ChessBuilder/addons/Chess/Scripts/Knight.gd

202 lines
7.2 KiB
GDScript

@tool
extends Pawn
class_name Knight
func _ready():
self.texture = load("res://addons/Chess/Textures/WKnight.svg")
Points = 3
func _process(_delta):
if Item_Color != Temp_Color:
Temp_Color = Item_Color
if Item_Color == 0:
self.texture = load("res://addons/Chess/Textures/WKnight.svg")
elif Item_Color == 1:
self.texture = load("res://addons/Chess/Textures/BKnight.svg")
func getValidMoves(board_flow, current_location: String) -> Dictionary:
var moves = {
"regular_moves": [],
"special_moves": []
}
var loc = current_location.split("-")
var x = int(loc[0])
var y = int(loc[1])
game = board_flow.get_parent() as ChessGame
# All possible L-shaped moves
var knight_moves = [
[-2, -1], [-2, 1],
[-1, -2], [-1, 2],
[1, -2], [1, 2],
[2, -1], [2, 1]
]
for move in knight_moves:
var target_x = x + move[0]
var target_y = y + move[1]
var new_loc = str(target_x) + "-" + str(target_y)
if is_valid_cell(board_flow, new_loc):
# Check both possible paths to the target
var horizontal_first_clear = true
var vertical_first_clear = true
# Path 1: Check horizontal first, then vertical
# Check horizontal movement
var step_x = sign(move[0])
for i in range(1, abs(move[0]) + 1):
var path_tile_loc = str(x + (i * step_x)) + "-" + str(y)
var tile = game.tileManager.get_tile(path_tile_loc)
if tile && !tile.jumpable:
horizontal_first_clear = false
break
# Check vertical movement if horizontal was clear
if horizontal_first_clear:
var step_y = sign(move[1])
var path_tile_loc = str(target_x) + "-" + str(y + step_y)
var tile = game.tileManager.get_tile(path_tile_loc)
if tile && !tile.jumpable:
horizontal_first_clear = false
# Path 2: Check vertical first, then horizontal
# Check vertical movement
var step_y = sign(move[1])
for i in range(1, abs(move[1]) + 1):
var path_tile_loc = str(x) + "-" + str(y + (i * step_y))
var tile = game.tileManager.get_tile(path_tile_loc)
if tile && !tile.jumpable:
vertical_first_clear = false
break
# Check horizontal movement if vertical was clear
if vertical_first_clear:
var path_tile_loc = str(x + step_x) + "-" + str(target_y)
var tile = game.tileManager.get_tile(path_tile_loc)
if tile && !tile.jumpable:
vertical_first_clear = false
# Move is valid if EITHER path is clear
if (horizontal_first_clear || vertical_first_clear) && (can_move_to_cell(board_flow, new_loc) || can_move_to_cell(board_flow, new_loc, true)):
moves.regular_moves.append(new_loc)
return moves
# func animate_movement(target_position: Vector2, duration: float = 0.5) -> void:
# z_index = 1
# var tween = create_tween()
# tween.set_trans(Tween.TRANS_LINEAR)
# tween.set_ease(Tween.EASE_IN_OUT)
# var start_pos = global_position
# var total_delta = target_position - start_pos
# var mid_pos: Vector2
# var game = get_tree().get_first_node_in_group("ChessGame") as ChessGame
# var cell_delta_x = int(total_delta.x / game.boardXSize)
# var cell_delta_y = int(total_delta.y / game.boardYSize)
# if abs(cell_delta_x) > abs(cell_delta_y):
# # Moving more horizontally ([-2, ±1])
# mid_pos = Vector2(
# start_pos.x + (cell_delta_x * game.boardXSize),
# start_pos.y
# )
# else:
# # Moving more vertically ([±1, -2])
# mid_pos = Vector2(
# start_pos.x,
# start_pos.y + (cell_delta_y * game.boardYSize)
# )
# # First move (longer distance)
# tween.tween_property(self, "global_position", mid_pos, duration / 3 * 2)
# # Second move (shorter distance)
# tween.tween_property(self, "global_position", target_position, duration / 3 * 1)
# await tween.finished
# z_index = 0
func animate_movement(target_position: Vector2, duration: float = 0.5) -> void:
z_index = 1
var tween = create_tween()
tween.set_trans(Tween.TRANS_LINEAR)
tween.set_ease(Tween.EASE_IN_OUT)
var start_pos = global_position
var total_delta = target_position - start_pos
var mid_pos: Vector2
var cell_delta_x = int(total_delta.x / game.boardXSize)
var cell_delta_y = int(total_delta.y / game.boardYSize)
# Convert current and target positions to board coordinates
var current_x = int(start_pos.x / game.boardXSize)
var current_y = int(start_pos.y / game.boardYSize)
# Check both possible paths
var horizontal_first_clear = true
var vertical_first_clear = true
# Check horizontal-first path
for i in range(1, abs(cell_delta_x) + 1):
var step_x = sign(cell_delta_x)
var path_tile_loc = str(current_x + (i * step_x)) + "-" + str(current_y)
var tile = game.tileManager.get_tile(path_tile_loc)
if tile && !tile.jumpable:
horizontal_first_clear = false
break
if horizontal_first_clear:
var step_y = sign(cell_delta_y)
var path_tile_loc = str(current_x + cell_delta_x) + "-" + str(current_y + step_y)
var tile = game.tileManager.get_tile(path_tile_loc)
if tile && !tile.jumpable:
horizontal_first_clear = false
# Check vertical-first path
for i in range(1, abs(cell_delta_y) + 1):
var step_y = sign(cell_delta_y)
var path_tile_loc = str(current_x) + "-" + str(current_y + (i * step_y))
var tile = game.tileManager.get_tile(path_tile_loc)
if tile && !tile.jumpable:
vertical_first_clear = false
break
if vertical_first_clear:
var step_x = sign(cell_delta_x)
var path_tile_loc = str(current_x + step_x) + "-" + str(current_y + cell_delta_y)
var tile = game.tileManager.get_tile(path_tile_loc)
if tile && !tile.jumpable:
vertical_first_clear = false
# Choose the valid path for animation
var use_horizontal_first = true
if !horizontal_first_clear && vertical_first_clear:
use_horizontal_first = false
elif horizontal_first_clear && vertical_first_clear:
# If both paths are valid, use the traditional logic
use_horizontal_first = abs(cell_delta_x) > abs(cell_delta_y)
elif !horizontal_first_clear && !vertical_first_clear:
push_error("Attempting to animate an invalid move!")
return
if use_horizontal_first:
mid_pos = Vector2(
start_pos.x + (cell_delta_x * game.boardXSize),
start_pos.y
)
else:
mid_pos = Vector2(
start_pos.x,
start_pos.y + (cell_delta_y * game.boardYSize)
)
tween.tween_property(self, "global_position", mid_pos, duration / 3 * 2)
tween.tween_property(self, "global_position", target_position, duration / 3 * 1)
await tween.finished
z_index = 0