online multiplayer chess game (note server currently down)
Diffstat (limited to 'pieces/K.gd')
-rw-r--r--pieces/K.gd89
1 files changed, 0 insertions, 89 deletions
diff --git a/pieces/K.gd b/pieces/K.gd
deleted file mode 100644
index ea253cc..0000000
--- a/pieces/K.gd
+++ /dev/null
@@ -1,89 +0,0 @@
-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