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extends Node

export (PackedScene) var piece_scene
export (PackedScene) var movetile_scene

var board = new_board()
var board_cell = 128
const BOARD_WIDTH = 7 # starting at 0..7
const BOARD_HEIGHT = 7

var history = []

var team1_capture = new_board()
var team2_capture = new_board()

var game_over = false

var movement_layer = false
var movement_layer_piece = null

var en_passant_pawn = null
var en_passant_wait = 0 # how many times any piece on the board must move before en_passant_pawn gets set to null

var team1_king = null
var team2_king = null

# hack to prevent 'clicking' on a killed piece
var safely_handle_movement = false

var turn = 0

var team1 = 1
var team2 = 2

func _ready():
	make_player1("green")
	make_player2("red")
	
	#checkmatet1()
	#checkmatet2()
	#spawn_piece("pawn", "teal", 2, 6, team1)
	#spawn_piece("pawn", "red", 3, 4, team2)
	#spawn_piece("rook", "red", 0, 5, team2)
	
	var captures = update_capture_tables(board_to_text_board(board))
	team1_capture = captures[0]
	team2_capture = captures[1]
	save_turn()
	OS.set_window_size(Vector2(700,700))
	randomize()
	#OS.set_window_always_on_top(true)


func checkmatet1():
	team1_king = spawn_piece('king', 'orange', 4, 7, team1)
	spawn_piece('bishop', 'orange', 3, 7, team1)
	spawn_piece('pawn', 'orange', 5, 6, team1)
	spawn_piece('pawn', 'orange', 3, 6, team1)
	spawn_piece('pawn', 'orange', 4, 6, team1)
	spawn_piece('rook', 'teal', 7, 3, team2)

func checkmatet2():
	team2_king = spawn_piece('king', 'teal', 4, 0, team2)
	spawn_piece('bishop', 'teal', 3, 0, team2)
	spawn_piece('pawn', 'teal', 5, 1, team2)
	spawn_piece('pawn', 'teal', 3, 1, team2)
	spawn_piece('pawn', 'teal', 4, 1, team2)
	spawn_piece('rook', 'orange', 7, 2, team1)

func _process(_delta):
	safely_handle_movement = false
	if Input.is_action_just_pressed("mouse2"):
		if click_spot() == Vector2(0,0):
			print(history)
		if click_spot() == Vector2(1,0):
			#print(team2_every_legal_move(board_to_text_board(board)))
			print("whoops")
		if click_spot() == Vector2(2,0):
			print(board_to_text_board(board))
		if click_spot() == Vector2(4,0):
			color_tiles(team2_capture, "red")
		if click_spot() == Vector2(5,0):
			color_tiles(team1_capture, "green")
		if click_spot() == Vector2(7,0):
			ai_move(team2, board_to_text_board(board))
		if click_spot() == Vector2(7,1):
			ai_move(team1, board_to_text_board(board))
		if click_spot() == Vector2(6,0):
			ai_move(team2, board_to_text_board(board), ai_modes.weighted_random)
		if click_spot() == Vector2(6,1):
			ai_move(team1, board_to_text_board(board), ai_modes.weighted_random)

enum ai_modes {
	purely_random,
	weighted_random,
	minimax_depth_2,
}

var ai_weights = {
	pawn = 10,
	knight = 30,
	bishop = 30,
	rook = 50,
	queen = 80,
	king = 1000,
}

func ai_move(team, text_board, ai_mode=ai_modes.purely_random):
	var legal_every_move = team_every_legal_move(text_board, team)
	if ai_mode == ai_modes.purely_random:
		ai_random_move(legal_every_move)
	elif ai_mode == ai_modes.weighted_random:
		ai_weighted_random(team, text_board, legal_every_move)
	elif ai_mode == ai_modes.minimax_depth_2:
		ai_minimax_depth_2(team, text_board, legal_every_move)
	new_turn()

func ai_minimax_depth_2(team, text_board, legal_every_move):
	pass

func ai_make_move(piece, move):
	var pos = position_to_board_cell(Vector2(piece[0] * board_cell, piece[1] * board_cell))
	var board_piece = board[pos[0]][pos[1]]
	board_piece.position = in_square(Vector2(move[0] * board_cell, move[1] * board_cell))
	if board[move[0]][move[1]]:
		board[move[0]][move[1]].kill()
	board[move[0]][move[1]] = board_piece
	board[pos[0]][pos[1]] = 0
	
	if move.size() == 3:
		if move[2] == movement_condition.en_passant_kill:
			kill_en_passant_pawn([move[0], move[1]])
		elif move[2] == movement_condition.king_side_castling:
			# TODO hard coding rook positions like this seems bad
			var rook = board[7][pos[1]]
			rook.position = in_square(Vector2(5 * board_cell, pos[1] * board_cell))
			board[5][pos[1]] = board[7][pos[1]]
			board[7][pos[1]] = 0
		elif move[2] == movement_condition.queen_side_castling:
			# TODO hard coding rook positions like this seems bad
			var rook = board[0][pos[1]]
			rook.position = in_square(Vector2(3 * board_cell, pos[1] * board_cell))
			board[3][pos[1]] = board[0][pos[1]]
			board[0][pos[1]] = 0

