Black box sim engine (commands in, events out) with 3 piece types (Rook, Bishop, Knight), cargo transfer system with social status priority, collision detection, and victory/defeat conditions. 57 tests covering rules, simulation, loading, and solvability. Godot 4 presentation layer scaffolding.
55 lines
1.6 KiB
C#
55 lines
1.6 KiB
C#
using Godot;
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using Chessistics.Engine.Model;
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namespace Chessistics.Scripts.UI;
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public partial class DetailPanel : PanelContainer
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{
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[Signal]
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public delegate void RemoveRequestedEventHandler(int pieceId);
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private Label _infoLabel = null!;
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private Button _removeButton = null!;
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private int _currentPieceId;
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public override void _Ready()
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{
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var vbox = new VBoxContainer();
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var title = new Label { Text = "DETAIL" };
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title.AddThemeFontSizeOverride("font_size", 14);
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vbox.AddChild(title);
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_infoLabel = new Label { Text = "" };
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_infoLabel.AddThemeFontSizeOverride("font_size", 11);
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vbox.AddChild(_infoLabel);
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_removeButton = new Button { Text = "Retirer" };
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_removeButton.Pressed += () => EmitSignal(SignalName.RemoveRequested, _currentPieceId);
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vbox.AddChild(_removeButton);
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AddChild(vbox);
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Visible = false;
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}
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public void ShowPiece(PieceSnapshot piece)
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{
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_currentPieceId = piece.Id;
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var kindName = piece.Kind switch
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{
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PieceKind.Rook => "Tour II",
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PieceKind.Bishop => "Fou II",
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PieceKind.Knight => "Cavalier",
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_ => piece.Kind.ToString()
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};
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var cargoText = piece.Cargo != null ? piece.Cargo.Value.ToString() : "aucun";
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_infoLabel.Text = $"{kindName} (ID: {piece.Id})\n" +
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$"Trajet: {piece.StartCell} ↔ {piece.EndCell}\n" +
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$"Statut social: {piece.SocialStatus}\n" +
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$"Porte: {cargoText}";
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Visible = true;
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}
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public new void Hide() => Visible = false;
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}
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