ChessBuilder/Systems/Game/ChessGame.gd

465 lines
14 KiB
GDScript

class_name ChessGame extends Control
const WHITE = "white"
const BLACK = "black"
var currentPlayer: String = WHITE
var board: Array
var activeEffects: Array
var currentHand: Array
var selectedNode: String = ""
var locationX: String = ""
var locationY: String = ""
var areas: PackedStringArray
var specialArea: PackedStringArray
var hasMoved: bool = false
var currentlyMovingPiece = null
var p1Points: int = 0
var p2Points: int = 0
var Turn: int = 0
@onready var turnIndicator: ColorRect = $TurnIndicator
@onready var p1String: RichTextLabel = $Player1Points
@onready var p2String: RichTextLabel = $Player2Points
@onready var deckManager: DeckManager
@onready var cardDisplay: CardDisplay
@export var boardXSize = 8
@export var boardYSize = 8
@export var tileXSize: int = 50
@export var tileYSize: int = 50
@onready var boardContainer: FlowContainer = $Flow
@onready var stateMachine: StateMachine = $StateMachine
var lightStyle = null
var darkStyle = null
var highlightStyle = null
func _ready() -> void:
initializeGame()
func _unhandled_input(event: InputEvent) -> void:
stateMachine.unhandledInput(event)
func _process(delta: float) -> void:
stateMachine.process(delta)
func initializeGame() -> void:
setupStyles()
initializeBoard()
setupUI()
initializeDeckSystem()
# func initializeBoard() -> void:
# setupStyles()
# if boardXSize < 0 || boardYSize < 0:
# return
# var numberX = 0
# var numberY = 0
# var isWhite = true
# board = []
# for i in range(8):
# var row = []
# for j in range(8):
# row.append(null)
# board.append(row)
# while numberY != boardYSize:
# boardContainer.size.y += tileYSize + 5
# boardContainer.size.x += tileXSize + 5
# while numberX != boardXSize:
# var tile = Button.new()
# tile.set_custom_minimum_size(Vector2(tileXSize, tileYSize))
# if isWhite:
# tile.add_theme_stylebox_override("normal", lightStyle)
# else:
# tile.add_theme_stylebox_override("normal", darkStyle)
# isWhite = !isWhite
# tile.pressed.connect(func(): _onTilePressed(tile.name))
# tile.set_name(str(numberX) + "-" + str(numberY))
# boardContainer.add_child(tile)
# numberX += 1
# isWhite = !isWhite
# numberY += 1
# numberX = 0
# setupPieces()
# updateTurnIndicator()
func initializeBoard() -> void:
board = []
for i in range(8):
var row = []
for j in range(8):
row.append(null)
board.append(row)
createBoard()
setupPieces()
func setupUI() -> void:
p1String.text = "0"
p2String.text = "0"
updateTurnIndicator()
func initializeDeckSystem() -> void:
deckManager = DeckManager.new()
cardDisplay = CardDisplay.new()
add_child(deckManager)
add_child(cardDisplay)
cardDisplay.update_hand(deckManager.hand)
deckManager.connect("hand_updated", func(hand): cardDisplay.update_hand(hand))
func createBoard() -> void:
boardContainer.add_to_group("Flow")
var numberX = 0
var numberY = 0
var isWhite = true
while numberY != boardYSize:
boardContainer.size.y += tileYSize + 5
boardContainer.size.x += tileXSize + 5
while numberX != boardXSize:
createTile(numberX, numberY, isWhite)
isWhite = !isWhite
numberX += 1
isWhite = !isWhite
numberY += 1
numberX = 0
func createTile(x: int, y: int, isWhite: bool) -> void:
# print("CreateTile x ", x, " y ", y);
var tile = Button.new()
tile.set_custom_minimum_size(Vector2(tileXSize, tileYSize))
tile.add_theme_stylebox_override("normal", lightStyle if isWhite else darkStyle)
tile.pressed.connect(func(): handleTileSelection(tile.name))
tile.set_name(str(x) + "-" + str(y))
boardContainer.add_child(tile)
func handleTileSelection(location: String) -> void:
# Deselect current piece
if selectedNode == location:
resetHighlights()
selectedNode = ""
return
var node = get_node("Flow/" + location)
parseLocation(location)
# First selection of a piece
if selectedNode == "" && node.get_child_count() != 0 && node.get_child(0).Item_Color == Turn:
selectedNode = location
getMovableAreas()
