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