complete castling rules, note if a king is checked, added 'control' boards for each team, added turn counting (based on piece movement)

This commit is contained in:
jake 2023-02-19 03:21:43 -05:00
parent 74580ebfa9
commit 573909c7d7
3 changed files with 175 additions and 65 deletions

224
Main.gd
View file

@ -8,6 +8,9 @@ var board_cell = 128
const BOARD_WIDTH = 7 # starting at 0..7 const BOARD_WIDTH = 7 # starting at 0..7
const BOARD_HEIGHT = 7 const BOARD_HEIGHT = 7
var team1_capture = new_board()
var team2_capture = new_board()
var movement_layer = false var movement_layer = false
var movement_layer_piece = null var movement_layer_piece = null
@ -20,6 +23,8 @@ var team2_king = null
# hack to prevent 'clicking' on a killed piece # hack to prevent 'clicking' on a killed piece
var safely_handle_movement = false var safely_handle_movement = false
var turn = 0
var team1 = 1 var team1 = 1
var team2 = 2 var team2 = 2
@ -29,9 +34,13 @@ func _ready():
#spawn_piece('pawn', 'teal', 1, 6, team1) #spawn_piece('pawn', 'teal', 1, 6, team1)
#spawn_piece('pawn', 'orange', 2, 4, team2) #spawn_piece('pawn', 'orange', 2, 4, team2)
#team2_king = spawn_piece('king', 'teal', 4, 0, team2) #team2_king = spawn_piece('king', 'red', 4, 0, team2)
#spawn_piece('rook', 'teal', 7, 0, team2) #spawn_piece('rook', 'teal', 5, 1, team1)
#spawn_piece('rook', 'teal', 0, 0, team2) #spawn_piece('rook', 'red', 7, 0, team2)
#spawn_piece('rook', 'red', 0, 0, team2)
#team1_king = spawn_piece('rook', 'teal', 5, 3, team1)
#spawn_piece('pawn', 'blue', 6, 0, team1)
update_capture_tables()
OS.set_window_size(Vector2(700,700)) OS.set_window_size(Vector2(700,700))
OS.set_window_always_on_top(true) OS.set_window_always_on_top(true)
@ -39,6 +48,69 @@ func _ready():
func _process(_delta): func _process(_delta):
safely_handle_movement = false safely_handle_movement = false
func new_turn():
update_capture_tables()
is_king_checked()
turn += 1
print("Turn: %s" % turn)
func update_capture_tables():
team1_capture = new_board()
team2_capture = new_board()
var pieces = get_tree().get_nodes_in_group("piece")
for e in pieces:
if ! e.killed:
var coords = position_to_board_cell(e.position)
if e.get_team() == team1:
team1_capture[coords[0]][coords[1]] = 2
else: # team2
team2_capture[coords[0]][coords[1]] = 2
for e in pieces:
if ! e.killed:
var coords = position_to_board_cell(e.position)
var pattern = get_move_pattern(e, coords)
var captured = can_chess_move(pattern, coords, false)
if e.get_team() == team1:
#rint(captured)
for c in captured:
if c.size() == 3:
if c[2] == "not attacking":
continue
team1_capture[c[0]][c[1]] = 1
else: # team2
for c in captured:
if c.size() == 3:
if c[2] == "not attacking":
continue
team2_capture[c[0]][c[1]] = 1
#print(team1_capture)
#print(team2_capture)
#for i in 8:
# for k in 8:
# if team2_capture[i][k] == 1:
# var move_tile = movetile_scene.instance()
# add_child(move_tile)
# move_tile.set_color("red")
# move_tile.position = in_square(Vector2(i * board_cell, k * board_cell))
func is_king_checked():
print(team2_king)
if team2_king:
var coords_team2 = position_to_board_cell(team2_king.position)
if team1_capture[coords_team2[0]][coords_team2[1]] >= 1:
print("Aye, team2 in check.")
team2_king.in_check = true
else:
team2_king.in_check = false
if team1_king:
var coords_team1 = position_to_board_cell(team1_king.position)
if team2_capture[coords_team1[0]][coords_team1[1]] >= 1:
print("Aye, team1 in check.")
team1_king.in_check = true
else:
team1_king.in_check = false
func remove_movement_layer(): func remove_movement_layer():
movement_layer = false movement_layer = false
movement_layer_piece = null movement_layer_piece = null
@ -199,63 +271,78 @@ func get_move_pattern(piece, coords):
"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, castling] 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]
_: _:
#rint("no pattern for this one")
return [] return []
func can_chess_move(pattern, coords): func can_chess_move(pattern, coords, create_tiles=true):
var can_move = false var can_move = []
var curr_piece = board[coords[0]][coords[1]] var curr_piece = board[coords[0]][coords[1]]
var curr_team = curr_piece.get_team() 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 var test = make_tiles(coords, [0,1], 1, true, curr_team, {}, create_tiles)
if test:
test[0].push_back("not attacking")
can_move.append_array(test)
move_2_down_pawn: move_2_down_pawn:
if make_tiles(coords, [0,1], 1, true, curr_team): var test = make_tiles(coords, [0,1], 1, true, curr_team, {}, create_tiles)
can_move = true if test:
make_tiles(coords, [0,2], 1, true, curr_team, {'tile_is_en_passant': true}) test[0].push_back("not attacking")
can_move.append_array(test)
var test2 = make_tiles(coords, [0,2], 1, true, curr_team, {'tile_is_en_passant': true}, create_tiles)
if test2:
test2[0].push_back("not attacking")
can_move.append_array(test2)
attack_1_sw: attack_1_sw:
if make_tiles(coords, [-1,1], 1, false, curr_team, {"must_attack": true}): can_move = true can_move.append_array(make_tiles(coords, [-1,1], 1, false, curr_team, {"must_attack": true}, create_tiles))
attack_1_se: attack_1_se:
if make_tiles(coords, [1,1], 1, false, curr_team, {"must_attack": true}): can_move = true can_move.append_array(make_tiles(coords, [1,1], 1, false, curr_team, {"must_attack": true}, create_tiles))
en_passent_sw: en_passent_sw:
var pawn_maybe = board[coords[0]-1][coords[1]] 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 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 can_move.append_array(make_tiles(coords, [-1,1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles))
en_passent_se: en_passent_se:
if ! coords[0] + 1 > BOARD_WIDTH: if ! coords[0] + 1 > BOARD_WIDTH:
var pawn_maybe = board[coords[0]+1][coords[1]] 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 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 can_move.append_array(make_tiles(coords, [1,1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles))
move_1_up_pawn: move_1_up_pawn:
if make_tiles(coords, [0,-1], 1, true, curr_team): can_move = true var test = make_tiles(coords, [0,-1], 1, true, curr_team, {}, create_tiles)
if test:
test[0].push_back("not attacking")
can_move.append_array(test)
move_2_up_pawn: move_2_up_pawn:
if make_tiles(coords, [0,-1], 1, true, curr_team): var test = make_tiles(coords, [0,-1], 1, true, curr_team, {}, create_tiles)
can_move = true if test:
make_tiles(coords, [0,-2], 1, true, curr_team, {'tile_is_en_passant': true}) test[0].push_back("not attacking")
can_move.append_array(test)
var test2 = make_tiles(coords, [0,-2], 1, true, curr_team, {'tile_is_en_passant': true}, create_tiles)
if test2:
test2[0].push_back("not attacking")
can_move.append_array(test2)
attack_1_nw: attack_1_nw:
if make_tiles(coords, [-1,-1], 1, false, curr_team, {"must_attack": true}): can_move = true can_move.append_array(make_tiles(coords, [-1,-1], 1, false, curr_team, {"must_attack": true}, create_tiles))
attack_1_ne: attack_1_ne:
if make_tiles(coords, [1,-1], 1, false, curr_team, {"must_attack": true}): can_move = true can_move.append_array(make_tiles(coords, [1,-1], 1, false, curr_team, {"must_attack": true}, create_tiles))
en_passent_nw: en_passent_nw:
var pawn_maybe = board[coords[0]-1][coords[1]] 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 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 can_move.append_array(make_tiles(coords, [-1,-1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles))
en_passent_ne: en_passent_ne:
if ! coords[0] + 1 > BOARD_WIDTH: if ! coords[0] + 1 > BOARD_WIDTH:
var pawn_maybe = board[coords[0]+1][coords[1]] 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 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 can_move.append_array(make_tiles(coords, [1,-1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles))
move_up_inf: move_up_inf:
if make_tiles(coords, [0,-1], BOARD_HEIGHT, false, curr_team): can_move =true can_move.append_array(make_tiles(coords, [0,-1], BOARD_HEIGHT, false, curr_team, {}, create_tiles))
move_down_inf: move_down_inf:
if make_tiles(coords, [0,1], BOARD_HEIGHT, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [0,1], BOARD_HEIGHT, false, curr_team, {}, create_tiles))
move_left_inf: move_left_inf:
if make_tiles(coords, [-1,0], BOARD_WIDTH, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [-1,0], BOARD_WIDTH, false, curr_team, {}, create_tiles))
move_right_inf: move_right_inf:
if make_tiles(coords, [1,0], BOARD_WIDTH, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [1,0], BOARD_WIDTH, false, curr_team, {}, create_tiles))
castling: castling:
if ! curr_piece.has_moved and ! curr_piece.in_check: if ! curr_piece.has_moved and ! curr_piece.in_check:
var y = coords[1] var y = coords[1]
@ -263,67 +350,79 @@ func can_chess_move(pattern, coords):
