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
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@ -1,23 +1,25 @@
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// using System.Numerics;
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using Godot;
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using System.Collections.Generic;
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using System;
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using Godot;
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using System.Linq;
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public class MoveRecords {
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public class MoveRecords<T> {
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private readonly LinkedList<MoveRecord> records = new LinkedList<MoveRecord>(); // 使用队列替换栈
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private readonly int maxRecords; // 记录上限
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private Action<Node, Node, Vector2, Vector2> onAddRecordCallback; // 添加记录时的回调
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private Action<Node, Node, Vector2, Vector2> onUndoRecordCallback; // 撤销记录时的回调
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private Action<T, T, Vector2, Vector2> onAddRecordCallback; // 添加记录时的回调
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private Action<T, T, Vector2, Vector2> onUndoRecordCallback; // 撤销记录时的回调
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public MoveRecords(
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Action<Node, Node, Vector2, Vector2> onAddRecordCallback = null,
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Action<Node, Node, Vector2, Vector2> onUndoRecordCallback = null,
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Action<T, T, Vector2, Vector2> onAddRecordCallback = null,
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Action<T, T, Vector2, Vector2> onUndoRecordCallback = null,
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int maxRecords = 32) {
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this.maxRecords = maxRecords;
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this.onAddRecordCallback = onAddRecordCallback;
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this.onUndoRecordCallback = onUndoRecordCallback;
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}
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public void AddRecord(Node newNode, Node oldNode, Vector2 newPos, Vector2 oldPos) {
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public void AddRecord(T newNode, T oldNode, Vector2 newPos, Vector2 oldPos) {
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// 达到记录上限时,移除最远的记录(队首元素)
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if (records.Count >= maxRecords) {
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records.RemoveFirst();
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@ -42,16 +44,16 @@ public class MoveRecords {
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}
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private class MoveRecord {
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public Node NewNode { get; }
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public Node OldNode { get; }
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public T NewNode { get; }
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public T OldNode { get; }
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public Vector2 NewPos { get; }
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public Vector2 OldPos { get; }
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public MoveRecord(Node newNode, Node oldNode, Vector2 newPos, Vector2 oldPos) {
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this.NewNode = newNode;
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this.OldNode = oldNode;
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this.OldPos = oldPos;
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this.NewPos = newPos;
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public MoveRecord(T newNode, T oldNode, Vector2 newPos, Vector2 oldPos) {
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NewNode = newNode;
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OldNode = oldNode;
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OldPos = oldPos;
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NewPos = newPos;
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}
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}
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}
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