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