feat: 重构棋盘逻辑和游戏流程,将引擎版本提升至4.3

- 重构了 VirtualBoard 类,优化了棋盘操作和事件处理
- 重写了 ChessPiece 类,增加了事件处理和虚拟棋子逻辑
- 更新了 ChessGame 控制器,增加了结束回合功能和对话框
- 调整了场景布局和资源引用
- 清理了冗余代码和注释
This commit is contained in:
ZZY
2024-11-02 21:18:53 +08:00
parent abace89813
commit 7e2ca3948d
17 changed files with 2984 additions and 503 deletions

View File

@ -5,7 +5,10 @@ public partial class ChessGame : Node2D
{
ChessBoard board;
Global global;
ConfirmationDialog dialog;
private bool isSession = false;
private Vector2 from;
private Vector2 to;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
@ -13,11 +16,17 @@ public partial class ChessGame : Node2D
// Init.Call();
global = GetNode<Global>("/root/Global");
board = GetNode<ChessBoard>("Chessboard");
// GetNode<Button>("Undo").Connect("pressed", Callable.From(board.Undo));
// GetNode<Button>("ReInit").Connect("pressed", Callable.From(board.ReInit));
// GetNode<Button>("Home").Connect("pressed", Callable.From(this.GoHome));
dialog = new ConfirmationDialog {
DialogAutowrap = true,
MinSize = new Vector2I(400, 200),
Position = new Vector2I(200, 400),
};
AddChild(dialog);
// GetNode<Button>("Undo").Connect("pressed", Callable.From(board.Undo));
// GetNode<Button>("ReInit").Connect("pressed", Callable.From(board.ReInit));
// GetNode<Button>("Home").Connect("pressed", Callable.From(this.GoHome));
if (!global.RPClient.GetIsConnected()) {
if (!global.RPClient.GetIsConnected()) {
return;
}
@ -28,6 +37,11 @@ public partial class ChessGame : Node2D
};
board.Set("Hello", Callable.From(() => {GD.PrintErr("hello");}));
board.Set("chessMoveFunc", Callable.From((Vector2 newPos, Vector2 fromPos) => {
if (from.X == fromPos.X && from.Y == fromPos.Y && to.X == newPos.X && to.Y == newPos.Y) {
return true;
}
from = fromPos;
to = newPos;
var res = global.RPClient.SendSessionToAll(global.sessionId, new Dictionary{
{"type", "move"},
{"from", fromPos},
@ -50,25 +64,58 @@ public partial class ChessGame : Node2D
}
private void SessionMsgHandle(Dictionary msg) {
// GD.PrintErr($"session msg: {msg}");
GD.PrintErr($"session msg: {msg}");
switch (msg["type"].AsString()) {
case "over":
if (global.RPClient.GetUserId() == msg["id"].AsString()) {
break;
}
dialog.Title = "Opponent Finished";
dialog.DialogText = "Turn On You\n";
dialog.Visible = true;
break;
case "move":
Vector2 to = new(GD.StrToVar(msg["toX"].ToString()).AsInt32(),
Vector2 _to = new(GD.StrToVar(msg["toX"].ToString()).AsInt32(),
GD.StrToVar(msg["toY"].ToString()).AsInt32());
Vector2 from = new(GD.StrToVar(msg["fromX"].ToString()).AsInt32(),
Vector2 _from = new(GD.StrToVar(msg["fromX"].ToString()).AsInt32(),
GD.StrToVar(msg["fromY"].ToString()).AsInt32());
board.MoveAndRecord(to, from);
if (_to.X == to.X && _to.Y == to.Y && _from.X == from.X && _from.Y == from.Y) {
return;
}
to = _to;
from = _from;
board.playerSelf.MoveAndRecord(to, from);
break;
case "undo":
board.Undo();
_Undo();
break;
case "reInit":
board.ReInit();
_ReInit();
break;
}
}
private void _Undo() {
board.playerSelf.Undo();
}
private void _ReInit() {
board.playerSelf.ReInit();
board.InitChessBoard();
}
private void BtnOver() {
GD.PrintErr($"BtnOver {isSession}");
if (isSession == false) {
return;
}
global.RPClient.SendSessionToAll(global.sessionId, new Dictionary{
{"type", "over"},
{"id", global.RPClient.GetUserId()},
});
}
public void GoHome() {
if (global.RPClient.IsOnline()) {
global.RPClient.ExitServer();
@ -79,9 +126,7 @@ public partial class ChessGame : Node2D
public void Undo() {
GD.PrintErr($"Undo {isSession}");
if (isSession == false) {
GD.PrintErr($"Undo ??");
board.Undo();
return;
_Undo();
}
global.RPClient.SendSessionToAll(global.sessionId, new Dictionary{
{"type", "undo"},
@ -91,8 +136,7 @@ public partial class ChessGame : Node2D
public void ReInit() {
GD.PrintErr($"ReInit {isSession}");
if (isSession == false) {
board.ReInit();
return;
_ReInit();
}
global.RPClient.SendSessionToAll(global.sessionId, new Dictionary{
{"type", "reInit"},

