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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
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