Attempt 1

This commit is contained in:
2ManyProjects 2025-02-01 23:07:39 -06:00
parent 5d410a02fb
commit 2980b3f8ee
10 changed files with 460 additions and 119 deletions

View file

@ -42,6 +42,11 @@ func add_card_display(card):
descLabel.autowrap_mode = TextServer.AUTOWRAP_WORD descLabel.autowrap_mode = TextServer.AUTOWRAP_WORD
descLabel.custom_minimum_size = Vector2(CARD_WIDTH - 10, 0) descLabel.custom_minimum_size = Vector2(CARD_WIDTH - 10, 0)
vbox.add_child(descLabel) vbox.add_child(descLabel)
var unitWhitelistLabel = Label.new()
unitWhitelistLabel.text = ", ".join(card.unitWhitelist)
unitWhitelistLabel.autowrap_mode = TextServer.AUTOWRAP_WORD
unitWhitelistLabel.custom_minimum_size = Vector2(CARD_WIDTH - 10, 0)
vbox.add_child(unitWhitelistLabel)
var idLabel = Label.new() var idLabel = Label.new()
idLabel.text = card.id.substr(card.id.length() - 8, -1) idLabel.text = card.id.substr(card.id.length() - 8, -1)

View file

@ -60,7 +60,7 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
if tile.get_child_count() > 1: # > 1 because we just added the overlay if tile.get_child_count() > 1: # > 1 because we just added the overlay
var piece = tile.get_child(0) var piece = tile.get_child(0)
if piece.Item_Color != target_piece.Item_Color: if target_piece && piece.Item_Color != target_piece.Item_Color:
game_state.updatePoints(piece) game_state.updatePoints(piece)
piece.queue_free() piece.queue_free()

View file

@ -1,6 +1,7 @@
class_name SupernovaCard extends Card class_name SupernovaCard extends Card
const CAPTURE_RADIUS = 4 const CAPTURE_RADIUS = 4
var valid = false;
func _init(): func _init():
super._init() super._init()
@ -10,14 +11,17 @@ func _init():
duration = 5 duration = 5
description = "All enemy units within 4 radius are captured" description = "All enemy units within 4 radius are captured"
unitWhitelist = ["King"] unitWhitelist = ["King"]
remaining_turns = duration
func apply_effect(target_piece = null, board_flow = null, game_state = null): func apply_effect(target_piece = null, board_flow = null, game_state = null):
if !super.apply_effect(target_piece, board_flow, game_state): attached_piece = target_piece
return false
if !target_piece or !board_flow or !game_state: if !target_piece or !board_flow or !game_state:
print(cardName, " missing input param ")
return false return false
setup_persistent_effect(game_state)
# dont apply on card attachment
if !valid:
return true
# Get king's position # Get king's position
var king_pos = target_piece.get_parent().name.split("-") var king_pos = target_piece.get_parent().name.split("-")
var king_x = int(king_pos[0]) var king_x = int(king_pos[0])
@ -48,47 +52,67 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
# Add tile to check list # Add tile to check list
tiles_to_check.append(str(target_x) + "-" + str(target_y)) tiles_to_check.append(str(target_x) + "-" + str(target_y))
# Process each tile and capture pieces # Process tiles and add overlay
for tile_name in tiles_to_check: for tile_name in tiles_to_check:
var tile = board_flow.get_node("Flow/" + tile_name) var tile = board_flow.get_node(tile_name)
if tile.get_child_count() > 0:
var piece = tile.get_child(0) var existing_overlay = tile.get_node_or_null("SupernovaOverlay")
if piece.Item_Color != target_piece.Item_Color: # Only capture enemy pieces if existing_overlay:
existing_overlay.queue_free()
var overlay = ColorRect.new()
overlay.name = "SupernovaOverlay"
overlay.color = Color(1, 0, 0, 0.3)
overlay.size = tile.size
overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
tile.add_child(overlay)
overlay.show()
if tile.get_child_count() > 1: # > 1 because we just added the overlay
var piece = tile.get_child(0)
if piece.Item_Color != target_piece.Item_Color:
game_state.updatePoints(piece) game_state.updatePoints(piece)
piece.queue_free() piece.queue_free()
# Visual feedback # Setup timer to remove overlays
for tile_name in tiles_to_check: var timer = Timer.new()
var tile = board_flow.get_node("Flow/" + tile_name) board_flow.add_child(timer)
var style = StyleBoxFlat.new() timer.wait_time = 0.5
style.bg_color = Color(1, 0, 0, 0.3) # Red tint timer.one_shot = true
tile.add_theme_stylebox_override("normal", style) timer.timeout.connect(func():
for tile_name in tiles_to_check:
# Remove highlight after delay var tile = board_flow.get_node(tile_name)
var timer = Timer.new() var overlay = tile.get_node_or_null("SupernovaOverlay")
board_flow.add_child(timer) if overlay:
timer.wait_time = 0.5 overlay.queue_free()
timer.one_shot = true timer.queue_free()
timer.timeout.connect(func(): )
tile.remove_theme_stylebox_override("normal") timer.start()
timer.queue_free()
)
timer.start()
# game_state.stateMachine.transitionToNextState(Constants.POST_MOVE)
return true return true
func setup_persistent_effect(king, game_state):
func setup_persistent_effect(game_state):
# Connect to the turn change signal if not already connected # Connect to the turn change signal if not already connected
if !game_state.is_connected("turn_changed", Callable(self, "on_turn_changed")): if !game_state.is_connected("turn_changed", Callable(self, "on_turn_changed")):
game_state.connect("turn_changed", Callable(self, "on_turn_changed")) game_state.connect("turn_changed", Callable(self, "on_turn_changed"))
func on_turn_changed(): func on_turn_changed():
if attached_piece and remaining_turns > 0:
# Reapply the effect at the start of each turn if attached_piece.get_parent().get_parent().owner.isPlayerTurn() and attached_piece and remaining_turns > 0:
apply_effect(attached_piece, attached_piece.get_parent().get_parent(), attached_piece.get_parent().get_parent().owner) # print(attached_piece.get_parent().get_parent(), attached_piece.get_parent().get_parent().owner)
remaining_turns -= 1 var piece = attached_piece
if remaining_turns <= 0: var flow = attached_piece.get_parent().get_parent()
remove_effect() var state = attached_piece.get_parent().get_parent().owner
# print("Debug values:")
# print("- Piece: ", piece, " is null? ", piece == null)
# print("- Board Flow: ", flow, " is null? ", flow == null)
# print("- Game State: ", state, " is null? ", state == null)
# Now try apply_effect with these values
valid = true
apply_effect(piece, flow, state)
func remove_effect(): func remove_effect():
if attached_piece: if attached_piece:

View file

@ -25,6 +25,7 @@ var Turn: int = 0
@onready var p1String: RichTextLabel = $Player1Points @onready var p1String: RichTextLabel = $Player1Points
@onready var p2String: RichTextLabel = $Player2Points @onready var p2String: RichTextLabel = $Player2Points
@onready var deckManager: DeckManager @onready var deckManager: DeckManager
# @onready var tileManager: TileManager
@onready var cardDisplay: CardDisplay @onready var cardDisplay: CardDisplay
@onready var cardPreview: CardPreview @onready var cardPreview: CardPreview
@ -44,8 +45,16 @@ var highlightStyle = null
func _ready() -> void: func _ready() -> void:
initializeGame() initializeGame()
stateMachine.transitionToNextState(Constants.WHITE_TURN) stateMachine.transitionToNextState(Constants.WHITE_TURN)
# initializeTiles()
# func initializeTiles() -> void:
# tileManager = TileManager.new(boardContainer, self)
# add_child(tileManager)
# tileManager.setup_initial_tiles()
func get_base_style(is_white: bool) -> StyleBoxFlat:
return lightStyle if is_white else darkStyle
func _unhandled_input(event: InputEvent) -> void: func _unhandled_input(event: InputEvent) -> void:
stateMachine.unhandledInput(event) stateMachine.unhandledInput(event)
@ -341,7 +350,9 @@ func executeMove(targetLocation: String) -> void:
print("executeMove ", targetLocation) print("executeMove ", targetLocation)
var targetNode = get_node("Flow/" + targetLocation) var targetNode = get_node("Flow/" + targetLocation)
var piece = get_node("Flow/" + selectedNode).get_child(0) var piece = get_node("Flow/" + selectedNode).get_child(0)
var old_location = selectedNode
# print("piece", piece) # print("piece", piece)
# tileManager.process_tile_effect(old_location, piece, false) # Exiting old tile
if targetNode.get_child_count() != 0: if targetNode.get_child_count() != 0:
var capturedPiece = targetNode.get_child(0) var capturedPiece = targetNode.get_child(0)
@ -358,6 +369,7 @@ func executeMove(targetLocation: String) -> void:
# print("piece2", piece) # print("piece2", piece)
hasMoved = true hasMoved = true
currentlyMovingPiece = piece currentlyMovingPiece = piece
# tileManager.process_tile_effect(targetLocation, piece, true) # Entering new tile
resetHighlights() resetHighlights()
func togglePieceChessEffect() -> void: func togglePieceChessEffect() -> void:

99
Systems/Tile.gd Normal file
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@ -0,0 +1,99 @@
@tool
class_name Tile
enum TileType {
GENERAL, # Effects apply to any piece
SPECIFIC, # Effects apply to specific pieces
GLOBAL # Effects apply globally while conditions are met
}
enum TileOwner {
PLAYER, # White player's tiles
ENEMY, # Black player's tiles
GAME # Neutral game tiles
}
const TILE_COLORS = {
TileOwner.PLAYER: Color(0.2, 0.8, 0.2, 0.5),
TileOwner.ENEMY: Color(0.8, 0.2, 0.2, 0.5),
TileOwner.GAME: Color(0.2, 0.2, 0.8, 0.5)
}
var type: TileType
var tile_owner: TileOwner
var duration: int = -1 # -1 for permanent effects
var remaining_turns: int
var occupied_by: Pawn = null
var active: bool = false
var tile_name: String
var description: String
var id: String = Utils.generate_guid()
var base_button: Button # Reference to the board square button
var base_is_white: bool # Original color of the square
func _init(button: Button, is_white: bool) -> void:
base_button = button
base_is_white = is_white
func initialize(tile_type: TileType, owner_type: TileOwner, turns: int = -1) -> void:
print("initi Tile")
type = tile_type
tile_owner = owner_type
duration = turns
remaining_turns = duration
update_appearance()
func update_appearance() -> void:
if is_effect_active() && base_button:
var style = StyleBoxFlat.new()
var tile_color = TILE_COLORS[tile_owner]
# Mix the tile color with the base square color
var base_color = Color(0.8, 0.8, 0.8) if base_is_white else Color(0.2, 0.2, 0.2)
var mixed_color = Color(
(base_color.r + tile_color.r) / 2,
(base_color.g + tile_color.g) / 2,
(base_color.b + tile_color.b) / 2
)
style.bg_color = mixed_color
style.border_width_left = 2
style.border_width_right = 2
style.border_width_top = 2
style.border_width_bottom = 2
style.border_color = tile_color
base_button.add_theme_stylebox_override("normal", style)
# Add hover style
var hover_style = style.duplicate()
hover_style.bg_color = tile_color.lightened(0.2)
base_button.add_theme_stylebox_override("hover", hover_style)
else:
restore_base_appearance()
func restore_base_appearance() -> void:
if base_button:
var board = base_button.get_parent()
if board && board.has_method("get_base_style"):
var base_style = board.get_base_style(base_is_white)
base_button.add_theme_stylebox_override("normal", base_style)
base_button.add_theme_stylebox_override("hover", base_style)
func is_effect_active() -> bool:
return active && (duration == -1 || remaining_turns > 0)
func update_duration() -> bool:
if duration > 0:
remaining_turns -= 1
if remaining_turns <= 0:
restore_base_appearance()
return true # Tile should be removed
return false
# Virtual methods to be overridden by specific tile effects
func apply_effect(piece: Pawn, board_flow = null, game_state = null) -> void:
pass
func remove_effect(piece: Pawn, board_flow = null, game_state = null) -> void:
pass

