460 lines
16 KiB
GDScript
460 lines
16 KiB
GDScript
extends Node
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export (PackedScene) var piece_scene
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export (PackedScene) var movetile_scene
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var board = new_board2()
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var board_cell = 128
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const BOARD_WIDTH = 7 # starting at 0..7
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const BOARD_HEIGHT = 7
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var movement_layer = false
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var movement_layer_piece = null
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var en_passant_pawn = null
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var en_passant_wait = 0 # how many times any piece on the board must move before en_passant_pawn gets set to null
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var team1_king = null
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var team2_king = null
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# hack to prevent 'clicking' on a killed piece
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var safely_handle_movement = false
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var team1 = 1
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var team2 = 2
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func _ready():
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make_player1("green")
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make_player2("red")
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#spawn_piece('pawn', 'teal', 1, 6, team1)
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#spawn_piece('pawn', 'orange', 2, 4, team2)
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#team2_king = spawn_piece('king', 'teal', 4, 0, team2)
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#spawn_piece('rook', 'teal', 7, 0, team2)
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#spawn_piece('rook', 'teal', 0, 0, team2)
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OS.set_window_size(Vector2(700,700))
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OS.set_window_always_on_top(true)
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# horrifying discovery: this occurs after the signal capturing functions
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func _process(delta):
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safely_handle_movement = false
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func remove_movement_layer():
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movement_layer = false
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movement_layer_piece = null
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var movement_tiles = get_tree().get_nodes_in_group("tile")
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for e in movement_tiles:
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e.queue_free()
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func piece_clicked(piece):
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if movement_layer:
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print("I was clicked on, but the movement layer is toggled")
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if movement_layer_piece == click_spot():
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remove_movement_layer()
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else:
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if ! safely_handle_movement:
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var piece_name = piece.get_piece()
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#rint("You clicked on a %s, team %s" % [piece_name, piece.get_team()])
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var location = click_spot()
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#rint("Spot: %s " % location)
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var pattern = get_move_pattern(piece, location)
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if can_chess_move(pattern, location):
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movement_layer = true
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movement_layer_piece = location
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func click_spot():
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var square = get_viewport().get_mouse_position()
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square[0] = floor(square[0] / board_cell)
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square[1] = floor(square[1] / board_cell)
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return square
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func make_player2(color):
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spawn_piece('rook', color, 0, 0, team2)
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spawn_piece('knight', color, 1, 0, team2)
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spawn_piece('bishop', color, 2, 0, team2)
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spawn_piece('queen', color, 3, 0, team2)
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team2_king = spawn_piece('king', color, 4, 0, team2)
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spawn_piece('bishop', color, 5, 0, team2)
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spawn_piece('knight', color, 6, 0, team2)
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spawn_piece('rook', color, 7, 0, team2)
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for i in BOARD_WIDTH + 1:
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spawn_piece('pawn', color, i , 1, team2)
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func make_player1(color):
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spawn_piece('rook', color, 0, 7, team1)
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spawn_piece('knight', color, 1, 7, team1)
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spawn_piece('bishop', color, 2, 7, team1)
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spawn_piece('queen', color, 3, 7, team1)
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team1_king = spawn_piece('king', color, 4, 7, team1)
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spawn_piece('bishop', color, 5, 7, team1)
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spawn_piece('knight', color, 6, 7, team1)
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spawn_piece('rook', color, 7, 7, team1)
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for i in BOARD_WIDTH + 1:
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spawn_piece('pawn', color, i , 6, team1)
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func spawn_piece(piece_name, color, x=0, y=0, team=0):
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var piece = piece_scene.instance()
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piece.init(piece.piece_map.get(piece_name), piece.piece_color.get(color), team)
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add_child(piece)
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piece.connect("clicked", self, "piece_clicked", [piece])
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board_add_piece(piece, x, y)
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piece.position = in_square(Vector2(x * board_cell, y * board_cell))
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return piece
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func rand_pos():
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return Vector2(rand_range(0, get_viewport().size.x),rand_range(0, get_viewport().size.y))
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# needs to be Vector2 as that is what object.position takes
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func in_square(vect2):
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#rint(vect2)
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vect2.x = ceil(vect2.x / board_cell)
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#rint(vect2.x)
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vect2.x *= board_cell
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vect2.x += board_cell / 2
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vect2.y = ceil(vect2.y / board_cell)
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#rint(vect2.y)
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vect2.y *= board_cell
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vect2.y += board_cell / 2
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#rint(vect2)
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return vect2
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func new_board2():
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# x →
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# y
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# ↓
