Add en passant and castling

This commit is contained in:
jake 2023-02-18 16:41:27 -05:00
parent ece682cacb
commit 4b9191e481
5 changed files with 183 additions and 37 deletions

206
Main.gd
View file

@ -11,6 +11,13 @@ const BOARD_HEIGHT = 7
var movement_layer = false var movement_layer = false
var movement_layer_piece = null var movement_layer_piece = null
var en_passant_pawn = null
var en_passant_wait = 0 # how many times any piece on the board must move before en_passant_pawn gets set to null
var team1_king = null
var team2_king = null
# hack to prevent 'clicking' on a killed piece
var safely_handle_movement = false var safely_handle_movement = false
var team1 = 1 var team1 = 1
@ -19,11 +26,17 @@ var team2 = 2
func _ready(): func _ready():
make_player1("green") make_player1("green")
make_player2("red") make_player2("red")
print(OS.set_window_size(Vector2(700,700))) #spawn_piece('pawn', 'teal', 1, 6, team1)
#spawn_piece('pawn', 'orange', 2, 4, team2)
#team2_king = spawn_piece('king', 'teal', 4, 0, team2)
#spawn_piece('rook', 'teal', 7, 0, team2)
#spawn_piece('rook', 'teal', 0, 0, team2)
OS.set_window_size(Vector2(700,700))
OS.set_window_always_on_top(true)
# horrifying discovery: this occurs after the signal capturing functions # horrifying discovery: this occurs after the signal capturing functions
func _process(delta): func _process(delta):
# hack to prevent 'clicking' on a killed piece
safely_handle_movement = false safely_handle_movement = false
func remove_movement_layer(): func remove_movement_layer():
@ -41,9 +54,9 @@ func piece_clicked(piece):
else: else:
if ! safely_handle_movement: if ! safely_handle_movement:
var piece_name = piece.get_piece() var piece_name = piece.get_piece()
print("You clicked on a %s, team %s" % [piece_name, piece.get_team()]) #rint("You clicked on a %s, team %s" % [piece_name, piece.get_team()])
var location = click_spot() var location = click_spot()
print("Spot: %s " % location) #rint("Spot: %s " % location)
var pattern = get_move_pattern(piece, location) var pattern = get_move_pattern(piece, location)
if can_chess_move(pattern, location): if can_chess_move(pattern, location):
movement_layer = true movement_layer = true
@ -60,7 +73,7 @@ func make_player2(color):
spawn_piece('knight', color, 1, 0, team2) spawn_piece('knight', color, 1, 0, team2)
spawn_piece('bishop', color, 2, 0, team2) spawn_piece('bishop', color, 2, 0, team2)
spawn_piece('queen', color, 3, 0, team2) spawn_piece('queen', color, 3, 0, team2)
spawn_piece('king', color, 4, 0, team2) team2_king = spawn_piece('king', color, 4, 0, team2)
spawn_piece('bishop', color, 5, 0, team2) spawn_piece('bishop', color, 5, 0, team2)
spawn_piece('knight', color, 6, 0, team2) spawn_piece('knight', color, 6, 0, team2)
spawn_piece('rook', color, 7, 0, team2) spawn_piece('rook', color, 7, 0, team2)
@ -72,7 +85,7 @@ func make_player1(color):
spawn_piece('knight', color, 1, 7, team1) spawn_piece('knight', color, 1, 7, team1)
spawn_piece('bishop', color, 2, 7, team1) spawn_piece('bishop', color, 2, 7, team1)
spawn_piece('queen', color, 3, 7, team1) spawn_piece('queen', color, 3, 7, team1)
spawn_piece('king', color, 4, 7, team1) team1_king = spawn_piece('king', color, 4, 7, team1)
spawn_piece('bishop', color, 5, 7, team1) spawn_piece('bishop', color, 5, 7, team1)
spawn_piece('knight', color, 6, 7, team1) spawn_piece('knight', color, 6, 7, team1)