93
Systems/TileManager.gd Normal file
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@ -0,0 +1,93 @@
extends Node
class_name TileManager
const INITIAL_GAME_TILES = 3 # Number of neutral tiles to place at game start
var active_tiles: Dictionary = {} # location -> Tile
var game_board: Node # Reference to the game board
var game_state: Node # Reference to the game state
const DoubleMovementTile = preload("res://Systems/Tiles/DoubleMovement.gd")
const FireWallTile = preload("res://Systems/Tiles/FireWall.gd")
const PawnBoostTile = preload("res://Systems/Tiles/PawnBoost.gd")
# Available tile classes
const TILE_TYPES = {
"double_movement": DoubleMovementTile,
"fire_wall": FireWallTile,
"pawn_boost": PawnBoostTile
}
func _init(board: Node, state: Node = null) -> void:
game_board = board
game_state = state
func setup_initial_tiles() -> void:
var available_positions = ["4-4", "4-6", "2-4"]
# get_available_positions()
available_positions.shuffle()
for i in range(min(INITIAL_GAME_TILES, available_positions.size())):
var pos = available_positions[i]
var tile_type = TILE_TYPES.keys()[randi() % TILE_TYPES.size()]
create_tile(pos, tile_type, Tile.TileOwner.GAME)
func create_tile(location: String, tile_type: String, tile_owner: int, duration: int = -1) -> Tile:
print("CREATING TILES", location)
if location in active_tiles:
print("In Active tiles ", location)
var old_tile = active_tiles[location]
old_tile.restore_base_appearance()
active_tiles.erase(location)
if !TILE_TYPES.has(tile_type):
push_error("Invalid tile type: " + tile_type)
return null
var board_button = game_board.get_node(location)
if !board_button:
print("no Board Btn present ", location)
return null
# Determine if it's a white square based on coordinates
var coords = location.split("-")
var is_white_square = (int(coords[0]) + int(coords[1])) % 2 == 0
var tile = TILE_TYPES[tile_type].new(board_button, is_white_square)
print("Tile: ", tile)
tile.initialize(tile.type, tile_owner, duration)
active_tiles[location] = tile
return tile
func create_fire_wall(start_pos: String, affected_positions: Array) -> void:
for pos in affected_positions:
create_tile(pos, "fire_wall", Tile.TileOwner.PLAYER, 3)
func get_available_positions() -> Array:
var positions = []
# Skip edge tiles and starting rows
for x in range(1, 7):
for y in range(2, 6):
var pos = str(x) + "-" + str(y)
if !active_tiles.has(pos):
positions.append(pos)
return positions
func update_tiles() -> void:
var expired_tiles = []
for location in active_tiles:
var tile = active_tiles[location]
if tile.update_duration():
expired_tiles.append(location)
for location in expired_tiles:
active_tiles.erase(location)
func get_tile_at(location: String) -> Tile:
return active_tiles.get(location)
func clear_tiles() -> void:
for location in active_tiles:
var tile = active_tiles[location]
tile.restore_base_appearance()
active_tiles.clear()

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@ -0,0 +1,39 @@
class_name DoubleMovementTile
extends Tile
func _init(button: Button, is_white: bool) -> void:
super._init(button, is_white)
tile_name = "Double Movement"
description = "Double movement for 3 turns"
type = TileType.GENERAL
func update_appearance() -> void:
print("TILE UPDATE APPR");
if true && base_button:
var style = StyleBoxFlat.new()
var tile_color = TILE_COLORS[tile_owner]
var base_color = Color(0.8, 0.8, 0.8) if base_is_white else Color(0.2, 0.2, 0.2)
# Brighten the color slightly for double movement
tile_color = tile_color.lightened(0.2)
style.bg_color = Color(
(base_color.r + tile_color.r) / 2,
(base_color.g + tile_color.g) / 2,
(base_color.b + tile_color.b) / 2
)
# Add distinctive border pattern
style.border_width_left = 4
style.border_width_right = 4
style.border_width_top = 4
style.border_width_bottom = 4
style.border_color = tile_color
base_button.add_theme_stylebox_override("normal", style)
var hover_style = style.duplicate()
hover_style.bg_color = tile_color.lightened(0.2)
base_button.add_theme_stylebox_override("hover", hover_style)
else:
restore_base_appearance()

34
Systems/Tiles/FireWall.gd Normal file
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@ -0,0 +1,34 @@
class_name FireWallTile
extends Tile
func _init(button: Button, is_white: bool) -> void:
super._init(button, is_white)
tile_name = "Fire Wall"
description = "Captures any piece that moves through"
type = TileType.GENERAL
func update_appearance() -> void:
if is_effect_active() && base_button:
var style = StyleBoxFlat.new()
var tile_color = Color(1, 0.4, 0) # Orange for fire
var base_color = Color(0.8, 0.8, 0.8) if base_is_white else Color(0.2, 0.2, 0.2)
style.bg_color = Color(
(base_color.r + tile_color.r) / 2,
(base_color.g + tile_color.g) / 2,
(base_color.b + tile_color.b) / 2
)
# Thick border for danger
style.border_width_left = 5
style.border_width_right = 5
style.border_width_top = 5
style.border_width_bottom = 5
style.border_color = tile_color
base_button.add_theme_stylebox_override("normal", style)
var hover_style = style.duplicate()
hover_style.bg_color = tile_color.lightened(0.2)
base_button.add_theme_stylebox_override("hover", hover_style)
else:
restore_base_appearance()