View File

@ -0,0 +1,127 @@
using Godot;
public class Player
{
private VirtualBoard board;
private SelectedPiece selectedNode;
private MoveRecords<VirtualPiece> moveRecords;
public enum PlayerType {
Human,
AI
}
public Player(VirtualBoard board, PlayerType type = PlayerType.Human)
{
this.board = board;
this.selectedNode = new SelectedPiece(board);
this.moveRecords = new MoveRecords<VirtualPiece>(onUndoRecordCallback: (newNode, oldNode, newPos, oldPos) => {
GD.Print("Undo: ", newNode, "->", oldNode, ":", newPos, "->", oldPos);
VirtualPiece newPiece = newNode;
VirtualPiece oldPiece = oldNode;
this.board.MovePiece(newPos, oldPos);
if (newPiece != null) {
this.board.InsertPiece(newPiece, newPos);
}
});
}
public void HandleBoardPosClick(Vector2 clickPos) {
if (board.ArrPosOutOfRange(clickPos)) return;
GD.Print($"VirtualBoard {clickPos} clicked");
VirtualPiece clickChess = board.GetPiece(clickPos);
if (!selectedNode.HasSelected()) {
// Select piece
if (clickChess == null) {
// selectedNode.Clear();
return;
}
selectedNode.SetPos(clickPos);
} else if (clickChess == selectedNode.GetPiece()) {
// Unselect piece
selectedNode.Clear();
} else {
// Move piece
GD.Print("default MoveFunc Move: ", selectedNode.GetPos(), "->", clickPos);
MoveAndRecord(clickPos, selectedNode.GetPos());
}
}
public void MoveAndRecord(Vector2 toPos, Vector2 fromPos) {
GD.Print($"{fromPos} move to {toPos}");
VirtualPiece toChess = board.GetPiece(toPos);
VirtualPiece fromChess = board.GetPiece(fromPos);
fromChess?.Selected(false);
VirtualPiece NowNode;
if (toChess != null) {
NowNode = toChess;
board.RemovePiece(toPos);
} else {
NowNode = toChess;
}
moveRecords.AddRecord(NowNode, fromChess, toPos, fromPos);
board.MovePiece(fromPos, toPos);
selectedNode.Clear();
}
public void Undo() {
// ChessPiece selected = selectedNode.GetPiece();
// selected?.DeSelected();
selectedNode.Clear();
moveRecords.Undo();
}
public void ReInit() {
moveRecords.Clear();
board.Clear();
selectedNode.Clear();
// board.InitChessBoard();
}
private class SelectedPiece
{
// Called when the node enters the scene tree for the first time.
private Vector2 selectedNodePos = Vector2.Inf;
private VirtualPiece piece;
private VirtualBoard board;
public SelectedPiece(VirtualBoard board)
{
this.board = board;
}
public void Clear()
{
if (selectedNodePos != Vector2.Inf) {
selectedNodePos = Vector2.Inf;
piece.Selected(false);
}
}
public void SetPos(Vector2 pos)
{
// piece = board.GetNodeFromBoard(pos) as VirtualPiece;
selectedNodePos = pos;
piece = board.GetPiece(selectedNodePos);
piece.Selected(true);
}
public VirtualPiece GetPiece()
{
return piece;
}
public Vector2 GetPos()
{
return selectedNodePos;
}
public bool HasSelected()
{
return selectedNodePos != Vector2.Inf;
}
}
}