chessgame/Main.gd

1081 lines
38 KiB
GDScript

extends Node
export (PackedScene) var piece_scene
export (PackedScene) var movetile_scene
var board = new_board()
var board_cell = 128
const BOARD_WIDTH = 7 # starting at 0..7
const BOARD_HEIGHT = 7
var history = []
var team1_capture = new_board()
var team2_capture = new_board()
var game_over = false
var movement_layer = false
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 turn = 0
var team1 = 1
var team2 = 2
func _ready():
make_player1("green")
#make_player2("red")
#checkmatet1()
#checkmatet2()
#spawn_piece("pawn", "teal", 2, 6, team1)
#spawn_piece("pawn", "teal", 2, 1, team1)
#spawn_piece("knight", "teal", 4, 6, team1)
#spawn_piece("knight", "teal", 5, 4, team1)
#spawn_piece("rook", "teal", 7, 6, team1)
#spawn_piece("queen", "red", 3, 5, team2)
#spawn_piece("pawn", "red", 7, 1, team2)
var captures = update_capture_tables(board_to_text_board(board))
team1_capture = captures[0]
team2_capture = captures[1]
save_turn()
OS.set_window_size(Vector2(700,700))
randomize()
#OS.set_window_always_on_top(true)
func checkmatet1():
team1_king = spawn_piece('king', 'orange', 4, 7, team1)
spawn_piece('bishop', 'orange', 3, 7, team1)
spawn_piece('pawn', 'orange', 5, 6, team1)
spawn_piece('pawn', 'orange', 3, 6, team1)
spawn_piece('pawn', 'orange', 4, 6, team1)
spawn_piece('rook', 'teal', 7, 3, team2)
func checkmatet2():
team2_king = spawn_piece('king', 'teal', 4, 0, team2)
spawn_piece('bishop', 'teal', 3, 0, team2)
spawn_piece('pawn', 'teal', 5, 1, team2)
spawn_piece('pawn', 'teal', 3, 1, team2)
spawn_piece('pawn', 'teal', 4, 1, team2)
spawn_piece('rook', 'orange', 7, 2, team1)
func _process(_delta):
safely_handle_movement = false
if Input.is_action_just_pressed("mouse2"):
if click_spot() == Vector2(0,0):
print(history)
if click_spot() == Vector2(1,0):
print("Queuing for team2...")
ai_move(team2, board_to_text_board(board), ai_modes.points, 1)
if click_spot() == Vector2(1,1):
print("Killing pawn: %s" % [evaluate_move([3,5], [2,6], board_to_text_board(board), team2, 1)])
print("Killing knight: %s" % [evaluate_move([3,5], [4,6], board_to_text_board(board), team2, 1)])
print("Going to (3,1): %s" % [evaluate_move([3,5], [3,1], board_to_text_board(board), team2, 1)])
print("Going to (3,4) (enemy controlled): %s" % [evaluate_move([3,5], [3,4], board_to_text_board(board), team2, 1)])
if click_spot() == Vector2(1,2):
#print(team2_every_legal_move(board_to_text_board(board)))
print("Queuing for team1...")
ai_move(team1, board_to_text_board(board), ai_modes.points, 1)
#print("Killing queen: %s" % evaluate_move([2,6], [3,5], board_to_text_board(board), team1, 1))
if click_spot() == Vector2(4,0):
color_tiles(team2_capture, "red")
if click_spot() == Vector2(5,0):
color_tiles(team1_capture, "green")
if click_spot() == Vector2(7,0):
ai_move(team2, board_to_text_board(board))
if click_spot() == Vector2(7,1):
ai_move(team1, board_to_text_board(board))
if click_spot() == Vector2(6,0):
ai_move(team2, board_to_text_board(board), ai_modes.weighted_random)
if click_spot() == Vector2(6,1):
ai_move(team1, board_to_text_board(board), ai_modes.weighted_random)
enum ai_modes {
purely_random,
weighted_random,
points,
}
var ai_weights = {
pawn = 10,
knight = 30,
bishop = 30,
rook = 50,
queen = 500,
king = 1000,
}
func ai_move(team, text_board, ai_mode=ai_modes.purely_random, depth=1):
var legal_every_move = team_every_legal_move(text_board, team)
var the_move
if ai_mode == ai_modes.purely_random:
the_move = ai_random_move(team, text_board, legal_every_move)
elif ai_mode == ai_modes.weighted_random:
the_move = ai_weighted_random(team, text_board, legal_every_move)
elif ai_mode == ai_modes.points:
the_move = ai_points_system(team, legal_every_move, text_board, depth)
#print(the_move)
if the_move:
if the_move[1]:
ai_make_move(the_move[1], the_move[2])
new_turn()
func ai_points_system(team, legal_moves, text_board, depth=2):
var best = [-INF, null]
var alpha = -INF
var beta = -INF
legal_moves.shuffle()
for every_moves in legal_moves:
var piece = every_moves[0]
var moves = every_moves[1]
for move in moves:
var eval = evaluate_move(piece, move, text_board, team, depth)
#var eval = eval_move2(piece, move, text_board, team, depth)
if eval > best[0]:
best = [eval, piece, move]
print("This move is worth: %s" % best[0])
return best
func evaluate_move(piece, move, text_board, team, depth, add_points=false):
var p_board = generate_points_board(team, text_board)