# Castling
elif isCastlingMove(node, location):
handleCastling(node)
# En Passant
elif isEnPassantMove(node, location):
handleEnPassant(node)
# Reselect piece
elif isReselectMove(node):
selectedNode = location
getMovableAreas()
# Capture piece
elif isCaptureMove(node):
handleCapture(node)
# Regular move
elif isRegularMove(node):
handleRegularMove(node)
func isCastlingMove(node: Node, location: String) -> bool:
return selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color == Turn && node.get_child(0).name == "Rook"
func isEnPassantMove(node: Node, location: String) -> bool:
return selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color != Turn && \
node.get_child(0).name == "Pawn" && specialArea.size() != 0 && specialArea[0] == node.name && \
node.get_child(0).get("En_Passant") == true
func isReselectMove(node: Node) -> bool:
return selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color == Turn
func isCaptureMove(node: Node) -> bool:
return selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color != Turn
func isRegularMove(node: Node) -> bool:
return selectedNode != "" && node.get_child_count() == 0
func handleCastling(node: Node) -> void:
print("handleCastling")
for i in areas:
if i == node.name:
var king = get_node("Flow/" + selectedNode).get_child(0)
var rook = node.get_child(0)
king.reparent(get_node("Flow/" + specialArea[1]))
rook.reparent(get_node("Flow/" + specialArea[0]))
king.position = Vector2(25, 25)
rook.position = Vector2(25, 25)
currentlyMovingPiece = king
resolveMoveEffects()
func handleEnPassant(node: Node) -> void:
print("handleEnPassant")
for i in specialArea:
if i == node.name:
var pawn = get_node("Flow/" + selectedNode).get_child(0)
node.get_child(0).free()
pawn.reparent(get_node("Flow/" + specialArea[1]))
pawn.position = Vector2(25, 25)
currentlyMovingPiece = pawn
resolveMoveEffects()
func handleCapture(node: Node) -> void:
print("handleCapture")
for i in areas:
if i == node.name:
var piece = get_node("Flow/" + selectedNode).get_child(0)
var capturedPiece = node.get_child(0)
updatePoints(capturedPiece)
if capturedPiece.name == "King":
print("Game Over!")
capturedPiece.free()
piece.reparent(node)
piece.position = Vector2(25, 25)
piece.position = Vector2(25, 25)
currentlyMovingPiece = piece
resolveMoveEffects()
func handleRegularMove(node: Node) -> void:
print("handleRegularMove")
for i in areas:
if i == node.name:
var piece = get_node("Flow/" + selectedNode).get_child(0)
piece.reparent(node)
piece.position = Vector2(25, 25)
currentlyMovingPiece = piece
resolveMoveEffects()
func updatePoints(capturedPiece: Node) -> void:
if Turn == 0:
p1Points += capturedPiece.Points
p1String.text = str(p1Points)
else:
p2Points += capturedPiece.Points
p2String.text = str(p2Points)
func parseLocation(location: String) -> void:
var number = 0
locationX = ""
while location.substr(number, 1) != "-":
locationX += location.substr(number, 1)
number += 1
locationY = location.substr(number + 1)
func setupStyles() -> void:
lightStyle = StyleBoxFlat.new()
lightStyle.bg_color = Color(0.8, 0.8, 0.8, 1)
darkStyle = StyleBoxFlat.new()
darkStyle.bg_color = Color(0.2, 0.2, 0.2, 1)
highlightStyle = StyleBoxFlat.new()
highlightStyle.bg_color = Color(0, 0.3, 0, 1)
func updateTurnIndicator():
if Turn == 0: # White's turn
turnIndicator.color = Color(1, 1, 1, 1) # White
else: # Black's turn
turnIndicator.color = Color(0, 0, 0, 1) # Black
func _onTilePressed(tileName: String) -> void:
boardContainer.emit_signal("send_location", tileName)
func setupPieces() -> void:
# White pieces
placePiece("0-0", "Rook", 1)
placePiece("1-0", "Knight", 1)
placePiece("2-0", "Bishop", 1)
placePiece("3-0", "Queen", 1)
placePiece("4-0", "King", 1)
placePiece("5-0", "Bishop", 1)
placePiece("6-0", "Knight", 1)
placePiece("7-0", "Rook", 1)
for x in range(8):
placePiece(str(x) + "-1", "Pawn", 1)
# Black pieces
placePiece("0-7", "Rook", 0)
placePiece("1-7", "Knight", 0)
