debugging preselected moves

This commit is contained in:
2ManyProjects 2025-02-01 11:51:01 -06:00
parent 98a56d9e5e
commit 6949893fea
4 changed files with 97 additions and 84 deletions

View file

@ -1,127 +1,128 @@
class_name SupernovaCard extends Card
const CAPTURE_RADIUS = 3
var valid = false;
const CAPTURE_RADIUS = 4
func _init():
duration = 5
super._init()
cardName = "Supernova"
rank = Rank.RANK_0
effectType = EffectType.PIECE_EFFECT
description = "All enemy units within 3 radius of the king are captured"
duration = 5
description = "All enemy units within 4 radius are captured"
unitWhitelist = ["King"]
remaining_turns = duration
func apply_effect(target_piece = null, board_flow = null, game_state = null):
attached_piece = target_piece
if !target_piece or !board_flow or !game_state:
print(cardName, " missing input param ")
if !super.apply_effect(target_piece, board_flow, game_state):
return false
if !target_piece or !board_flow or !game_state:
return false
setup_persistent_effect(game_state)
# dont apply on card attachment
if !valid:
return true
# Get king's position
var king_pos = target_piece.get_parent().name.split("-")
var king_x = int(king_pos[0])
var king_y = int(king_pos[1])
# Collect all tiles within radius to check
var tiles_to_check = []
# Check in all directions (up, down, left, right and diagonals)
for dx in range(-CAPTURE_RADIUS, CAPTURE_RADIUS + 1):
for dy in range(-CAPTURE_RADIUS, CAPTURE_RADIUS + 1):
# Skip if outside Manhattan distance
if abs(dx) + abs(dy) > CAPTURE_RADIUS:
continue
# Calculate target coordinates
var target_x = king_x + dx
var target_y = king_y + dy
# Skip if outside board bounds
if target_x < 0 or target_x >= 8 or target_y < 0 or target_y >= 8:
continue
# Skip king's own position
if dx == 0 and dy == 0:
continue
# Add tile to check list
tiles_to_check.append(str(target_x) + "-" + str(target_y))
# Process tiles and add overlay
# Process each tile and capture pieces
for tile_name in tiles_to_check:
var tile = board_flow.get_node(tile_name)
var existing_overlay = tile.get_node_or_null("SupernovaOverlay")
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:
var tile = board_flow.get_node("Flow/" + tile_name)
if tile.get_child_count() > 0:
var piece = tile.get_child(0)
if piece.Item_Color != target_piece.Item_Color: # Only capture enemy pieces
game_state.updatePoints(piece)
piece.queue_free()
# Setup timer to remove overlays
var timer = Timer.new()
board_flow.add_child(timer)
timer.wait_time = 0.5
timer.one_shot = true
timer.timeout.connect(func():
for tile_name in tiles_to_check:
var tile = board_flow.get_node(tile_name)
var overlay = tile.get_node_or_null("SupernovaOverlay")
if overlay:
overlay.queue_free()
timer.queue_free()
)
timer.start()
return true
func reset_tile_styles(board_flow, tiles_to_check):
# Visual feedback
for tile_name in tiles_to_check:
var tile = board_flow.get_node(tile_name)
if !tile:
continue
# Reset to original chess board pattern
var coords = tile_name.split("-")
var isWhite = (int(coords[0]) + int(coords[1])) % 2 == 0
var tile = board_flow.get_node("Flow/" + tile_name)
var style = StyleBoxFlat.new()
style.bg_color = Color(0.8, 0.8, 0.8, 1) if isWhite else Color(0.2, 0.2, 0.2, 1)
style.bg_color = Color(1, 0, 0, 0.3) # Red tint
tile.add_theme_stylebox_override("normal", style)
func setup_persistent_effect(game_state):
# Remove highlight after delay
var timer = Timer.new()
board_flow.add_child(timer)
timer.wait_time = 0.5
timer.one_shot = true
timer.timeout.connect(func():
tile.remove_theme_stylebox_override("normal")
timer.queue_free()
)
timer.start()
# game_state.stateMachine.transitionToNextState(Constants.POST_MOVE)
return true
func setup_persistent_effect(king, game_state):
# Connect to the turn change signal if not already connected
if !game_state.is_connected("turn_changed", on_turn_changed):
game_state.connect("turn_changed", 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"))
func on_turn_changed():
# print("TURN CHANGED ==================", attached_piece, " | ", remaining_turns, )
if attached_piece.get_parent().get_parent().owner.isPlayerTurn() and attached_piece and remaining_turns > 0:
# print(attached_piece.get_parent().get_parent(), attached_piece.get_parent().get_parent().owner)
var piece = attached_piece
var flow = attached_piece.get_parent().get_parent()
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)
if attached_piece and remaining_turns > 0:
# Reapply the effect at the start of each turn
apply_effect(attached_piece, attached_piece.get_parent().get_parent(), attached_piece.get_parent().get_parent().owner)
remaining_turns -= 1
if remaining_turns <= 0:
remove_effect()
func remove_effect():
if attached_piece:
var game_state = attached_piece.get_parent().get_parent().owner
if game_state.is_connected("turn_changed", on_turn_changed):
game_state.disconnect("turn_changed", on_turn_changed)
super.remove_effect()
if game_state.is_connected("turn_changed", Callable(self, "on_turn_changed")):
game_state.disconnect("turn_changed", Callable(self, "on_turn_changed"))
super.remove_effect()
func update_visual_effect(king, board_flow):
# Could be extended with visual feedback like particles or highlighting
var radius_tiles = []
var king_pos = king.get_parent().name.split("-")
var king_x = int(king_pos[0])
var king_y = int(king_pos[1])
for x in range(max(0, king_x - CAPTURE_RADIUS), min(8, king_x + CAPTURE_RADIUS + 1)):
for y in range(max(0, king_y - CAPTURE_RADIUS), min(8, king_y + CAPTURE_RADIUS + 1)):
if abs(x - king_x) + abs(y - king_y) <= CAPTURE_RADIUS:
var tile_name = str(x) + "-" + str(y)
radius_tiles.append(board_flow.get_node(tile_name))
# Highlight affected tiles briefly
for tile in radius_tiles:
var style = StyleBoxFlat.new()
style.bg_color = Color(1, 0, 0, 0.3) # Red tint
tile.add_theme_stylebox_override("normal", style)
# Remove highlight after a short delay
var timer = Timer.new()
board_flow.add_child(timer)
timer.wait_time = 0.5
timer.one_shot = true
timer.timeout.connect(func():
tile.remove_theme_stylebox_override("normal")
timer.queue_free()
)
timer.start()