var points = p_board[move[0]][move[1]]
if depth == 0 or depth <= 0:
return points
# evaluate opposing team now
var eval_board
eval_board = ai_text_board_move(text_board.duplicate(true), piece, move)
var legal_moves
if team == team1:
legal_moves = team_every_legal_move(eval_board, team2)
else: # team2
legal_moves = team_every_legal_move(eval_board, team1)
var highest_opposing_points = 0
for every_moves in legal_moves:
var this_piece = every_moves[0]
for this_move in every_moves[1]:
var eval
if team == team1:
eval = evaluate_move(this_piece, this_move, eval_board.duplicate(true), team2, depth-1, !add_points)
else: # team2
eval = evaluate_move(this_piece, this_move, eval_board.duplicate(true), team1, depth-1, !add_points)
if eval > highest_opposing_points:
#rint("Piece at (%s) moves to (%s), gaining %s points" % [this_piece, this_move, eval])
highest_opposing_points = eval
if add_points:
points += highest_opposing_points
else:
points -= highest_opposing_points
return points
func ai_text_board_move(text_board, piece, move):
var new_board = text_board.duplicate(true)
var pos = new_board[piece[0]][piece[1]]
pos[text_board_ele.has_moved] = true
new_board[move[0]][move[1]] = pos
new_board[piece[0]][piece[1]] = 0
if move.size() == 3:
#rint(new_board[move[0]][move[1] - 1])
if move[2] == movement_condition.en_passant_kill:
if move[1] + 1 < 8 and new_board[move[0]][move[1] + 1] is Array and new_board[move[0]][move[1] + 1][text_board_ele.en_passant]:
new_board[ move[0] ][(move[1] + 1)] = 0
elif move[1] - 1 > 0 and new_board[move[0]][(move[1] - 1)] is Array and new_board[move[0]][move[1] - 1][text_board_ele.en_passant]:
new_board [move[0] ][(move[1] - 1)] = 0
elif move[2] == movement_condition.king_side_castling:
# TODO hard coding rook positions like this seems bad
var rook = new_board[7][pos[1]]
new_board[5][pos[1]] = rook
new_board[7][pos[1]] = 0
elif move[2] == movement_condition.queen_side_castling:
# TODO hard coding rook positions like this seems bad
var rook = new_board[0][pos[1]]
new_board[3][pos[1]] = rook
new_board[0][pos[1]] = 0
return new_board
func ai_make_move(piece, move):
#rint(piece)
#rint(move)
var pos = position_to_board_cell(Vector2(piece[0] * board_cell, piece[1] * board_cell))
var board_piece = board[pos[0]][pos[1]]
board_piece.position = in_square(Vector2(move[0] * board_cell, move[1] * board_cell))
if board[move[0]][move[1]]:
board[move[0]][move[1]].kill()
board[move[0]][move[1]] = board_piece
board[move[0]][move[1]].has_moved = true
board[pos[0]][pos[1]] = 0
if move.size() == 3:
if move[2] == movement_condition.en_passant_kill:
kill_en_passant_pawn([move[0], move[1]])
elif move[2] == movement_condition.king_side_castling:
# TODO hard coding rook positions like this seems bad
var rook = board[7][pos[1]]
rook.position = in_square(Vector2(5 * board_cell, pos[1] * board_cell))
board[5][pos[1]] = board[7][pos[1]]
board[7][pos[1]] = 0
elif move[2] == movement_condition.queen_side_castling:
# TODO hard coding rook positions like this seems bad
var rook = board[0][pos[1]]
rook.position = in_square(Vector2(3 * board_cell, pos[1] * board_cell))
board[3][pos[1]] = board[0][pos[1]]
board[0][pos[1]] = 0
func ai_random_move(team, text_board, legal_every_move):
legal_every_move.shuffle()
while 1:
var piece_and_moves = legal_every_move.pop_back()
if ! piece_and_moves:
if ! legal_every_move:
break # AI literally cannot move this turn, game should be offically over before this occurs
var piece = piece_and_moves[0]
var moves = piece_and_moves[1]
if moves:
#rint(moves)
moves.shuffle()
var move = moves.pop_back()
#rint( ai_text_board_move(board_to_text_board(board), piece, move) )
#ai_make_move(piece, move)
var p_board = generate_points_board(team, text_board)
return [p_board[move[0]][move[1]], piece, move]
else:
continue
func get_moves_with_points(p_board, legal_every_move):
var saved_moves = []
for every_move in legal_every_move:
var piece = every_move[0]
var moves = every_move[1]
if moves:
for move in moves:
if p_board[move[0]][move[1]] is Array:
# en passant 'move' specifically does array
if piece[2] == piece_names.pawn:
saved_moves.append([p_board[move[0]][move[1]], piece, move])
elif p_board[move[0]][move[1]] > 0:
saved_moves.append([p_board[move[0]][move[1]], piece, move])
else:
continue
return saved_moves
func ai_weighted_random(team, text_board, legal_every_move, dict = {"no_shuffle":false, "skip_amount":0}):