func ai_random_move(legal_every_move):
	legal_every_move.shuffle()
	while 1:
		var piece_and_moves = legal_every_move.pop_back()
		if ! piece_and_moves:
			if ! legal_every_move:
				break # AI literally cannot move this turn, game should be offically over before this occurs
		var piece = piece_and_moves[0]
		var moves = piece_and_moves[1]
		if moves:
			#rint(moves)
			moves.shuffle()
			var move = moves.pop_back()
			ai_make_move(piece, move)
			return
		else:
			continue

func ai_weighted_random(team, text_board, legal_every_move):
	# generate a board with 'points' on it.
	# if move[x],move[y] corrispond over some points keep the move in memory. then, sort move by smallest to greatest points 
	# pop_back() to get 'best move'.  if there are no moves, just do random movement.
	var p_board = generate_points_board(team, text_board)
	var saved_moves = []
	for every_move in legal_every_move:
		var piece = every_move[0]
		var moves = every_move[1]
		if moves:
			for move in moves:
				if p_board[move[0]][move[1]] is Array:
					# en passant 'move' specifically does array
					if piece[2] == piece_names.pawn:
						saved_moves.append([p_board[move[0]][move[1]], piece, move])
				elif p_board[move[0]][move[1]] > 0:
					saved_moves.append([p_board[move[0]][move[1]], piece, move])
		else:
			continue
	if saved_moves.size() > 0:
		saved_moves.shuffle()
		#rint(saved_moves)
		saved_moves.sort_custom(self, "sort_ascending") # sort, by smallest to greatest, then pop_back()
		print(saved_moves)
		var the_move = saved_moves.pop_back()
		ai_make_move(the_move[1], the_move[2])
	else:
		ai_random_move(legal_every_move)

func sort_ascending(a, b):
	if a[0] < b[0]:
		return true
	return false

func generate_points_board(team, text_board):
	var p_board = new_board()
	for i in 8:
		for k in 8:
			var piece = text_board[i][k]
			if piece:
				match piece[text_board_ele.piece_enum]:
					piece_names.pawn:
						if piece[text_board_ele.team] == team: # our pawn
							p_board[i][k] = -1 * ai_weights.pawn
							if piece[text_board_ele.en_passant]:
								print("this teams (%s) pawn is en passant, on our team" % piece[text_board_ele.team])
								pass
						else: # their pawn
							p_board[i][k] = ai_weights.pawn
							if piece[text_board_ele.en_passant]:
								print("this teams (%s) pawn is en passant, on enemy team" % piece[text_board_ele.team])
								if team == team1: # they'll be team2 here
									p_board[i][(k - 1)] = [ai_weights.pawn, true]
								else: # they'll be team1 here
									# team1 pawn goes 'up' -1 or -2 each movement, so the space behind it will be +1
									p_board[i][(k + 1)] = [ai_weights.pawn, true]
					piece_names.rook:
						if piece[text_board_ele.team] == team:
							p_board[i][k] = -1 * ai_weights.rook
						else:
							p_board[i][k] = ai_weights.rook
					piece_names.knight:
						if piece[text_board_ele.team] == team:
							p_board[i][k] = -1 * ai_weights.knight
						else:
							p_board[i][k] = ai_weights.knight
					piece_names.bishop:
						if piece[text_board_ele.team] == team:
							p_board[i][k] = -1 * ai_weights.bishop
						else:
							p_board[i][k] = ai_weights.bishop
					piece_names.queen:
						if piece[text_board_ele.team] == team:
							p_board[i][k] = -1 * ai_weights.queen
						else:
							p_board[i][k] = ai_weights.queen
					piece_names.king:
						if piece[text_board_ele.team] == team:
							p_board[i][k] = -1 * ai_weights.king
						else:
							p_board[i][k] = ai_weights.king
			else:
				if ! p_board[i][k]: # don't clobber en passant points
					p_board[i][k] = 0
	return p_board

func new_turn():
	check_for_promotion()
	var text_board = board_to_text_board(board)
	var captures = update_capture_tables(text_board)
	team1_capture = captures[0]
	team2_capture = captures[1]
	#print(captures)
	is_king_team1_checked(text_board, true, team2_capture)
	is_king_team2_checked(text_board, true, team1_capture)

	turn += 1
	print("Turn: %s" % turn)
	save_turn()
	print("-------------------")

func save_turn():
	var text_board = board_to_text_board(board)
	history.append(text_board)

