ChessBuilder/Systems/Cards/Explosiveboots.gd
2025-03-09 17:13:04 -05:00

136 lines
4.7 KiB
GDScript

class_name ExplosiveBootsCard extends Card
const CAPTURE_RADIUS = 1
var valid = false;
func _init():
duration = 1
super._init()
cardName = "Explosive Boots"
rank = Rank.RANK_3
effectType = EffectType.PIECE_EFFECT
description = "All enemy units within 1 radius of the moving peice at the end of the turn are captured"
unitWhitelist = ["Pawn", "Knight", "King"]
remaining_turns = duration
func reset():
remaining_turns = duration
valid = false
func apply_effect(target_piece = null, board_flow = null, game_state = null):
print("EXPLOSIVE apply_effect", target_piece)
attached_piece = target_piece
stored_board_flow = board_flow
stored_game_state = game_state
if !target_piece or !board_flow or !game_state:
print(cardName, " missing input param ")
return false
setup_persistent_effect(game_state)
# dont apply on card attachment
if !valid:
print("EXPLOSIVE apply_effect INVALID", )
return true
var piece_pos = target_piece.get_parent().name.split("-")
var piece_x = int(piece_pos[0])
var piece_y = int(piece_pos[1])
var tiles_to_check = []
for dx in range(-CAPTURE_RADIUS, CAPTURE_RADIUS + 1):
for dy in range(-CAPTURE_RADIUS, CAPTURE_RADIUS + 1):
if max(abs(dx), abs(dy)) > CAPTURE_RADIUS:
continue
var target_x = piece_x + dx
var target_y = piece_y + dy
if target_x < 0 or target_x >= game_state.boardXSize or target_y < 0 or target_y >= game_state.boardYSize:
continue
if dx == 0 and dy == 0:
continue
tiles_to_check.append(str(target_x) + "-" + str(target_y))
# Process tiles and add overlay
for tile_name in tiles_to_check:
var container = board_flow.get_node(tile_name) as PieceContainer
# Handle overlay through container's overlay management
container.remove_overlay("ExplosiveBootsOverlay")
var overlay = ColorRect.new()
overlay.name = "ExplosiveBootsOverlay"
overlay.color = Color(1, 0, 0, 0.3)
overlay.size = container.size
overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_overlay(overlay)
overlay.show()
# Check for pieces to affect
var piece = container.get_piece()
if piece != null and piece.Item_Color != target_piece.Item_Color:
game_state.updatePointsAndCapture(piece)
# Setup timer to remove overlays
var timer = Timer.new()
board_flow.add_child(timer)
timer.wait_time = 1
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("ExplosiveBootsOverlay")
if overlay:
overlay.queue_free()
timer.queue_free()
)
timer.start()
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:
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 = Utils.LIGHT_CELL if isWhite else Utils.DARK_CELL
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 ==================", stored_game_state.isPlayerTurn() )
if stored_game_state.stateMachine.disabled:
return
if stored_game_state.isPlayerTurn() and attached_piece and remaining_turns > 0:
var piece = attached_piece
var flow = stored_board_flow
var state = stored_game_state
# 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)
func remove_effect():
if attached_piece:
var game_state = stored_game_state
if game_state.is_connected("turn_changed", on_turn_changed):
game_state.disconnect("turn_changed", on_turn_changed)
super.remove_effect()