@tool extends Pawn class_name Rook var Castling = true func _ready(): self.texture = load("res://addons/Chess/Textures/WRook.svg") Points = 5 func _process(_delta): if Item_Color != Temp_Color: Temp_Color = Item_Color if Item_Color == 0: self.texture = load("res://addons/Chess/Textures/WRook.svg") elif Item_Color == 1: self.texture = load("res://addons/Chess/Textures/BRook.svg") func get_valid_moves(board_flow, current_location: String) -> Dictionary: var moves = { "regular_moves": [], "special_moves": [] } var loc = current_location.split("-") var x = int(loc[0]) var y = int(loc[1]) # Check all four directions var directions = [[0,1], [0,-1], [1,0], [-1,0]] for dir in directions: var curr_x = x var curr_y = y while true: curr_x += dir[0] curr_y += dir[1] var new_loc = str(curr_x) + "-" + str(curr_y) if !is_valid_cell(board_flow, new_loc): break if can_move_to_cell(board_flow, new_loc): moves.regular_moves.append(new_loc) elif can_move_to_cell(board_flow, new_loc, true): moves.regular_moves.append(new_loc) break else: break if Castling: # Check if there's a king that can castle for direction in [-4, 3]: # Check both sides for king var king_pos = str(x + direction) + "-" + str(y) if is_valid_cell(board_flow, king_pos): var king_node = board_flow.get_node(king_pos) if king_node.get_child_count() == 1: var piece = king_node.get_child(0) if piece.name == "King" && piece.Castling && piece.Item_Color == self.Item_Color: moves.special_moves.append([king_pos, current_location]) return moves