extends Node2D
class_name Grid
const topper_header = "┏━━━┳━━━┳━━━┳━━━┳━━━┳━━━┳━━━┳━━━┳━━━┓"
const middle_header = "┣━━━╋━━━╋━━━╋━━━╋━━━╋━━━╋━━━╋━━━╋━━━┫"
const middish_heads = "┗━━━╋━━━╋━━━╋━━━╋━━━╋━━━╋━━━╋━━━╋━━━┫"
const bottom_header = "┗━━━┻━━━┻━━━┻━━━┻━━━┻━━━┻━━━┻━━━┻━━━┛"
const smaller_heads = " ┗━━━┻━━━┻━━━┻━━━┻━━━┻━━━┻━━━┻━━━┛"
const letter_header = " ┃ a ┃ b ┃ c ┃ d ┃ e ┃ f ┃ g ┃ h ┃"
const ender = " ┃ " # for pretty prints
const Piece = preload("res://Piece.tscn")
const Square = preload("res://Square.tscn")
const BottomLeftLabel = preload("res://ui/BottomLeftLabel.tscn")
const TopRightLabel = preload("res://ui/TopRightLabel.tscn")
const piece_size := Vector2(100, 100)
const default_metadata := {
"wccl": false, # white can castle left
"wccr": false, # white can castle right
"bccl": false, # black can castle left
"bccr": false, # black can castle right
"turn": true, # true = white, false = black
"wcep": [], # white can enpassant
"bcep": [], # black can enpassant
}
export(Color) var board_color1 := Color(0.870588, 0.890196, 0.901961)
export(Color) var board_color2 := Color(0.54902, 0.635294, 0.678431)
export(Color) var overlay_color := Color(0.078431, 0.333333, 0.117647, 0.498039)
export(Color) var clockrunning_color := Color(0.219608, 0.278431, 0.133333)
export(Color) var clockrunninglow := Color(0.47451, 0.172549, 0.164706)
export(Color) var clocklow := Color(0.313726, 0.156863, 0.14902)
var matrix := []
var promoting = null
var background_matrix := []
var history_matrixes := {}
var last_clicked: Piece = null
onready var PIECE_SET: String = Globals.piece_set
onready var background := $Background
onready var ASSETS_PATH := "res://assets/pieces/%s/" % PIECE_SET
onready var foreground := $Foreground
onready var pieces := $Pieces
onready var status_label := $"../UI/Holder/Back/VBox/Status"
func _init():
Globals.grid = self
func _ready() -> void:
init_board() # create the tile squares
init_matrix() # create the pieces
init_labels() # add the labels
Events.connect("turn_over", self, "_on_turn_over") # listen for turn_over events
Events.connect("outoftime", self, "_on_outoftime") # listen for timeout events
func _exit_tree() -> void:
Globals.grid = null # reset the globals grid when leaving tree
func _input(event) -> void: # input
if event.is_action_released("debug"): # if debug
print_matrix_pretty() # print the matrix
if event.is_action_released("kill"):
if last_clicked and OS.is_debug_build(): # last clicked isnt null and were in debug
last_clicked.took() # kill the piece
last_clicked = null
clear_fx() # clear the circles
static func print_matrix_pretty(mat = matrix) -> void: # print the matrix
for j in range(8): # for each row
var r: Array = mat[j] # get the row
if j == 0:
print(topper_header) # print the top border
else:
print(middle_header) # print the middle border
var row = "┃ %s ┃ " % str(8 - j) # init the string
for i in range(8): # for each column
var c = r[i] # get the column
if c: # if there is a piece
row += c.mininame + ender # add the shortname
else: # if there is no piece
row += " " + ender # add 00
print(row) # print the string
print("%s\n%s\n%s" % [middish_heads, letter_header, smaller_heads])
func reload_sprites() -> void:
for i in range(8):
for j in range(8):
if matrix[i][j]:
matrix[i][j].load_texture()
func init_labels() -> void:
for i in range(8):
var letterslabel := BottomLeftLabel.instance()
letterslabel.rect_position.x = i * piece_size.x
letterslabel.rect_position.y = piece_size.y * 7
size_label(letterslabel, i)
letterslabel.get_node("Label").text = Utils.to_algebraic(letterslabel.rect_position / piece_size)[0]
foreground.add_child(letterslabel)
var numberslabel := TopRightLabel.instance()
numberslabel.rect_position.y = i * piece_size.x
numberslabel.rect_position.x = piece_size.x * 7
size_label(numberslabel, i)
numberslabel.get_node("Label").text = str(8 - i)
foreground.add_child(numberslabel)
func size_label(label, i) -> void:
label.rect_size = piece_size
label.get_node("Label").add_color_override("font_color", board_color1 if i % 2 == 0 else board_color2)
func threefoldrepetition() -> bool:
for i in history_matrixes.values():
if i >= 3:
return true
return false
func mat2str(mat = matrix) -> String:
var string := ""
for y in range(8):
for x in range(8):
var spot = mat[y][x]
if spot:
string += spot.mininame
else:
string += "*"
for i in mat[8].keys(): # store the metadata
var thing = mat[8][i]
string += i + str(thing)
return string
func drawed() -> void:
Events.emit_signal("game_over")
SoundFx.play("Draw")
yield(get_tree().create_timer(5), "timeout")
Events.emit_signal("go_back")
SoundFx.play("Victory")
func win(winner) -> void:
Events.emit_signal("game_over")
print(winner, " won the game in ", Globals.turns(), " turns!")