# generate a board with 'points' on it.
# if move[x],move[y] corrispond over some points keep the move in memory. then, sort move by smallest to greatest points
# pop_back() to get 'best move'. if there are no moves, just do random movement.
var p_board = generate_points_board(team, text_board)
var saved_moves = get_moves_with_points(p_board, legal_every_move)
if saved_moves.size() > 0:
if ! dict.get("no_shuffle"):
saved_moves.shuffle()
#rint(saved_moves)
saved_moves.sort_custom(self, "sort_ascending") # sort, by smallest to greatest, then pop_back()
print(saved_moves)
var the_move
the_move = saved_moves.pop_back()
for i in dict.get("skip_amount"):
the_move = saved_moves.pop_back()
#ai_make_move(the_move[1], the_move[2])
return the_move
else:
return ai_random_move(team, text_board, legal_every_move)
func sort_ascending(a, b):
if a[0] < b[0]:
return true
return false
func generate_points_board(team, text_board):
var p_board = new_board()
for i in 8:
for k in 8:
var piece = text_board[i][k]
if piece:
match piece[text_board_ele.piece_enum]:
piece_names.pawn:
if piece[text_board_ele.team] == team: # our pawn
p_board[i][k] = -1 * ai_weights.pawn
if piece[text_board_ele.en_passant]:
print("this teams (%s) pawn is en passant, on our team" % piece[text_board_ele.team])
pass
else: # their pawn
p_board[i][k] = ai_weights.pawn
if piece[text_board_ele.en_passant]:
print("this teams (%s) pawn is en passant, on enemy team" % piece[text_board_ele.team])
if team == team1: # they'll be team2 here
p_board[i][(k - 1)] = [ai_weights.pawn, true]
else: # they'll be team1 here
# team1 pawn goes 'up' -1 or -2 each movement, so the space behind it will be +1
p_board[i][(k + 1)] = [ai_weights.pawn, true]
piece_names.rook:
if piece[text_board_ele.team] == team:
p_board[i][k] = -1 * ai_weights.rook
else:
p_board[i][k] = ai_weights.rook
piece_names.knight:
if piece[text_board_ele.team] == team:
p_board[i][k] = -1 * ai_weights.knight
else:
p_board[i][k] = ai_weights.knight
piece_names.bishop:
if piece[text_board_ele.team] == team:
p_board[i][k] = -1 * ai_weights.bishop
else:
p_board[i][k] = ai_weights.bishop
piece_names.queen:
if piece[text_board_ele.team] == team:
p_board[i][k] = -1 * ai_weights.queen
else:
p_board[i][k] = ai_weights.queen
piece_names.king:
if piece[text_board_ele.team] == team:
p_board[i][k] = -1 * ai_weights.king
else:
p_board[i][k] = ai_weights.king
else:
if ! p_board[i][k]: # don't clobber en passant points
p_board[i][k] = 0
return p_board
func new_turn():
check_for_promotion()
var text_board = board_to_text_board(board)
var captures = update_capture_tables(text_board)
team1_capture = captures[0]
team2_capture = captures[1]
#print(captures)
is_king_team1_checked(text_board, true, team2_capture)
is_king_team2_checked(text_board, true, team1_capture)
turn += 1
print("Turn: %s" % turn)
save_turn()
print("-------------------")
func save_turn():
var text_board = board_to_text_board(board)
history.append(text_board)
enum piece_names {
pawn,
rook,
knight,
bishop,
king,
queen
}
enum text_board_ele {
piece_enum,
team,
en_passant,
has_moved,
in_check
}
