feat(重构): 重构棋盘和棋子的逻辑
- 重构了 ChessBoard 和 ChessPiece 类的逻辑 - 添加了新版本的 ChineseChess 库 - 删除了旧版本的 VirtualBoard 和 VirtualPiece 类 - 更新了相关的场景和脚本
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@ -12,7 +12,11 @@ visible = false
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script = ExtResource("3_26g24")
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[node name="Layer0" type="TileMapLayer" parent="."]
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use_parent_material = true
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show_behind_parent = true
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position = Vector2(-8, 184)
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tile_map_data = PackedByteArray("AAAAAPv/JAAEAAEAAAD+//v/JAABAAIAAAACAPv/JAABAAIAABAAAPn/JAABAAIAAFD+//n/JAABAAEAAAACAPn/JAABAAEAAFAAAP3/JAAEAAAAACD+//3/JAACAAEAACACAP3/JAACAAEAADAEAP3/JAADAAAAACAGAP3/JAADAAAAACAIAP3/JAAAAAEAACD8//3/JAADAAAAACD6//3/JAADAAAAACD4//3/JAAAAAEAADAEAPv/JAACAAAAAAAGAPv/JAACAAAAAAAEAPn/JAACAAAAAAD8//v/JAACAAAAAAD8//n/JAACAAAAAAD6//v/JAACAAAAAAD6//f/JAACAAAAAAD+//f/JAACAAAAAAACAPf/JAACAAAAAAAGAPf/JAACAAAAAAAAAPX/JAADAAAAAAACAPX/JAADAAAAAAAEAPX/JAADAAAAAAAGAPX/JAADAAAAAAD+//X/JAADAAAAAAD8//X/JAADAAAAAAD6//X/JAADAAAAAAAIAPn/JAADAAAAAFD4//v/JAADAAAAAED4//n/JAADAAAAAED4//X/JAAAAAEAAGAIAPX/JAAAAAEAAHD6//n/JAADAAEAAAAGAPn/JAADAAEAAAAIAPv/JAADAAAAAFD8//f/JAADAAEAAAAAAPf/JAADAAEAAAAEAPf/JAADAAEAAAAIAPf/JQAAAAAAAFD4//f/JQAAAAAAAED4//P/JAAAAAEAAED6//P/JAADAAAAACD8//P/JAADAAAAACD+//P/JAADAAAAACAAAPP/JAADAAAAACACAPP/JAADAAAAACAEAPP/JAADAAAAACAGAPP/JAADAAAAACAIAPP/JAAAAAEAAFD4//H/JQAAAAAAAGD6//H/JAACAAAAACD8//H/JAADAAEAACD+//H/JAACAAAAACAAAPH/JAADAAEAACACAPH/JAACAAAAACAEAPH/JAADAAEAACAGAPH/JAACAAAAACAIAPH/JQAAAAAAAHD4/+//JAADAAAAAGD6/+//JAADAAEAACD8/+//JAACAAAAACD+/+//JAABAAEAACAAAO//JAABAAIAAHACAO//JAABAAEAAHAEAO//JAACAAAAACAGAO//JAADAAEAACAIAO//JAADAAAAAHD4/+3/JAADAAAAAGD6/+3/JAACAAAAACD8/+3/JAACAAAAACD+/+3/JAABAAIAACAAAO3/JAAEAAEAACACAO3/JAABAAIAADAEAO3/JAACAAAAACAGAO3/JAACAAAAACAIAO3/JAADAAAAAHD4/+v/JAAAAAEAABD6/+v/JAADAAAAAAD8/+v/JAADAAAAAAD+/+v/JAACAAEAAAAAAOv/JAAEAAAAAAACAOv/JAACAAEAABAEAOv/JAADAAAAAAAGAOv/JAADAAAAAAAIAOv/JAAAAAEAAAA=")
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tile_set = ExtResource("1_ws3cq")
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collision_enabled = false
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collision_visibility_mode = 2
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navigation_enabled = false
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navigation_visibility_mode = 2
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@ -152,6 +152,13 @@ size_flags_horizontal = 3
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disabled = true
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text = "GetUserDataDir"
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[node name="MarginContainer8" type="MarginContainer" parent="BoxContainer"]
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layout_mode = 2
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[node name="ColorPickerButton" type="ColorPickerButton" parent="BoxContainer/MarginContainer8"]
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layout_mode = 2
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text = "Trace Color"
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[connection signal="pressed" from="BoxContainer/MarginContainer/Back" to="." method="OnBack"]
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[connection signal="pressed" from="BoxContainer/MarginContainer7/Button" to="." method="OnSave"]
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[connection signal="text_changed" from="BoxContainer/MarginContainer2/Server/LineEdit" to="." method="OnServerUrlChanged"]
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@ -45,15 +45,18 @@ public partial class ChessGame : Node2D {
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Game = new(ChessCore.Mode.SingleMode, sideSelf);
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}
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board.LoadBoard(Game.board);
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Game.InitGame();
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Game.Init();
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Game.board.OnMove += (sender, e) => {
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Game.board.OnStepsChanged += (sender, e) => {
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turnSideEdit.Text = Game.GetTurnsType() == ChessCore.TurnsSideType.Red ? "red" : "black";
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};
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board.OnPosClicked += (sender, pos) => {
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int posX = (int)pos.X;
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int posY = (int)pos.Y;
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Vector.Vector2I vector = new(posX, posY);
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if (isSession) {
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Game.OnPosClicked(pos, ChessCore.PlayerSideType.Self);
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Game.OnPosClicked(vector, ChessCore.PlayerSideType.Self);
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var res = global.RPClient.SendSessionToAll(global.sessionId, new Dictionary {
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{"type", "mouseClicked"},
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{"X", pos.X},
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@ -61,7 +64,7 @@ public partial class ChessGame : Node2D {
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{"id", global.RPClient.GetUserId()}
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});
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} else {
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Game.OnPosClicked(pos);
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Game.OnPosClicked(vector);
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}
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};
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@ -99,7 +102,8 @@ public partial class ChessGame : Node2D {
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}
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Vector2 mouseClicked = new(GD.StrToVar(msg["X"].ToString()).AsInt32(),
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GD.StrToVar(msg["Y"].ToString()).AsInt32());
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Game.OnPosClicked(mouseClicked, ChessCore.PlayerSideType.Opponent);
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Vector.Vector2I vector = new((int)mouseClicked.X, (int)mouseClicked.Y);
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Game.OnPosClicked(vector, ChessCore.PlayerSideType.Opponent);
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break;
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case "undo":
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Game.Undo();
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@ -137,6 +141,7 @@ public partial class ChessGame : Node2D {
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{"id", global.RPClient.GetUserId()},
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});
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} else {
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if (Game.board.Steps == 0) board.Clear();
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Game.Undo();
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}
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}
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@ -150,6 +155,7 @@ public partial class ChessGame : Node2D {
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});
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} else {
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Game.ReInit();
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board.Clear();
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}
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}
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}
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@ -1,38 +1,60 @@
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// Chessboard.cs
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using System;
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using Godot;
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using ChineseChess;
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using Godot.Collections;
