117 lines
No EOL
3.7 KiB
GDScript
117 lines
No EOL
3.7 KiB
GDScript
class_name TileManager
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extends Node
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var active_tiles: Dictionary = {} # location: Tile
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var board_flow: FlowContainer
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var game: ChessGame
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const DoubleMovementTile = preload("res://Systems/Tiles/DoubleMovement.gd")
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const FireWallTile = preload("res://Systems/Tiles/FireWall.gd")
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const PawnBoostTile = preload("res://Systems/Tiles/PawnBoost.gd")
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func _init(flow: FlowContainer = null, chess_game: ChessGame = null) -> void:
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if flow:
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initialize(flow)
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game = chess_game
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func initialize(flow: FlowContainer) -> void:
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board_flow = flow
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clear_tiles()
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func add_tile(location: String, tile: Tile) -> void:
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if !board_flow:
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push_error("TileManager not initialized with board_flow")
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return
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var container = board_flow.get_node_or_null(location) as PieceContainer
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if !container:
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push_error("Container not found at location: " + location)
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return
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# Remove any existing tile
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remove_tile(location)
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tile.game = game
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# Add new tile
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active_tiles[location] = tile
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tile.effect_expired.connect(func(): remove_tile(location))
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tile.update_appearance()
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func remove_tile(location: String) -> void:
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if active_tiles.has(location):
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var tile = active_tiles[location]
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tile.restore_base_appearance()
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active_tiles.erase(location)
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func get_tile(location: String) -> Tile:
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return active_tiles.get(location, null)
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func update_tile_durations() -> void:
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if active_tiles.is_empty():
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return
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var expired_locations = []
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var locations = active_tiles.keys()
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for location in locations:
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var tile = active_tiles[location]
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tile.update_duration()
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if !tile.is_effect_active():
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expired_locations.append(location)
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for location in expired_locations:
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remove_tile(location)
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func apply_tile_effects() -> void:
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if active_tiles.is_empty():
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return
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for location in active_tiles:
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var tile = active_tiles[location]
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var container = board_flow.get_node(location) as PieceContainer
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if container && container.has_piece():
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var piece = container.get_piece()
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if tile.can_affect_piece(piece):
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tile.apply_effect(piece)
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func clear_tiles() -> void:
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var locations = active_tiles.keys()
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for location in locations:
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remove_tile(location)
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# Function to place random game tiles at the start of each match
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func place_random_game_tiles(num_tiles: int = 6) -> void:
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if !board_flow:
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push_error("TileManager not initialized with board_flow")
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return
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var available_positions = []
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for x in range(8):
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for y in range(8):
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if y > 1 && y < 6: # Don't place on starting rows
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available_positions.append(str(x) + "-" + str(y))
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available_positions.shuffle()
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for i in range(min(num_tiles, available_positions.size())):
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var pos = available_positions[i]
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var container = board_flow.get_node(pos) as PieceContainer
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if !container:
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continue
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var is_white = (int(pos.split("-")[0]) + int(pos.split("-")[1])) % 2 == 0
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# Randomly choose a tile type
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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var tile_type = rng.randi() % 3
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var tile: Tile
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match tile_type:
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0: # DoubleMovementTile tile
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tile = FireWallTile.new(container, is_white, 3)
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1: # FireWallTile
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tile = FireWallTile.new(container, is_white, 3)
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2: # PawnBoostTile tile
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tile = FireWallTile.new(container, is_white, 3)
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add_tile(pos, tile) |