enum piece_names {
	pawn,
	rook,
	knight,
	bishop,
	king,
	queen
}

enum text_board_ele {
	piece_enum,
	team,
	en_passant,
	has_moved,
	in_check
	}

func board_to_text_board(boarde):
	var text_board = new_board()
	for i in 8:
		for k in 8:
			if boarde[i][k] is Object:
				var curr_piece = boarde[i][k]
				var piece_name = curr_piece.get_piece()
				var piece_enum = piece_names.get(piece_name)
				var team = curr_piece.get_team()
				var has_moved = curr_piece.has_moved
				var in_check = curr_piece.in_check
				var en_passant = null
				if curr_piece == en_passant_pawn: en_passant = 1
				#var color = curr_piece.get_piece_color_by_region()
				text_board[i][k] = [piece_enum, team, en_passant, has_moved, in_check]
			else:
				text_board[i][k] = 0
	return text_board

enum movement_condition {
	not_attacking,
	must_attack,
	en_passant_kill,
	king_side_castling,
	queen_side_castling,
	}

func update_capture_tables(text_board, setting=tile_setting.hide_tiles_and_cover_allies):
	var t1_capture = new_board()
	var t2_capture = new_board()
	var pieces = get_pieces(text_board)
	for e in pieces:
		var coords = e[chess_enum.pos]
		if e[chess_enum.team] == team1:
			t1_capture[coords[0]][coords[1]] = 2
		else: # team2
			t2_capture[coords[0]][coords[1]] = 2
	for e in pieces:
		var coords = e[chess_enum.pos]
		var pattern = get_move_pattern(e, coords)
		var captured = can_chess_move(pattern, coords, text_board, setting)
		if e[chess_enum.team] == team1:
			for c in captured:
				if c.size() == 3:
					if c[2] == movement_condition.not_attacking:
						continue
				t1_capture[c[0]][c[1]] = 1
		else: # team2
			for c in captured:
				if c.size() == 3:
					if c[2] == movement_condition.not_attacking:
						continue
				t2_capture[c[0]][c[1]] = 1
	#print(team1_capture)
	#print(team2_capture)
	#color_tiles(t2_capture, "red")
	#color_tiles(t1_capture, "green")
	return [t1_capture, t2_capture]

func color_tiles(capture, color):
	for i in 8:
		for k in 8:
			if capture[i][k] == 1:
				var move_tile = movetile_scene.instance()
				add_child(move_tile)
				move_tile.set_color(color)
				move_tile.position = in_square(Vector2(i * board_cell, k * board_cell))

func check_for_promotion():
	var pieces = get_tree().get_nodes_in_group("piece")
	for e in pieces:
		if e.get_piece() == "pawn":
			var y = position_to_board_cell(e.position)[1]
			if y == 0 or y == 7:
				print("pawn is elligable for promotion")
				# TODO: player option
				e.set_piece("queen", e.get_piece_color_by_region())

func is_king_team2_checked(text_board, enumerate=true, capture_table=[]):
	if team2_king:
		for i in 8:
			for k in 8:
				if text_board[i][k] and text_board[i][k][chess_enum.piece_enum] == piece_names["king"] and text_board[i][k][chess_enum.team] == team2:
					if capture_table[i][k] >= 1:
						if enumerate:
							print("Aye, team2 in check.")
							team2_king.in_check = true
							if enumerate_checkmate(text_board, 2):
								print("Game over: Checkmate!  Team 1 wins!")
								game_over = true
						return true
					else:
						team2_king.in_check = false
						return false

func is_king_team1_checked(text_board, enumerate=true, capture_table=[]):
	if team1_king:
		for i in 8:
			for k in 8:
				if text_board[i][k] and text_board[i][k][chess_enum.piece_enum] == piece_names["king"] and text_board[i][k][chess_enum.team] == team1:
					if capture_table[i][k] >= 1:
						if enumerate:
							print("Aye, team1 in check.")
							team1_king.in_check = true
							if enumerate_checkmate(text_board, 1):
								print("Game over: Checkmate!  Team 2 wins!")
								game_over = true
						return true
					else:
						team1_king.in_check = false
						return false

func enumerate_checkmate(text_board, which_king=1):
	var checkmate = true
	var legal_every_move = team_every_legal_move(text_board, which_king)
	for every_move in legal_every_move:
		var piece = every_move[0]
		#rint("piece at (%s,%s)" % [piece[0],piece[1]])
		for move in every_move[1]:
			#print("can move to: (%s,%s)" % [move[0],move[1]])
			var fake_board = pretend_text_board_movement(text_board.duplicate(true), piece, move)
			#print(text_board)
			#print(fake_board)
			var fake_captures = update_capture_tables(fake_board.duplicate(true))
			var t1_captures = fake_captures[0]
			var t2_captures = fake_captures[1]
			if which_king == 1:
				if is_king_team1_checked(fake_board, false, t2_captures):
					pass
				else:
					checkmate = false
			else: # team2
				if is_king_team2_checked(fake_board, false, t1_captures):
					pass
				else:
					checkmate = false
	return checkmate