var pieces = get_tree().get_nodes_in_group("piece") var pieces = get_tree().get_nodes_in_group("piece")
for ele in pieces: 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: 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) #rint(ele)
var rook_x = position_to_board_cell(ele.position)[0] var rook_x = position_to_board_cell(ele.position)[0]
# king side # king side
if rook_x > king_x: if rook_x > king_x:
var blocked = false var blocked = false
pass
var diff = rook_x - king_x var diff = rook_x - king_x
for i in range(1, diff): for i in range(1, diff):
#rint(board[king_x + i][y])
if board[king_x + i][y]: if board[king_x + i][y]:
blocked = true blocked = true
# cannot castle through or to a tile that is attacked
if curr_team == team1:
if team2_capture[king_x + i][y] == 1:
blocked = true
else: # team2
if team1_capture[king_x + i][y] == 1:
blocked = true
#rint("There is something at (%s,%s) %s" % [king_x + i,y, board[king_x + i][y].get_piece() ]) #rint("There is something at (%s,%s) %s" % [king_x + i,y, board[king_x + i][y].get_piece() ])
if ! blocked: if ! blocked:
if make_tiles(coords, [2,0], 1, false, curr_team, {"castling_rook": ele}): can_move = true can_move.append_array(make_tiles(coords, [2,0], 1, false, curr_team, {"castling_rook": ele}, create_tiles))
else: else:
var blocked = false var blocked = false
pass
var diff = king_x - rook_x var diff = king_x - rook_x
for i in range(1, diff): for i in range(1, diff):
print(board[rook_x + i][y]) #rint(board[rook_x + i][y])
if board[rook_x + i][y]: if board[rook_x + i][y]:
blocked = true blocked = true
if i != 1: # on queenside, that first square doesn't really matter if it is attacked
if curr_team == team1:
if team2_capture[rook_x + i][y] == 1:
blocked = true
else: # team2
if team1_capture[rook_x + i][y] == 1:
blocked = true
#rint("There is something at (%s,%s) %s" % [rook_x + i, y, board[rook_x + i][y].get_piece()]) #rint("There is something at (%s,%s) %s" % [rook_x + i, y, board[rook_x + i][y].get_piece()])
if ! blocked: if ! blocked:
if make_tiles(coords, [-2,0], 1, false, curr_team, {"castling_rook": ele}): can_move = true can_move.append_array(make_tiles(coords, [-2,0], 1, false, curr_team, {"castling_rook": ele}, create_tiles))
move_ne_inf: move_ne_inf:
if make_tiles(coords, [1,-1], 8, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [1,-1], 8, false, curr_team, {}, create_tiles))
move_nw_inf: move_nw_inf:
if make_tiles(coords, [-1,-1], 8, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [-1,-1], 8, false, curr_team, {}, create_tiles))
move_sw_inf: move_sw_inf:
if make_tiles(coords, [-1,1], 8, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [-1,1], 8, false, curr_team, {}, create_tiles))
move_se_inf: move_se_inf:
if make_tiles(coords, [1,1], 8, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [1,1], 8, false, curr_team, {}, create_tiles))
knight: knight:
if make_tiles(coords, [1,2], 1, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [1,2], 1, false, curr_team, {}, create_tiles))
if make_tiles(coords, [1,-2], 1, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [1,-2], 1, false, curr_team, {}, create_tiles))
if make_tiles(coords, [-1,-2], 1, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [-1,-2], 1, false, curr_team, {}, create_tiles))
if make_tiles(coords, [-1,2], 1, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [-1,2], 1, false, curr_team, {}, create_tiles))
if make_tiles(coords, [2,1], 1, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [2,1], 1, false, curr_team, {}, create_tiles))
if make_tiles(coords, [2,-1], 1, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [2,-1], 1, false, curr_team, {}, create_tiles))
if make_tiles(coords, [-2,-1], 1, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [-2,-1], 1, false, curr_team, {}, create_tiles))
if make_tiles(coords, [-2,1], 1, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [-2,1], 1, false, curr_team, {}, create_tiles))
move_1_down: move_1_down:
if make_tiles(coords, [0,1], 1, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [0,1], 1, false, curr_team, {}, create_tiles))
move_1_up: move_1_up:
if make_tiles(coords, [0,-1], 1, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [0,-1], 1, false, curr_team, {}, create_tiles))
move_1_right: move_1_right:
if make_tiles(coords, [1,0], 1, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [1,0], 1, false, curr_team, {}, create_tiles))