placePiece("2-7", "Bishop", 0)
placePiece("3-7", "Queen", 0)
placePiece("4-7", "King", 0)
placePiece("5-7", "Bishop", 0)
placePiece("6-7", "Knight", 0)
placePiece("7-7", "Rook", 0)
for x in range(8):
placePiece(str(x) + "-6", "Pawn", 0)
func placePiece(position: String, pieceName: String, color: int) -> void:
var piece = summonPiece(pieceName, color)
boardContainer.get_node(position).add_child(piece)
var coords = position.split("-")
board[int(coords[1])][int(coords[0])] = piece
func summonPiece(pieceName: String, color: int) -> Node:
var piece
match pieceName:
"Pawn":
piece = Pawn.new()
piece.name = "Pawn"
"King":
piece = King.new()
piece.name = "King"
"Queen":
piece = Queen.new()
piece.name = "Queen"
"Knight":
piece = Knight.new()
piece.name = "Knight"
"Rook":
piece = Rook.new()
piece.name = "Rook"
"Bishop":
piece = Bishop.new()
piece.name = "Bishop"
piece.Item_Color = color
piece.position = Vector2(tileXSize / 2, tileYSize / 2)
return piece
func prepareHand() -> void:
pass
func drawCards() -> void:
pass
func updateEffectDurations() -> void:
pass
func applyTileEffects() -> void:
pass
func attachSelectedCards() -> void:
pass
func applyCardEffects() -> void:
pass
func isValidMove(location: String) -> bool:
var node = get_node("Flow/" + location)
if node.get_child_count() == 0 || node.get_child(0).Item_Color != Turn:
for area in areas:
if area == node.name:
return true
return false
func getMovableAreas() -> void:
resetHighlights()
areas.clear()
specialArea.clear()
var piece = get_node("Flow/" + selectedNode).get_child(0)
# print("Flow/" + selectedNode)
var flowNodes = get_tree().get_nodes_in_group("Flow")
# print("Flow nodes:", flowNodes)
var moves = piece.getValidMoves(boardContainer, selectedNode)
areas = moves.regular_moves
specialArea = moves.special_moves
highlightValidMoves()
func highlightValidMoves() -> void:
for move in areas:
var button = boardContainer.get_node(move)
var isWhiteSquare = (int(move.split("-")[0]) + int(move.split("-")[1])) % 2 == 0
var baseStyle = lightStyle if isWhiteSquare else darkStyle
var combinedStyle = StyleBoxFlat.new()
combinedStyle.bg_color = baseStyle.bg_color + highlightStyle.bg_color
button.add_theme_stylebox_override("normal", combinedStyle)
func executeMove(targetLocation: String) -> void:
print("executeMove")
var targetNode = get_node("Flow/" + targetLocation)
var piece = get_node("Flow/" + selectedNode).get_child(0)
print("piece", piece)
if targetNode.get_child_count() != 0:
var capturedPiece = targetNode.get_child(0)
if Turn == 0:
p1Points += capturedPiece.Points
p1String.text = str(p1Points)
else:
p2Points += capturedPiece.Points
p2String.text = str(p2Points)
capturedPiece.free()
piece.reparent(targetNode)
piece.position = Vector2(25, 25)
print("piece2", piece)
hasMoved = true
currentlyMovingPiece = piece
resetHighlights()
func resolveMoveEffects() -> void:
print("resolveMoveEffects")
print("currentlyMovingPiece", currentlyMovingPiece)
var piece = currentlyMovingPiece
if piece.name == "Pawn":
if piece.Double_Start:
piece.En_Passant = true
piece.Double_Start = false
elif piece.name == "King":
piece.Castling = false
elif piece.name == "Rook":
piece.Castling = false
selectedNode = ""
Turn = 1 if Turn == 0 else 0
updateTurnIndicator()
resetHighlights()
deckManager.updateCardDurations()
hasMoved = false
currentlyMovingPiece = null
func resetHighlights():
for button in boardContainer.get_children():
var coord = button.name.split("-")
var isWhiteSquare = (int(coord[0]) + int(coord[1])) % 2 == 0
if isWhiteSquare:
button.add_theme_stylebox_override("normal", lightStyle)
else:
button.add_theme_stylebox_override("normal", darkStyle)
func isCheckmate() -> bool:
return false
func isDraw() -> bool:
return false
func endGame(reason: String) -> void:
pass
func cleanupPhase() -> void:
pass
func isNull(location: String) -> bool:
return get_node_or_null("Flow/" + location) == null