spawn_piece('rook', color, 7, 7, team1) spawn_piece('rook', color, 7, 7, team1)
@ -93,18 +106,18 @@ func rand_pos():
# needs to be Vector2 as that is what object.position takes # needs to be Vector2 as that is what object.position takes
func in_square(vect2): func in_square(vect2):
#print(vect2) #rint(vect2)
vect2.x = ceil(vect2.x / board_cell) vect2.x = ceil(vect2.x / board_cell)
#print(vect2.x) #rint(vect2.x)
vect2.x *= board_cell vect2.x *= board_cell
vect2.x += board_cell / 2 vect2.x += board_cell / 2
vect2.y = ceil(vect2.y / board_cell) vect2.y = ceil(vect2.y / board_cell)
#print(vect2.y) #rint(vect2.y)
vect2.y *= board_cell vect2.y *= board_cell
vect2.y += board_cell / 2 vect2.y += board_cell / 2
#print(vect2) #rint(vect2)
return vect2 return vect2
func new_board2(): func new_board2():
@ -138,11 +151,15 @@ enum {
move_1_up_pawn, move_1_up_pawn,
attack_1_nw, attack_1_nw,
attack_1_ne, attack_1_ne,
en_passent_nw,
en_passent_ne,
move_2_down_pawn, move_2_down_pawn,
move_1_down_pawn, move_1_down_pawn,
attack_1_sw, attack_1_sw,
attack_1_se, attack_1_se,
en_passent_sw,
en_passent_se,
move_1_up, move_1_up,
move_1_down, move_1_down,
@ -157,6 +174,7 @@ enum {
move_down_inf, move_down_inf,
move_left_inf, move_left_inf,
move_right_inf, move_right_inf,
castling,
move_nw_inf, move_nw_inf,
move_ne_inf, move_ne_inf,
@ -172,16 +190,14 @@ func get_move_pattern(piece, coords):
"pawn": "pawn":
if piece.get_team() == team1: if piece.get_team() == team1:
if coords[1] == 6: if coords[1] == 6:
print("This pawn piece hasn't moved!") return [attack_1_nw, move_2_up_pawn, attack_1_ne, en_passent_ne, en_passent_nw]
return [attack_1_nw, move_2_up_pawn, attack_1_ne]
else: else:
print("This pawn piece has moved and that is hecking brave!") return [attack_1_nw, move_1_up_pawn, attack_1_ne, en_passent_ne, en_passent_nw]
return [attack_1_nw, move_1_up_pawn, attack_1_ne]
else: else:
if coords[1] == 1: if coords[1] == 1:
return [attack_1_sw, move_2_down_pawn, attack_1_se] return [attack_1_sw, move_2_down_pawn, attack_1_se, en_passent_se, en_passent_sw]
else: else:
return [attack_1_sw, move_1_down_pawn, attack_1_se] return [attack_1_sw, move_1_down_pawn, attack_1_se, en_passent_se, en_passent_sw]
"rook": "rook":
return [move_up_inf, move_left_inf, move_right_inf, move_down_inf] return [move_up_inf, move_left_inf, move_right_inf, move_down_inf]
"knight": "knight":
@ -191,32 +207,54 @@ func get_move_pattern(piece, coords):
"queen": "queen":
return [move_up_inf, move_down_inf, move_left_inf, move_right_inf, move_ne_inf, move_nw_inf, move_sw_inf, move_se_inf] return [move_up_inf, move_down_inf, move_left_inf, move_right_inf, move_ne_inf, move_nw_inf, move_sw_inf, move_se_inf]
"king": "king":
return [move_1_down, move_1_left, move_1_right, move_1_up, move_1_ne, move_1_nw, move_1_se, move_1_sw] return [move_1_down, move_1_left, move_1_right, move_1_up, move_1_ne, move_1_nw, move_1_se, move_1_sw, castling]
_: _:
print("no pattern for this one") #rint("no pattern for this one")
return []
func can_chess_move(pattern, coords): func can_chess_move(pattern, coords):
var can_move = false var can_move = false
var curr_team = board[coords[0]][coords[1]].get_team() var curr_piece = board[coords[0]][coords[1]]
var curr_team = curr_piece.get_team()
for e in pattern: for e in pattern:
match (e): match (e):
move_1_down_pawn: move_1_down_pawn:
if make_tiles(coords, [0,1], 1, true, curr_team): can_move = true if make_tiles(coords, [0,1], 1, true, curr_team): can_move = true
