ChessBuilder/Systems/Cards/Drunkdriving.gd

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2.7 KiB
GDScript

class_name DrunkDrivingCard extends Card
func _init():
super._init()
cardName = "Drunk Driving"
rank = Rank.RANK_1
duration = 1
effectType = EffectType.SPECIAL_ACTION
description = "Force peice to careen towards the enemy side, capturing all pieces in its path"
unitWhitelist = ["Rook", "Queen"]
func apply_effect(target_piece = null, board_flow = null, game_state = null):
if !super.apply_effect(target_piece, board_flow, game_state):
return false
if !target_piece or !board_flow or !game_state:
return false
# Get current container and position
var current_container = target_piece.get_parent() as PieceContainer
var current_pos = current_container.name.split("-")
var current_x = int(current_pos[0])
var current_y = int(current_pos[1])
# Calculate target position
var target_y = 7 if target_piece.Item_Color == 1 else 0
var y_direction = 1 if target_y > current_y else -1
# Generate tiles to check
var tiles_to_check = []
var y = current_y + y_direction
while y != target_y + y_direction:
tiles_to_check.append(str(current_x) + "-" + str(y))
y += y_direction
# Find final position (stop before any impassable tile)
var final_y = target_y
for tile_name in tiles_to_check:
var tile = game_state.tileManager.get_tile(tile_name)
if tile && !tile.passable:
# Stop at the tile before this one
var tile_y = int(tile_name.split("-")[1])
final_y = tile_y - y_direction
break
print("CHECKING TILES ", tiles_to_check)
# Process pieces in path
for tile_name in tiles_to_check:
var tile_y = int(tile_name.split("-")[1])
# Only process tiles up to where we're stopping
var container = board_flow.get_node(tile_name) as PieceContainer
if container.has_piece():
var piece_to_capture = container.get_piece()
game_state.updatePointsAndCapture(piece_to_capture)
# Move piece to final position
print("FINAL TILES ", str(current_x) + "-" + str(final_y))
var final_container = board_flow.get_node(str(current_x) + "-" + str(final_y)) as PieceContainer
print("FINAL TILES ", final_container.get_piece().Item_Color)
# Important: Need to remove the piece from its current container first
# AND keep a reference to it
target_piece = current_container.get_piece() # Get reference before removing
final_container.animate_movement(current_container, target_piece)
game_state.currentlyMovingPiece = target_piece
burned = true
game_state.resolveMoveEffects()
game_state.stateMachine.transitionToNextState(Constants.POST_MOVE)
return true