ChessBuilder/Systems/TileManager.gd

243 lines
8.7 KiB
GDScript

class_name TileManager
extends Node
var active_tiles: Dictionary = {} # location: Tile
var board_flow: FlowContainer
var game: ChessGame
const portalString : String = "UuVvWwXxYyZz"
const PortalTile = preload("res://Systems/Tiles/Portal.gd")
func _init(flow: FlowContainer = null, chess_game: ChessGame = null) -> void:
if flow:
initialize(flow)
game = chess_game
func initialize(flow: FlowContainer) -> void:
board_flow = flow
clear_tiles()
func add_tile(location: String, tile: Tile) -> void:
if !board_flow:
push_error("TileManager not initialized with board_flow")
return
var container = board_flow.get_node_or_null(location) as PieceContainer
if !container:
push_error("Container not found at location: " + location)
return
# Remove any existing tile
remove_tile(location)
tile.game = game
# Add new tile
active_tiles[location] = tile
tile.effect_expired.connect(func(): remove_tile(location))
tile.update_appearance()
func remove_tile(location: String) -> void:
if active_tiles.has(location):
var tile = active_tiles[location]
tile.restore_base_appearance()
active_tiles.erase(location)
func get_tile(location: String) -> Tile:
return active_tiles.get(location, null)
func update_tile_durations() -> void:
if active_tiles.is_empty():
return
var expired_locations = []
var locations = active_tiles.keys()
for location in locations:
var tile = active_tiles[location]
tile.update_duration()
if !tile.is_effect_active():
expired_locations.append(location)
for location in expired_locations:
remove_tile(location)
func apply_alltile_effects() -> void:
if active_tiles.is_empty():
return
for location in active_tiles:
var tile = active_tiles[location]
var container = board_flow.get_node(location) as PieceContainer
if container && container.has_piece():
var piece = container.get_piece()
if tile.can_affect_piece(piece):
tile.apply_effect(piece)
func apply_tile_effect(location: String) -> void:
if active_tiles.is_empty() or !active_tiles.has(location):
return
var tile = active_tiles[location]
var container = board_flow.get_node(location) as PieceContainer
if container && container.has_piece():
var piece = container.get_piece()
if tile.can_affect_piece(piece):
tile.apply_effect(piece)
func clear_tiles() -> void:
var locations = active_tiles.keys()
for location in locations:
remove_tile(location)
# Function to place random game tiles at the start of each match
func place_random_game_tiles(num_tiles: int = 5) -> void:
if !board_flow:
push_error("TileManager not initialized with board_flow")
return
var fen_parts = game.FEN.split(" ")
var rows = fen_parts[0].split("/")
var available_positions = []
# Find empty rows from FEN
for y in range(rows.size()):
var row = rows[y]
# If row is all empty squares (like "8" in standard chess)
if row.is_valid_int() && int(row) == game.boardXSize:
var board_y = (game.boardYSize - 1) - y # Flip y coordinate to match board orientation
# Add all positions in this empty row
for x in range(game.boardXSize):
if active_tiles.has(str(x) + "-" + str(board_y)):
continue
available_positions.append(str(x) + "-" + str(board_y))
available_positions.shuffle()
var skipNext = false;