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@ -0,0 +1,35 @@
class_name PawnBoostTile
extends Tile
func _init(button: Button, is_white: bool) -> void:
super._init(button, is_white)
tile_name = "Fire Wall"
description = "Captures any piece that moves through"
type = TileType.GENERAL
func update_appearance() -> void:
if is_effect_active() && base_button:
var style = StyleBoxFlat.new()
var tile_color = Color(1, 0.4, 0) # Orange for fire
var base_color = Color(0.8, 0.8, 0.8) if base_is_white else Color(0.2, 0.2, 0.2)
style.bg_color = Color(
(base_color.r + tile_color.r) / 2,
(base_color.g + tile_color.g) / 2,
(base_color.b + tile_color.b) / 2
)
# Thick border for danger
style.border_width_left = 5
style.border_width_right = 5
style.border_width_top = 5
style.border_width_bottom = 5
style.border_color = tile_color
base_button.add_theme_stylebox_override("normal", style)
var hover_style = style.duplicate()
hover_style.bg_color = tile_color.lightened(0.2)
base_button.add_theme_stylebox_override("hover", hover_style)
else:
restore_base_appearance()

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@ -21,110 +21,110 @@ const EFFECT_TINT_COLOR = Color(0.3, 0.8, 0.3, 0.5) # Green tint for card effec
var id: String = Utils.generate_guid() var id: String = Utils.generate_guid()
func _ready(): func _ready():
modulate = Color.WHITE if Item_Color == 0 else Color.BLACK modulate = Color.WHITE if Item_Color == 0 else Color.BLACK
func _init() -> void: func _init() -> void:
self.texture = load("res://addons/Chess/Textures/WPawn.svg") self.texture = load("res://addons/Chess/Textures/WPawn.svg")
var background_style = StyleBoxFlat.new() var background_style = StyleBoxFlat.new()
background_style.bg_color = Color.WHITE background_style.bg_color = Color.WHITE
background_style.corner_radius_top_left = 2 background_style.corner_radius_top_left = 2
background_style.corner_radius_top_right = 2 background_style.corner_radius_top_right = 2
background_style.corner_radius_bottom_left = 2 background_style.corner_radius_bottom_left = 2
background_style.corner_radius_bottom_right = 2 background_style.corner_radius_bottom_right = 2
background_style.content_margin_left = 2 background_style.content_margin_left = 2
background_style.content_margin_right = 2 background_style.content_margin_right = 2
background_style.content_margin_top = 1 background_style.content_margin_top = 1
background_style.content_margin_bottom = 1 background_style.content_margin_bottom = 1
duration_label = Label.new() duration_label = Label.new()
duration_label.add_theme_stylebox_override("normal", background_style) duration_label.add_theme_stylebox_override("normal", background_style)
duration_label.add_theme_color_override("font_color", Color.BLACK) duration_label.add_theme_color_override("font_color", Color.BLACK)
duration_label.position = Vector2(-20, -20) # Position above the piece duration_label.position = Vector2(-20, -20) # Position above the piece
add_child(duration_label) add_child(duration_label)
duration_label.hide() duration_label.hide()
func update_appearance() -> void: func update_appearance() -> void:
# print("update_appearance") # print("update_appearance")
if !is_instance_valid(get_tree()) || !get_tree().get_root().has_node("Board"): if !is_instance_valid(get_tree()) || !get_tree().get_root().has_node("Board"):
return return
var chess_game = get_tree().get_root().get_node("Board") var chess_game = get_tree().get_root().get_node("Board")
if !chess_game.deckManager: if !chess_game.deckManager:
return return
var deck_manager = chess_game.deckManager var deck_manager = chess_game.deckManager
var has_card = deck_manager.attached_cards.has(get_instance_id()) var has_card = deck_manager.attached_cards.has(get_instance_id())
if has_card: if has_card:
# Apply tint while keeping the piece color # Apply tint while keeping the piece color
var base_color = Color.WHITE if Item_Color == 0 else Color.BLACK var base_color = Color.WHITE if Item_Color == 0 else Color.BLACK
modulate = base_color * EFFECT_TINT_COLOR modulate = base_color * EFFECT_TINT_COLOR
# Update duration display # Update duration display
var card = deck_manager.attached_cards[get_instance_id()] var card = deck_manager.attached_cards[get_instance_id()]
if is_instance_valid(duration_label): if is_instance_valid(duration_label):