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public partial class ChessBoard : Node2D {
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public event EventHandler<Vector2> OnMouseClicked;
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public event EventHandler<Vector2> OnPosClicked;
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public Vector2 from = Vector2.Inf, to = Vector2.Inf;
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public Array<Vector2> canMovePos = new();
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public override void _Ready() {
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}
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public void LoadBoard(VirtualBoard board) {
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public void Clear() {
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from = to = Vector2.Inf;
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QueueRedraw();
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}
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public void LoadBoard(CCBoard board) {
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board.OnRemove += (sender, piece) => {
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if (piece.data != null) {
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RemoveChild(piece.data as Node);
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if (piece?.Data.TryGetValue("Godot", out object node) ?? false) {
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RemoveChild(node as Node);
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}
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};
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board.OnInsert += (sender, piece) => {
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if (piece.data != null && piece.data is Node) {
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AddChild(piece.data as Node);
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ChessPiece chessPiece = null;
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if (piece.Data.TryGetValue("Godot", out object node)) {
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chessPiece = node as ChessPiece;
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} else {
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ChessPiece chessPiece = new(piece.name, piece);
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if (piece.Pos().Y >= 5) {
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chessPiece.LabelColor = new Color("red");
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} else {
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chessPiece.LabelColor = new Color("black");
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}
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AddChild(chessPiece);
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chessPiece = new((CCPiece)piece);
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}
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chessPiece.ShowBehindParent = true;
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AddChild(chessPiece);
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};
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board.OnMove += (sender, vals) => {
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from = PosTrans.transArrToPix * new Vector2(vals.From.X, vals.From.Y);
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to = PosTrans.transArrToPix * new Vector2(vals.To.X, vals.To.Y);
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QueueRedraw();
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};
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}
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public override void _Input(InputEvent @event) {
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public override void _Draw() {
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Color color = new(0.7f, 0.7f, 0.7f, 0.5f);
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DrawLine(from, to, color, PosTrans.pixGripSize / 5);
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DrawCircle(from, PosTrans.pixGripSize / 2.2f, color);
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foreach (Vector2 pos in canMovePos) {
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DrawCircle(pos, PosTrans.pixGripSize / 2.2f,
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color.Inverted());
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}
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}
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public override void _Input(InputEvent @event) {
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if (@event is InputEventMouseButton mouseEvent &&
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mouseEvent.Pressed &&
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mouseEvent.ButtonIndex == MouseButton.Left) {
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@ -41,4 +63,13 @@ public partial class ChessBoard : Node2D {
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GetLocalMousePosition()).Round());
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}
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}
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public static class PosTrans {
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public static readonly int pixGripSize = 32;
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public static readonly Transform2D transArrToPix = new(
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new Vector2(pixGripSize, 0),
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new Vector2(0, pixGripSize),
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new Vector2(-4, -4.5f) * pixGripSize
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);
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}
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}
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@ -1,34 +1,46 @@
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// Chesspiece.cs
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using Godot;
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using ChineseChess;
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using System.Linq;
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using System;
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public partial class ChessPiece : Sprite2D {
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// 文字内容
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[Export]
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public string PieceLabel { get; set; } = null;
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// 文字颜色(可导出以编辑器调整)
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// Text Color (Can Export for Editor Adjust)
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[Export]
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public Color LabelColor { get; set; } = new Color("white");
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private Vector2 textureSize;
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private Label labelOfChessName;
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private readonly VirtualPiece piece;
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private readonly IPiece piece;
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public VirtualPiece GetVirtualPiece() {
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public IPiece GetVirtualPiece() {
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return piece;
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}
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private void OnMove(Vector2 newPos) {
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Position = PosTrans.transArrToPix * new Vector2(newPos.X, newPos.Y);
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private void OnPos(object _self, Vector.Vector2I oldPos) {
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CCPiece self = (CCPiece)_self;
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Position = ChessBoard.PosTrans.transArrToPix * new Vector2(self.Pos.X, self.Pos.Y);
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}
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public void OnSelected(bool isSelected) {
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if (isSelected) {
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GD.Print($"{piece.Pos()} is selected");
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public void OnSelected(object _self, bool oldIsSelected) {