func get_pieces(text_board):
	var pieces = []
	var deepcopy = text_board.duplicate(true)
	for i in 8:
		for k in 8:
			if deepcopy[i][k] is Array:
				deepcopy[i][k].append([i,k])
				pieces.append(deepcopy[i][k]) # 6
	return pieces

func team_every_legal_move(text_board, team):
	var every_legal_move = []
	for i in 8:
		for k in 8:
			if text_board[i][k] is Array and text_board[i][k][chess_enum.team] == team:
				var piece_name = text_board[i][k][chess_enum.piece_enum]
				var coords = [i,k]
				var move_pattern
				#var name_of_this = match_piece_names_enums(piece_name)
				move_pattern = get_move_pattern([piece_name, team], coords)
				every_legal_move.append([[i,k, piece_name], can_chess_move(move_pattern, coords, text_board, tile_setting.hide_tiles_no_cover_allies)])
	#rint(every_legal_move)
	return every_legal_move

func match_piece_names_enums(piece_name):
	if piece_names["pawn"] == piece_name:
		return "pawn"
	elif piece_names["rook"] == piece_name:
		return "rook"
	elif piece_names["knight"] == piece_name:
		return "knight"
	elif piece_names["bishop"] == piece_name:
		return "bishop"
	elif piece_names["queen"] == piece_name:
		return "queen"
	elif piece_names["king"] == piece_name:
		return "king"
	else:
		print("unknown piece: %s" % piece_name)

func pretend_text_board_movement(text_board, old_coords, new_coords):
	#print("old coords: (%s , %s)" % old_coords)
	#print("new coords: (%s , %s)" % [new_coords[0], new_coords[1]])
	#print(text_board)
	var new_text_board = text_board.duplicate(true)
	new_text_board[new_coords[0]][new_coords[1]] = new_text_board[old_coords[0]][old_coords[1]]
	new_text_board[old_coords[0]][old_coords[1]] = 0
	#print(new_text_board)
	return new_text_board

func remove_movement_layer():
	movement_layer = false
	movement_layer_piece = null
	var movement_tiles = get_tree().get_nodes_in_group("tile")
	for e in movement_tiles:
		e.queue_free()

func piece_clicked(piece):
	if movement_layer:
		print("I was clicked on, but the movement layer is toggled")
		if movement_layer_piece == click_spot():
			remove_movement_layer()
	else:
		if ! safely_handle_movement:
			#var piece_name = piece.get_piece()
			#rint("You clicked on a %s, team %s" % [piece_name, piece.get_team()])
			var location = click_spot()
			#rint("Spot: %s " % location)
			var pattern = get_move_pattern(piece, location)
			if can_chess_move(pattern, location, board_to_text_board(board)):
				movement_layer = true
				movement_layer_piece = location

func click_spot():
	var square = get_viewport().get_mouse_position()
	square[0] = floor(square[0] / board_cell)
	square[1] = floor(square[1] / board_cell)
	return square

func make_player2(color):
	spawn_piece('rook', color, 0, 0, team2)
	spawn_piece('knight', color, 1, 0, team2)
	spawn_piece('bishop', color, 2, 0, team2)
	spawn_piece('queen', color, 3, 0, team2)
	team2_king = spawn_piece('king', color, 4, 0, team2)
	spawn_piece('bishop', color, 5, 0, team2)
	spawn_piece('knight', color, 6, 0, team2)
	spawn_piece('rook', color, 7, 0, team2)
	for i in BOARD_WIDTH + 1:
		spawn_piece('pawn', color, i , 1, team2)

func make_player1(color):
	spawn_piece('rook', color, 0, 7, team1)
	spawn_piece('knight', color, 1, 7, team1)
	spawn_piece('bishop', color, 2, 7, team1)
	spawn_piece('queen', color, 3, 7, team1)
	team1_king = spawn_piece('king', color, 4, 7, team1)
	spawn_piece('bishop', color, 5, 7, team1)
	spawn_piece('knight', color, 6, 7, team1)
	spawn_piece('rook', color, 7, 7, team1)
	for i in BOARD_WIDTH + 1:
		spawn_piece('pawn', color, i , 6, team1)

func spawn_piece(piece_name, color, x=0, y=0, team=0):
	var piece = piece_scene.instance()
	piece.init(piece.piece_map.get(piece_name), piece.piece_color.get(color), team)
	add_child(piece)
	piece.connect("clicked", self, "piece_clicked", [piece])
	board_add_piece(piece, x, y)
	piece.position = in_square(Vector2(x * board_cell, y * board_cell))
	return piece

func rand_pos():
	return Vector2(rand_range(0, get_viewport().size.x),rand_range(0, get_viewport().size.y))

# needs to be Vector2 as that is what object.position takes
func in_square(vect2):
	#rint(vect2)
	vect2.x = ceil(vect2.x / board_cell)
	#rint(vect2.x)
	vect2.x *= board_cell
	vect2.x += board_cell / 2
	
	vect2.y = ceil(vect2.y / board_cell)
	#rint(vect2.y)
	vect2.y *= board_cell
	vect2.y += board_cell / 2
	