func board_to_text_board(boarde):
var text_board = new_board()
for i in 8:
for k in 8:
if boarde[i][k] is Object:
var curr_piece = boarde[i][k]
var piece_name = curr_piece.get_piece()
var piece_enum = piece_names.get(piece_name)
var team = curr_piece.get_team()
var has_moved = curr_piece.has_moved
var in_check = curr_piece.in_check
var en_passant = null
if curr_piece == en_passant_pawn: en_passant = 1
#var color = curr_piece.get_piece_color_by_region()
text_board[i][k] = [piece_enum, team, en_passant, has_moved, in_check]
else:
text_board[i][k] = 0
return text_board
enum movement_condition {
not_attacking,
must_attack,
en_passant_kill,
king_side_castling,
queen_side_castling,
}
func update_capture_tables(text_board, setting=tile_setting.hide_tiles_and_cover_allies):
var t1_capture = new_board()
var t2_capture = new_board()
var pieces = get_pieces(text_board)
for e in pieces:
var coords = e[chess_enum.pos]
if e[chess_enum.team] == team1:
t1_capture[coords[0]][coords[1]] = 2
else: # team2
t2_capture[coords[0]][coords[1]] = 2
for e in pieces:
var coords = e[chess_enum.pos]
var pattern = get_move_pattern(e, coords)
var captured = can_chess_move(pattern, coords, text_board, setting)
if e[chess_enum.team] == team1:
for c in captured:
if c.size() == 3:
if c[2] == movement_condition.not_attacking:
continue
t1_capture[c[0]][c[1]] = 1
else: # team2
for c in captured:
if c.size() == 3:
if c[2] == movement_condition.not_attacking:
continue
t2_capture[c[0]][c[1]] = 1
#print(team1_capture)
#print(team2_capture)
#color_tiles(t2_capture, "red")
#color_tiles(t1_capture, "green")
return [t1_capture, t2_capture]
func color_tiles(capture, color):
for i in 8:
for k in 8:
if capture[i][k] == 1:
var move_tile = movetile_scene.instance()
add_child(move_tile)
move_tile.set_color(color)
move_tile.position = in_square(Vector2(i * board_cell, k * board_cell))
func check_for_promotion():
var pieces = get_tree().get_nodes_in_group("piece")
for e in pieces:
if e.get_piece() == "pawn":
var y = position_to_board_cell(e.position)[1]
if y == 0 or y == 7:
print("pawn is elligable for promotion")
# TODO: player option
e.set_piece("queen", e.get_piece_color_by_region())
func is_king_team2_checked(text_board, enumerate=true, capture_table=[]):
if team2_king:
for i in 8:
for k in 8:
if text_board[i][k] and text_board[i][k][chess_enum.piece_enum] == piece_names["king"] and text_board[i][k][chess_enum.team] == team2:
if capture_table[i][k] >= 1:
if enumerate:
print("Aye, team2 in check.")
team2_king.in_check = true
if enumerate_checkmate(text_board, 2):
print("Game over: Checkmate! Team 1 wins!")
game_over = true
return true
else:
team2_king.in_check = false
return false
func is_king_team1_checked(text_board, enumerate=true, capture_table=[]):
if team1_king:
for i in 8:
for k in 8:
if text_board[i][k] and text_board[i][k][chess_enum.piece_enum] == piece_names["king"] and text_board[i][k][chess_enum.team] == team1:
if capture_table[i][k] >= 1:
if enumerate:
print("Aye, team1 in check.")
team1_king.in_check = true
if enumerate_checkmate(text_board, 1):
print("Game over: Checkmate! Team 2 wins!")