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# [0][0] = top left, [0][7] = bottom left, [7][0] = top right, [7][7] = bottom right
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var board = []
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for i in BOARD_HEIGHT + 1:
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board.append([])
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board[i].resize(BOARD_WIDTH + 1)
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for j in BOARD_WIDTH + 1:
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board[i][j] = 0
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return board
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func new_board():
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return [[0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0]]
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func board_add_piece(piece, x, y):
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board[x][y] = piece
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enum {
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move_2_up_pawn,
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move_1_up_pawn,
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attack_1_nw,
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attack_1_ne,
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en_passent_nw,
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en_passent_ne,
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move_2_down_pawn,
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move_1_down_pawn,
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attack_1_sw,
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attack_1_se,
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en_passent_sw,
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en_passent_se,
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move_1_up,
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move_1_down,
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move_1_left,
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move_1_right,
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move_1_nw,
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move_1_ne,
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move_1_sw,
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move_1_se,
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move_up_inf,
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move_down_inf,
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move_left_inf,
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move_right_inf,
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castling,
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move_nw_inf,
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move_ne_inf,
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move_sw_inf,
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move_se_inf,
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knight,
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}
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func get_move_pattern(piece, coords):
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var piece_name = piece.get_piece()
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match (piece_name):
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"pawn":
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if piece.get_team() == team1:
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if coords[1] == 6:
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return [attack_1_nw, move_2_up_pawn, attack_1_ne, en_passent_ne, en_passent_nw]
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else:
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return [attack_1_nw, move_1_up_pawn, attack_1_ne, en_passent_ne, en_passent_nw]
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else:
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if coords[1] == 1:
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return [attack_1_sw, move_2_down_pawn, attack_1_se, en_passent_se, en_passent_sw]
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else:
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return [attack_1_sw, move_1_down_pawn, attack_1_se, en_passent_se, en_passent_sw]
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"rook":
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return [move_up_inf, move_left_inf, move_right_inf, move_down_inf]
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"knight":
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return [knight]
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"bishop":
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return [move_ne_inf, move_nw_inf, move_sw_inf, move_se_inf]
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"queen":
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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]
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"king":
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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]
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_:
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#rint("no pattern for this one")
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return []
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func can_chess_move(pattern, coords):
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var can_move = false
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var curr_piece = board[coords[0]][coords[1]]
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var curr_team = curr_piece.get_team()
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for e in pattern:
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match (e):
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move_1_down_pawn:
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if make_tiles(coords, [0,1], 1, true, curr_team): can_move = true
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move_2_down_pawn:
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if make_tiles(coords, [0,1], 1, true, curr_team):
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can_move = true
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make_tiles(coords, [0,2], 1, true, curr_team, {'tile_is_en_passant': true})
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attack_1_sw:
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if make_tiles(coords, [-1,1], 1, false, curr_team, {"must_attack": true}): can_move = true
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attack_1_se:
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if make_tiles(coords, [1,1], 1, false, curr_team, {"must_attack": true}): can_move = true
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en_passent_sw:
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var pawn_maybe = board[coords[0]-1][coords[1]]
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if pawn_maybe and pawn_maybe.get_piece() == "pawn" and pawn_maybe == en_passant_pawn and pawn_maybe.get_team() != curr_team:
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if make_tiles(coords, [-1,1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}): can_move = true
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en_passent_se:
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if ! coords[0] + 1 > BOARD_WIDTH:
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var pawn_maybe = board[coords[0]+1][coords[1]]
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if pawn_maybe and pawn_maybe.get_piece() == "pawn" and pawn_maybe == en_passant_pawn and pawn_maybe.get_team() != curr_team:
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if make_tiles(coords, [1,1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}): can_move = true
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move_1_up_pawn:
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if make_tiles(coords, [0,-1], 1, true, curr_team): can_move = true
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move_2_up_pawn:
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if make_tiles(coords, [0,-1], 1, true, curr_team):
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can_move = true
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make_tiles(coords, [0,-2], 1, true, curr_team, {'tile_is_en_passant': true})
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attack_1_nw:
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if make_tiles(coords, [-1,-1], 1, false, curr_team, {"must_attack": true}): can_move = true
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attack_1_ne:
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if make_tiles(coords, [1,-1], 1, false, curr_team, {"must_attack": true}): can_move = true
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en_passent_nw:
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var pawn_maybe = board[coords[0]-1][coords[1]]
