143 lines
No EOL
5.6 KiB
GDScript
143 lines
No EOL
5.6 KiB
GDScript
class_name HalitosisCard extends Card
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const EFFECT_RADIUS = 1
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var valid = false;
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func _init():
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duration = 3
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super._init()
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cardName = "Halitosis"
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rank = Rank.RANK_2
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effectType = EffectType.PIECE_EFFECT
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description = "All enemy units within 1 radius of the moving piece at the end of the turn are pushed back"
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unitWhitelist = ["Pawn", "Knight", "King"]
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remaining_turns = duration
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is_default = false
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func reset():
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remaining_turns = duration
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valid = false
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func apply_effect(target_piece = null, board_flow = null, game_state = null):
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print("HALITOSIS apply_effect", target_piece)
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attached_piece = target_piece
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stored_board_flow = board_flow
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stored_game_state = game_state
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if !target_piece or !board_flow or !game_state:
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print(cardName, " missing input param ")
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return false
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setup_persistent_effect(game_state)
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# dont apply on card attachment
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if !valid:
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print("HALITOSIS apply_effect INVALID", )
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return true
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var piece_pos = target_piece.get_parent().name.split("-")
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var piece_x = int(piece_pos[0])
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var piece_y = int(piece_pos[1])
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var tiles_to_check = []
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for dx in range(-EFFECT_RADIUS, EFFECT_RADIUS + 1):
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for dy in range(-EFFECT_RADIUS, EFFECT_RADIUS + 1):
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if max(abs(dx), abs(dy)) > EFFECT_RADIUS:
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continue
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var target_x = piece_x + dx
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var target_y = piece_y + dy
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if target_x < 0 or target_x >= game_state.boardXSize or target_y < 0 or target_y >= game_state.boardYSize:
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continue
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if dx == 0 and dy == 0:
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continue
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tiles_to_check.append(str(target_x) + "-" + str(target_y))
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# Process tiles and add overlay
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for tile_name in tiles_to_check:
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var container = board_flow.get_node(tile_name) as PieceContainer
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# Handle overlay through container's overlay management
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container.remove_overlay("HalitosisOverlay")
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var overlay = ColorRect.new()
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overlay.name = "HalitosisOverlay"
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overlay.color = Color(0.5, 0.7, 1, 0.3) # Blue-ish
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overlay.size = container.size
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overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
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container.add_overlay(overlay)
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overlay.show()
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# Check for pieces to affect
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var piece = container.get_piece()
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if piece != null and piece.Item_Color != target_piece.Item_Color:
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# Calculate the direction to push
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var push_dir_x = piece_x - int(tile_name.split("-")[0])
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var push_dir_y = piece_y - int(tile_name.split("-")[1])
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# Normalize the direction vector
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var length = sqrt(push_dir_x * push_dir_x + push_dir_y * push_dir_y)
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if length > 0:
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push_dir_x = round(push_dir_x / length)
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push_dir_y = round(push_dir_y / length)
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# Calculate target cell to push to
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var push_target_x = int(int(tile_name.split("-")[0]) - push_dir_x)
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var push_target_y = int(int(tile_name.split("-")[1]) - push_dir_y)
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var push_target = str(push_target_x) + "-" + str(push_target_y)
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print("HALITSOSES ", tile_name, " ", push_target)
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# Check if target is valid and empty
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if push_target_x >= 0 and push_target_x < game_state.boardXSize and push_target_y >= 0 and push_target_y < game_state.boardYSize:
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var target_container = board_flow.get_node(push_target) as PieceContainer
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if target_container and !target_container.has_piece():
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# Animate the push
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target_container.animate_movement(container, piece)
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else:
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# If we can't push (blocked), capture the piece instead
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# game_state.updatePointsAndCapture(piece)
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print("Blocked should we capture?")
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else:
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print("Off Board should we capture?")
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# If push would be off the board, capture the piece
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# game_state.updatePointsAndCapture(piece)
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# Setup timer to remove overlays
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var timer = Timer.new()
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board_flow.add_child(timer)
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timer.wait_time = 1
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timer.one_shot = true
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timer.timeout.connect(func():
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for tile_name in tiles_to_check:
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var tile = board_flow.get_node(tile_name)
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var overlay = tile.get_node_or_null("HalitosisOverlay")
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if overlay:
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overlay.queue_free()
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timer.queue_free()
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)
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timer.start()
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return true
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func setup_persistent_effect(game_state):
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# Connect to the turn change signal if not already connected
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if !game_state.is_connected("turn_changed", on_turn_changed):
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game_state.connect("turn_changed", on_turn_changed)
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func on_turn_changed():
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print("TURN CHANGED ==================", stored_game_state.isPlayerTurn())
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if stored_game_state.stateMachine.disabled:
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return
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if stored_game_state.isPlayerTurn() and attached_piece and remaining_turns > 0:
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var piece = attached_piece
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var flow = stored_board_flow
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var state = stored_game_state
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# Now try apply_effect with these values
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valid = true
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apply_effect(piece, flow, state)
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func remove_effect():
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if attached_piece:
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var game_state = stored_game_state
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if game_state.is_connected("turn_changed", on_turn_changed):
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game_state.disconnect("turn_changed", on_turn_changed)
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super.remove_effect() |