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CCPiece self = (CCPiece)_self;
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ChessBoard chessBoard = GetParent() as ChessBoard;
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if (self.IsSelected) {
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GD.Print($"{piece.Pos} is selected");
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Transform *= transToSeleted;
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foreach (var item in self.CanMoveAllPos()) {
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chessBoard.canMovePos.Add(ChessBoard.PosTrans.transArrToPix * new Vector2(item.X, item.Y));
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}
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} else {
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GD.Print($"{piece.Pos()} is deselected");
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GD.Print($"{piece.Pos} is deselected");
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Transform *= transToSeleted.AffineInverse();
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foreach (var item in self.CanMoveAllPos()) {
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chessBoard.canMovePos.Remove(ChessBoard.PosTrans.transArrToPix * new Vector2(item.X, item.Y));
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}
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}
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chessBoard.QueueRedraw();
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}
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Transform2D transToSeleted = new(
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@ -37,24 +49,26 @@ public partial class ChessPiece : Sprite2D {
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new Vector2(0, 0)
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);
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public ChessPiece() : this("", new()){
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public ChessPiece() : this(new CCPiece()){
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}
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public ChessPiece(string name, VirtualPiece piece) {
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PieceLabel = name;
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public ChessPiece(CCPiece piece) {
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PieceLabel = piece.CNName;
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this.piece = piece;
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piece.OnMove += OnMove;
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LabelColor = piece.TurnsSide == ChessCore.TurnsSideType.Red ? new Color("red") : new Color("black");
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piece.OnPos += OnPos;
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piece.OnSelected += OnSelected;
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piece.data = this;
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// Must Be Call for init Pos
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OnPos(piece, piece.Pos);
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piece.Data.TryAdd("Godot", this);
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}
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// Called when the node enters the scene tree for the first time.
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public override void _Ready() {
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// Called when the node enters the scene tree for the first time.
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public override void _Ready() {
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InitLabel();
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}
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private void InitLabel() {
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// this.Texture.ResourcePath = "res://Asserts/ChesspieceBase.tres";
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Texture ??= (Texture2D)ResourceLoader.Load("res://Asserts/ChesspieceBase.tres");
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textureSize = Texture.GetSize();
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Vector2 labalPosition = new(
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140
Scripts/Src/AbstractBoard.cs
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140
Scripts/Src/AbstractBoard.cs
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@ -0,0 +1,140 @@
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using System;
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using System.Collections.Generic;
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using Vector2I = Vector.Vector2I;
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using static IBoard;
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public abstract class AbstractBoard : IBoard {
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private readonly int rows;
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private readonly int cols;
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protected readonly IPiece[,] pieces;
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protected readonly List<MoveRecord> moveRecords = new();
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protected readonly int MAX_RECORDS;
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public int Rows => rows;
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public int Cols => cols;
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public event EventHandler<SetPieceEventArgs> OnSetPiece;
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public event EventHandler<IPiece> OnInsert;
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public event EventHandler<IPiece> OnRemove;
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public event EventHandler<MoveEventArgs> OnMove;
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public event EventHandler<MoveRecord> OnAddRecord;
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public event EventHandler<MoveRecord> OnUndoRecord;
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public AbstractBoard(int rows, int cols, int maxRecords = int.MaxValue) {
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this.rows = rows;
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this.cols = cols;
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pieces = new IPiece[rows, cols];
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MAX_RECORDS = maxRecords;
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}
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public virtual bool IsPosOutOfRange(Vector2I arrayPos) {
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return arrayPos.X < 0 || arrayPos.X >= Rows || arrayPos.Y < 0 || arrayPos.Y >= Cols;
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}
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public virtual IPiece GetPiece(Vector2I arrayPos) {
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if (IsPosOutOfRange(arrayPos)) return null;
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return pieces[arrayPos.X, arrayPos.Y];
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}
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public virtual IPiece SetPiece(IPiece piece, Vector2I pos) {
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if (IsPosOutOfRange(pos)) return null;
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IPiece oldPiece = pieces[pos.X, pos.Y];
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pieces[pos.X, pos.Y] = piece;
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if (piece != null) piece.Pos = pos;
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// if (oldPiece != null) oldPiece.Pos = Vector2I.Zero;
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OnSetPiece?.Invoke(this, new SetPieceEventArgs { OldPiece = oldPiece, NewPiece = piece, Pos = pos });
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return oldPiece;
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}
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public virtual bool InsertPiece(IPiece piece, Vector2I pos) {
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if (GetPiece(pos) != null && piece == null) {
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return false;
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}
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OnInsert?.Invoke(this, piece);