game_over = true
return true
else:
team1_king.in_check = false
return false
func enumerate_checkmate(text_board, which_king=1):
var checkmate = true
var legal_every_move = team_every_legal_move(text_board, which_king)
for every_move in legal_every_move:
var piece = every_move[0]
#rint("piece at (%s,%s)" % [piece[0],piece[1]])
for move in every_move[1]:
#print("can move to: (%s,%s)" % [move[0],move[1]])
var fake_board = pretend_text_board_movement(text_board.duplicate(true), piece, move)
#print(text_board)
#print(fake_board)
var fake_captures = update_capture_tables(fake_board.duplicate(true))
var t1_captures = fake_captures[0]
var t2_captures = fake_captures[1]
if which_king == 1:
if is_king_team1_checked(fake_board, false, t2_captures):
pass
else:
checkmate = false
else: # team2
if is_king_team2_checked(fake_board, false, t1_captures):
pass
else:
checkmate = false
return checkmate
func get_pieces(text_board):
var pieces = []
var deepcopy = text_board.duplicate(true)
for i in 8:
for k in 8:
if deepcopy[i][k] is Array:
deepcopy[i][k].append([i,k])
pieces.append(deepcopy[i][k]) # 6
return pieces
func team_every_legal_move(text_board, team):
var every_legal_move = []
for i in 8:
for k in 8:
if text_board[i][k] is Array and text_board[i][k][chess_enum.team] == team:
var piece_name = text_board[i][k][chess_enum.piece_enum]
var coords = [i,k]
var move_pattern
#var name_of_this = match_piece_names_enums(piece_name)
move_pattern = get_move_pattern([piece_name, team], coords)
every_legal_move.append([[i,k, piece_name], can_chess_move(move_pattern, coords, text_board, tile_setting.hide_tiles_no_cover_allies)])
#rint(every_legal_move)
return every_legal_move
func match_piece_names_enums(piece_name):
if piece_names["pawn"] == piece_name:
return "pawn"
elif piece_names["rook"] == piece_name:
return "rook"
elif piece_names["knight"] == piece_name:
return "knight"
elif piece_names["bishop"] == piece_name:
return "bishop"
elif piece_names["queen"] == piece_name:
return "queen"
elif piece_names["king"] == piece_name:
return "king"
else:
print("unknown piece: %s" % piece_name)
func pretend_text_board_movement(text_board, old_coords, new_coords):
#print("old coords: (%s , %s)" % old_coords)
#print("new coords: (%s , %s)" % [new_coords[0], new_coords[1]])
#print(text_board)
var new_text_board = text_board.duplicate(true)
new_text_board[new_coords[0]][new_coords[1]] = new_text_board[old_coords[0]][old_coords[1]]
new_text_board[old_coords[0]][old_coords[1]] = 0
#print(new_text_board)
return new_text_board
func remove_movement_layer():
movement_layer = false
movement_layer_piece = null
var movement_tiles = get_tree().get_nodes_in_group("tile")
for e in movement_tiles:
e.queue_free()
func piece_clicked(piece):
if movement_layer:
print("I was clicked on, but the movement layer is toggled")
if movement_layer_piece == click_spot():
remove_movement_layer()
else:
if ! safely_handle_movement:
#var piece_name = piece.get_piece()
#rint("You clicked on a %s, team %s" % [piece_name, piece.get_team()])
var location = click_spot()
#rint("Spot: %s " % location)
var pattern = get_move_pattern(piece, location)
if can_chess_move(pattern, location, board_to_text_board(board)):
movement_layer = true
movement_layer_piece = location
func click_spot():
var square = get_viewport().get_mouse_position()
square[0] = floor(square[0] / board_cell)
square[1] = floor(square[1] / board_cell)
return square
func make_player2(color):
spawn_piece('rook', color, 0, 0, team2)
spawn_piece('knight', color, 1, 0, team2)
spawn_piece('bishop', color, 2, 0, team2)
spawn_piece('queen', color, 3, 0, team2)
team2_king = spawn_piece('king', color, 4, 0, team2)
spawn_piece('bishop', color, 5, 0, team2)
spawn_piece('knight', color, 6, 0, team2)
spawn_piece('rook', color, 7, 0, team2)
for i in BOARD_WIDTH + 1:
spawn_piece('pawn', color, i , 1, team2)
func make_player1(color):
spawn_piece('rook', color, 0, 7, team1)
spawn_piece('knight', color, 1, 7, team1)
spawn_piece('bishop', color, 2, 7, team1)
spawn_piece('queen', color, 3, 7, team1)
team1_king = spawn_piece('king', color, 4, 7, team1)
spawn_piece('bishop', color, 5, 7, team1)
spawn_piece('knight', color, 6, 7, team1)
spawn_piece('rook', color, 7, 7, team1)
for i in BOARD_WIDTH + 1:
spawn_piece('pawn', color, i , 6, team1)
func spawn_piece(piece_name, color, x=0, y=0, team=0):
