ChessBuilder/Systems/Cards/Supernova.gd

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5.5 KiB
GDScript

class_name SupernovaCard extends Card
const CAPTURE_RADIUS = 4
func _init():
duration = 5
super._init()
cardName = "Supernova"
rank = Rank.RANK_0
effectType = EffectType.PIECE_EFFECT
description = "All enemy units within 4 radius are captured"
unitWhitelist = ["King"]
func apply_effect(target_piece = null, board_flow = null, game_state = null):
print(cardName, " APPLY EFFECT ")
# if !super.apply_effect(target_piece, board_flow, game_state):
# print(cardName, " super apply false ")
# return false
remaining_turns = duration
attached_piece = target_piece
if !target_piece or !board_flow or !game_state:
print(cardName, " missing input param ")
return false
# Get king's position
var king_pos = target_piece.get_parent().name.split("-")
var king_x = int(king_pos[0])
var king_y = int(king_pos[1])
# Collect all tiles within radius to check
var tiles_to_check = []
# Check in all directions (up, down, left, right and diagonals)
for dx in range(-CAPTURE_RADIUS, CAPTURE_RADIUS + 1):
for dy in range(-CAPTURE_RADIUS, CAPTURE_RADIUS + 1):
# Skip if outside Manhattan distance
if abs(dx) + abs(dy) > CAPTURE_RADIUS:
continue
# Calculate target coordinates
var target_x = king_x + dx
var target_y = king_y + dy
# Skip if outside board bounds
if target_x < 0 or target_x >= 8 or target_y < 0 or target_y >= 8:
continue
# Skip king's own position
if dx == 0 and dy == 0:
continue
# Add tile to check list
tiles_to_check.append(str(target_x) + "-" + str(target_y))
print(tiles_to_check)
# reset_tile_styles(board_flow, tiles_to_check)
# Process each tile and capture pieces
for tile_name in tiles_to_check:
var tile = board_flow.get_node(tile_name)
var style = StyleBoxFlat.new()
style.bg_color = Color(1, 0, 0, 0.3) # Red tint
tile.remove_theme_stylebox_override("normal")
tile.add_theme_stylebox_override("normal", style)
if tile.get_child_count() > 0:
var piece = tile.get_child(0)
# print("Process", piece.name, " | ", piece.Item_Color, " | ", target_piece.Item_Color)
if piece.Item_Color != target_piece.Item_Color: # Only capture enemy pieces
game_state.updatePoints(piece)
piece.queue_free()
var timer = Timer.new()
board_flow.add_child(timer)
timer.wait_time = 0.5
timer.one_shot = true
timer.timeout.connect(func():
reset_tile_styles(board_flow, tiles_to_check)
timer.queue_free()
)
timer.start()
# Visual feedback
# for tile_name in tiles_to_check:
# var tile = board_flow.get_node(tile_name)
# var style = StyleBoxFlat.new()
# style.bg_color = Color(1, 0, 0, 0.3) # Red tint
# tile.add_theme_stylebox_override("normal", style)
# var timer = Timer.new()
# board_flow.add_child(timer)
# timer.wait_time = 0.5
# timer.one_shot = true
# timer.timeout.connect(func():
# tile.remove_theme_stylebox_override("normal")
# timer.queue_free()
# )
# timer.start()
setup_persistent_effect(game_state);
# game_state.stateMachine.transitionToNextState(Constants.POST_MOVE)
return true
func reset_tile_styles(board_flow, tiles_to_check):
for tile_name in tiles_to_check:
var tile = board_flow.get_node(tile_name)
if !tile:
print("continue")
continue
# Reset to original chess board pattern
var coords = tile_name.split("-")
var isWhite = (int(coords[0]) + int(coords[1])) % 2 == 0
var style = StyleBoxFlat.new()
style.bg_color = Color(0.8, 0.8, 0.8, 1) if isWhite else Color(0.2, 0.2, 0.2, 1)
tile.add_theme_stylebox_override("normal", style)
func setup_persistent_effect(game_state):
# Connect to the turn change signal if not already connected
if !game_state.is_connected("turn_changed", on_turn_changed):
game_state.connect("turn_changed", on_turn_changed)
func on_turn_changed():
# print("TURN CHANGED ==================", attached_piece, " | ", remaining_turns, )
if attached_piece.get_parent().get_parent().owner.isPlayerTurn() and attached_piece and remaining_turns > 0:
print(attached_piece.get_parent().get_parent(), attached_piece.get_parent().get_parent().owner)
var piece = attached_piece
var flow = attached_piece.get_parent().get_parent()
var state = attached_piece.get_parent().get_parent().owner
# print("Debug values:")
# print("- Piece: ", piece, " is null? ", piece == null)
# print("- Board Flow: ", flow, " is null? ", flow == null)
# print("- Game State: ", state, " is null? ", state == null)
# Now try apply_effect with these values
apply_effect(piece, flow, state)
remaining_turns -= 1
if remaining_turns <= 0:
remove_effect()
else:
burned = true
func remove_effect():
if attached_piece:
var game_state = attached_piece.get_parent().get_parent().owner
if game_state.is_connected("turn_changed", on_turn_changed):
game_state.disconnect("turn_changed", on_turn_changed)
super.remove_effect()