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SetPiece(piece, pos);
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return true;
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}
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public virtual bool MovePiece(Vector2I from, Vector2I to) {
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if (IsPosOutOfRange(to) || IsPosOutOfRange(from)) {
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return false;
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}
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IPiece piece = GetPiece(from);
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if (GetPiece(to) != null && piece == null) {
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return false;
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}
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OnMove?.Invoke(this, new MoveEventArgs { From = from, To = to, Piece = piece });
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SetPiece(null, from);
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SetPiece(piece, to);
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return true;
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}
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public virtual IPiece RemovePiece(Vector2I pos) {
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IPiece piece = GetPiece(pos);
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OnRemove?.Invoke(this, piece);
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return SetPiece(null, pos);
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}
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public virtual void Clear() { Clear(true); }
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public virtual void Clear(bool clearRecords) {
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for (int i = 0; i < Rows; i++) {
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for (int j = 0; j < Cols; j++) {
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RemovePiece(new Vector2I(i, j));
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}
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}
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if (clearRecords) ClearRecords();
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}
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public virtual void ClearRecords() {
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moveRecords.Clear();
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}
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public virtual void AddRecord(IPiece From, IPiece To, Vector2I FromPos, Vector2I ToPos) {
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if (moveRecords.Count >= MAX_RECORDS) {
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moveRecords.RemoveAt(0);
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}
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MoveRecord record = new(From, To, FromPos, ToPos);
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OnAddRecord?.Invoke(this, record);
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moveRecords.Add(record);
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}
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public virtual void UndoRecord() {
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if (moveRecords.Count == 0) return;
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MoveRecord record = moveRecords[^1];
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moveRecords.RemoveAt(moveRecords.Count - 1);
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// 恢复新位置的棋子,order is very inmportant
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if (record.From != null) {
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MovePiece(record.ToPos, record.FromPos);
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}
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// 恢复旧位置的棋子
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if (record.To != null) {
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InsertPiece(record.To, record.ToPos);
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}
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OnUndoRecord?.Invoke(this, record);
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}
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public class MoveRecord {
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public IPiece From { get; }
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public IPiece To { get; }
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public Vector2I FromPos { get; }
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public Vector2I ToPos { get; }
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public MoveRecord(IPiece From, IPiece To, Vector2I FromPos, Vector2I ToPos) {
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this.From = From;
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this.To = To;
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this.ToPos = ToPos;
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this.FromPos = FromPos;
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}
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}
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}
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73
Scripts/Src/AbstractPiece.cs
Normal file
73
Scripts/Src/AbstractPiece.cs
Normal file
@ -0,0 +1,73 @@
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using System;
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using System.Collections.Generic;
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using Vector2I = Vector.Vector2I;
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public abstract class AbstractPiece : IPiece {
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private Vector2I pos; // 注意这个坐标的非像素坐标而是棋盘坐标
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private bool isSelected = false;
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protected string name;
|
||||
private Dictionary<string, object> data = new();
|
||||
|
||||
public Vector2I Pos {
|
||||
get => pos;
|
||||
set {
|
||||
if (pos != value) {
|
||||
var oldPos = pos;
|
||||
pos = value;
|
||||
OnPos?.Invoke(this, oldPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsSelected {
|
||||
get => isSelected;
|
||||
set {
|
||||
if (isSelected != value) {
|
||||
var oldIsSelected = isSelected;
|
||||
isSelected = value;
|
||||
OnSelected?.Invoke(this, oldIsSelected);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public string Name {
|
||||
get => name;
|
||||
set {
|
||||
if (name != value) {
|
||||
var oldName = name;
|
||||
name = value;
|
||||
OnName?.Invoke(this, oldName);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Dictionary<string, object> Data {
|
||||
get => data;
|
||||
set => data = value;
|
||||
}
|
||||
|
||||
public event EventHandler<Vector2I> OnPos;
|
||||
public event EventHandler<Vector2I> OnMove;
|
||||
public event EventHandler<bool> OnSelected;
|
||||
public event EventHandler<string> OnName;
|
||||
|
||||
public virtual bool Move(Vector2I pos) {
|
||||
if (!CanMove(pos)) {
|
||||
return false;
|
||||
}
|
||||
Pos = pos;
|
||||
OnMove?.Invoke(this, pos);
|
||||
return true;
|
||||
}
|
||||
|
||||
public abstract bool CanMove(Vector2I to);
|
||||
|
||||
public override string ToString() {
|
||||
return $"{Name} at {pos}";
|
||||
}
|
||||
|
||||
public AbstractPiece(string name = "", Vector2I pos = null) {
|
||||
this.name = name;
|
||||
this.pos = pos ?? new();
|
||||
}
|
||||
}
|
100
Scripts/Src/ChineseChess/CCBoard.cs
Normal file
100
Scripts/Src/ChineseChess/CCBoard.cs
Normal file
@ -0,0 +1,100 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using static ChineseChess.ChessCore;
|
||||
using Vector2I = Vector.Vector2I;
|
||||
|
||||
namespace ChineseChess;
|
||||
public class CCBoard : AbstractBoard
|
||||
{
|
||||
public event EventHandler<int> OnStepsChanged;
|
||||
private int steps = 0;
|
||||
public int Steps {
|
||||
get => steps;
|
||||
protected set {
|
||||
if (steps != value) {
|
||||
steps = value;
|
||||
OnStepsChanged?.Invoke(this, steps);
|
||||
}
|
||||
}
|
||||
}
|
||||
public CCBoard() : base(9, 10) {
|
||||
}
|
||||
|
||||
public override void AddRecord(IPiece From, IPiece To, Vector2I FromPos, Vector2I ToPos) {
|
||||
base.AddRecord(From, To, FromPos, ToPos);
|
||||
Steps += 1;
|
||||
}
|
||||
|
||||
public override void UndoRecord() {
|
||||
base.UndoRecord();
|
||||
