Chessistics/Scripts/UI/PieceStockPanel.cs
Samuel Bouchet a7280b1a5a Overhaul turn mechanics, collision destruction, and visual animations
- 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>
2026-04-10 21:44:12 +02:00

101 lines
2.8 KiB
C#

using Godot;
using System;
using System.Collections.Generic;
using Chessistics.Engine.Model;
namespace Chessistics.Scripts.UI;
public partial class PieceStockPanel : VBoxContainer
{
[Signal]
public delegate void PieceSelectedEventHandler(int kindIndex);
private readonly Dictionary<PieceKind, (Button button, Label countLabel, int remaining)> _entries = new();
private PieceKind? _selectedKind;
public PieceKind? SelectedKind => _selectedKind;
public void Setup(IReadOnlyList<PieceStock> stock)
{
foreach (var child in GetChildren())
child.QueueFree();
_entries.Clear();
_selectedKind = null;
var title = new Label { Text = "PIECES" };
title.AddThemeFontSizeOverride("font_size", 16);
title.AddThemeColorOverride("font_color", new Color("#FFD700"));
AddChild(title);
AddChild(new HSeparator());
foreach (var entry in stock)
{
var hbox = new HBoxContainer();
var button = new Button
{
Text = GetPieceName(entry.Kind),
CustomMinimumSize = new Vector2(120, 32),
ToggleMode = true
};
var countLabel = new Label { Text = $"x{entry.Count}" };
countLabel.AddThemeFontSizeOverride("font_size", 14);
var kind = entry.Kind;
button.Pressed += () => OnPieceButtonPressed(kind);
hbox.AddChild(button);
hbox.AddChild(countLabel);
AddChild(hbox);
_entries[entry.Kind] = (button, countLabel, entry.Count);
}
}
private void OnPieceButtonPressed(PieceKind kind)
{
if (_selectedKind == kind)
{
_selectedKind = null;
UpdateButtonStates();
return;
}
_selectedKind = kind;
UpdateButtonStates();
EmitSignal(SignalName.PieceSelected, (int)kind);
}
private void UpdateButtonStates()
{
foreach (var (k, (button, _, remaining)) in _entries)
{
button.ButtonPressed = k == _selectedKind;
button.Disabled = remaining <= 0;
}
}
public void UpdateCount(PieceKind kind, int remaining)
{
if (!_entries.TryGetValue(kind, out var entry)) return;
_entries[kind] = (entry.button, entry.countLabel, remaining);
entry.countLabel.Text = $"x{remaining}";
entry.button.Disabled = remaining <= 0;
}
public void ClearSelection()
{
_selectedKind = null;
UpdateButtonStates();
}
private static string GetPieceName(PieceKind kind) => kind switch
{
PieceKind.Rook => "Tour II",
PieceKind.Bishop => "Fou II",
PieceKind.Knight => "Cavalier",
_ => kind.ToString()
};
}