move_2_down_pawn: move_2_down_pawn:
if make_tiles(coords, [0,1], 2, true, curr_team): can_move = true if make_tiles(coords, [0,1], 1, true, curr_team):
can_move = true
make_tiles(coords, [0,2], 1, true, curr_team, {'tile_is_en_passant': true})
attack_1_sw: attack_1_sw:
if make_tiles(coords, [-1,1], 1, false, curr_team, true): can_move = true if make_tiles(coords, [-1,1], 1, false, curr_team, {"must_attack": true}): can_move = true
attack_1_se: attack_1_se:
if make_tiles(coords, [1,1], 1, false, curr_team, true): can_move = true if make_tiles(coords, [1,1], 1, false, curr_team, {"must_attack": true}): can_move = true
en_passent_sw:
var pawn_maybe = board[coords[0]-1][coords[1]]
if pawn_maybe and pawn_maybe.get_piece() == "pawn" and pawn_maybe == en_passant_pawn and pawn_maybe.get_team() != curr_team:
if make_tiles(coords, [-1,1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}): can_move = true
en_passent_se:
var pawn_maybe = board[coords[0]+1][coords[1]]
if pawn_maybe and pawn_maybe.get_piece() == "pawn" and pawn_maybe == en_passant_pawn and pawn_maybe.get_team() != curr_team:
if make_tiles(coords, [1,1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}): can_move = true
move_1_up_pawn: move_1_up_pawn:
if make_tiles(coords, [0,-1], 1, true, curr_team): can_move = true if make_tiles(coords, [0,-1], 1, true, curr_team): can_move = true
move_2_up_pawn: move_2_up_pawn:
if make_tiles(coords, [0,-1], 2, true, curr_team): can_move = true if make_tiles(coords, [0,-1], 1, true, curr_team):
can_move = true
make_tiles(coords, [0,-2], 1, true, curr_team, {'tile_is_en_passant': true})
attack_1_nw: attack_1_nw:
if make_tiles(coords, [-1,-1], 1, false, curr_team, true): can_move = true if make_tiles(coords, [-1,-1], 1, false, curr_team, {"must_attack": true}): can_move = true
attack_1_ne: attack_1_ne:
if make_tiles(coords, [1,-1], 1, false, curr_team, true): can_move = true if make_tiles(coords, [1,-1], 1, false, curr_team, {"must_attack": true}): can_move = true
en_passent_nw:
var pawn_maybe = board[coords[0]-1][coords[1]]
if pawn_maybe and pawn_maybe.get_piece() == "pawn" and pawn_maybe == en_passant_pawn and pawn_maybe.get_team() != curr_team:
if make_tiles(coords, [-1,-1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}): can_move = true
en_passent_ne:
var pawn_maybe = board[coords[0]+1][coords[1]]
if pawn_maybe and pawn_maybe.get_piece() == "pawn" and pawn_maybe == en_passant_pawn and pawn_maybe.get_team() != curr_team:
if make_tiles(coords, [1,-1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}): can_move = true
move_up_inf: move_up_inf:
if make_tiles(coords, [0,-1], BOARD_HEIGHT, false, curr_team): can_move =true if make_tiles(coords, [0,-1], BOARD_HEIGHT, false, curr_team): can_move =true
@ -226,6 +264,38 @@ func can_chess_move(pattern, coords):
if make_tiles(coords, [-1,0], BOARD_WIDTH, false, curr_team): can_move = true if make_tiles(coords, [-1,0], BOARD_WIDTH, false, curr_team): can_move = true
move_right_inf: move_right_inf:
if make_tiles(coords, [1,0], BOARD_WIDTH, false, curr_team): can_move = true if make_tiles(coords, [1,0], BOARD_WIDTH, false, curr_team): can_move = true
castling:
if ! curr_piece.has_moved and ! curr_piece.in_check:
var y = coords[1]
var king_x = coords[0]
var pieces = get_tree().get_nodes_in_group("piece")
for ele in pieces:
if ele.get_team() == curr_team and ele.get_piece() == "rook" and ! ele.has_moved and position_to_board_cell(ele.position)[1] == y:
print(ele)
var rook_x = position_to_board_cell(ele.position)[0]
# king side
if rook_x > king_x:
var blocked = false
pass
var diff = rook_x - king_x
for i in range(1, diff):
#rint(board[king_x + i][y])
if board[king_x + i][y]:
blocked = true
#rint("There is something at (%s,%s) %s" % [king_x + i,y, board[king_x + i][y].get_piece() ])
if ! blocked:
if make_tiles(coords, [2,0], 1, false, curr_team, {"castling_rook": ele}): can_move = true
else:
var blocked = false
pass
var diff = king_x - rook_x
for i in range(1, diff):
print(board[rook_x + i][y])
if board[rook_x + i][y]:
blocked = true
#rint("There is something at (%s,%s) %s" % [rook_x + i, y, board[rook_x + i][y].get_piece()])
if ! blocked:
if make_tiles(coords, [-2,0], 1, false, curr_team, {"castling_rook": ele}): can_move = true
move_ne_inf: move_ne_inf:
if make_tiles(coords, [1,-1], 8, false, curr_team): can_move = true if make_tiles(coords, [1,-1], 8, false, curr_team): can_move = true
@ -264,31 +334,82 @@ func can_chess_move(pattern, coords):
if make_tiles(coords, [-1,1], 1, false, curr_team): can_move = true if make_tiles(coords, [-1,1], 1, false, curr_team): can_move = true
return can_move return can_move
func position_to_board_cell(vect2):
var x = floor(vect2.x / board_cell)
var y = floor(vect2.y / board_cell)
return [x,y]
func movetile_clicked(move_tile): func movetile_clicked(move_tile):
print("Yep, I was clicked") #rint("Yep, I was clicked")
var location = click_spot() var location = click_spot()
var check = board[location[0]][location[1]] var check = board[location[0]][location[1]]
var curr_piece = board[movement_layer_piece[0]][movement_layer_piece[1]]
if ! check: if ! check:
pass pass
else: else:
check.kill() check.kill()
board[location[0]][location[1]] = board[movement_layer_piece[0]][movement_layer_piece[1]] board[location[0]][location[1]] = curr_piece
board[movement_layer_piece[0]][movement_layer_piece[1]].position = \ if move_tile.en_passant_tile:
in_square(Vector2(location[0] * board_cell, location[1] * board_cell)) #rint("toggling en passant able...")
en_passant_pawn = curr_piece
en_passant_wait = 2 # gets -1 in this script later
if move_tile.castling_rook:
var rook_location = position_to_board_cell(move_tile.castling_rook.position)
# king
if 7 == rook_location[0]:
move_tile.castling_rook.position = in_square(Vector2(5 * board_cell, rook_location[1] * board_cell))
board[5][rook_location[1]] = board[7][rook_location[1]]
board[7][rook_location[1]] = 0
# queen
else:
move_tile.castling_rook.position = in_square(Vector2(3 * board_cell, rook_location[1] * board_cell))
board[3][rook_location[1]] = board[0][rook_location[1]]
board[0][rook_location[1]] = 0
curr_piece.position = in_square(Vector2(location[0] * board_cell, location[1] * board_cell))
board[movement_layer_piece[0]][movement_layer_piece[1]] = 0 board[movement_layer_piece[0]][movement_layer_piece[1]] = 0
remove_movement_layer() remove_movement_layer()
safely_handle_movement = true safely_handle_movement = true
curr_piece.has_moved = true
if move_tile.en_passant_kill_tile:
kill_en_passant_pawn(location)
if en_passant_wait >= 1:
en_passant_wait -= 1
if en_passant_wait == 0:
en_passant_pawn = null
func kill_en_passant_pawn(location):
if board[location[0]+1][location[1]] is Object and board[location[0]+1][location[1]] == en_passant_pawn:
board[location[0]+1][location[1]] = 0