if (Steps > 0) Steps -= 1;
|
||||
}
|
||||
|
||||
public (ArrayList, ArrayList) InitGame() {
|
||||
Steps = 0;
|
||||
// ArrayList blackPart = InitOnePartPieces(TurnsSideType.Black, new[] {
|
||||
// new CCChariot(TurnsSideType.Black, "black chariot 0", 0, 0),
|
||||
// ("车", 0, 0), ("马", 1, 0), ("象", 2, 0),
|
||||
// ("士", 3, 0), ("将", 4, 0), ("士", 5, 0),
|
||||
// ("象", 6, 0), ("马", 7, 0), ("车", 8, 0),
|
||||
// ("炮", 1, 2), ("炮", 7, 2),
|
||||
// ("卒", 0, 3), ("卒", 2, 3), ("卒", 4, 3), ("卒", 6, 3), ("卒", 8, 3)
|
||||
// });
|
||||
|
||||
// ArrayList redPart = InitOnePartPieces(TurnsSideType.Red, new[] {
|
||||
// ("车", 0, -0), ("马", 1, -0), ("象", 2, -0),
|
||||
// ("士", 3, -0), ("将", 4, -0), ("士", 5, -0),
|
||||
// ("象", 6, -0), ("马", 7, -0), ("车", 8, -0),
|
||||
// ("炮", 1, -2), ("炮", 7, -2),
|
||||
// ("卒", 0, -3), ("卒", 2, -3), ("卒", 4, -3), ("卒", 6, -3), ("卒", 8, -3)
|
||||
// });
|
||||
ArrayList blackPart = InitOnePartPieces(TurnsSideType.Black, new CCPiece[] {
|
||||
new CCChariot (this, TurnsSideType.Black, new Vector2I( 4, 0)), // 4,0
|
||||
new CCHorse (this, TurnsSideType.Black, new Vector2I( 3, 0)), // 3,0
|
||||
new CCElephant(this, TurnsSideType.Black, new Vector2I( 2, 0)), // 2,0
|
||||
new CCAdvisor (this, TurnsSideType.Black, new Vector2I( 1, 0)), // 1,0
|
||||
new CCGeneral (this, TurnsSideType.Black, new Vector2I( 0, 0)), // 0,0
|
||||
new CCAdvisor (this, TurnsSideType.Black, new Vector2I(-1, 0)), // -1,0
|
||||
new CCElephant(this, TurnsSideType.Black, new Vector2I(-2, 0)), // -2,0
|
||||
new CCHorse (this, TurnsSideType.Black, new Vector2I(-3, 0)), // -3,0
|
||||
new CCChariot (this, TurnsSideType.Black, new Vector2I(-4, 0)), // -4,0
|
||||
new CCCannon (this, TurnsSideType.Black, new Vector2I( 3, 2)), // 3,2
|
||||
new CCCannon (this, TurnsSideType.Black, new Vector2I(-3, 2)), // -3,2
|
||||
new CCPawn (this, TurnsSideType.Black, new Vector2I(-4, 3)), // -4,3
|
||||
new CCPawn (this, TurnsSideType.Black, new Vector2I(-2, 3)), // -2,3
|
||||
new CCPawn (this, TurnsSideType.Black, new Vector2I( 0, 3)), // 0,3
|
||||
new CCPawn (this, TurnsSideType.Black, new Vector2I( 2, 3)), // -4,3
|
||||
new CCPawn (this, TurnsSideType.Black, new Vector2I( 4, 3)) // 4,3
|
||||
});
|
||||
|
||||
ArrayList redPart = InitOnePartPieces(TurnsSideType.Red, new CCPiece[] {
|
||||
new CCChariot (this, TurnsSideType.Red, new Vector2I( 4, 0)), // 4,0
|
||||
new CCHorse (this, TurnsSideType.Red, new Vector2I( 3, 0)), // 3,0
|
||||
new CCElephant(this, TurnsSideType.Red, new Vector2I( 2, 0)), // 2,0
|
||||
new CCAdvisor (this, TurnsSideType.Red, new Vector2I( 1, 0)), // 1,0
|
||||
new CCGeneral (this, TurnsSideType.Red, new Vector2I( 0, 0)), // 0,0
|
||||
new CCAdvisor (this, TurnsSideType.Red, new Vector2I(-1, 0)), // -1,0
|
||||
new CCElephant(this, TurnsSideType.Red, new Vector2I(-2, 0)), // -2,0
|
||||
new CCHorse (this, TurnsSideType.Red, new Vector2I(-3, 0)), // -3,0
|
||||
new CCChariot (this, TurnsSideType.Red, new Vector2I(-4, 0)), // -4,0
|
||||
new CCCannon (this, TurnsSideType.Red, new Vector2I( 3, 2)), // 3,2
|
||||
new CCCannon (this, TurnsSideType.Red, new Vector2I(-3, 2)), // -3,2
|
||||
new CCPawn (this, TurnsSideType.Red, new Vector2I(-4, 3)), // -4,3
|
||||
new CCPawn (this, TurnsSideType.Red, new Vector2I(-2, 3)), // -2,3
|
||||
new CCPawn (this, TurnsSideType.Red, new Vector2I( 0, 3)), // 0,3
|
||||
new CCPawn (this, TurnsSideType.Red, new Vector2I( 2, 3)), // 2,3
|
||||
new CCPawn (this, TurnsSideType.Red, new Vector2I( 4, 3)) // 4,3
|
||||
});
|
||||
|
||||
return (blackPart, redPart);
|
||||
}
|
||||
|
||||
private ArrayList InitOnePartPieces(TurnsSideType side, CCPiece[] pieces) {
|
||||
ArrayList list = new();
|
||||
foreach (var piece in pieces) {
|
||||
list.Add(piece);
|
||||
InsertPiece(piece, piece.Pos);
|
||||
}
|
||||
return list;
|
||||
}
|
||||
}
|
107
Scripts/Src/ChineseChess/CCMain.cs
Normal file
107
Scripts/Src/ChineseChess/CCMain.cs
Normal file
@ -0,0 +1,107 @@
|
||||
using Vector2 = Vector.Vector2I;
|
||||
using System;
|
||||
using System.Collections;
|
||||
namespace ChineseChess;
|
||||
|
||||
public class ChessCore {
|
||||
public enum Mode {
|
||||
SingleMode,
|
||||
MultiMode,
|
||||
DebugMode,
|
||||
};
|
||||
|
||||
public enum TurnsSideType {
|
||||
Red,
|
||||
Black,
|
||||
};
|
||||
|
||||
public enum PlayerSideType {
|
||||
Self,
|
||||
Opponent,
|
||||
Any,
|
||||
};
|
||||
|
||||
private TurnsSideType sideType = TurnsSideType.Red;
|
||||
private readonly TurnsSideType selfSide;
|
||||
public readonly CCBoard board = new();
|
||||
private readonly Player playerSelf;
|
||||
private readonly Player playerOpponent;
|
||||
// public EventHandler<IBoard.MoveEventArgs> OnMove;
|
||||
public ChessCore(Mode mode, TurnsSideType selfSide) {
|
||||
this.selfSide = selfSide;
|
||||
|
||||
playerSelf = new(board, Player.PlayerType.Human);
|
||||
playerOpponent = new(board, Player.PlayerType.Human);
|
||||
|
||||
void func(object _self, IBoard.MoveEventArgs record) {
|
||||
// 防止 Undo 时 Selected Clear 出现 Null Pointer Exception
|
||||
playerSelf.SelectedClear();
|
||||
playerOpponent.SelectedClear();
|
||||
board.AddRecord(board.GetPiece(record.From), board.GetPiece(record.To),
|
||||
record.From, record.To);
|
||||
}
|
||||
playerSelf.OnMove += func;
|
||||
playerOpponent.OnMove += func;
|
||||
switch (mode) {
|
||||
case Mode.SingleMode:
|
||||
break;
|
||||
case Mode.MultiMode:
|
||||
break;
|
||||
default:
|
||||
case Mode.DebugMode:
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
|
||||
public void Init() {
|
||||
(ArrayList blackPart, ArrayList redPart) = board.InitGame();
|
||||
if (selfSide == TurnsSideType.Red) {
|
||||
playerSelf.SetAllowedPieces(redPart);
|
||||
playerOpponent.SetAllowedPieces(blackPart);
|
||||
} else {
|
||||
playerSelf.SetAllowedPieces(blackPart);
|
||||
playerOpponent.SetAllowedPieces(redPart);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPosClicked(Vector2 pos, PlayerSideType clickedSide = PlayerSideType.Any) {
|
||||
if (GetTurnsType() == selfSide) {
|
||||
playerSelf.CanMove = true;
|
||||
playerOpponent.CanMove = false;
|
||||
} else {
|
||||
playerSelf.CanMove = false;
|
||||
playerOpponent.CanMove = true;
|
||||
}
|
||||
|
||||
switch (clickedSide) {
|
||||
case PlayerSideType.Any:
|
||||
playerSelf.HandleBoardPosClick(pos);
|
||||
playerOpponent.HandleBoardPosClick(pos);
|
||||
break;
|
||||
case PlayerSideType.Self:
|
||||
playerSelf.HandleBoardPosClick(pos);
|
||||
break;
|
||||
case PlayerSideType.Opponent:
|
||||
playerOpponent.HandleBoardPosClick(pos);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public TurnsSideType GetTurnsType() {
|
||||
sideType = board.Steps % 2 == 0 ? TurnsSideType.Red : TurnsSideType.Black;
|
||||
return sideType;
|
||||
}
|
||||
|
||||
public void Undo() {
|
||||
playerSelf.SelectedClear();
|
||||
playerOpponent.SelectedClear();
|
||||
board.UndoRecord();
|
||||
}
|
||||
|
||||
public void ReInit() {
|
||||
playerSelf.SelectedClear();
|
||||
playerOpponent.SelectedClear();
|
||||
board.Clear(true);
|
||||
Init();
|
||||
}
|
||||
}
|
81
Scripts/Src/ChineseChess/CCPiece.cs
Normal file
81
Scripts/Src/ChineseChess/CCPiece.cs
Normal file
@ -0,0 +1,81 @@
|
||||
namespace ChineseChess;
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Vector;
|
||||
using static ChineseChess.ChessCore;
|
||||
|
||||
public class CCPiece : AbstractPiece {
|
||||
public string CNName { get; protected set; }
|
||||
public TurnsSideType TurnsSide { get; }
|
||||
protected CCBoard board;
|
||||
protected Vector2I localPos = new();
|
||||
|
||||
static readonly Trans2DI transRedGlobal2Local =
|
||||
new(new Vector2I(1, 0), new Vector2I(0, -1), new Vector2I(-4, 9));
|
||||
static readonly Trans2DI transBlackGlobal2Local =
|
||||
new(new Vector2I(-1, 0), new Vector2I(0, 1), new Vector2I(4, 0));
|
||||
public CCPiece(CCBoard board = null, TurnsSideType turnsSide = TurnsSideType.Red,
|
||||
string name = "", Vector2I pos = null) : base(name) {
|
||||
this.board = board;
|
||||
TurnsSide = turnsSide;
|
||||
OnPos += (sender, args) => {
|
||||
localPos = Global2Local(Pos);
|
||||
};
|
||||
Pos = pos != null ? Local2Global(pos) : Vector2I.Zero;
|
||||
}
|
||||
|
||||
public override bool CanMove(Vector2I to) {
|
||||
return CanMoveAllPos().Any(item => item == to);
|
||||
}
|
||||
|
||||
protected Vector2I Local2Global(in Vector2I pos) {
|
||||
return TurnsSide == TurnsSideType.Red ? (pos * transRedGlobal2Local) : (pos * transBlackGlobal2Local);
|
||||
}
|
||||
|
||||
protected Vector2I Global2Local(in Vector2I pos) {
|
||||
return TurnsSide == TurnsSideType.Red ? (transRedGlobal2Local * pos) : (transBlackGlobal2Local * pos);