var piece = piece_scene.instance()
piece.init(piece.piece_map.get(piece_name), piece.piece_color.get(color), team)
add_child(piece)
piece.connect("clicked", self, "piece_clicked", [piece])
board_add_piece(piece, x, y)
piece.position = in_square(Vector2(x * board_cell, y * board_cell))
return piece
func rand_pos():
return Vector2(rand_range(0, get_viewport().size.x),rand_range(0, get_viewport().size.y))
# needs to be Vector2 as that is what object.position takes
func in_square(vect2):
#rint(vect2)
vect2.x = ceil(vect2.x / board_cell)
#rint(vect2.x)
vect2.x *= board_cell
vect2.x += board_cell / 2
vect2.y = ceil(vect2.y / board_cell)
#rint(vect2.y)
vect2.y *= board_cell
vect2.y += board_cell / 2
#rint(vect2)
return vect2
func new_board():
# x →
# y
# ↓
# [0][0] = top left, [0][7] = bottom left, [7][0] = top right, [7][7] = bottom right
var new_board = []
for i in BOARD_HEIGHT + 1:
new_board.append([])
new_board[i].resize(BOARD_WIDTH + 1)
for j in BOARD_WIDTH + 1:
new_board[i][j] = 0
return new_board
func board_add_piece(piece, x, y):
board[x][y] = piece
enum {
move_2_up_pawn,
move_1_up_pawn,
attack_1_nw,
attack_1_ne,
en_passant_nw,
en_passant_ne,
move_2_down_pawn,
move_1_down_pawn,
attack_1_sw,
attack_1_se,
en_passant_sw,
en_passant_se,
move_1_up,
move_1_down,
move_1_left,
move_1_right,
move_1_nw,
move_1_ne,
move_1_sw,
move_1_se,
move_up_inf,
move_down_inf,
move_left_inf,
move_right_inf,
castling,
move_nw_inf,
move_ne_inf,
move_sw_inf,
move_se_inf,
knight,
}
func get_move_pattern(piece, coords):
var piece_name
var team
if piece is Object:
piece_name = piece.get_piece()
team = piece.get_team()
else:
piece_name = match_piece_names_enums(piece[chess_enum.piece_enum])
#print(piece_name)
team = piece[1]
#rint("Array: %s, %s" % [piece_name, team])
match (piece_name):
"pawn":
if team == team1:
if coords[1] == 6:
return [attack_1_nw, move_2_up_pawn, attack_1_ne, en_passant_ne, en_passant_nw]
else:
return [attack_1_nw, move_1_up_pawn, attack_1_ne, en_passant_ne, en_passant_nw]
else:
if coords[1] == 1:
return [attack_1_sw, move_2_down_pawn, attack_1_se, en_passant_se, en_passant_sw]
else:
return [attack_1_sw, move_1_down_pawn, attack_1_se, en_passant_se, en_passant_sw]
"rook":
return [move_up_inf, move_left_inf, move_right_inf, move_down_inf]
"knight":
return [knight]
"bishop":
return [move_ne_inf, move_nw_inf, move_sw_inf, move_se_inf]
"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]
"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 []
enum chess_enum {
piece_enum = 0,
team = 1,
en_passant = 2,
has_moved = 3,
in_check = 4,
pos = 5
}
enum tile_setting {
hide_tiles_and_cover_allies = 0
show_tiles = 1
hide_tiles_no_cover_allies = 2
}
func can_chess_move(pattern, coords, text_board, create_tiles=tile_setting.show_tiles):
var can_move = []
#rint(text_board[coords[0]][coords[1]])
var curr_piece = text_board[coords[0]][coords[1]]
var curr_team = curr_piece[chess_enum.team]
for e in pattern:
match (e):
move_1_down_pawn:
var test = make_tiles(coords, [0,1], 1, true, curr_team, {}, create_tiles, text_board)
if test:
test[0].push_back(movement_condition.not_attacking)
can_move.append_array(test)
move_2_down_pawn:
var test = make_tiles(coords, [0,1], 1, true, curr_team, {}, create_tiles, text_board)
if test:
test[0].push_back(movement_condition.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, text_board)
if test2:
test2[0].push_back(movement_condition.not_attacking)
can_move.append_array(test2)
attack_1_sw:
var test = make_tiles(coords, [-1,1], 1, false, curr_team, {"must_attack": true}, create_tiles, text_board)
if test:
test[0].push_back(movement_condition.must_attack)
can_move.append_array(test)
attack_1_se:
var test = make_tiles(coords, [1,1], 1, false, curr_team, {"must_attack": true}, create_tiles, text_board)
if test:
test[0].push_back(movement_condition.must_attack)
can_move.append_array(test)
en_passant_sw:
var pawn_maybe = text_board[coords[0]-1][coords[1]]
if pawn_maybe and pawn_maybe[chess_enum.piece_enum] == piece_names["pawn"] and pawn_maybe[chess_enum.en_passant] == 1 and pawn_maybe[chess_enum.team] != curr_team:
var test = make_tiles(coords, [-1,1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles, text_board)
if test:
test[0].push_back(movement_condition.en_passant_kill)
can_move.append_array(test)
en_passant_se:
if ! coords[0] + 1 > BOARD_WIDTH:
var pawn_maybe = text_board[coords[0]+1][coords[1]]
if pawn_maybe and pawn_maybe[chess_enum.piece_enum] == piece_names["pawn"] and pawn_maybe[chess_enum.en_passant] == 1 and pawn_maybe[chess_enum.team] != curr_team:
var test = make_tiles(coords, [1,1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles, text_board)
if test:
test[0].push_back(movement_condition.en_passant_kill)
can_move.append_array(test)
move_1_up_pawn:
var test = make_tiles(coords, [0,-1], 1, true, curr_team, {}, create_tiles, text_board)
if test:
test[0].push_back(movement_condition.not_attacking)
can_move.append_array(test)
move_2_up_pawn:
var test = make_tiles(coords, [0,-1], 1, true, curr_team, {}, create_tiles, text_board)
if test:
test[0].push_back(movement_condition.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, text_board)
if test2:
test2[0].push_back(movement_condition.not_attacking)
can_move.append_array(test2)
attack_1_nw:
var test = make_tiles(coords, [-1,-1], 1, false, curr_team, {"must_attack": true}, create_tiles, text_board)
if test:
test[0].push_back(movement_condition.must_attack)
can_move.append_array(test)
attack_1_ne:
var test = make_tiles(coords, [1,-1], 1, false, curr_team, {"must_attack": true}, create_tiles, text_board)
if test:
test[0].push_back(movement_condition.must_attack)
can_move.append_array(test)
en_passant_nw:
var pawn_maybe = text_board[coords[0]-1][coords[1]]
if pawn_maybe and pawn_maybe[chess_enum.piece_enum] == piece_names["pawn"] and pawn_maybe[chess_enum.en_passant] == 1 and pawn_maybe[chess_enum.team] != curr_team:
var test = make_tiles(coords, [-1,-1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles, text_board)
if test:
test[0].push_back(movement_condition.en_passant_kill)
can_move.append_array(test)
en_passant_ne:
if ! coords[0] + 1 > BOARD_WIDTH:
var pawn_maybe = text_board[coords[0]+1][coords[1]]
if pawn_maybe and pawn_maybe[chess_enum.piece_enum] == piece_names["pawn"] and pawn_maybe[chess_enum.en_passant] == 1 and pawn_maybe[chess_enum.team] != curr_team:
var test = make_tiles(coords, [1,-1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles, text_board)
if test:
test[0].push_back(movement_condition.en_passant_kill)
can_move.append_array(test)
move_up_inf:
can_move.append_array(make_tiles(coords, [0,-1], BOARD_HEIGHT, false, curr_team, {}, create_tiles, text_board))
move_down_inf:
can_move.append_array(make_tiles(coords, [0,1], BOARD_HEIGHT, false, curr_team, {}, create_tiles, text_board))
move_left_inf:
can_move.append_array(make_tiles(coords, [-1,0], BOARD_WIDTH, false, curr_team, {}, create_tiles, text_board))
move_right_inf:
can_move.append_array(make_tiles(coords, [1,0], BOARD_WIDTH, false, curr_team, {}, create_tiles, text_board))
castling:
if ! curr_piece[chess_enum.has_moved] and ! curr_piece[chess_enum.in_check]:
var y = coords[1]
var king_x = coords[0]
#var pieces = get_tree().get_nodes_in_group("piece")
var pieces = get_pieces(text_board)
for ele in pieces:
if ele[chess_enum.team] == curr_team and ele[chess_enum.piece_enum] == piece_names["rook"] and ! ele[chess_enum.has_moved] and ele[chess_enum.pos][1] == y:
#rint(ele)
var rook_x = ele[chess_enum.pos][0]
# king side
if rook_x > king_x:
var blocked = false
var diff = rook_x - king_x
for i in range(1, diff):
if board[king_x + i][y]:
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() ])
if ! blocked:
var test = make_tiles(coords, [2,0], 1, false, curr_team, {"castling_rook": ele}, create_tiles, text_board)
if test:
test[0].push_back(movement_condition.king_side_castling)
can_move.append_array(test)
else:
var blocked = false
var diff = king_x - rook_x
for i in range(1, diff):
#rint(board[rook_x + i][y])
if board[rook_x + i][y]:
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()])
if ! blocked:
var test = make_tiles(coords, [-2,0], 1, false, curr_team, {"castling_rook": ele}, create_tiles, text_board)
if test:
test[0].push_back(movement_condition.queen_side_castling)
can_move.append_array(test)
move_ne_inf:
can_move.append_array(make_tiles(coords, [1,-1], 8, false, curr_team, {}, create_tiles, text_board))
move_nw_inf:
can_move.append_array(make_tiles(coords, [-1,-1], 8, false, curr_team, {}, create_tiles, text_board))
move_sw_inf:
can_move.append_array(make_tiles(coords, [-1,1], 8, false, curr_team, {}, create_tiles, text_board))
move_se_inf:
can_move.append_array(make_tiles(coords, [1,1], 8, false, curr_team, {}, create_tiles, text_board))
knight:
can_move.append_array(make_tiles(coords, [1,2], 1, false, curr_team, {}, create_tiles, text_board))
can_move.append_array(make_tiles(coords, [1,-2], 1, false, curr_team, {}, create_tiles, text_board))
can_move.append_array(make_tiles(coords, [-1,-2], 1, false, curr_team, {}, create_tiles, text_board))
can_move.append_array(make_tiles(coords, [-1,2], 1, false, curr_team, {}, create_tiles, text_board))
can_move.append_array(make_tiles(coords, [2,1], 1, false, curr_team, {}, create_tiles, text_board))
can_move.append_array(make_tiles(coords, [2,-1], 1, false, curr_team, {}, create_tiles, text_board))
can_move.append_array(make_tiles(coords, [-2,-1], 1, false, curr_team, {}, create_tiles, text_board))
can_move.append_array(make_tiles(coords, [-2,1], 1, false, curr_team, {}, create_tiles, text_board))
move_1_down:
can_move.append_array(make_tiles(coords, [0,1], 1, false, curr_team, {}, create_tiles, text_board))
move_1_up:
can_move.append_array(make_tiles(coords, [0,-1], 1, false, curr_team, {}, create_tiles, text_board))
move_1_right:
can_move.append_array(make_tiles(coords, [1,0], 1, false, curr_team, {}, create_tiles, text_board))
move_1_left:
can_move.append_array(make_tiles(coords, [-1,0], 1, false, curr_team, {}, create_tiles, text_board))
move_1_ne:
can_move.append_array(make_tiles(coords, [1,-1], 1, false, curr_team, {}, create_tiles, text_board))
move_1_nw:
can_move.append_array(make_tiles(coords, [-1,-1], 1, false, curr_team, {}, create_tiles, text_board))
move_1_se:
can_move.append_array(make_tiles(coords, [1,1], 1, false, curr_team, {}, create_tiles, text_board))
move_1_sw:
can_move.append_array(make_tiles(coords, [-1,1], 1, false, curr_team, {}, create_tiles, text_board))
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):
#rint("Yep, I was clicked")
var location = click_spot()
var check = board[location[0]][location[1]]
var curr_piece = board[movement_layer_piece[0]][movement_layer_piece[1]]
if ! check:
pass
else:
check.kill()
board[location[0]][location[1]] = curr_piece
if move_tile.en_passant_tile:
#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:
# move_tile.castling_rook actually an array (created by get_pieces() rather than an object)
var rook_location = move_tile.castling_rook[chess_enum["pos"]]
# need to take that pos and figure out which rook object refers to
var pos = position_to_board_cell(Vector2(rook_location[0] * board_cell, rook_location[1] * board_cell))
var rook = board[pos[0]][pos[1]]
# king side
if 7 == rook_location[0]:
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 side
else:
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
remove_movement_layer()
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
new_turn()
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, en_passant_tile=false, en_passant_kill_tile=null, castling_rook=null):
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
}, create_tiles = tile_setting.show_tiles, text_board=[]):
var x = coords[0]
var y = coords[1]
var pattern0 = pattern[0]
var pattern1 = pattern[1]
var a = 0
var b = 0
var made_tile = []
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_WIDTH and (y + b) <= BOARD_HEIGHT and (x + a) >= 0 and (y + b) >= 0 :
var check = text_board[x + a][y + b]
if ! check and ! dict.get("must_attack"):
if create_tiles == tile_setting.show_tiles:
spawn_move_tile([x + a, y + b], dict.get("tile_is_en_passant"), dict.get("en_passant_pawn"), dict.get("castling_rook"))
made_tile.push_back([x + a, y + b])
elif dict.get("must_attack"): # pawn setting
if check and check[chess_enum.team] != curr_team:
if create_tiles == tile_setting.show_tiles:
spawn_move_tile([x + a, y + b])
made_tile.push_back([x + a, y + b])
elif create_tiles == 0:
made_tile.push_back([x + a, y + b])
elif ! cant_attack and check[chess_enum.team] != curr_team:
if create_tiles == tile_setting.show_tiles:
spawn_move_tile([x + a, y + b], dict.get("tile_is_en_passant"), dict.get("en_passant_pawn"))
made_tile.push_back([x + a, y + b])
break # rules of chess say pieces cant go past another
elif create_tiles == tile_setting.hide_tiles_and_cover_allies and ! cant_attack and check[chess_enum.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:
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