	#rint(vect2)
	return vect2

func new_board():
		#  x →
	# y
	# ↓
	# [0][0] = top left, [0][7] = bottom left, [7][0] = top right, [7][7] = bottom right
	var new_board = []
	for i in BOARD_HEIGHT + 1:
		new_board.append([])
		new_board[i].resize(BOARD_WIDTH + 1)
		for j in BOARD_WIDTH + 1:
			new_board[i][j] = 0
	return new_board

func board_add_piece(piece, x, y):
	board[x][y] = piece

enum {
	move_2_up_pawn,
	move_1_up_pawn,
	attack_1_nw,
	attack_1_ne,
	en_passant_nw,
	en_passant_ne,
	
	move_2_down_pawn,
	move_1_down_pawn,
	attack_1_sw,
	attack_1_se,
	en_passant_sw,
	en_passant_se,
	
	move_1_up,
	move_1_down,
	move_1_left,
	move_1_right,
	move_1_nw,
	move_1_ne,
	move_1_sw,
	move_1_se,
	
	move_up_inf,
	move_down_inf,
	move_left_inf,
	move_right_inf,
	castling,
	
	move_nw_inf,
	move_ne_inf,
	move_sw_inf,
	move_se_inf,
	
	knight,
}

func get_move_pattern(piece, coords):
	var piece_name
	var team
	if piece is Object:
		piece_name = piece.get_piece()
		team = piece.get_team()
	else:
		piece_name = match_piece_names_enums(piece[chess_enum.piece_enum])
		#print(piece_name)
		team = piece[1]
		#rint("Array: %s, %s" % [piece_name, team])
	
	match (piece_name):
		"pawn":
			if team == team1:
				if coords[1] == 6:
					return [attack_1_nw, move_2_up_pawn, attack_1_ne, en_passant_ne, en_passant_nw]
				else:
					return [attack_1_nw, move_1_up_pawn, attack_1_ne, en_passant_ne, en_passant_nw]
			else:
				if coords[1] == 1:
					return [attack_1_sw, move_2_down_pawn, attack_1_se, en_passant_se, en_passant_sw]
				else:
					return [attack_1_sw, move_1_down_pawn, attack_1_se, en_passant_se, en_passant_sw]
		"rook":
			return [move_up_inf, move_left_inf, move_right_inf, move_down_inf]
		"knight":
			return [knight]
		"bishop":
			return [move_ne_inf, move_nw_inf, move_sw_inf, move_se_inf]
		"queen":
			return [move_up_inf, move_down_inf, move_left_inf, move_right_inf, move_ne_inf, move_nw_inf, move_sw_inf, move_se_inf]
		"king":
			return [move_1_down, move_1_left, move_1_right, move_1_up, move_1_ne, move_1_nw, move_1_se, move_1_sw, castling]
		_:
			return []

enum chess_enum {
	piece_enum = 0,
	team = 1,
	en_passant = 2,
	has_moved = 3,
	in_check = 4,
	pos = 5
	}

enum tile_setting {
	hide_tiles_and_cover_allies = 0
	show_tiles = 1
	hide_tiles_no_cover_allies = 2
	}

func can_chess_move(pattern, coords, text_board, create_tiles=tile_setting.show_tiles):
	var can_move = []
	#rint(text_board[coords[0]][coords[1]])
	var curr_piece = text_board[coords[0]][coords[1]]
	var curr_team = curr_piece[chess_enum.team]
	for e in pattern:
		match (e):
			move_1_down_pawn:
				var test = make_tiles(coords, [0,1], 1, true, curr_team, {}, create_tiles, text_board)
				if test:
					test[0].push_back(movement_condition.not_attacking)
					can_move.append_array(test)
			move_2_down_pawn:
				var test =  make_tiles(coords, [0,1], 1, true, curr_team, {}, create_tiles, text_board)
				if test:
					test[0].push_back(movement_condition.not_attacking)
					can_move.append_array(test)
					var test2 = make_tiles(coords, [0,2], 1, true, curr_team, {'tile_is_en_passant': true}, create_tiles, text_board)
					if test2:
						test2[0].push_back(movement_condition.not_attacking)
						can_move.append_array(test2)
			attack_1_sw:
				var test = make_tiles(coords, [-1,1], 1, false, curr_team, {"must_attack": true}, create_tiles, text_board)
				if test:
					test[0].push_back(movement_condition.must_attack)
					can_move.append_array(test)
			attack_1_se:
				var test = make_tiles(coords, [1,1], 1, false, curr_team, {"must_attack": true}, create_tiles, text_board)
				if test:
					test[0].push_back(movement_condition.must_attack)
					can_move.append_array(test)
			en_passant_sw:
				var pawn_maybe = text_board[coords[0]-1][coords[1]]
				if pawn_maybe and pawn_maybe[chess_enum.piece_enum] == piece_names["pawn"] and pawn_maybe[chess_enum.en_passant] == 1 and pawn_maybe[chess_enum.team] != curr_team:
					var test = make_tiles(coords, [-1,1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles, text_board)
					if test:
						test[0].push_back(movement_condition.en_passant_kill)
						can_move.append_array(test)
			en_passant_se:
				if ! coords[0] + 1 > BOARD_WIDTH:
					var pawn_maybe = text_board[coords[0]+1][coords[1]]
					if pawn_maybe and pawn_maybe[chess_enum.piece_enum] == piece_names["pawn"] and pawn_maybe[chess_enum.en_passant] == 1 and pawn_maybe[chess_enum.team] != curr_team:
						var test = make_tiles(coords, [1,1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles, text_board)
						if test:
							test[0].push_back(movement_condition.en_passant_kill)
							can_move.append_array(test)

