216 lines
8.3 KiB
GDScript
216 lines
8.3 KiB
GDScript
extends "res://Systems/StateMachine/ChessGameState.gd"
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var moves_remaining = {}
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var multiMoving = ""
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func _ready() -> void:
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print("Movement state ready")
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func enter(_previous: String, _data := {}) -> void:
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print("ENTERING STATE ", Constants.MOVEMENT)
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if !game.boardContainer.is_connected("tile_pressed", handleMovement):
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print("Connecting tile_pressed signal")
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game.boardContainer.connect("tile_pressed", handleMovement)
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if game.selectedNode != "":
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game.getMovableAreas()
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else:
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game.resetHighlights()
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moves_remaining.clear()
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multiMoving = ""
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for piece_id in game.deckManager.attached_cards:
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var card = game.deckManager.attached_cards[piece_id]
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if card.effectType == Card.EffectType.MOVEMENT_MODIFIER:
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var effects = card.modify_moves()
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moves_remaining[piece_id] = effects.get("extra_moves", 0) + 1
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func exit() -> void:
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if game.boardContainer.is_connected("tile_pressed", handleMovement):
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game.boardContainer.disconnect("tile_pressed", handleMovement)
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func handleMovement(location: String) -> void:
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# we need to prevent swapping of focus between peices after the double move process has started
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# maybe once u start nmoving a peice global stat var is set
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# and any moving peice needs ot match that
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print("HANDLING MOVEMENT ", location, " | ", multiMoving, " | ", game.selectedNode)
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var node = game.get_node("Flow/" + location)
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var piece = game.get_node("Flow/" + game.selectedNode).get_child(0)
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var piece_id = piece.get_instance_id()
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print(piece_id)
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var is_multi_moving = piece_id in moves_remaining and moves_remaining[piece_id] > 1
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if multiMoving.length() > 0:
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if node.get_child_count() > 0 and is_instance_valid(node.get_child(0)):
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var attempting_piece = node.get_child(0)
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print("Checking Str comp ", str(attempting_piece.get_instance_id()), " ", multiMoving)
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# Only block if it's a different piece of the same color
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if str(attempting_piece.get_instance_id()) != multiMoving and attempting_piece.Item_Color == game.Turn:
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print("early return - can't select different piece of same color during multi-move")
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return
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if game.selectedNode == "":
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if node.get_child_count() != 0 && node.get_child(0).Item_Color == game.Turn:
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print("SELECTED NODE ", location)
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game.selectedNode = location
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game.getMovableAreas()
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return
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# print(moves_remaining, " | ", piece_id, " | ",is_multi_moving)
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var consumeMove = true;
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if is_multi_moving:
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moves_remaining[piece_id] -= 1
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consumeMove = false;
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else:
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# No more moves remaining, end turn
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if piece_id in moves_remaining:
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moves_remaining.erase(piece_id)
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# finished.emit(Constants.POST_MOVE)
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if game.selectedNode == location:
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if !is_multi_moving and multiMoving == "":
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print("CLEAR SELECTION*************")
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game.clearSelection()
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elif isCastlingMove(node, location):
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handleCastling(node)
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finished.emit(Constants.POST_MOVE)
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# En Passant
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elif isEnPassantMove(node, location):
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handleEnPassant(node)
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# Reselect piece
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elif isReselectMove(node):
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if !is_multi_moving and multiMoving == "":
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print("RESELECT SELECTION*************")
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game.selectedNode = location
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game.getMovableAreas()
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# Capture piece
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elif isCaptureMove(node):
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handleCapture(node)
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finished.emit(Constants.POST_MOVE)
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# Regular move
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# elif isRegularMove(node):
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# handleRegularMove(node)
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# finished.emit(Constants.POST_MOVE)
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else:
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if game.isValidMove(location):
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# executeMove(location)
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handleRegularMove(node, consumeMove)
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if consumeMove:
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multiMoving = ""
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game.clearSelection()
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print("Consuming move")
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finished.emit(Constants.POST_MOVE)
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elif is_multi_moving:
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game.selectedNode = location # Keep the piece selected for another move
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multiMoving = str(piece_id)
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# game.selectedNode = ""
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game.hasMoved = false
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game.currentlyMovingPiece = null
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print("ANOTHER MOVE")
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game.resetHighlights()
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if game.selectedNode != "":
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game.getMovableAreas()
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# finished.emit(Constants.POST_MOVE)
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func isCastlingMove(node: Node, location: String) -> bool:
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return game.selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color == game.Turn && node.get_child(0).name == "Rook"
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func isEnPassantMove(node: Node, location: String) -> bool:
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return game.selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color != game.Turn && \
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node.get_child(0).name == "Pawn" && game.specialArea.size() != 0 && game.specialArea[0] == node.name && \
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node.get_child(0).get("En_Passant") == true
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func isReselectMove(node: Node) -> bool:
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return game.selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color == game.Turn
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func isCaptureMove(node: Node) -> bool:
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return game.selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color != game.Turn
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func isRegularMove(node: Node) -> bool:
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return game.selectedNode != "" && node.get_child_count() == 0
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func handleCastling(node: Node) -> void:
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print("handleCastling")
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for i in game.areas:
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if i == node.name:
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var king = game.get_node("Flow/" + game.selectedNode).get_child(0)
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var rook = node.get_child(0)
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king.reparent(game.get_node("Flow/" + game.specialArea[1]))
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rook.reparent(game.get_node("Flow/" + game.specialArea[0]))
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king.position = Vector2(25, 25)
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rook.position = Vector2(25, 25)
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game.currentlyMovingPiece = king
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game.resolveMoveEffects()
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func handleEnPassant(node: Node) -> void:
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print("handleEnPassant")
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for i in game.specialArea:
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if i == node.name:
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var pawn = game.get_node("Flow/" + game.selectedNode).get_child(0)
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node.get_child(0).free()
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pawn.reparent(game.get_node("Flow/" + game.specialArea[1]))
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pawn.position = Vector2(25, 25)
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game.currentlyMovingPiece = pawn
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game.resolveMoveEffects()
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func handleCapture(node: Node) -> void:
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print("handleCapture")
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for i in game.areas:
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if i == node.name:
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var piece = game.get_node("Flow/" + game.selectedNode).get_child(0)
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var capturedPiece = node.get_child(0)
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piece.reparent(node)
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piece.position = Vector2(25, 25)
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piece.position = Vector2(25, 25)
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game.currentlyMovingPiece = piece
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game.resolveMoveEffects()
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game.updatePoints(capturedPiece)
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capturedPiece.free()
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func handleRegularMove(node: Node, consume: bool) -> void:
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print("handleRegularMove", node)
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for i in game.areas:
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if i == node.name:
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var piece = game.get_node("Flow/" + game.selectedNode).get_child(0)
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piece.reparent(node)
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piece.position = Vector2(25, 25)
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if consume:
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game.currentlyMovingPiece = piece
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game.resolveMoveEffects()
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else:
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game.currentlyMovingPiece = piece
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game.togglePieceChessEffect();
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func executeMove(targetLocation: String) -> void:
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print("executeMove ", targetLocation)
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var targetNode = game.get_node("Flow/" + game.targetLocation)
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var piece = game.get_node("Flow/" + game.selectedNode).get_child(0)
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# print("piece", piece)
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if targetNode.get_child_count() != 0:
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var capturedPiece = targetNode.get_child(0)
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if game.Turn == 0:
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game.p1Points += capturedPiece.Points
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game.p1String.text = str(game.p1Points)
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else:
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game.p2Points += capturedPiece.Points
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game.p2String.text = str(game.p2Points)
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capturedPiece.free()
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piece.reparent(targetNode)
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piece.position = Vector2(25, 25)
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# print("piece2", piece)
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game.hasMoved = true
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game.currentlyMovingPiece = piece
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game.resetHighlights()
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