- 抽象出 ChessCore 类,包含游戏初始化、行棋逻辑、悔棋等功能 - 重构 Player 类,优化行棋和记录逻辑 - 更新 ChessBoard 和 ChessPiece 类,适应新逻辑 - 移除冗余代码,提高代码可读性和可维护性
115 lines
2.8 KiB
C#
115 lines
2.8 KiB
C#
using Vector2 = Godot.Vector2;
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using System;
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using System.Collections;
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public class Player {
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private readonly VirtualBoard board;
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private readonly SelectedPiece selectedNode;
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public EventHandler<VirtualBoard.MoveEventArgs> OnMove;
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public bool CanMove { get; set; } = true;
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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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}
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public void HandleBoardPosClick(Vector2 clickPos) {
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if (board.ArrPosOutOfRange(clickPos)) return;
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// GD.Print($"VirtualBoard {clickPos} clicked");
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VirtualPiece clickChess = board.GetPiece(clickPos);
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if (!selectedNode.HasSelected()) {
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// Select piece
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if (clickChess == null) {
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// selectedNode.Clear();
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return;
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}
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selectedNode.SetPos(clickPos);
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} else if (clickChess == selectedNode.GetPiece()) {
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// Unselect piece
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selectedNode.Clear();
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} else {
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// Move piece
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// GD.Print("default MoveFunc Move: ", selectedNode.GetPos(), "->", clickPos);
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if (CanMove) MoveAndRecord(clickPos, selectedNode.GetPos());
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}
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}
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public void MoveAndRecord(Vector2 toPos, Vector2 fromPos) {
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// GD.Print($"{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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// MUST BE THERE !!! 防止删除节点后在启动回调导致错误
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OnMove?.Invoke(this, new VirtualBoard.MoveEventArgs { From = fromPos, To = toPos });
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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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board.MovePiece(fromPos, toPos);
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selectedNode.Clear();
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}
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public void SelectedClear() {
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selectedNode.Clear();
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}
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public void SetAllowedPieces(ArrayList allowedPieces) {
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selectedNode.allowedPieces = allowedPieces;
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}
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private class SelectedPiece {
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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 readonly VirtualBoard board;
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public ArrayList allowedPieces = null;
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public SelectedPiece(VirtualBoard board) {
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this.board = board;
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}
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public void Clear() {
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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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// piece = board.GetNodeFromBoard(pos) as VirtualPiece;
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piece = board.GetPiece(pos);
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if (allowedPieces != null && allowedPieces.Contains(piece) == false) {
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return;
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}
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selectedNodePos = pos;
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piece.Selected(true);
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}
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public VirtualPiece GetPiece() {
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return piece;
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}
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public Vector2 GetPos() {
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return selectedNodePos;
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}
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public bool HasSelected() {
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return selectedNodePos != Vector2.Inf;
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}
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}
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}
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