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if pawn_maybe and pawn_maybe.get_piece() == "pawn" and pawn_maybe == en_passant_pawn and pawn_maybe.get_team() != curr_team:
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if make_tiles(coords, [-1,-1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}): can_move = true
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en_passent_ne:
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if ! coords[0] + 1 > BOARD_WIDTH:
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var pawn_maybe = board[coords[0]+1][coords[1]]
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if pawn_maybe and pawn_maybe.get_piece() == "pawn" and pawn_maybe == en_passant_pawn and pawn_maybe.get_team() != curr_team:
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if make_tiles(coords, [1,-1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}): can_move = true
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move_up_inf:
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if make_tiles(coords, [0,-1], BOARD_HEIGHT, false, curr_team): can_move =true
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move_down_inf:
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if make_tiles(coords, [0,1], BOARD_HEIGHT, false, curr_team): can_move = true
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move_left_inf:
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if make_tiles(coords, [-1,0], BOARD_WIDTH, false, curr_team): can_move = true
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move_right_inf:
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if make_tiles(coords, [1,0], BOARD_WIDTH, false, curr_team): can_move = true
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castling:
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if ! curr_piece.has_moved and ! curr_piece.in_check:
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var y = coords[1]
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var king_x = coords[0]
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var pieces = get_tree().get_nodes_in_group("piece")
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for ele in pieces:
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if ele.get_team() == curr_team and ele.get_piece() == "rook" and ! ele.has_moved and position_to_board_cell(ele.position)[1] == y:
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print(ele)
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var rook_x = position_to_board_cell(ele.position)[0]
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# king side
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if rook_x > king_x:
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var blocked = false
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pass
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var diff = rook_x - king_x
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for i in range(1, diff):
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#rint(board[king_x + i][y])
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if board[king_x + i][y]:
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blocked = true
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#rint("There is something at (%s,%s) %s" % [king_x + i,y, board[king_x + i][y].get_piece() ])
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if ! blocked:
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if make_tiles(coords, [2,0], 1, false, curr_team, {"castling_rook": ele}): can_move = true
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else:
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var blocked = false
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pass
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var diff = king_x - rook_x
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for i in range(1, diff):
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print(board[rook_x + i][y])
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if board[rook_x + i][y]:
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blocked = true
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#rint("There is something at (%s,%s) %s" % [rook_x + i, y, board[rook_x + i][y].get_piece()])
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if ! blocked:
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if make_tiles(coords, [-2,0], 1, false, curr_team, {"castling_rook": ele}): can_move = true
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move_ne_inf:
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if make_tiles(coords, [1,-1], 8, false, curr_team): can_move = true
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move_nw_inf:
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if make_tiles(coords, [-1,-1], 8, false, curr_team): can_move = true
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move_sw_inf:
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if make_tiles(coords, [-1,1], 8, false, curr_team): can_move = true
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move_se_inf:
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if make_tiles(coords, [1,1], 8, false, curr_team): can_move = true
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knight:
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if make_tiles(coords, [1,2], 1, false, curr_team): can_move = true
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if make_tiles(coords, [1,-2], 1, false, curr_team): can_move = true
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if make_tiles(coords, [-1,-2], 1, false, curr_team): can_move = true
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if make_tiles(coords, [-1,2], 1, false, curr_team): can_move = true
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if make_tiles(coords, [2,1], 1, false, curr_team): can_move = true
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if make_tiles(coords, [2,-1], 1, false, curr_team): can_move = true
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if make_tiles(coords, [-2,-1], 1, false, curr_team): can_move = true
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if make_tiles(coords, [-2,1], 1, false, curr_team): can_move = true
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move_1_down:
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if make_tiles(coords, [0,1], 1, false, curr_team): can_move = true
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move_1_up:
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if make_tiles(coords, [0,-1], 1, false, curr_team): can_move = true
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move_1_right:
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if make_tiles(coords, [1,0], 1, false, curr_team): can_move = true
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move_1_left:
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if make_tiles(coords, [-1,0], 1, false, curr_team): can_move = true
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move_1_ne:
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if make_tiles(coords, [1,-1], 1, false, curr_team): can_move = true
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move_1_nw:
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if make_tiles(coords, [-1,-1], 1, false, curr_team): can_move = true
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move_1_se:
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if make_tiles(coords, [1,1], 1, false, curr_team): can_move = true
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move_1_sw:
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if make_tiles(coords, [-1,1], 1, false, curr_team): can_move = true
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return can_move
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func position_to_board_cell(vect2):
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var x = floor(vect2.x / board_cell)
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var y = floor(vect2.y / board_cell)
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return [x,y]
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func movetile_clicked(move_tile):
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#rint("Yep, I was clicked")
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var location = click_spot()
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var check = board[location[0]][location[1]]
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var curr_piece = board[movement_layer_piece[0]][movement_layer_piece[1]]
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if ! check:
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pass
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else:
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check.kill()
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board[location[0]][location[1]] = curr_piece
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if move_tile.en_passant_tile:
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#rint("toggling en passant able...")