# var wall: Tile
# var p = '0-2'
# var cntr = board_flow.get_node(p) as PieceContainer
# var w = (int(p.split("-")[0]) + int(p.split("-")[1])) % 2 == 0
# wall = WallTile.new(cntr, w, -1)
# add_tile(p, wall)
# # p = '1-2'
# # cntr = board_flow.get_node(p) as PieceContainer
# # w = (int(p.split("-")[0]) + int(p.split("-")[1])) % 2 == 0
# # wall = WallTile.new(cntr, w, -1)
# # add_tile(p, wall)
# p = '2-2'
# cntr = board_flow.get_node(p) as PieceContainer
# w = (int(p.split("-")[0]) + int(p.split("-")[1])) % 2 == 0
# wall = WallTile.new(cntr, w, -1)
# add_tile(p, wall)
# p = '3-2'
# cntr = board_flow.get_node(p) as PieceContainer
# w = (int(p.split("-")[0]) + int(p.split("-")[1])) % 2 == 0
# wall = WallTile.new(cntr, w, -1)
# add_tile(p, wall)
# p = '4-2'
# cntr = board_flow.get_node(p) as PieceContainer
# w = (int(p.split("-")[0]) + int(p.split("-")[1])) % 2 == 0
# wall = WallTile.new(cntr, w, -1)
# add_tile(p, wall)
# p = '5-2'
# cntr = board_flow.get_node(p) as PieceContainer
# w = (int(p.split("-")[0]) + int(p.split("-")[1])) % 2 == 0
# wall = WallTile.new(cntr, w, -1)
# add_tile(p, wall)
# # p = '6-2'
# # cntr = board_flow.get_node(p) as PieceContainer
# # w = (int(p.split("-")[0]) + int(p.split("-")[1])) % 2 == 0
# # wall = WallTile.new(cntr, w, -1)
# # add_tile(p, wall)
# p = '7-2'
# cntr = board_flow.get_node(p) as PieceContainer
# w = (int(p.split("-")[0]) + int(p.split("-")[1])) % 2 == 0
# wall = DoubleWallTile.new(cntr, w, -1)
# add_tile(p, wall)
# Skip over an iteration for a paired tile
for i in range(min(num_tiles, available_positions.size())):
if skipNext:
skipNext = false
continue
var pos = available_positions[i]
var container = board_flow.get_node(pos) as PieceContainer
if !container:
continue
var is_white = (int(pos.split("-")[0]) + int(pos.split("-")[1])) % 2 == 0
# Randomly choose a tile type
var rng = RandomNumberGenerator.new()
rng.randomize()
var tile_type = rng.randi() % 3
# tile_type = 4;
# remove the set 2
var tile: Tile
match tile_type:
0: # Wall tile
tile = WallTile.new(container, is_white, -1)
add_tile(pos, tile)
continue
1: # Double Wall
# tile = DoubleWallTile.new(container, is_white, -1)
# add_tile(pos, tile)
continue
2: # Portal pair
# Only create portal pair if this isn't the last tile
if i < available_positions.size() - 1:
var next_pos = available_positions[i + 1]
var next_container = board_flow.get_node(next_pos) as PieceContainer
if next_container:
place_portal(pos, i, available_positions, container, is_white)
skipNext = true
else:
# If we can't make a pair, fall back to a wall tile
tile = WallTile.new(container, is_white, -1)
add_tile(pos, tile)
func place_portal(pos: String = "", i: int = 0, available_positions: Array = [], container: PieceContainer = null, is_white: bool = false) -> void:
var next_pos = available_positions[i + 1]
var next_container = board_flow.get_node(next_pos) as PieceContainer
if next_container:
var next_is_white = (int(next_pos.split("-")[0]) + int(next_pos.split("-")[1])) % 2 == 0
# Create portal pair with alternating blue/orange colors
# var portal_color = Color.ORANGE if (i % 2 == 0) else Color.BLUE
var portals = PortalTile.create_portal_pair(
container, is_white,
next_container, next_is_white,
-1, # permanent duration
i, # pair id
Color.ORANGE,
Color.BLUE
)
# Add both portals
add_tile(pos, portals[0])
add_tile(next_pos, portals[1])
func place_portal_pair(pos: String = "", next_pos: String = "", i: int = 0) -> void:
var container = board_flow.get_node(pos) as PieceContainer
var next_container = board_flow.get_node(next_pos) as PieceContainer
if next_container:
var is_white = (int(pos.split("-")[0]) + int(pos.split("-")[1])) % 2 == 0
var next_is_white = (int(next_pos.split("-")[0]) + int(next_pos.split("-")[1])) % 2 == 0
# Create portal pair with alternating blue/orange colors
# var portal_color = Color.ORANGE if (i % 2 == 0) else Color.BLUE
var portals = PortalTile.create_portal_pair(
container, is_white,
next_container, next_is_white,
-1, # permanent duration
i, # pair id
Color.ORANGE,
Color.BLUE
)
# Add both portals
add_tile(pos, portals[0])
add_tile(next_pos, portals[1])