|
||||
}
|
||||
|
||||
protected CCPiece GetCCPieceLocal(in Vector2I pos) {
|
||||
return (CCPiece)board.GetPiece(Local2Global(pos));
|
||||
}
|
||||
|
||||
public virtual List<Vector2I> CanMoveAllPosSelf() {
|
||||
return new List<Vector2I>();
|
||||
}
|
||||
|
||||
public IEnumerable<Vector2I> CanMoveAllPosLocal() {
|
||||
var self = CanMoveAllPosSelf().Select(item => item + localPos);// 转换局部坐标
|
||||
var ret = self.Where(item => {
|
||||
bool ret = GetCCPieceLocal(item) == null || GetCCPieceLocal(item).TurnsSide != TurnsSide;
|
||||
// Console.WriteLine($"{item} can move: {ret}");
|
||||
return ret;
|
||||
}); // 过滤无效位置
|
||||
|
||||
// Console.WriteLine("localPos: {0}", localPos);
|
||||
// Console.WriteLine("CanMoveAllPosSelf: {0}", string.Join(",", self));
|
||||
// Console.WriteLine("CanMoveAllPosLocal: {0}", string.Join(",", ret));
|
||||
return ret;
|
||||
}
|
||||
|
||||
public IEnumerable<Vector2I> CanMoveAllPos() {
|
||||
var ret = CanMoveAllPosLocal()
|
||||
.Select(item => Local2Global(item)); // 转换为全局坐标
|
||||
// Console.WriteLine("CanMoveAllPos: {0}", string.Join(",", ret));
|
||||
return ret;
|
||||
}
|
||||
|
||||
protected bool IsPosOutOfRangeLocal(Vector2I pos) {
|
||||
return board.IsPosOutOfRange(Local2Global(pos));
|
||||
}
|
||||
|
||||
protected CCPiece GetRecursivePieceLocal(Vector2I origin, Vector2I pos) {
|
||||
Vector2I with = origin + pos;
|
||||
while (!IsPosOutOfRangeLocal(with) && GetCCPieceLocal(with) == null) {
|
||||
with += pos;
|
||||
}
|
||||
return GetCCPieceLocal(with);
|
||||
}
|
||||
}
|
@ -1,12 +1,13 @@
|
||||
using Vector2 = Godot.Vector2;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using Vector2I = Vector.Vector2I;
|
||||
|
||||
namespace ChineseChess;
|
||||
public class Player {
|
||||
private readonly VirtualBoard board;
|
||||
private readonly CCBoard board;
|
||||
private readonly SelectedPiece selectedNode;
|
||||
|
||||
public EventHandler<VirtualBoard.MoveEventArgs> OnMove;
|
||||
public EventHandler<IBoard.MoveEventArgs> OnMove;
|
||||
public bool CanMove { get; set; } = true;
|
||||
|
||||
public enum PlayerType {
|
||||
@ -14,16 +15,16 @@ public class Player {
|
||||
AI
|
||||
}
|
||||
|
||||
public Player(VirtualBoard board, PlayerType type = PlayerType.Human)
|
||||
public Player(CCBoard board, PlayerType type = PlayerType.Human)
|
||||
{
|
||||
this.board = board;
|
||||
this.selectedNode = new SelectedPiece(board);
|
||||
}
|
||||
|
||||
public void HandleBoardPosClick(Vector2 clickPos) {
|
||||
if (board.ArrPosOutOfRange(clickPos)) return;
|
||||
// GD.Print($"VirtualBoard {clickPos} clicked");
|
||||
VirtualPiece clickChess = board.GetPiece(clickPos);
|
||||
public void HandleBoardPosClick(Vector2I clickPos) {
|
||||
if (board.IsPosOutOfRange(clickPos)) return;
|
||||
// Console.WriteLine($"VirtualBoard {clickPos} clicked");
|
||||
IPiece clickChess = board.GetPiece(clickPos);
|
||||
|
||||
if (!selectedNode.HasSelected()) {
|
||||
// Select piece
|
||||
@ -42,22 +43,23 @@ public class Player {
|
||||
}
|
||||
}
|
||||
|
||||
public void MoveAndRecord(Vector2 toPos, Vector2 fromPos) {
|
||||
public void MoveAndRecord(Vector2I toPos, Vector2I fromPos) {
|
||||
// GD.Print($"{fromPos} move to {toPos}");
|
||||
VirtualPiece toChess = board.GetPiece(toPos);
|
||||
VirtualPiece fromChess = board.GetPiece(fromPos);
|
||||
fromChess?.Selected(false);
|
||||
IPiece toChess = board.GetPiece(toPos);
|
||||
IPiece fromChess = board.GetPiece(fromPos);
|
||||
if (fromChess != null) fromChess.IsSelected = false;
|
||||
|
||||
// MUST BE THERE !!! 防止删除节点后在启动回调导致错误
|
||||
OnMove?.Invoke(this, new VirtualBoard.MoveEventArgs { From = fromPos, To = toPos });
|
||||
|
||||
VirtualPiece NowNode;
|
||||
if (toChess != null) {
|
||||
NowNode = toChess;
|
||||
board.RemovePiece(toPos);
|
||||
} else {
|
||||
NowNode = toChess;
|
||||
selectedNode.Clear();
|
||||
if (!fromChess.CanMove(toPos)) {
|
||||
return;
|
||||
}
|
||||
|
||||
// MUST BE THERE !!! 防止删除节点后在启动回调导致错误
|
||||
OnMove?.Invoke(this, new IBoard.MoveEventArgs { From = fromPos, To = toPos });
|
||||
|
||||
if (toChess != null) {
|
||||
board.RemovePiece(toPos);
|
||||
}
|
||||
board.MovePiece(fromPos, toPos);
|
||||
|
||||
selectedNode.Clear();
|
||||
@ -73,42 +75,43 @@ public class Player {
|
||||
|
||||
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;
|
||||
private Vector2I selectedNodePos = Vector2I.MaxValue;
|
||||
private IPiece piece;
|
||||
private readonly CCBoard board;
|
||||
public ArrayList allowedPieces = null;
|
||||
|
||||
public SelectedPiece(VirtualBoard board) {
|
||||
public SelectedPiece(CCBoard board) {
|
||||
this.board = board;
|
||||
}
|
||||
|
||||
public void Clear() {
|
||||
if (selectedNodePos != Vector2.Inf) {
|
||||
selectedNodePos = Vector2.Inf;
|
||||
piece.Selected(false);
|
||||
if (selectedNodePos != Vector2I.MaxValue) {
|
||||
selectedNodePos = Vector2I.MaxValue;
|
||||
piece.IsSelected = false;
|
||||
}
|
||||
// Console.WriteLine("SelectedPiece.Clear {0}", piece);
|
||||
}
|
||||
|
||||
public void SetPos(Vector2 pos) {
|
||||
// piece = board.GetNodeFromBoard(pos) as VirtualPiece;
|
||||
public void SetPos(Vector2I pos) {
|
||||
piece = board.GetPiece(pos);
|
||||
if (allowedPieces != null && allowedPieces.Contains(piece) == false) {
|
||||
return;
|
||||
}
|
||||
selectedNodePos = pos;
|
||||
piece.Selected(true);
|
||||
piece.IsSelected = true;
|
||||
Console.WriteLine("SelectedPiece.SetPos {0}", piece);
|
||||
}
|
||||
|
||||
public VirtualPiece GetPiece() {
|
||||
public IPiece GetPiece() {
|
||||
return piece;
|
||||
}
|
||||
|
||||
public Vector2 GetPos() {
|
||||
public Vector2I GetPos() {
|
||||
return selectedNodePos;
|
||||
}
|
||||
|
||||
public bool HasSelected() {
|
||||
return selectedNodePos != Vector2.Inf;
|
||||
return selectedNodePos != Vector2I.MaxValue;
|
||||
}
|
||||
}
|
||||
}
|
246
Scripts/Src/ChineseChess/CCTypes.cs
Normal file
246
Scripts/Src/ChineseChess/CCTypes.cs
Normal file
@ -0,0 +1,246 @@
|
||||
using System.Collections.Generic;
|
||||
using static ChineseChess.ChessCore;
|
||||
using Vector2I = Vector.Vector2I;
|
||||
|
||||
namespace ChineseChess;
|
||||
public class CCGeneral : CCPiece {
|
||||
public CCGeneral(CCBoard board, TurnsSideType turnsSide = TurnsSideType.Red, Vector2I pos = null)
|
||||
: base(board, turnsSide, name : "General", pos) {
|
||||
if (turnsSide == TurnsSideType.Red) {
|
||||
CNName = "帅";
|
||||
} else {
|
||||
CNName = "将";
|
||||
}
|
||||
}
|
||||
|
||||
public override List<Vector2I> CanMoveAllPosSelf() {
|
||||
List<Vector2I> list = new() {
|
||||
new(1, 0),
|
||||
new(-1, 0),
|
||||
new(0, 1),
|
||||
new(0, -1),
|
||||
};
|
||||
|
||||
// 移除不符合条件的元素
|
||||
list.RemoveAll(item =>
|
||||
localPos.X + item.X > 1 || localPos.X + item.X < -1 ||
|
||||
localPos.Y + item.Y > 2 || localPos.Y + item.Y < 0
|
||||
|| GetRecursivePieceLocal(localPos + item, new(0, 1)) is CCGeneral);
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
public class CCAdvisor : CCPiece {
|
||||
public CCAdvisor(CCBoard board, TurnsSideType turnsSide = TurnsSideType.Red, Vector2I pos = null)
|
||||
: base(board, turnsSide, name : "Advisor", pos) {
|
||||
if (turnsSide == TurnsSideType.Red) {
|
||||
CNName = "仕";
|
||||
} else {
|
||||
CNName = "士";
|
||||
}
|
||||
}
|
||||
|
||||
public override List<Vector2I> CanMoveAllPosSelf() {
|
||||
List<Vector2I> list = new() {
|
||||
new(1, 1),
|
||||
new(-1, 1),
|
||||
new(1, -1),
|
||||
new(-1, -1),
|
||||
};
|
||||
|
||||
// 移除不符合条件的元素
|
||||
list.RemoveAll(item =>
|
||||
localPos.X + item.X > 1 || localPos.X + item.X < -1 ||
|
||||
localPos.Y + item.Y > 2 || localPos.Y + item.Y < 0);
|
||||
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
public class CCElephant : CCPiece {
|
||||
public CCElephant(CCBoard board, TurnsSideType turnsSide = TurnsSideType.Red, Vector2I pos = null)
|
||||
: base(board, turnsSide, name : "Bishop", pos) {
|
||||
if (turnsSide == TurnsSideType.Red) {
|
||||
CNName = "相";
|
||||
} else {
|
||||
CNName = "象";
|
||||
}
|
||||
}
|
||||
|
||||
public override List<Vector2I> CanMoveAllPosSelf() {
|
||||
List<Vector2I> list = new() {
|
||||
new(2, 2),
|
||||
new(-2, 2),
|
||||
new(2, -2),
|
||||
new(-2, -2),
|
||||
};
|
||||
|
||||
list.RemoveAll(item => IsPosOutOfRangeLocal(localPos + item));
|
||||
// 移除不符合条件的元素
|
||||
list.RemoveAll(item => localPos.Y + item.Y < 0 || localPos.Y + item.Y > 4 ||
|
||||
GetCCPieceLocal(new(localPos.X + item.X / 2, localPos.Y + item.Y / 2)) is not null);
|
||||
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
public class CCHorse : CCPiece {
|
||||
public CCHorse(CCBoard board, TurnsSideType turnsSide = TurnsSideType.Red, Vector2I pos = null)
