWhite = board.WhiteSeat:GetPos()
data.angWhite = board.WhiteSeat:GetAngles()
else
data.skipWhite = true
end
if IsValid(board.BlackSeat) then
data.posBlack = board.BlackSeat:GetPos()
data.angBlack = board.BlackSeat:GetAngles()
else
data.skipBlack = true
end
return data
end
SaveSystem.Save = function( self )
if not SaveFile then SaveFile=game.GetMap() end
local SaveTbl = {}
local Ents = ents.FindByClass( "ent_chess_board" )
for _,v in pairs( Ents ) do
if IsValid(v) then
table.insert(SaveTbl, GetSaveData(v))
end
end
local Ents = ents.FindByClass( "ent_draughts_board" )
for _,v in pairs( Ents ) do
if IsValid(v) then
table.insert(SaveTbl, GetSaveData(v))
end
end
if not file.IsDir( "chessboard", "DATA" ) then file.CreateDir( "chessboard", "DATA" ) end
file.Write( "chessboard/"..SaveFile..".txt", util.TableToJSON(SaveTbl) )
return true
end
hook.Add( "InitPostEntity", "Chess InitPostEntity LoadBoards", function() SaveSystem:Load() end)
hook.Add( "PostCleanupMap", "Chess PostCleanup LoadBoards", function() SaveSystem:Load() end)
local SaveCommands = {
["/chesssave"] = true, ["/savechess"] = true, ["!chesssave"] = true, ["!savechess"] = true,
["/draughtssave"] = true, ["/savedraughts"] = true, ["!draughtssave"] = true, ["!savedraughts"] = true,
["/checkerssave"] = true, ["/savecheckers"] = true, ["!checkerssave"] = true, ["!savecheckers"] = true,
}
hook.Add( "PlayerSay", "Chess PlayerSay SaveBoards", function( ply, str, tm )
if not IsValid(ply) then return end
if not ply:IsSuperAdmin() then return end
if SaveCommands[str:lower()] then
local saved = SaveSystem:Save()
ply:ChatPrint( saved and "Saved game board positions" or "Save failed!" )
end
end)
local function ChessSave( ply, c, a )
if IsValid(ply) and not ply:IsSuperAdmin() then ply:ChatPrint( "You can't do this" ) end
local saved = SaveSystem:Save()
if IsValid(ply) then
ply:ChatPrint( saved and "Saved game board positions" or "Save failed!" )
else
print( saved and "Saved game board positions" or "Save failed!" )
end
end
concommand.Add( "chess_save", ChessSave ) concommand.Add( "draughts_save", ChessSave ) concommand.Add( "checkers_save", ChessSave )
end
hook.Add( "GravGunPickupAllowed", "Chess PreventGrav", function( ply, ent )
if IsValid(ent) and ent.IsChessEntity then return false end
end)
hook.Add( "canPocket", "Chess DarkRP PreventPocket", function( ply, ent )
if IsValid(ent) and ent.IsChessEntity then return false,"Please do not interfere with Chess." end
end)
-- Override Movement --
local function CancelMovement( ply, mvData )
if (not IsValid(ply)) or not (ply:GetNWBool("IsInChess", false) or IsValid(ply.Chess_Spectating)) then return end -- Not in chess
local board = ply:GetNWEntity( "ActiveChessBoard", nil )
if (not IsValid(board)) or (ply~=board:GetWhitePlayer() and ply~=board:GetBlackPlayer()) then -- Invalid board
if SERVER or (not IsValid(ply.Chess_Spectating)) then -- Not a client in spectate mode
return
end
end
local zero = Vector()
mvData:SetButtons( 0 )
mvData:SetVelocity( zero )
mvData:SetMaxSpeed( 0 )
mvData:SetMaxClientSpeed( 0 )
mvData:SetForwardSpeed( 0 )
mvData:SetSideSpeed( 0 )
return mvData
end
hook.Add( "SetupMove", "Chess_CancelMovement", CancelMovement )
hook.Add( "Move", "Chess_CancelMovement", CancelMovement )
hook.Add( "FinishMove", "Chess_CancelMovement", CancelMovement )
if CLIENT then
-- Prevent movement while spectating
-- This is clientside only so easily overridden,
-- but that's not a big deal in this case
local function CancelCommands( ply, cUserCmd )
if not (IsValid(ply) and IsValid(ply.Chess_Spectating)) then return end
-- local zero = Vector()
cUserCmd:ClearMovement()
end
hook.Add( "CreateMove", "Chess_CancelMovement", function(cUserCmd) CancelCommands(LocalPlayer(), cUserCmd) end)
end