			move_1_up_pawn:
				var test = make_tiles(coords, [0,-1], 1, true, curr_team, {}, create_tiles, text_board)
				if test:
					test[0].push_back(movement_condition.not_attacking)
					can_move.append_array(test)
			move_2_up_pawn:
				var test = make_tiles(coords, [0,-1], 1, true, curr_team, {}, create_tiles, text_board)
				if test:
					test[0].push_back(movement_condition.not_attacking)
					can_move.append_array(test)
					var test2 = make_tiles(coords, [0,-2], 1, true, curr_team, {'tile_is_en_passant': true}, create_tiles, text_board)
					if test2:
						test2[0].push_back(movement_condition.not_attacking)
						can_move.append_array(test2)
			attack_1_nw:
				var test = make_tiles(coords, [-1,-1], 1, false, curr_team, {"must_attack": true}, create_tiles, text_board)
				if test:
					test[0].push_back(movement_condition.must_attack)
					can_move.append_array(test)
			attack_1_ne:
				var test = make_tiles(coords, [1,-1], 1, false, curr_team, {"must_attack": true}, create_tiles, text_board)
				if test:
					test[0].push_back(movement_condition.must_attack)
					can_move.append_array(test)
			en_passant_nw:
				var pawn_maybe = text_board[coords[0]-1][coords[1]]
				if pawn_maybe and pawn_maybe[chess_enum.piece_enum] == piece_names["pawn"] and pawn_maybe[chess_enum.en_passant] == 1 and pawn_maybe[chess_enum.team] != curr_team:
					var test = make_tiles(coords, [-1,-1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles, text_board)
					if test:
						test[0].push_back(movement_condition.en_passant_kill)
						can_move.append_array(test)
			en_passant_ne:
				if ! coords[0] + 1 > BOARD_WIDTH:
					var pawn_maybe = text_board[coords[0]+1][coords[1]]
					if pawn_maybe and pawn_maybe[chess_enum.piece_enum] == piece_names["pawn"] and pawn_maybe[chess_enum.en_passant] == 1 and pawn_maybe[chess_enum.team] != curr_team:
						var test = make_tiles(coords, [1,-1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles, text_board)
						if test:
							test[0].push_back(movement_condition.en_passant_kill)
							can_move.append_array(test)

			move_up_inf:
				can_move.append_array(make_tiles(coords, [0,-1], BOARD_HEIGHT, false, curr_team, {}, create_tiles, text_board))
			move_down_inf:
				can_move.append_array(make_tiles(coords, [0,1], BOARD_HEIGHT, false, curr_team, {}, create_tiles, text_board))
			move_left_inf:
				can_move.append_array(make_tiles(coords, [-1,0], BOARD_WIDTH, false, curr_team, {}, create_tiles, text_board))
			move_right_inf:
				can_move.append_array(make_tiles(coords, [1,0], BOARD_WIDTH, false, curr_team, {}, create_tiles, text_board))
			castling:
				if ! curr_piece[chess_enum.has_moved] and ! curr_piece[chess_enum.in_check]:
					var y = coords[1]
					var king_x = coords[0]
					#var pieces = get_tree().get_nodes_in_group("piece")
					var pieces = get_pieces(text_board)
					for ele in pieces:
						if ele[chess_enum.team] == curr_team and ele[chess_enum.piece_enum] == piece_names["rook"] and ! ele[chess_enum.has_moved] and ele[chess_enum.pos][1] == y:
							#rint(ele)
							var rook_x = ele[chess_enum.pos][0]
							# king side
							if rook_x > king_x:
								var blocked = false
								var diff = rook_x - king_x
								for i in range(1, diff):
									if board[king_x + i][y]:
										blocked = true
									# cannot castle through or to a tile that is attacked
									if curr_team == team1:
										if team2_capture[king_x + i][y] == 1:
											blocked = true
									else: # team2
										if team1_capture[king_x + i][y] == 1:
											blocked = true
										
