feat: 重构多人游戏界面和代码,使用文件存储游戏配置,重构底层代码

This commit is contained in:
ZZY
2024-11-06 22:13:03 +08:00
parent d323a0bee7
commit d6cbb5e11d
30 changed files with 715 additions and 262 deletions

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// 帅/将 (General) - 代表双方的最高统帅。
// 子类名ChessGeneral
// 仕/士 (Advisor) - 保护帅/将的近身侍卫。
// 子类名ChessAdvisor
// 相/象 (Elephant) - 行动受限,走田字格,不能过河。
// 子类名ChessElephant
// 車/车 (Chariot) - 横竖移动,威力巨大。
// 子类名ChessChariot
// 馬/马 (Horse) - 走日字形,跳跃式移动。
// 子类名ChessHorse
// 砲/炮 (Cannon) - 需要隔子才能吃子,直线移动。
// 子类名ChessCannon
// 兵/卒 (Pawn) - 最基础的棋子,过河后可横移。
// 子类名ChessPawn

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using Vector2 = Godot.Vector2;
using System;
using System.Collections;
public class Player {
private readonly VirtualBoard board;
private readonly SelectedPiece selectedNode;
private readonly MoveRecords<VirtualPiece> moveRecords;
public EventHandler<VirtualBoard.MoveEventArgs> OnMove;
public ArrayList pieces = new();
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);
OnMove?.Invoke(this, new VirtualBoard.MoveEventArgs { From = fromPos, To = toPos });
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 readonly 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;
}
}
}

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using System;
using Vector2 = Godot.Vector2;
public class VirtualBoard {
private readonly int Rows;
private readonly int Cols;
private readonly VirtualPiece[,] pieces;
public class SetPiecePosEventArgs : EventArgs
{
public VirtualPiece OldPiece { get; set; }
public VirtualPiece NewPiece { get; set; }
}
public class MoveEventArgs : EventArgs
{
public Vector2 From { get; set; }
public Vector2 To { get; set; }
}
public event EventHandler<SetPiecePosEventArgs> OnSetPiecePos;
public event EventHandler<VirtualPiece> OnInsert;
public event EventHandler<VirtualPiece> OnRemove;
public event EventHandler<MoveEventArgs> OnMove;
public VirtualBoard(int rows, int cols) {
this.Rows = rows;
this.Cols = cols;
pieces = new VirtualPiece[rows, cols];
}
public bool ArrPosOutOfRange(Vector2 arrayPos) {
return arrayPos.X < 0 || arrayPos.X >= Rows || arrayPos.Y < 0 || arrayPos.Y >= Cols;
}
public VirtualPiece GetPiece(Vector2 arrayPos) {
if (ArrPosOutOfRange(arrayPos)) return null;
return pieces[(int)arrayPos.X, (int)arrayPos.Y];
}
public VirtualPiece SetPiecePos(VirtualPiece piece, Vector2 arrayPos) {
if (ArrPosOutOfRange(arrayPos)) return null;
VirtualPiece oldPiece = pieces[(int)arrayPos.X, (int)arrayPos.Y];
pieces[(int)arrayPos.X, (int)arrayPos.Y] = piece;
OnSetPiecePos?.Invoke(this, new SetPiecePosEventArgs { OldPiece = oldPiece, NewPiece = piece });
piece?.Move(arrayPos);
return oldPiece;
}
public bool InsertPiece(VirtualPiece piece, Vector2 arrayPos) {
if (GetPiece(arrayPos) != null) {
return false;
}
OnInsert?.Invoke(this, piece);
SetPiecePos(piece, arrayPos);
return true;
}
public bool MovePiece(Vector2 from, Vector2 to) {
if (ArrPosOutOfRange(to) || ArrPosOutOfRange(from)) {
return false;
}
if (GetPiece(to) != null) {
return false;
}
OnMove?.Invoke(this, new MoveEventArgs { From = from, To = to });
SetPiecePos(SetPiecePos(null, from), to);
return true;
}
public bool RemovePiece(Vector2 pos) {
VirtualPiece piece = GetPiece(pos);
if (piece == null) {
return false;
}
OnRemove?.Invoke(this, piece);
return SetPiecePos(null, pos) != null;
}
public void Clear() {
for (int i = 0; i < Rows; i++) {
for (int j = 0; j < Cols; j++) {
RemovePiece(new Vector2(i, j));
}
}
}
}

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using Vector2 = Godot.Vector2;
using System;
public class VirtualPiece {
private Vector2 pos; // 注意这个坐标的非像素坐标而是棋盘坐标
private readonly string name;
private bool isSelected;
public object data;
public event Action<Vector2> OnMove;
public event Action<bool> OnSelected;
public void Move(Vector2 pos) {
this.pos = pos;
OnMove?.Invoke(pos);
}
public Vector2 Pos() {
return pos;
}
public void Selected(bool isSelected) {
if (this.isSelected != isSelected) {
OnSelected?.Invoke(isSelected);
this.isSelected = isSelected;
}
}
public bool IsSelected() {
return isSelected;
}
public VirtualPiece(string name = "", Vector2 pos = new Vector2()) {
this.name = name;
this.pos = pos;
}
}