SoundFx.play("Victory")
yield(get_tree().create_timer(5), "timeout")
Events.emit_signal("go_back")
SoundFx.play("Victory")
func check_in_check(prin = false) -> bool: # check if in_check
for i in range(0, 8): # for each row
for j in range(0, 8): # for each column
var spot = matrix[i][j] # get the square
if spot and spot.white != Globals.turn: # enemie
if spot.can_attack_piece(Globals.white_king if Globals.turn else Globals.black_king): # if it can take the king
if prin:
Globals.in_check = true # set in_check
Globals.checking_piece = spot # set checking_piece
SoundFx.play("Check")
return true # stop at the first check found
return false
func can_move() -> bool:
for i in range(0, 8): # for each row
for j in range(0, 8): # for each column
var spot = matrix[i][j] # get the square
if Input.is_action_pressed("ui_down"):
breakpoint
if spot and spot.white != Globals.team: # enemie: checking for our enemys
if spot.can_move():
return true
return false
func init_matrix() -> void: # create the matrix
for i in range(8): # for each row
matrix.append([]) # add a row
for _j in range(8): # for each column
matrix[i].append(null) # add a square
matrix.append(default_metadata.duplicate()) # metadata for threefold repetition check
add_pieces() # add the pieces
func make_piece(position: Vector2, script: String, white: bool = true) -> void: # make peace
var piece := Piece.instance() # create a piece
piece.script = load(script) # set the script
piece.real_position = position # set the real position
piece.global_position = position * piece_size # set the global position
piece.white = white # set its team
pieces.add_child(piece) # add the piece to the grid
matrix[position.y][position.x] = piece
func init_board() -> void: # create the board
for i in range(8): # for each row
background_matrix.append([]) # add a row
for j in range(8): # for each column
var square := Square.instance() # create a square
square.rect_size = piece_size # set the size
square.rect_position = Vector2(i, j) * piece_size # set the position
square.color = board_color1 if (i + j) % 2 == 0 else board_color2 # set the color
square.real_position = Vector2(i, j) # set the real position
background.add_child(square) # add the square to the background
square.connect("clicked", self, "square_clicked") # connect the clicked event
background_matrix[i].append(square) # add the square to the background matrix
func add_pieces() -> void: # add the pieces
add_pawns()
add_rooks()
add_knights()
add_bishops()
add_queens()
add_kings()
func add_pawns() -> void:
for i in range(8):
make_piece(Vector2(i, 1), "res://pieces/Pawn.gd", false)
make_piece(Vector2(i, 6), "res://pieces/Pawn.gd", true)
func add_rooks() -> void:
make_piece(Vector2(0, 0), "res://pieces/Rook.gd", false)
make_piece(Vector2(7, 0), "res://pieces/Rook.gd", false)
make_piece(Vector2(0, 7), "res://pieces/Rook.gd", true)
make_piece(Vector2(7, 7), "res://pieces/Rook.gd", true)
func add_knights() -> void:
make_piece(Vector2(1, 0), "res://pieces/Knight.gd", false)
make_piece(Vector2(6, 0), "res://pieces/Knight.gd", false)
make_piece(Vector2(1, 7), "res://pieces/Knight.gd", true)
make_piece(Vector2(6, 7), "res://pieces/Knight.gd", true)
func add_bishops() -> void:
make_piece(Vector2(2, 0), "res://pieces/Bishop.gd", false)
make_piece(Vector2(5, 0), "res://pieces/Bishop.gd", false)
make_piece(Vector2(2, 7), "res://pieces/Bishop.gd", true)
make_piece(Vector2(5, 7), "res://pieces/Bishop.gd", true)
func add_queens() -> void:
make_piece(Vector2(3, 0), "res://pieces/Queen.gd", false)
make_piece(Vector2(3, 7), "res://pieces/Queen.gd", true)
func add_kings() -> void:
make_piece(Vector2(4, 0), "res://pieces/King.gd", false)
make_piece(Vector2(4, 7), "res://pieces/King.gd", true)
Globals.white_king = matrix[7][4] # set the white king