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en_passant_pawn = curr_piece
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en_passant_wait = 2 # gets -1 in this script later
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if move_tile.castling_rook:
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var rook_location = position_to_board_cell(move_tile.castling_rook.position)
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# king
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if 7 == rook_location[0]:
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move_tile.castling_rook.position = in_square(Vector2(5 * board_cell, rook_location[1] * board_cell))
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board[5][rook_location[1]] = board[7][rook_location[1]]
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board[7][rook_location[1]] = 0
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# queen
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else:
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move_tile.castling_rook.position = in_square(Vector2(3 * board_cell, rook_location[1] * board_cell))
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board[3][rook_location[1]] = board[0][rook_location[1]]
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board[0][rook_location[1]] = 0
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curr_piece.position = in_square(Vector2(location[0] * board_cell, location[1] * board_cell))
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board[movement_layer_piece[0]][movement_layer_piece[1]] = 0
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remove_movement_layer()
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safely_handle_movement = true
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curr_piece.has_moved = true
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if move_tile.en_passant_kill_tile:
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kill_en_passant_pawn(location)
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if en_passant_wait >= 1:
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en_passant_wait -= 1
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if en_passant_wait == 0:
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en_passant_pawn = null
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func kill_en_passant_pawn(location):
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if board[location[0]+1][location[1]] is Object and board[location[0]+1][location[1]] == en_passant_pawn:
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board[location[0]+1][location[1]] = 0
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if board[location[0]-1][location[1]] is Object and board[location[0]-1][location[1]] == en_passant_pawn:
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board[location[0]-1][location[1]] = 0
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if board[location[0]][location[1]+1] is Object and board[location[0]][location[1]+1] == en_passant_pawn:
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board[location[0]][location[1]+1] = 0
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if board[location[0]][location[1]-1] is Object and board[location[0]][location[1]-1] == en_passant_pawn:
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board[location[0]][location[1]-1] = 0
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en_passant_pawn.kill()
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func spawn_move_tile(coords, en_passant_tile=false, en_passant_kill_tile=null, castling_rook=null):
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var move_tile = movetile_scene.instance()
|
|
add_child(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))
|
|
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,
|
|
dict = {
|
|
"must_attack": false,
|
|
'tile_is_en_passant': false,
|
|
'en_passant_pawn': null,
|
|
'castling_rook': null
|
|
}):
|
|
var x = coords[0]
|
|
var y = coords[1]
|
|
var pattern0 = pattern[0]
|
|
var pattern1 = pattern[1]
|
|
var a = 0
|
|
var b = 0
|
|
var board_size_x = 7 # starting at 0
|
|
var board_size_y = 7
|
|
|
|
var made_tile = false
|
|
|
|
for i in range(1,go_range+1):
|
|
a += pattern0
|
|
b += pattern1
|
|
# 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 :
|
|
var check = board[x + a][y + b]
|
|
if ! check and ! dict.get("must_attack"):
|
|
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
|
|
elif dict.must_attack:
|
|
if ! check:
|
|
pass
|
|
elif check.get_team() != curr_team:
|
|
spawn_move_tile([x + a, y + b])
|
|
made_tile = true
|
|
elif ! cant_attack and check.get_team() != curr_team:
|
|
spawn_move_tile([x + a, y + b], dict.tile_is_en_passant, dict.en_passant_pawn)
|
|
made_tile = true
|
|
break # rules of chess say pieces cant go past another
|
|
else:
|
|
break
|
|
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
|