debugging supernova

This commit is contained in:
2ManyProjects 2025-02-01 09:38:51 -06:00
parent c127574e51
commit 7ec39b6c28
5 changed files with 148 additions and 15 deletions

View file

@ -32,7 +32,7 @@ func can_attach_to_piece(piece: Pawn) -> bool:
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 burned || (target_piece && !can_attach_to_piece(target_piece)): if burned || (target_piece && !can_attach_to_piece(target_piece)):
# print("CARD CANT APPLY AFFECT") print("CARD CANT APPLY AFFECT", burned, " ", target_piece)
return false return false
remaining_turns = duration remaining_turns = duration

View file

@ -1,21 +1,149 @@
class_name SupernovaCard extends Card class_name SupernovaCard extends Card
const CAPTURE_RADIUS = 4
func _init(): func _init():
duration = 5
super._init() super._init()
# id = Utils.generate_guid()
cardName = "Supernova" cardName = "Supernova"
rank = Rank.RANK_0 rank = Rank.RANK_0
effectType = EffectType.PIECE_EFFECT effectType = EffectType.PIECE_EFFECT
description = "Remove all abilities from enemy pieces" description = "All enemy units within 4 radius are captured"
unitWhitelist = ["King"] # Can only be used by Kings unitWhitelist = ["King"]
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): print(cardName, " APPLY EFFECT ")
# if !super.apply_effect(target_piece, board_flow, game_state):
# print(cardName, " super apply false ")
# return false
remaining_turns = duration
attached_piece = target_piece
if !target_piece or !board_flow or !game_state:
print(cardName, " missing input param ")
return false return false
if board_flow: # Get king's position
for cell in board_flow.get_children(): var king_pos = target_piece.get_parent().name.split("-")
if cell.get_child_count() > 0: var king_x = int(king_pos[0])
var piece = cell.get_child(0) var king_y = int(king_pos[1])
if piece.Item_Color != target_piece.Item_Color:
pass # 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))
print(tiles_to_check)
# reset_tile_styles(board_flow, tiles_to_check)
# Process each tile and capture pieces
for tile_name in tiles_to_check:
var tile = board_flow.get_node(tile_name)
var style = StyleBoxFlat.new()
style.bg_color = Color(1, 0, 0, 0.3) # Red tint
tile.remove_theme_stylebox_override("normal")
tile.add_theme_stylebox_override("normal", style)
if tile.get_child_count() > 0:
var piece = tile.get_child(0)
# print("Process", piece.name, " | ", piece.Item_Color, " | ", target_piece.Item_Color)
if piece.Item_Color != target_piece.Item_Color: # Only capture enemy pieces
game_state.updatePoints(piece)
piece.queue_free()
var timer = Timer.new()
board_flow.add_child(timer)
timer.wait_time = 0.5
timer.one_shot = true
timer.timeout.connect(func():
reset_tile_styles(board_flow, tiles_to_check)
timer.queue_free()
)
timer.start()
# Visual feedback
# for tile_name in tiles_to_check:
# var tile = board_flow.get_node(tile_name)
# var style = StyleBoxFlat.new()
# style.bg_color = Color(1, 0, 0, 0.3) # Red tint
# tile.add_theme_stylebox_override("normal", style)
# 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()
setup_persistent_effect(game_state);
# game_state.stateMachine.transitionToNextState(Constants.POST_MOVE)
return true return true
func reset_tile_styles(board_flow, tiles_to_check):
for tile_name in tiles_to_check:
var tile = board_flow.get_node(tile_name)
if !tile:
print("continue")
continue
# Reset to original chess board pattern
var coords = tile_name.split("-")
var isWhite = (int(coords[0]) + int(coords[1])) % 2 == 0
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)
tile.add_theme_stylebox_override("normal", style)
func setup_persistent_effect(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)
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
apply_effect(piece, flow, state)
remaining_turns -= 1
if remaining_turns <= 0:
remove_effect()
else:
burned = true
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()

View file

@ -4,6 +4,7 @@ class_name DeckManager
const DoubleTimeCard = preload("res://Systems/Cards/Doubletime.gd") const DoubleTimeCard = preload("res://Systems/Cards/Doubletime.gd")
const HopscotchCard = preload("res://Systems/Cards/Hopscotch.gd") const HopscotchCard = preload("res://Systems/Cards/Hopscotch.gd")
const DrunkDrivingCard = preload("res://Systems/Cards/Drunkdriving.gd") const DrunkDrivingCard = preload("res://Systems/Cards/Drunkdriving.gd")
const SupernovaCard = preload("res://Systems/Cards/Supernova.gd")
var deck: Array = [] var deck: Array = []
var hand: Array = [] var hand: Array = []
@ -24,10 +25,11 @@ func _init():
func initializeStartingDeck(): func initializeStartingDeck():
deck.clear(); deck.clear();
for i in range(3): for i in range(2):
deck.append(DoubleTimeCard.new()) deck.append(DoubleTimeCard.new())
deck.append(DrunkDrivingCard.new()) deck.append(DrunkDrivingCard.new())
deck.append(HopscotchCard.new()) deck.append(HopscotchCard.new())
deck.append(SupernovaCard.new())
shuffleDeck() shuffleDeck()
drawStartingHand() drawStartingHand()

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@ -4,6 +4,7 @@ const WHITE = "white"
const BLACK = "black" const BLACK = "black"
signal tile_pressed(location: String) signal tile_pressed(location: String)
signal send_location(location: String) signal send_location(location: String)
signal turn_changed
var currentPlayer: String = WHITE var currentPlayer: String = WHITE
var board: Array var board: Array
var activeEffects: Array var activeEffects: Array
@ -371,6 +372,7 @@ func resolveMoveEffects() -> void:
resetHighlights() resetHighlights()
hasMoved = false hasMoved = false
currentlyMovingPiece = null currentlyMovingPiece = null
emit_signal("turn_changed")
func isPlayerTurn() -> bool: func isPlayerTurn() -> bool:
return currentPlayer == WHITE return currentPlayer == WHITE

View file

@ -1,6 +1,6 @@
extends "res://Systems/StateMachine/ChessGameState.gd" extends "res://Systems/StateMachine/ChessGameState.gd"
const ATTACHMENT_PHASE_DURATION = 30 # Duration in seconds const ATTACHMENT_PHASE_DURATION = 15 # Duration in seconds
var timer: Timer var timer: Timer
var tile_pressed_connection: Signal var tile_pressed_connection: Signal
@ -15,6 +15,7 @@ func enter(_previous: String, _data := {}) -> void:
print("ENTERING STATE ", Constants.ATTACH_CARDS) print("ENTERING STATE ", Constants.ATTACH_CARDS)
if(game.currentPlayer == game.BLACK): if(game.currentPlayer == game.BLACK):
_on_timer_timeout() _on_timer_timeout()
return
if !game.boardContainer.is_connected("tile_pressed", handleTilePressed): if !game.boardContainer.is_connected("tile_pressed", handleTilePressed):
game.boardContainer.connect("tile_pressed", handleTilePressed) game.boardContainer.connect("tile_pressed", handleTilePressed)