										#rint("There is something at (%s,%s) %s" % [king_x + i,y, board[king_x + i][y].get_piece() ])
								if ! blocked:
									var test = make_tiles(coords, [2,0], 1, false, curr_team, {"castling_rook": ele}, create_tiles, text_board)
									if test:
										test[0].push_back(movement_condition.king_side_castling)
										can_move.append_array(test)
							else:
								var blocked = false
								var diff = king_x - rook_x
								for i in range(1, diff):
									#rint(board[rook_x + i][y])
									if board[rook_x + i][y]:
										blocked = true
									if i != 1: # on queenside, that first square doesn't really matter if it is attacked
										if curr_team == team1:
											if team2_capture[rook_x + i][y] == 1:
												blocked = true
										else: # team2
											if team1_capture[rook_x + i][y] == 1:
												blocked = true
											#rint("There is something at (%s,%s) %s" % [rook_x + i, y, board[rook_x + i][y].get_piece()])
								if ! blocked:
									var test = make_tiles(coords, [-2,0], 1, false, curr_team, {"castling_rook": ele}, create_tiles, text_board)
									if test:
										test[0].push_back(movement_condition.queen_side_castling)
										can_move.append_array(test)

			move_ne_inf:
				can_move.append_array(make_tiles(coords, [1,-1], 8, false, curr_team, {}, create_tiles, text_board))
			move_nw_inf:
				can_move.append_array(make_tiles(coords, [-1,-1], 8, false, curr_team, {}, create_tiles, text_board))
			move_sw_inf:
				can_move.append_array(make_tiles(coords, [-1,1], 8, false, curr_team, {}, create_tiles, text_board))
			move_se_inf:
				can_move.append_array(make_tiles(coords, [1,1], 8, false, curr_team, {}, create_tiles, text_board))
			
			knight:
				can_move.append_array(make_tiles(coords, [1,2], 1, false, curr_team, {}, create_tiles, text_board))
				can_move.append_array(make_tiles(coords, [1,-2], 1, false, curr_team, {}, create_tiles, text_board))
				can_move.append_array(make_tiles(coords, [-1,-2], 1, false, curr_team, {}, create_tiles, text_board))
				can_move.append_array(make_tiles(coords, [-1,2], 1, false, curr_team, {}, create_tiles, text_board))
				can_move.append_array(make_tiles(coords, [2,1], 1, false, curr_team, {}, create_tiles, text_board))
				can_move.append_array(make_tiles(coords, [2,-1], 1, false, curr_team, {}, create_tiles, text_board))
				can_move.append_array(make_tiles(coords, [-2,-1], 1, false, curr_team, {}, create_tiles, text_board))
				can_move.append_array(make_tiles(coords, [-2,1], 1, false, curr_team, {}, create_tiles, text_board))
			
			move_1_down:
				can_move.append_array(make_tiles(coords, [0,1], 1, false, curr_team, {}, create_tiles, text_board))
			move_1_up:
				can_move.append_array(make_tiles(coords, [0,-1], 1, false, curr_team, {}, create_tiles, text_board))
			move_1_right:
				can_move.append_array(make_tiles(coords, [1,0], 1, false, curr_team, {}, create_tiles, text_board))
			move_1_left:
				can_move.append_array(make_tiles(coords, [-1,0], 1, false, curr_team, {}, create_tiles, text_board))
			move_1_ne:
				can_move.append_array(make_tiles(coords, [1,-1], 1, false, curr_team, {}, create_tiles, text_board))
			move_1_nw:
				can_move.append_array(make_tiles(coords, [-1,-1], 1, false, curr_team, {}, create_tiles, text_board))
			move_1_se:
				can_move.append_array(make_tiles(coords, [1,1], 1, false, curr_team, {}, create_tiles, text_board))
			move_1_sw:
				can_move.append_array(make_tiles(coords, [-1,1], 1, false, curr_team, {}, create_tiles, text_board))
	return can_move

func position_to_board_cell(vect2):
	var x = floor(vect2.x / board_cell)
	var y = floor(vect2.y / board_cell)
	return [x,y]

func movetile_clicked(move_tile):
	#rint("Yep, I was clicked")
	var location = click_spot()
	var check = board[location[0]][location[1]]
	var curr_piece = board[movement_layer_piece[0]][movement_layer_piece[1]]
	if ! check:
		pass
	else:
		check.kill()

