- New turn order: produce -> transfer -> move -> collision resolution - Collisions now destroy weaker pieces (status > level > mutual destruction) instead of halting the simulation. SimPhase.Collision removed. - Add piece Level property (all level 1 in proto, prepared for future) - Production fires every turn (interval concept removed), buffer = Amount (default 1, future 2-4), leftovers overwritten each turn - Transfer tiebreaker: status > level > clockwise direction (alternating even/odd turns in y-up coords), replaces distance-to-production - Demands always accept matching cargo even when already satisfied - TurnNumber added to all turn events for animation grouping - Simultaneous animations: produce flash, cargo slide, parallel piece moves - Camera centering fix + middle-click pan - GDD updated with new rules + lore section added Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
194 lines
5.7 KiB
C#
194 lines
5.7 KiB
C#
using Godot;
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using System;
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using Chessistics.Engine.Model;
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using Chessistics.Engine.Rules;
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using Chessistics.Scripts.Board;
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namespace Chessistics.Scripts.Input;
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public partial class InputMapper : Node
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{
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[Signal]
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public delegate void PlacementRequestedEventHandler(int kindIndex, int startCol, int startRow, int endCol, int endRow);
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[Signal]
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public delegate void RemovalRequestedEventHandler(int pieceId);
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[Signal]
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public delegate void CellClickedEventHandler(int col, int row);
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[Signal]
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public delegate void CancelledEventHandler();
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public enum PlacementPhase { None, SelectingStart, SelectingEnd }
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private BoardView _boardView = null!;
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private PieceKind? _selectedKind;
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private Coords? _selectedStart;
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private PlacementPhase _phase = PlacementPhase.None;
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private BoardSnapshot? _snapshot;
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private Coords? _hoverCoords;
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public PlacementPhase CurrentPhase => _phase;
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public void Initialize(BoardView boardView)
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{
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_boardView = boardView;
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}
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public void SetSnapshot(BoardSnapshot snapshot)
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{
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GD.Print($"[InputMapper] SetSnapshot called — null? {snapshot == null}");
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_snapshot = snapshot;
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}
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public void SelectPieceKind(PieceKind kind)
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{
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GD.Print($"[InputMapper] SelectPieceKind: {kind}, phase → SelectingStart");
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_selectedKind = kind;
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_selectedStart = null;
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_phase = PlacementPhase.SelectingStart;
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}
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public void Cancel()
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{
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_selectedKind = null;
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_selectedStart = null;
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_phase = PlacementPhase.None;
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_boardView.ClearHighlights();
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EmitSignal(SignalName.Cancelled);
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}
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public override void _Process(double delta)
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{
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if (_boardView == null || !_boardView.Visible) return;
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var localPos = _boardView.GetLocalMousePosition();
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var coords = _boardView.PixelToCoords(localPos);
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if (coords != _hoverCoords)
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{
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_hoverCoords = coords;
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_boardView.SetHoverCell(coords);
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}
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}
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public override void _UnhandledInput(InputEvent @event)
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{
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if (@event is InputEventMouseButton mouseEvent && mouseEvent.Pressed)
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{
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if (mouseEvent.ButtonIndex == MouseButton.Right)
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{
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Cancel();
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return;
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}
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if (mouseEvent.ButtonIndex == MouseButton.Left)
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{
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var localPos = _boardView.GetLocalMousePosition();
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GD.Print($"[InputMapper] LEFT CLICK — localPos={localPos}, phase={_phase}");
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HandleLeftClick();
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}
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}
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if (@event is InputEventKey keyEvent && keyEvent.Pressed && keyEvent.Keycode == Key.Escape)
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{
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Cancel();
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}
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}
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private void HandleLeftClick()
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{
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var localPos = _boardView.GetLocalMousePosition();
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var coords = _boardView.PixelToCoords(localPos);
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GD.Print($"[InputMapper] HandleLeftClick — localPos={localPos}, coords={coords}");
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if (coords == null)
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{
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GD.Print("[InputMapper] coords is null — click outside board");
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return;
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}
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switch (_phase)
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{
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case PlacementPhase.SelectingStart:
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OnStartSelected(coords.Value);
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break;
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case PlacementPhase.SelectingEnd:
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OnEndSelected(coords.Value);
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break;
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default:
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EmitSignal(SignalName.CellClicked, coords.Value.Col, coords.Value.Row);
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break;
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}
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}
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private void OnStartSelected(Coords start)
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{
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if (_selectedKind == null || _snapshot == null)
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{
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GD.Print($"[InputMapper] OnStartSelected ABORT — kind={_selectedKind}, snapshot={(_snapshot != null ? "ok" : "null")}");
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return;
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}
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var boardState = GetBoardStateForValidation();
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if (boardState == null)
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{
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GD.Print("[InputMapper] OnStartSelected ABORT — boardState is null");
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return;
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}
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var legalEnds = MoveValidator.GetLegalEndCells(_selectedKind.Value, start, boardState);
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GD.Print($"[InputMapper] OnStartSelected({start}) — {legalEnds.Count} legal end cells");
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if (legalEnds.Count == 0) return;
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_selectedStart = start;
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_phase = PlacementPhase.SelectingEnd;
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_boardView.ClearHighlights();
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_boardView.HighlightCells(legalEnds, new Color("#4488FF88"));
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var startCell = _boardView.GetCellView(start);
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startCell?.SetHighlightColor(new Color("#44FFFF44"));
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}
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private void OnEndSelected(Coords end)
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{
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if (_selectedKind == null || _selectedStart == null) return;
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var start = _selectedStart.Value;
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var kind = _selectedKind.Value;
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GD.Print($"[InputMapper] OnEndSelected — placing {kind} from {start} to {end}");
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EmitSignal(SignalName.PlacementRequested, (int)kind, start.Col, start.Row, end.Col, end.Row);
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// Reset placement state
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_phase = PlacementPhase.None;
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_selectedKind = null;
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_selectedStart = null;
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_boardView.ClearHighlights();
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}
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private BoardState? GetBoardStateForValidation()
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{
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if (_snapshot == null) return null;
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var level = new LevelDef
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{
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Width = _snapshot.Width,
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Height = _snapshot.Height,
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Productions = [],
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Demands = [],
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Walls = [],
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Stock = []
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};
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var state = BoardState.FromLevel(level);
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for (int c = 0; c < _snapshot.Width; c++)
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for (int r = 0; r < _snapshot.Height; r++)
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state.Grid[c, r] = _snapshot.Grid[c, r];
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return state;
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}
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}
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