Globals.black_king = matrix[0][4] # set the black king
func check_for_circle(position: Vector2) -> bool: # check for a circle, validating movement
return background_matrix[position.x][position.y].circle_on
func check_for_frame(position: Vector2) -> bool: # check for a frame, validating taking
if !is_instance_valid(matrix[position.y][position.x]): # if there is no piece
return false # return false
return matrix[position.y][position.x].frameon # return if the frame is on
func square_clicked(position: Vector2) -> void: # square clicked
if promoting != null:
return
if Globals.turn != Globals.team:
return
var spot = matrix[position.y][position.x] # get the spot
if !spot or spot.white != Globals.team:
if !is_instance_valid(last_clicked):
return
if check_for_frame(position): # takeable
handle_take(position)
if check_for_circle(position): # see if theres a circle at the position
handle_move(position) # move
last_clicked.clear_clicked() # remove the circles
last_clicked = null # set it to null
elif last_clicked != spot: # we got a new piece (or pawn) clicked
if is_instance_valid(last_clicked): # remove the circles
last_clicked.clear_clicked()
last_clicked = spot # set it to the new spot
spot.clicked() # tell the piece shit happeend
func handle_take(position) -> void:
if last_clicked is Pawn:
var pawn = last_clicked
if check_promote(pawn, position, "take"):
return
turn_over()
Globals.network.send_move_packet([last_clicked.real_position, position], Network.MOVEHEADERS.take) # piece taking piece
func handle_move(position) -> void:
if last_clicked is King and last_clicked.can_castle:
for i in range(len(last_clicked.can_castle)):
var castle_data = last_clicked.can_castle[i]
if castle_data[0] == position:
# send some packet
Globals.network.send_move_packet(
{
"king": last_clicked.real_position,
"rook": castle_data[1].real_position,
"rookdestination": castle_data[2],
"kingdestination": castle_data[0]
},
Network.MOVEHEADERS.castle
)
turn_over()
return
if last_clicked is Pawn:
var pawn = last_clicked
if pawn.enpassant:
for i in range(len(pawn.enpassant)):
var en_passant_data = pawn.enpassant[i]
if en_passant_data[0] == position:
# send some packet
Globals.network.send_move_packet(
[pawn.real_position, position, en_passant_data[1].real_position],
Network.MOVEHEADERS.passant
)
turn_over()
return
if check_promote(pawn, position):
return
turn_over()
Globals.network.send_move_packet([last_clicked.real_position, position], Network.MOVEHEADERS.move) # piece moving
func check_promote(pawn, position, calltype: String = "move") -> bool:
if pawn.can_promote(position):
pawn.promote(position, calltype)
promoting = position
return true
return false
func turn_over() -> void:
promoting = null
func clear_fx() -> void: # clear the circles
for i in range(8): # for each row
for j in range(8): # for each column
var square = background_matrix[i][j] # get the square
square.set_circle(false) # set the circle to false
var piece = matrix[i][j] # get the piece
if piece: # if there is a piece
piece.set_frame(false) # clear the frame
func _on_outoftime(who) -> void:
if who == "white":
win("black")
else:
win("white")
func _on_turn_over() -> void:
var matstr: String = mat2str()
if !history_matrixes.has(matstr):
history_matrixes[matstr] = 1
else:
history_matrixes[matstr] += 1
Globals.checking_piece = null # reset checking_piece
Globals.in_check = false # reset in_check
matrix[8] = default_metadata.duplicate() # add the metadata to the matrix
matrix[8].turn = Globals.turn
check_in_check(true) # check if in_check
if !can_move():
if Globals.in_check:
var winner := "black" if Globals.turn else "white"
status_label.text("%s won the game by checkmate" % winner)
win(winner)
else:
status_label.text("stalemate")
drawed()
elif threefoldrepetition():
status_label.text("draw by threefold repetition")
drawed()