ChessBuilder/addons/Chess/Scripts/Knight.gd

115 lines
3.2 KiB
GDScript

@tool
extends Pawn
class_name Knight
func _ready():
self.texture = load("res://addons/Chess/Textures/WKnight.svg")
Points = 3
func _process(_delta):
if Item_Color != Temp_Color:
Temp_Color = Item_Color
if Item_Color == 0:
self.texture = load("res://addons/Chess/Textures/WKnight.svg")
elif Item_Color == 1:
self.texture = load("res://addons/Chess/Textures/BKnight.svg")
func getValidMoves(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])
var game = board_flow.get_parent() as ChessGame
# All possible L-shaped moves
var knight_moves = [
[-2, -1], [-2, 1],
[-1, -2], [-1, 2],
[1, -2], [1, 2],
[2, -1], [2, 1]
]
for move in knight_moves:
var target_x = x + move[0]
var target_y = y + move[1]
var new_loc = str(target_x) + "-" + str(target_y)
if is_valid_cell(board_flow, new_loc):
# Check tiles in the path
var path_clear = true
# Check horizontally first, then vertically (or vice versa)
var check_horizontal_first = abs(move[0]) > abs(move[1])
if check_horizontal_first:
# Check horizontal movement
var step_x = sign(move[0])
for i in range(1, abs(move[0]) + 1):
var path_tile_loc = str(x + (i * step_x)) + "-" + str(y)
var tile = game.tileManager.get_tile(path_tile_loc)
if tile && !tile.jumpable:
path_clear = false
break
# Check vertical movement if path still clear
if path_clear:
var step_y = sign(move[1])
var path_tile_loc = str(target_x) + "-" + str(y + step_y)
var tile = game.tileManager.get_tile(path_tile_loc)
if tile && !tile.jumpable:
path_clear = false
else:
# Check vertical movement
var step_y = sign(move[1])
for i in range(1, abs(move[1]) + 1):
var path_tile_loc = str(x) + "-" + str(y + (i * step_y))
var tile = game.tileManager.get_tile(path_tile_loc)
if tile && !tile.jumpable:
path_clear = false
break
# Check horizontal movement if path still clear
if path_clear:
var step_x = sign(move[0])
var path_tile_loc = str(x + step_x) + "-" + str(target_y)
var tile = game.tileManager.get_tile(path_tile_loc)
if tile && !tile.jumpable:
path_clear = false
# Only add the move if the path is clear and the destination is valid
if path_clear && (can_move_to_cell(board_flow, new_loc) || can_move_to_cell(board_flow, new_loc, true)):
moves.regular_moves.append(new_loc)
return moves
# func getValidMoves(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])
# # All possible L-shaped moves
# var knight_moves = [
# [-2, -1], [-2, 1],
# [-1, -2], [-1, 2],
# [1, -2], [1, 2],
# [2, -1], [2, 1]
# ]
# for move in knight_moves:
# var new_loc = str(x + move[0]) + "-" + str(y + move[1])
# if is_valid_cell(board_flow, new_loc):
# if can_move_to_cell(board_flow, new_loc) || can_move_to_cell(board_flow, new_loc, true):
# moves.regular_moves.append(new_loc)
# return moves