move_1_left: move_1_left:
if make_tiles(coords, [-1,0], 1, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [-1,0], 1, false, curr_team, {}, create_tiles))
move_1_ne: move_1_ne:
if make_tiles(coords, [1,-1], 1, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [1,-1], 1, false, curr_team, {}, create_tiles))
move_1_nw: move_1_nw:
if make_tiles(coords, [-1,-1], 1, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [-1,-1], 1, false, curr_team, {}, create_tiles))
move_1_se: move_1_se:
if make_tiles(coords, [1,1], 1, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [1,1], 1, false, curr_team, {}, create_tiles))
move_1_sw: move_1_sw:
if make_tiles(coords, [-1,1], 1, false, curr_team): can_move = true can_move.append_array(make_tiles(coords, [-1,1], 1, false, curr_team, {}, create_tiles))
return can_move return can_move
func position_to_board_cell(vect2): func position_to_board_cell(vect2):
@ -374,6 +473,8 @@ func movetile_clicked(move_tile):
if en_passant_wait == 0: if en_passant_wait == 0:
en_passant_pawn = null en_passant_pawn = null
new_turn()
func kill_en_passant_pawn(location): 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: 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 board[location[0]+1][location[1]] = 0
@ -401,7 +502,7 @@ func make_tiles(coords, pattern, go_range, cant_attack, curr_team,
'tile_is_en_passant': false, 'tile_is_en_passant': false,
'en_passant_pawn': null, 'en_passant_pawn': null,
'castling_rook': null 'castling_rook': null
}): }, create_tiles = true):
var x = coords[0] var x = coords[0]
var y = coords[1] var y = coords[1]
var pattern0 = pattern[0] var pattern0 = pattern[0]
@ -409,7 +510,7 @@ func make_tiles(coords, pattern, go_range, cant_attack, curr_team,
var a = 0 var a = 0
var b = 0 var b = 0
var made_tile = false var made_tile = []
for _i in range(1,go_range+1): for _i in range(1,go_range+1):
a += pattern0 a += pattern0
@ -418,18 +519,25 @@ func make_tiles(coords, pattern, go_range, cant_attack, curr_team,
if (x + a) <= BOARD_WIDTH and (y + b) <= BOARD_HEIGHT and (x + a) >= 0 and (y + b) >= 0 : if (x + a) <= BOARD_WIDTH and (y + b) <= BOARD_HEIGHT 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 ! dict.get("must_attack"): if ! check and ! dict.get("must_attack"):
if create_tiles:
spawn_move_tile([x + a, y + b], dict.get("tile_is_en_passant"), dict.get("en_passant_pawn"), dict.get("castling_rook")) 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.push_back([x + a, y + b])
elif dict.get("must_attack"): elif dict.get("must_attack"):
if ! check: if ! check:
pass pass
elif check.get_team() != curr_team: elif check.get_team() != curr_team:
if create_tiles:
spawn_move_tile([x + a, y + b]) spawn_move_tile([x + a, y + b])
made_tile = true made_tile.push_back([x + a, y + b])
elif ! cant_attack and check.get_team() != curr_team: elif ! cant_attack and check.get_team() != curr_team:
if create_tiles:
spawn_move_tile([x + a, y + b], dict.get("tile_is_en_passant"), dict.get("en_passant_pawn")) spawn_move_tile([x + a, y + b], dict.get("tile_is_en_passant"), dict.get("en_passant_pawn"))
made_tile = true made_tile.push_back([x + a, y + b])
break # rules of chess say pieces cant go past another break # rules of chess say pieces cant go past another
elif ! create_tiles and ! cant_attack and check.get_team() == curr_team :
# ^ in otherwords: we won't mark it on map but will 'mark' it for non-maps (like capture board)
made_tile.push_back([x + a, y + b])
break # but still can't go past teammate
else: else:
break break
return made_tile return made_tile

View file

@ -15,6 +15,6 @@ func _on_Area2D_input_event(_viewport, event, _shape_idx):
func set_color(color): func set_color(color):
if color == "blue": if color == "blue":
color = blue $Rect.color = blue
elif color == "red": elif color == "red":
color = red $Rect.color = red

View file

@ -10,6 +10,7 @@ export var team = 0
export var has_moved = false export var has_moved = false
export var in_check = false export var in_check = false
export var killed = false # queue_free() isn't fast enough; get_nodes.by_group("piece") will still find this so mark explictly
func get_move_pattern(): func get_move_pattern():
return self.move_patterns.get(piece) return self.move_patterns.get(piece)
@ -82,4 +83,5 @@ func get_piece_color_by_region():
return map return map
func kill(): func kill():
killed = true
queue_free() queue_free()