|
||||
: base(board, turnsSide, name : "Horse", pos) {
|
||||
if (turnsSide == TurnsSideType.Red) {
|
||||
CNName = "馬";
|
||||
} else {
|
||||
CNName = "马";
|
||||
}
|
||||
}
|
||||
|
||||
public override List<Vector2I> CanMoveAllPosSelf() {
|
||||
List<Vector2I> list = new () {
|
||||
new Vector2I(1, 2),
|
||||
new Vector2I(1, -2),
|
||||
new Vector2I(2, 1),
|
||||
new Vector2I(2, -1),
|
||||
new Vector2I(-1, -2),
|
||||
new Vector2I(-1, 2),
|
||||
new Vector2I(-2, -1),
|
||||
new Vector2I(-2, 1),
|
||||
};
|
||||
|
||||
list.RemoveAll(item => IsPosOutOfRangeLocal(localPos + item));
|
||||
list.RemoveAll(item => {
|
||||
Vector2I pos = new(localPos);
|
||||
if (item.X == 2) {
|
||||
pos.X += 1;
|
||||
} else if (item.X == -2) {
|
||||
pos.X -= 1;
|
||||
} else if (item.Y == 2) {
|
||||
pos.Y += 1;
|
||||
} else if (item.Y == -2) {
|
||||
pos.Y -= 1;
|
||||
}
|
||||
return GetCCPieceLocal(pos) is not null;
|
||||
});
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
public class CCChariot : CCPiece {
|
||||
public CCChariot(CCBoard board, TurnsSideType turnsSide = TurnsSideType.Red, Vector2I pos = null)
|
||||
: base(board, turnsSide, name : "Chariot", pos) {
|
||||
if (turnsSide == TurnsSideType.Red) {
|
||||
CNName = "車";
|
||||
} else {
|
||||
CNName = "车";
|
||||
}
|
||||
}
|
||||
|
||||
public override List<Vector2I> CanMoveAllPosSelf() {
|
||||
List<Vector2I> list = new ();
|
||||
|
||||
void func(Vector2I added) {
|
||||
Vector2I ptr = new(localPos);
|
||||
while (true) {
|
||||
ptr += added;
|
||||
if (IsPosOutOfRangeLocal(ptr)) {
|
||||
break;
|
||||
}
|
||||
if (GetCCPieceLocal(ptr) != null) {
|
||||
list.Add(ptr);
|
||||
break;
|
||||
}
|
||||
list.Add(ptr - localPos);
|
||||
}
|
||||
}
|
||||
|
||||
func(Vector2I.Up);
|
||||
func(Vector2I.Down);
|
||||
func(Vector2I.Left);
|
||||
func(Vector2I.Right);
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
public class CCCannon : CCPiece {
|
||||
public CCCannon(CCBoard board, TurnsSideType turnsSide = TurnsSideType.Red, Vector2I pos = null)
|
||||
: base(board, turnsSide, name : "Cannon", pos) {
|
||||
if (turnsSide == TurnsSideType.Red) {
|
||||
CNName = "砲";
|
||||
} else {
|
||||
CNName = "炮";
|
||||
}
|
||||
}
|
||||
|
||||
public override List<Vector2I> CanMoveAllPosSelf() {
|
||||
List<Vector2I> list = new ();
|
||||
|
||||
void func(Vector2I added) {
|
||||
Vector2I ptr = new(localPos);
|
||||
bool flag = true;
|
||||
while (true) {
|
||||
ptr += added;
|
||||
if (IsPosOutOfRangeLocal(ptr)) {
|
||||
break;
|
||||
}
|
||||
if (GetCCPieceLocal(ptr) != null) {
|
||||
if (flag) {
|
||||
flag = false;
|
||||
} else {
|
||||
list.Add(ptr - localPos);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (flag) list.Add(ptr - localPos);
|
||||
}
|
||||
}
|
||||
|
||||
func(Vector2I.Up);
|
||||
func(Vector2I.Down);
|
||||
func(Vector2I.Left);
|
||||
func(Vector2I.Right);
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
public class CCPawn : CCPiece {
|
||||
public CCPawn(CCBoard board, TurnsSideType turnsSide = TurnsSideType.Red, Vector2I pos = null)
|
||||
: base(board, turnsSide, name : "Pawn", pos) {
|
||||
if (turnsSide == TurnsSideType.Red) {
|
||||
CNName = "兵";
|
||||
} else {
|
||||
CNName = "卒";
|
||||
}
|
||||
}
|
||||
|
||||
public override List<Vector2I> CanMoveAllPosSelf() {
|
||||
List<Vector2I> list = new () {
|
||||
new(0, 1),
|
||||
new(1, 0),
|
||||
new(-1, 0),
|
||||
};
|
||||
|
||||
list.RemoveAll(item => IsPosOutOfRangeLocal(localPos + item));
|
||||
list.RemoveAll(item => localPos.Y <= 4 && item != new Vector2I(0, 1));
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
@ -1,20 +0,0 @@
|
||||
// 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
|
@ -1,154 +0,0 @@
|
||||
using Vector2 = Godot.Vector2;
|
||||
using System;
|
||||
using System.Collections;
|
||||
namespace ChineseChess;
|
||||
|
||||
class ChessCore {
|
||||
public enum Mode {
|
||||
SingleMode,
|
||||
MultiMode,
|
||||
DebugMode,
|
||||
};
|
||||
|
||||
public enum TurnsSideType {
|
||||
Red,
|
||||
Black,
|
||||
};
|
||||
|
||||
public enum PlayerSideType {
|
||||
Self,
|
||||
Opponent,
|
||||
Any,
|
||||
};
|
||||
|
||||
private TurnsSideType sideType = TurnsSideType.Red;
|
||||
private readonly TurnsSideType selfSide;
|
||||
public readonly VirtualBoard board = new(9, 10);
|
||||
private readonly Player playerSelf;
|
||||
private readonly Player playerOpponent;
|
||||
private readonly MoveRecords<VirtualPiece> moveRecords;
|
||||
public EventHandler<VirtualBoard.MoveEventArgs> OnMove;
|
||||
|
||||
public ChessCore(Mode mode, TurnsSideType selfSide) {
|
||||
this.selfSide = selfSide;
|
||||
|
||||
playerSelf = new(board, Player.PlayerType.Human);
|
||||
playerOpponent = new(board, Player.PlayerType.Human);
|
||||
|
||||
playerSelf.OnMove += (sender, args) => {
|
||||
moveRecords.AddRecord(board.GetPiece(args.To), board.GetPiece(args.From),
|
||||
args.To, args.From);
|
||||
};
|
||||
playerOpponent.OnMove += (sender, args) => {
|
||||
moveRecords.AddRecord(board.GetPiece(args.To), board.GetPiece(args.From),
|
||||
args.To, args.From);
|
||||
};
|
||||
|
||||
moveRecords = new MoveRecords<VirtualPiece>(
|
||||
onAddRecordCallback: (newNode, oldNode, newPos, oldPos) => {
|
||||
playerSelf.SelectedClear();
|
||||
playerOpponent.SelectedClear();
|
||||
},
|
||||
onUndoRecordCallback: (newNode, oldNode, newPos, oldPos) => {
|
||||
// GD.Print("Undo: ", newNode, "->", oldNode, ":", newPos, "->", oldPos);
|
||||
VirtualPiece newPiece = newNode;
|
||||
VirtualPiece oldPiece = oldNode;
|
||||
board.MovePiece(newPos, oldPos);
|
||||
if (newPiece != null) {
|
||||
board.InsertPiece(newPiece, newPos);
|
||||
}
|
||||
});
|
||||
|
||||
switch (mode) {
|
||||
case Mode.SingleMode:
|
||||
break;
|
||||
case Mode.MultiMode:
|
||||
break;
|
||||
default:
|
||||
case Mode.DebugMode:
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void InitGame() {
|
||||
ArrayList blackPart = InitOnePartPieces(TurnsSideType.Black, new[] {
|
||||
("车", 0, 0), ("马", 1, 0), ("象", 2, 0),
|
||||
("士", 3, 0), ("将", 4, 0), ("士", 5, 0),
|
||||
("象", 6, 0), ("马", 7, 0), ("车", 8, 0),
|
||||
("炮", 1, 2), ("炮", 7, 2),
|
||||
("卒", 0, 3), ("卒", 2, 3), ("卒", 4, 3), ("卒", 6, 3), ("卒", 8, 3)
|
||||
});
|
||||
|
||||
ArrayList redPart = InitOnePartPieces(TurnsSideType.Red, new[] {
|
||||
("车", 0, -0), ("马", 1, -0), ("象", 2, -0),
|
||||
("士", 3, -0), ("将", 4, -0), ("士", 5, -0),
|
||||
("象", 6, -0), ("马", 7, -0), ("车", 8, -0),
|
||||
("炮", 1, -2), ("炮", 7, -2),
|
||||
("卒", 0, -3), ("卒", 2, -3), ("卒", 4, -3), ("卒", 6, -3), ("卒", 8, -3)
|
||||
});
|
||||
if (selfSide == TurnsSideType.Red) {
|
||||
playerSelf.SetAllowedPieces(redPart);
|
||||
playerOpponent.SetAllowedPieces(blackPart);
|
||||
} else {
|
||||
playerSelf.SetAllowedPieces(blackPart);
|
||||
playerOpponent.SetAllowedPieces(redPart);
|
||||
}
|
||||
}
|
||||
|
||||
private ArrayList InitOnePartPieces(TurnsSideType side, (string label, int x, int y)[] positions) {
|
||||
ArrayList list = new();
|
||||
foreach (var (label, x, y) in positions) {
|
||||
// FIXME: use a better way to initialize pieces
|
||||
Vector2 pos = new(x, y + (TurnsSideType.Red == side ? 9 : 0));
|
||||
VirtualPiece piece = new(label, pos);
|
||||
list.Add(piece);
|
||||
board.InsertPiece(piece, pos);
|
||||
}
|
||||
return list;
|
||||
}
|
||||
|
||||
public void OnPosClicked(Vector2 pos, PlayerSideType clickedSide = PlayerSideType.Any) {
|
||||
if (sideType == selfSide) {
|
||||
playerSelf.CanMove = true;
|
||||
playerOpponent.CanMove = false;
|
||||
} else {
|
||||
playerSelf.CanMove = false;
|
||||
playerOpponent.CanMove = true;
|
||||
}
|
||||
|
||||
switch (clickedSide) {
|
||||
case PlayerSideType.Any:
|
||||
playerSelf.HandleBoardPosClick(pos);
|
||||
playerOpponent.HandleBoardPosClick(pos);
|
||||
break;
|
||||
case PlayerSideType.Self:
|
||||
playerSelf.HandleBoardPosClick(pos);
|
||||
break;
|
||||
case PlayerSideType.Opponent:
|
||||
playerOpponent.HandleBoardPosClick(pos);
|
||||
break;
|
||||
}
|
||||
|
||||
sideType = moveRecords.Count() % 2 == 0 ? TurnsSideType.Red : TurnsSideType.Black;
|
||||
}
|
||||
|
||||
public TurnsSideType GetTurnsType() {
|
||||
sideType = moveRecords.Count() % 2 == 0 ? TurnsSideType.Red : TurnsSideType.Black;
|
||||
return sideType;
|
||||
}
|
||||
|
||||
public void Undo() {
|
||||
playerSelf.SelectedClear();
|
||||
playerOpponent.SelectedClear();
|
||||
moveRecords.Undo();
|
||||
}
|
||||
|
||||
public void ReInit() {
|
||||
playerSelf.SelectedClear();
|
||||
playerOpponent.SelectedClear();
|
||||
moveRecords.Clear();
|
||||
board.Clear();
|
||||
InitGame();
|
||||
}
|
||||
