online multiplayer chess game (note server currently down)
Diffstat (limited to 'pieces/K.gd')
-rw-r--r--pieces/K.gd89
1 files changed, 89 insertions, 0 deletions
diff --git a/pieces/K.gd b/pieces/K.gd
new file mode 100644
index 0000000..ea253cc
--- /dev/null
+++ b/pieces/K.gd
@@ -0,0 +1,89 @@
+extends Piece
+class_name King, "res://assets/pieces/california/wK.png"
+
+var castle_check := true
+var can_castle := []
+
+enum { NONE, QUEEN_SIDE, KING_SIDE } # keep up to date with move.movekind.castletypes
+
+
+func _ready() -> void:
+ if white:
+ Globals.white_king = self
+ else:
+ Globals.black_king = self
+ Events.connect("just_before_turn_over", self, "just_before_over")
+
+
+func get_moves(no_enemys := false, check_spots_check := true) -> PoolVector2Array:
+ var moves: PoolVector2Array = []
+ for i in all_dirs():
+ var spot := pos_around(i)
+ if is_on_board(spot):
+ if no_enemys and at_pos(spot):
+ continue
+ if check_spots_check and checkcheck(spot):
+ continue
+ moves.append(spot)
+ if castle_check and !Globals.in_check: # make sure this is only called when clicking
+ moves.append_array(castleing())
+ return moves
+
+
+func just_before_over() -> void: # assign metadata for threefold repetition draw check
+ castleing()
+
+
+func castleing(justcheckrooks := false) -> Array:
+ if has_moved:
+ return []
+ var moves := []
+ var rooks := [pos_around(Vector2.RIGHT * 3), pos_around(Vector2.LEFT * 4)]
+ var labels = ["Q", "K"]
+ var rook_motion := [pos_around(Vector2.RIGHT), pos_around(Vector2.LEFT)]
+ var king_moveto_spots := [Vector2.RIGHT, Vector2.LEFT] # O-O and O-O-O respectivel
+ for i in range(len(rooks)):
+ if !is_on_board(rooks[i]):
+ continue
+ var rook: Piece = at_pos(rooks[i])
+ if !rook is Rook:
+ continue
+ if rook.has_moved:
+ continue
+ if justcheckrooks:
+ moves.append(labels[i])
+ continue
+ var direction: Vector2 = king_moveto_spots[i]
+ var posx2 := pos_around(direction * 2)
+ var pos := pos_around(direction)
+ if at_pos(posx2) or at_pos(pos) or checkcheck(posx2) or checkcheck(pos):
+ continue
+ if i == 1: # 3x check for O-O-O
+ var posx3 := pos_around(direction * 3)
+ if at_pos(posx3) or checkcheck(posx3):
+ continue
+ can_castle.append([posx2, rook, rook_motion[i], QUEEN_SIDE if i == 1 else KING_SIDE])
+ moves.append(posx2)
+ if justcheckrooks:
+ moves.sort()
+ return moves
+
+
+# basically a wrapper for move to
+func castle(position: Vector2, instant := false) -> void:
+ can_castle.clear()
+ moveto(position, instant)
+
+
+func can_move() -> bool: # checks if you can legally move
+ castle_check = false
+ var can := .can_move()
+ castle_check = true
+ return can
+
+
+func get_attacks(check_spots_check := true) -> PoolVector2Array:
+ castle_check = false
+ var final := .get_attacks(check_spots_check)
+ castle_check = true
+ return final