duration_label.text = str(card.remaining_turns) duration_label.text = str(card.remaining_turns)
duration_label.show() duration_label.show()
else: else:
# Reset to normal color # Reset to normal color
modulate = Color.WHITE if Item_Color == 0 else Color.BLACK modulate = Color.WHITE if Item_Color == 0 else Color.BLACK
if is_instance_valid(duration_label): if is_instance_valid(duration_label):
duration_label.hide() duration_label.hide()
func on_card_effect_changed() -> void: func on_card_effect_changed() -> void:
update_appearance() update_appearance()
# Movement interface method that all pieces will implement # Movement interface method that all pieces will implement
# In Pawn.gd # In Pawn.gd
func getValidMoves(board_flow, current_location: String) -> Dictionary: func getValidMoves(board_flow, current_location: String) -> Dictionary:
var moves = { var moves = {
"regular_moves": [], "regular_moves": [],
"special_moves": [] "special_moves": []
} }
var loc = current_location.split("-") var loc = current_location.split("-")
var x = int(loc[0]) var x = int(loc[0])
var y = int(loc[1]) var y = int(loc[1])
# Movement direction based on color # Movement direction based on color
var direction = -1 if Item_Color == 0 else 1 var direction = -1 if Item_Color == 0 else 1
# Forward movement # Forward movement
var forward = str(x) + "-" + str(y + direction) var forward = str(x) + "-" + str(y + direction)
if is_valid_cell(board_flow, forward) && can_move_to_cell(board_flow, forward): if is_valid_cell(board_flow, forward) && can_move_to_cell(board_flow, forward):
moves.regular_moves.append(forward) moves.regular_moves.append(forward)
# Double move on first turn # Double move on first turn
var double_forward = str(x) + "-" + str(y + (direction * 2)) var double_forward = str(x) + "-" + str(y + (direction * 2))
if Double_Start && is_valid_cell(board_flow, double_forward) && can_move_to_cell(board_flow, double_forward): if Double_Start && is_valid_cell(board_flow, double_forward) && can_move_to_cell(board_flow, double_forward):
moves.regular_moves.append(double_forward) moves.regular_moves.append(double_forward)
# Diagonal captures # Diagonal captures
for dx in [-1, 1]: for dx in [-1, 1]:
var capture = str(x + dx) + "-" + str(y + direction) var capture = str(x + dx) + "-" + str(y + direction)
if is_valid_cell(board_flow, capture) && can_move_to_cell(board_flow, capture, true): if is_valid_cell(board_flow, capture) && can_move_to_cell(board_flow, capture, true):
moves.regular_moves.append(capture) moves.regular_moves.append(capture)
# En Passant # En Passant
var adjacent = str(x + dx) + "-" + str(y) var adjacent = str(x + dx) + "-" + str(y)
if is_valid_cell(board_flow, adjacent) && is_valid_cell(board_flow, capture): if is_valid_cell(board_flow, adjacent) && is_valid_cell(board_flow, capture):
var adjacent_cell = board_flow.get_node(adjacent) var adjacent_cell = board_flow.get_node(adjacent)
if adjacent_cell.get_child_count() == 1: if adjacent_cell.get_child_count() == 1:
var adjacent_piece = adjacent_cell.get_child(0) var adjacent_piece = adjacent_cell.get_child(0)
if adjacent_piece.name == "Pawn" && adjacent_piece.En_Passant && adjacent_piece.Item_Color != self.Item_Color: if adjacent_piece.name == "Pawn" && adjacent_piece.En_Passant && adjacent_piece.Item_Color != self.Item_Color:
moves.special_moves.append([adjacent, capture]) moves.special_moves.append([adjacent, capture])
return moves return moves
# Helper method for all pieces # Helper method for all pieces
func is_valid_cell(board_flow, location: String) -> bool: func is_valid_cell(board_flow, location: String) -> bool:
var node = board_flow.get_node_or_null(location) var node = board_flow.get_node_or_null(location)
return node != null return node != null
# Helper for checking if cell is empty or contains enemy # Helper for checking if cell is empty or contains enemy
func can_move_to_cell(board_flow, location: String, is_capture: bool = false) -> bool: func can_move_to_cell(board_flow, location: String, is_capture: bool = false) -> bool:
var node = board_flow.get_node(location) var node = board_flow.get_node(location)
if is_capture: if is_capture:
return node.get_child_count() == 1 && node.get_child(0).Item_Color != self.Item_Color return node.get_child_count() == 1 && node.get_child(0).Item_Color != self.Item_Color
return node.get_child_count() == 0 return node.get_child_count() == 0