}
|
32
Scripts/Src/IBoard.cs
Normal file
32
Scripts/Src/IBoard.cs
Normal file
@ -0,0 +1,32 @@
|
||||
using System;
|
||||
using Vector2I = Vector.Vector2I;
|
||||
|
||||
public interface IBoard {
|
||||
public int Rows { get; }
|
||||
public int Cols { get; }
|
||||
|
||||
public class SetPieceEventArgs : EventArgs {
|
||||
public IPiece OldPiece { get; set; }
|
||||
public IPiece NewPiece { get; set; }
|
||||
public Vector2I Pos { get; set; }
|
||||
}
|
||||
|
||||
public class MoveEventArgs : EventArgs {
|
||||
public IPiece Piece { get; set; }
|
||||
public Vector2I From { get; set; }
|
||||
public Vector2I To { get; set; }
|
||||
}
|
||||
|
||||
event EventHandler<IPiece> OnInsert;
|
||||
event EventHandler<IPiece> OnRemove;
|
||||
event EventHandler<MoveEventArgs> OnMove;
|
||||
event EventHandler<SetPieceEventArgs> OnSetPiece;
|
||||
|
||||
bool IsPosOutOfRange(Vector2I pos);
|
||||
IPiece GetPiece(Vector2I pos);
|
||||
IPiece SetPiece(IPiece piece, Vector2I pos);
|
||||
bool InsertPiece(IPiece piece, Vector2I pos);
|
||||
bool MovePiece(Vector2I from, Vector2I to);
|
||||
IPiece RemovePiece(Vector2I pos);
|
||||
void Clear();
|
||||
}
|
18
Scripts/Src/IPiece.cs
Normal file
18
Scripts/Src/IPiece.cs
Normal file
@ -0,0 +1,18 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Vector2I = Vector.Vector2I;
|
||||
|
||||
public interface IPiece {
|
||||
Vector2I Pos { get; set; }
|
||||
string Name { get; set; }
|
||||
bool IsSelected { get; set; }
|
||||
Dictionary<string, object> Data { get; set; }
|
||||
|
||||
event EventHandler<Vector2I> OnPos;
|
||||
event EventHandler<Vector2I> OnMove;
|
||||
event EventHandler<bool> OnSelected;
|
||||
event EventHandler<string> OnName;
|
||||
|
||||
bool CanMove(Vector2I to);
|
||||
bool Move(Vector2I pos);
|
||||
}
|
133
Scripts/Src/Vector.cs
Normal file
133
Scripts/Src/Vector.cs
Normal file
@ -0,0 +1,133 @@
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace Vector;
|
||||
|
||||
public class Vector2I {
|
||||
public Vector2I() {
|
||||
X = 0;
|
||||
Y = 0;
|
||||
}
|
||||
|
||||
public Vector2I(int x, int y) {
|
||||
X = x;
|
||||
Y = y;
|
||||
}
|
||||
|
||||
public Vector2I(Vector2I other) {
|
||||
X = other.X;
|
||||
Y = other.Y;
|
||||
}
|
||||
|
||||
public int X { get; set; }
|
||||
public int Y { get; set; }
|
||||
|
||||
public static bool operator ==(Vector2I a, Vector2I b) {
|
||||
return a?.X == b?.X && a?.Y == b?.Y;
|
||||
}
|
||||
|
||||
public static bool operator !=(Vector2I a, Vector2I b) {
|
||||
return !(a == b);
|
||||
}
|
||||
|
||||
public static Vector2I operator +(Vector2I left, Vector2I right) {
|
||||
return new (
|
||||
left.X + right.X,
|
||||
left.Y + right.Y);
|
||||
}
|
||||
|
||||
public static Vector2I operator -(Vector2I left, Vector2I right) {
|
||||
return new (
|
||||
left.X - right.X,
|
||||
left.Y - right.Y);
|
||||
}
|
||||
|
||||
public static Vector2I operator *(Vector2I left, Vector2I right) {
|
||||
return new (
|
||||
left.X * right.X,
|
||||
left.Y * right.Y);
|
||||
}
|
||||
|
||||
public int Dot(Vector2I with) {
|
||||
return X * with.X + Y * with.Y;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj) {
|
||||
if (obj is Vector2I other) {
|
||||
return this == other;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public override int GetHashCode() {
|
||||
return System.HashCode.Combine(X, Y);
|
||||
}
|
||||
|
||||
public static readonly Vector2I MaxValue = new(int.MaxValue, int.MinValue);
|
||||
public static readonly Vector2I MinValue = new (int.MinValue, int.MaxValue);
|
||||
public static readonly Vector2I Zero = new(0, 0);
|
||||
|
||||
public static readonly Vector2I Up = new(0, 1);
|
||||
public static readonly Vector2I Down = new(0, -1);
|
||||
public static readonly Vector2I Left = new(-1, 0);
|
||||
public static readonly Vector2I Right = new(1, 0);
|
||||
|
||||
public override string ToString() {
|
||||
return $"({X},{Y})";
|
||||
}
|
||||
}
|
||||
|
||||
public class Trans2DI {
|
||||
public Vector2I XAxis { get; set; } // x axis , first column
|
||||
public Vector2I YAxis { get; set; } // y axis , second column
|
||||
public Vector2I Origin { get; set; } // origin point
|
||||
public Trans2DI() {
|
||||
XAxis = new Vector2I(1, 0);
|
||||
YAxis = new Vector2I(0, 1);
|
||||
Origin = new Vector2I(0, 0);
|
||||
}
|
||||
|
||||
public Trans2DI(Vector2I xAxis, Vector2I yAxis, Vector2I origin) {
|
||||
XAxis = xAxis;
|
||||
YAxis = yAxis;
|
||||
Origin = origin;
|
||||
}
|
||||
|
||||
public Trans2DI(Trans2DI other) {
|
||||
XAxis = other.XAxis;
|
||||
YAxis = other.YAxis;
|
||||
Origin = other.Origin;
|
||||
}
|
||||
|
||||
public Trans2DI(int xx, int xy, int yx, int yy, int ox, int oy) {
|
||||
XAxis = new Vector2I(xx, xy);
|
||||
YAxis = new Vector2I(yx, yy);
|
||||
Origin = new Vector2I(ox, oy);
|
||||
}
|
||||
|
||||
public static Trans2DI Identity => new();
|
||||
|
||||
/**
|
||||
* X.x Y.x * v.x + O.x = X.x * v.x + Y.x * v.y + O.x
|
||||
* X.y Y.y v.y O.y X.y * v.x + Y.y * v.y + O.y
|
||||
*/
|
||||
public static Vector2I operator *(in Trans2DI trans, in Vector2I vec) {
|
||||
return new Vector2I(
|
||||
trans.XAxis.X * vec.X + trans.XAxis.Y * vec.Y,
|
||||
trans.YAxis.X * vec.X + trans.YAxis.Y * vec.Y) + trans.Origin;
|
||||
}
|
||||
|
||||
public static Vector2I operator *(in Vector2I vec, in Trans2DI trans) {
|
||||
Vector2I with = vec - trans.Origin;
|
||||
return new Vector2I(
|
||||
trans.XAxis.X * with.X + trans.XAxis.Y * with.Y,
|
||||
trans.YAxis.X * with.X + trans.YAxis.Y * with.Y);
|
||||
}
|
||||
|
||||
public static Trans2DI operator *(Trans2DI a, Trans2DI b) {
|
||||
return new Trans2DI();
|
||||
}
|
||||
|
||||
public override string ToString() {
|
||||
return $"[{XAxis}, {YAxis}, {Origin}]";
|
||||
}
|
||||
}
|
@ -1,97 +0,0 @@
|
||||
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));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,38 +0,0 @@
|
||||
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
|
||||
|
||||
public 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;
|
||||
}
|
||||
}
|
@ -1,63 +0,0 @@
|
||||
// using System.Numerics;
|
||||
using Godot;
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
|
||||
public class MoveRecords<T> {
|
||||
private readonly LinkedList<MoveRecord> records = new LinkedList<MoveRecord>(); // 使用队列替换栈
|
||||
private readonly int maxRecords; // 记录上限
|
||||
private readonly Action<T, T, Vector2, Vector2> onAddRecordCallback; // 添加记录时的回调
|
||||
private readonly Action<T, T, Vector2, Vector2> onUndoRecordCallback; // 撤销记录时的回调
|
||||
|
||||
public MoveRecords(
|
||||
Action<T, T, Vector2, Vector2> onAddRecordCallback = null,
|
||||
Action<T, T, Vector2, Vector2> onUndoRecordCallback = null,
|
||||
int maxRecords = 32) {
|
||||
this.maxRecords = maxRecords;
|
||||
this.onAddRecordCallback = onAddRecordCallback;
|
||||
this.onUndoRecordCallback = onUndoRecordCallback;
|
||||
}
|
||||
|
||||
public void AddRecord(T newNode, T oldNode, Vector2 newPos, Vector2 oldPos) {
|
||||
// 达到记录上限时,移除最远的记录(队首元素)
|
||||
if (records.Count >= maxRecords) {
|
||||
records.RemoveFirst();
|
||||
}
|
||||
var record = new MoveRecord(newNode, oldNode, newPos, oldPos);
|
||||
// 触发添加记录的回调
|
||||
onAddRecordCallback?.Invoke(newNode, oldNode, newPos, oldPos);
|
||||
// GD.Print("In func Addrecord: ", record.NewNode, "->", record.OldNode, ":", record.NewPos, "->", record.OldPos);
|
||||
records.AddLast(record); // 将新记录加入队尾
|
||||
}
|
||||
|
||||
public int Count() {
|
||||
return records.Count;
|
||||
}
|
||||
|
||||
public void Undo() {
|
||||
if (records.Count == 0) return;
|
||||
MoveRecord record = records.Last.Value; // 移除并获取队首的记录以执行撤销操作
|
||||
records.RemoveLast();
|
||||
// 触发撤销记录的回调
|
||||
onUndoRecordCallback?.Invoke(record.NewNode, record.OldNode, record.NewPos, record.OldPos);
|
||||
}
|
||||
|
||||
public void Clear() {
|
||||
records.Clear();
|
||||
}
|
||||
|
||||
private class MoveRecord {
|
||||
public T NewNode { get; }
|
||||
public T OldNode { get; }
|
||||
public Vector2 NewPos { get; }
|
||||
public Vector2 OldPos { get; }
|
||||
|
||||
public MoveRecord(T newNode, T oldNode, Vector2 newPos, Vector2 oldPos) {
|
||||
NewNode = newNode;
|
||||
OldNode = oldNode;
|
||||
OldPos = oldPos;
|
||||
NewPos = newPos;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,10 +0,0 @@
|
||||
using Godot;
|
||||
|
||||
public static class PosTrans {
|
||||
private static readonly int pixGripSize = 32;
|
||||
public static Transform2D transArrToPix = new(
|
||||
new Vector2(pixGripSize, 0),
|
||||
new Vector2(0, pixGripSize),
|
||||
new Vector2(-4, -4.5f) * pixGripSize
|
||||
);
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user