if board[location[0]-1][location[1]] is Object and board[location[0]-1][location[1]] == en_passant_pawn:
board[location[0]-1][location[1]] = 0
if board[location[0]][location[1]+1] is Object and board[location[0]][location[1]+1] == en_passant_pawn:
board[location[0]][location[1]+1] = 0
if board[location[0]][location[1]-1] is Object and board[location[0]][location[1]-1] == en_passant_pawn:
board[location[0]][location[1]-1] = 0
en_passant_pawn.kill()
func spawn_move_tile(coords): func spawn_move_tile(coords, en_passant_tile=false, en_passant_kill_tile=null, castling_rook=null):
var move_tile = movetile_scene.instance() var move_tile = movetile_scene.instance()
add_child(move_tile) add_child(move_tile)
move_tile.connect("move_clicked", self, "movetile_clicked", [move_tile]) move_tile.connect("move_clicked", self, "movetile_clicked", [move_tile])
move_tile.position = in_square(Vector2(coords[0] * board_cell, coords[1] * board_cell)) move_tile.position = in_square(Vector2(coords[0] * board_cell, coords[1] * board_cell))
print(move_tile.position) if en_passant_tile: move_tile.en_passant_tile = true
if en_passant_kill_tile: move_tile.en_passant_kill_tile = true
if castling_rook: move_tile.castling_rook = castling_rook
#rint(move_tile.position)
func make_tiles(coords, pattern, go_range, cant_attack, curr_team, must_attack = false): func make_tiles(coords, pattern, go_range, cant_attack, curr_team,
dict = {
"must_attack": false,
'tile_is_en_passant': false,
'en_passant_pawn': null,
'castling_rook': null
}):
var x = coords[0] var x = coords[0]
var y = coords[1] var y = coords[1]
var pattern0 = pattern[0] var pattern0 = pattern[0]
@ -306,19 +427,32 @@ func make_tiles(coords, pattern, go_range, cant_attack, curr_team, must_attack =
# dont go out of bounds: not bigger than board size but not smaller than 0 # dont go out of bounds: not bigger than board size but not smaller than 0
if (x + a) <= board_size_x and (y + b) <= board_size_y and (x + a) >= 0 and (y + b) >= 0 : if (x + a) <= board_size_x and (y + b) <= board_size_y and (x + a) >= 0 and (y + b) >= 0 :
var check = board[x + a][y + b] var check = board[x + a][y + b]
if ! check and ! must_attack: if ! check and ! dict.get("must_attack"):
spawn_move_tile([x + a, y + b]) spawn_move_tile([x + a, y + b], dict.get("tile_is_en_passant"), dict.get("en_passant_pawn"), dict.get("castling_rook"))
made_tile = true made_tile = true
elif must_attack: elif dict.must_attack:
if ! check: if ! check:
pass pass
elif check.get_team() != curr_team: elif check.get_team() != curr_team:
spawn_move_tile([x + a, y + b]) spawn_move_tile([x + a, y + b])
made_tile = true made_tile = true
elif ! cant_attack and check.get_team() != curr_team: elif ! cant_attack and check.get_team() != curr_team:
spawn_move_tile([x + a, y + b]) spawn_move_tile([x + a, y + b], dict.tile_is_en_passant, dict.en_passant_pawn)
made_tile = true made_tile = true
break # rules of chess say pieces cant go past another break # rules of chess say pieces cant go past another
else: else:
break break
return made_tile return made_tile
# option (used when we KNOW it is an array)
# "object" -> sprite object
# "tile" -> return info about the tile
func array_piece(coords, option=null):
var element = board[coords[0]][coords[1]]
#rint(element)
if element is Array:
if option == "object":
return element[0]
elif option == "tile":
return element[1]
return element