	board[location[0]][location[1]] = curr_piece
	if move_tile.en_passant_tile:
		#rint("toggling en passant able...")
		en_passant_pawn = curr_piece
		en_passant_wait = 2 # gets -1 in this script later
	if move_tile.castling_rook:
		# move_tile.castling_rook actually an array (created by get_pieces() rather than an object)
		var rook_location = move_tile.castling_rook[chess_enum["pos"]]
		# need to take that pos and figure out which rook object refers to
		var pos = position_to_board_cell(Vector2(rook_location[0] * board_cell, rook_location[1] * board_cell))
		var rook = board[pos[0]][pos[1]]
		# king side
		if 7 == rook_location[0]:
			rook.position = in_square(Vector2(5 * board_cell, rook_location[1] * board_cell))
			board[5][rook_location[1]] = board[7][rook_location[1]]
			board[7][rook_location[1]] = 0
		# queen side
		else:
			rook.position = in_square(Vector2(3 * board_cell, rook_location[1] * board_cell))
			board[3][rook_location[1]] = board[0][rook_location[1]]
			board[0][rook_location[1]] = 0
	
	curr_piece.position = in_square(Vector2(location[0] * board_cell, location[1] * board_cell))
	board[movement_layer_piece[0]][movement_layer_piece[1]] = 0
	remove_movement_layer()
	safely_handle_movement = true
	
	curr_piece.has_moved = true
	
	if move_tile.en_passant_kill_tile:
		kill_en_passant_pawn(location)
	
	if en_passant_wait >= 1:
		en_passant_wait -= 1
	if en_passant_wait == 0:
		en_passant_pawn = null
	
	new_turn()

func kill_en_passant_pawn(location):
	if board[location[0]+1][location[1]] is Object and board[location[0]+1][location[1]] == en_passant_pawn:
		board[location[0]+1][location[1]] = 0
	if board[location[0]-1][location[1]] is Object and board[location[0]-1][location[1]] == en_passant_pawn:
		board[location[0]-1][location[1]] = 0
	if board[location[0]][location[1]+1] is Object and board[location[0]][location[1]+1] == en_passant_pawn:
		board[location[0]][location[1]+1] = 0
	if board[location[0]][location[1]-1] is Object and board[location[0]][location[1]-1] == en_passant_pawn:
		board[location[0]][location[1]-1] = 0
	en_passant_pawn.kill()

func spawn_move_tile(coords, en_passant_tile=false, en_passant_kill_tile=null, castling_rook=null):
	var move_tile = movetile_scene.instance()
	add_child(move_tile)
	move_tile.connect("move_clicked", self, "movetile_clicked", [move_tile])
	move_tile.position = in_square(Vector2(coords[0] * board_cell, coords[1] * board_cell))
	if en_passant_tile: move_tile.en_passant_tile = true
	if en_passant_kill_tile: move_tile.en_passant_kill_tile = true
	if castling_rook: move_tile.castling_rook = castling_rook
	#rint(move_tile.position)

func make_tiles(coords, pattern, go_range, cant_attack, curr_team, 
	dict = {
		"must_attack": false,
		'tile_is_en_passant': false,
		'en_passant_pawn': null,
		'castling_rook': null
	}, create_tiles = tile_setting.show_tiles, text_board=[]):
	var x = coords[0]
	var y = coords[1]
	var pattern0 = pattern[0]
	var pattern1 = pattern[1]
	var a = 0
	var b = 0
	
	var made_tile = []
	
	for _i in range(1,go_range+1):
		a += pattern0
		b += pattern1
		# dont go out of bounds: not bigger than board size but not smaller than 0
		if (x + a) <= BOARD_WIDTH and (y + b) <= BOARD_HEIGHT and (x + a) >= 0 and (y + b) >= 0 :
			var check = text_board[x + a][y + b]
			if ! check and ! dict.get("must_attack"):
				if create_tiles == tile_setting.show_tiles:
					spawn_move_tile([x + a, y + b], dict.get("tile_is_en_passant"), dict.get("en_passant_pawn"), dict.get("castling_rook"))
				made_tile.push_back([x + a, y + b])
			elif dict.get("must_attack"): # pawn setting
				if check and check[chess_enum.team] != curr_team:
					if create_tiles == tile_setting.show_tiles:
						spawn_move_tile([x + a, y + b])
					made_tile.push_back([x + a, y + b])
				elif create_tiles == 0:
					made_tile.push_back([x + a, y + b])
			elif ! cant_attack and check[chess_enum.team] != curr_team:
				if create_tiles == tile_setting.show_tiles:
					spawn_move_tile([x + a, y + b], dict.get("tile_is_en_passant"), dict.get("en_passant_pawn"))
				made_tile.push_back([x + a, y + b])
				break # rules of chess say pieces cant go past another
			elif create_tiles == tile_setting.hide_tiles_and_cover_allies and ! cant_attack and check[chess_enum.team] == curr_team :
				# ^ in otherwords: we won't mark it on map but will 'mark' it for non-maps (like capture board)
				made_tile.push_back([x + a, y + b])
				break # but still can't go past teammate
			else:
				break
	return made_tile

# option (used when we KNOW it is an array)
#   "object" -> sprite object
#   "tile" -> return info about the tile
func array_piece(coords, option=null):
	var element = board[coords[0]][coords[1]]
	#rint(element)
	if element is Array:
		if option == "object":
			return element[0]
		elif option == "tile":
			return element[1]
	return element