View file

@ -302,12 +302,14 @@ func resetBoard() -> void:
updateTurnIndicator()
func getMovableAreas() -> void:
# print("HIGHLIGHTING getMovableAreas 1")
resetHighlights()
areas.clear()
specialArea.clear()
var piece = get_node("Flow/" + selectedNode).get_child(0)
var piece_id = piece.get_instance_id()
# print("HIGHLIGHTING getMovableAreas 2")
if deckManager.attached_cards.has(piece_id):
var card = deckManager.attached_cards[piece_id]
cardPreview.show_card_preview(card)
@ -318,12 +320,15 @@ func getMovableAreas() -> void:
cardPreview.update_moves_remaining(moves_left)
else:
cardPreview.hide_preview()
# print("HIGHLIGHTING getMovableAreas 3")
var moves = piece.getValidMoves(boardContainer, selectedNode)
areas = moves.regular_moves
specialArea = moves.special_moves
# print("HIGHLIGHTING getMovableAreas 4")
highlightValidMoves()
func highlightValidMoves() -> void:
# print("HIGHLIGHTING VALID MOVES")
for move in areas:
var button = boardContainer.get_node(move)
var isWhiteSquare = (int(move.split("-")[0]) + int(move.split("-")[1])) % 2 == 0

View file

@ -28,9 +28,9 @@ func exit() -> void:
if game.boardContainer.is_connected("tile_pressed", handleTilePressed):
game.boardContainer.disconnect("tile_pressed", handleTilePressed)
game.cardDisplay.selectedCard = null
game.selectedNode = ""
game.resetHighlights()
# game.cardDisplay.selectedCard = null
# game.selectedNode = ""
# game.resetHighlights()
func handleTilePressed(location: String) -> void:
# print("HANDLING Tile PRESSED ", location)
@ -40,7 +40,13 @@ func handleTilePressed(location: String) -> void:
return
var piece = targetNode.get_child(0)
var piece_id = piece.get_instance_id()
var selectedCard = game.cardDisplay.getSelectedCard()
if game.deckManager.attached_cards.has(piece_id):
var card = game.deckManager.attached_cards[piece_id]
game.cardPreview.show_card_preview(card)
else:
game.cardPreview.hide_preview()
if selectedCard and piece:
var isCorrectColor = (piece.Item_Color == 0 and game.currentPlayer == game.WHITE) or \

View file

@ -11,9 +11,10 @@ func enter(_previous: String, _data := {}) -> void:
if !game.boardContainer.is_connected("tile_pressed", handleMovement):
print("Connecting tile_pressed signal")
game.boardContainer.connect("tile_pressed", handleMovement)
game.resetHighlights()
if game.selectedNode != "":
game.getMovableAreas()
else:
game.resetHighlights()
moves_remaining.clear()
multiMoving = ""