View file

@ -46,3 +46,6 @@ tile_set = SubResource( 1 )
cell_size = Vector2( 128, 128 ) cell_size = Vector2( 128, 128 )
format = 1 format = 1
tile_data = PoolIntArray( 0, 1, 0, 1, 0, 0, 2, 1, 0, 3, 0, 0, 4, 1, 0, 5, 0, 0, 6, 1, 0, 7, 0, 0, 65536, 0, 0, 65537, 1, 0, 65538, 0, 0, 65539, 1, 0, 65540, 0, 0, 65541, 1, 0, 65542, 0, 0, 65543, 1, 0, 131072, 1, 0, 131073, 0, 0, 131074, 1, 0, 131075, 0, 0, 131076, 1, 0, 131077, 0, 0, 131078, 1, 0, 131079, 0, 0, 196608, 0, 0, 196609, 1, 0, 196610, 0, 0, 196611, 1, 0, 196612, 0, 0, 196613, 1, 0, 196614, 0, 0, 196615, 1, 0, 262144, 1, 0, 262145, 0, 0, 262146, 1, 0, 262147, 0, 0, 262148, 1, 0, 262149, 0, 0, 262150, 1, 0, 262151, 0, 0, 327680, 0, 0, 327681, 1, 0, 327682, 0, 0, 327683, 1, 0, 327684, 0, 0, 327685, 1, 0, 327686, 0, 0, 327687, 1, 0, 393216, 1, 0, 393217, 0, 0, 393218, 1, 0, 393219, 0, 0, 393220, 1, 0, 393221, 0, 0, 393222, 1, 0, 393223, 0, 0, 458752, 0, 0, 458753, 1, 0, 458754, 0, 0, 458755, 1, 0, 458756, 0, 0, 458757, 1, 0, 458758, 0, 0, 458759, 1, 0 ) tile_data = PoolIntArray( 0, 1, 0, 1, 0, 0, 2, 1, 0, 3, 0, 0, 4, 1, 0, 5, 0, 0, 6, 1, 0, 7, 0, 0, 65536, 0, 0, 65537, 1, 0, 65538, 0, 0, 65539, 1, 0, 65540, 0, 0, 65541, 1, 0, 65542, 0, 0, 65543, 1, 0, 131072, 1, 0, 131073, 0, 0, 131074, 1, 0, 131075, 0, 0, 131076, 1, 0, 131077, 0, 0, 131078, 1, 0, 131079, 0, 0, 196608, 0, 0, 196609, 1, 0, 196610, 0, 0, 196611, 1, 0, 196612, 0, 0, 196613, 1, 0, 196614, 0, 0, 196615, 1, 0, 262144, 1, 0, 262145, 0, 0, 262146, 1, 0, 262147, 0, 0, 262148, 1, 0, 262149, 0, 0, 262150, 1, 0, 262151, 0, 0, 327680, 0, 0, 327681, 1, 0, 327682, 0, 0, 327683, 1, 0, 327684, 0, 0, 327685, 1, 0, 327686, 0, 0, 327687, 1, 0, 393216, 1, 0, 393217, 0, 0, 393218, 1, 0, 393219, 0, 0, 393220, 1, 0, 393221, 0, 0, 393222, 1, 0, 393223, 0, 0, 458752, 0, 0, 458753, 1, 0, 458754, 0, 0, 458755, 1, 0, 458756, 0, 0, 458757, 1, 0, 458758, 0, 0, 458759, 1, 0 )
__meta__ = {
"_editor_description_": ""
}

View file

@ -5,6 +5,10 @@ signal move_clicked
const blue = Color(0.30, 0.71, 0.96, 0.54) const blue = Color(0.30, 0.71, 0.96, 0.54)
const red = Color(1.00, 0.00, 0.00, 0.54) const red = Color(1.00, 0.00, 0.00, 0.54)
export var en_passant_tile = false
export var en_passant_kill_tile = false
export var castling_rook = ""
func _on_Area2D_input_event(viewport, event, shape_idx): func _on_Area2D_input_event(viewport, event, shape_idx):
if event.is_action_pressed("mouse1"): if event.is_action_pressed("mouse1"):
emit_signal("move_clicked") emit_signal("move_clicked")

View file

@ -11,7 +11,9 @@ region = Rect2( 0, 0, 128, 128 )
[sub_resource type="RectangleShape2D" id=2] [sub_resource type="RectangleShape2D" id=2]
[node name="Piece" type="Sprite"] [node name="Piece" type="Sprite" groups=[
"piece",
]]
texture = SubResource( 1 ) texture = SubResource( 1 )
script = ExtResource( 2 ) script = ExtResource( 2 )

View file

@ -8,6 +8,9 @@ var CELL_H = 128
export var piece = 'pawn' export var piece = 'pawn'
export var team = 0 export var team = 0
export var has_moved = false
export var in_check = false
const move_patterns = { const move_patterns = {
pawn = [[0,0,0],[2,0,0],[0,0,0]] pawn = [[0,0,0],[2,0,0],[0,0,0]]
} }