summaryrefslogtreecommitdiff
path: root/Main.gd
blob: 489e5acc36ec1431e2dde3debb7c9d0c91fd0765 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
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 team1_capture = new_board()
var team2_capture = new_board()

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")
	#spawn_piece('pawn', 'teal', 1, 6, team1)
	#spawn_piece('pawn', 'orange', 2, 4, team2)
	
	#team2_king = spawn_piece('king', 'red', 4, 0, team2)
	#spawn_piece('rook', 'teal', 5, 1, team1)
	#spawn_piece('rook', 'red', 7, 0, team2)
	#spawn_piece('rook', 'red', 0, 0, team2)
	#team1_king = spawn_piece('rook', 'teal', 5, 3, team1)
	#spawn_piece('pawn', 'blue', 6, 0, team1)
	update_capture_tables()
	OS.set_window_size(Vector2(700,700))
	OS.set_window_always_on_top(true)

# horrifying discovery: this occurs after the signal capturing functions
func _process(_delta):
	safely_handle_movement = false

func new_turn():
	update_capture_tables()
	is_king_checked()
	check_for_promotion()
	turn += 1
	print("Turn: %s" % turn)

func update_capture_tables():
	team1_capture = new_board()
	team2_capture = new_board()
	var pieces = get_tree().get_nodes_in_group("piece")
	for e in pieces:
		if ! e.killed:
			var coords = position_to_board_cell(e.position)
			if e.get_team() == team1:
				team1_capture[coords[0]][coords[1]] = 2
			else: # team2
				team2_capture[coords[0]][coords[1]] = 2
	for e in pieces:
		if ! e.killed:
			var coords = position_to_board_cell(e.position)
			var pattern = get_move_pattern(e, coords)
			var captured = can_chess_move(pattern, coords, false)
			if e.get_team() == team1:
				#rint(captured)
				for c in captured:
					if c.size() == 3:
						if c[2] == "not attacking":
							continue
					team1_capture[c[0]][c[1]] = 1
			else: # team2
				for c in captured:
					if c.size() == 3:
						if c[2] == "not attacking":
							continue
					team2_capture[c[0]][c[1]] = 1
	#print(team1_capture)
	#print(team2_capture)
	
	#for i in 8:
	#	for k in 8:
	#		if team2_capture[i][k] == 1:
	#			var move_tile = movetile_scene.instance()
	#			add_child(move_tile)
	#			move_tile.set_color("red")
	#			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_checked():
	if team2_king:
		var coords_team2 = position_to_board_cell(team2_king.position)
		if team1_capture[coords_team2[0]][coords_team2[1]] >= 1:
			print("Aye, team2 in check.")
			team2_king.in_check = true
		else:
			team2_king.in_check = false
	if team1_king:
		var coords_team1 = position_to_board_cell(team1_king.position)
		if team2_capture[coords_team1[0]][coords_team1[1]] >= 1:
			print("Aye, team1 in check.")
			team1_king.in_check = true
		else:
			team1_king.in_check = false

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):
				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_passent_nw,
	en_passent_ne,
	
	move_2_down_pawn,
	move_1_down_pawn,
	attack_1_sw,
	attack_1_se,
	en_passent_sw,
	en_passent_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 = piece.get_piece()
	match (piece_name):
		"pawn":
			if piece.get_team() == team1:
				if coords[1] == 6:
					return [attack_1_nw, move_2_up_pawn, attack_1_ne, en_passent_ne, en_passent_nw]
				else:
					return [attack_1_nw, move_1_up_pawn, attack_1_ne, en_passent_ne, en_passent_nw]
			else:
				if coords[1] == 1:
					return [attack_1_sw, move_2_down_pawn, attack_1_se, en_passent_se, en_passent_sw]
				else:
					return [attack_1_sw, move_1_down_pawn, attack_1_se, en_passent_se, en_passent_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 []

func can_chess_move(pattern, coords, create_tiles=true):
	var can_move = []
	var curr_piece = board[coords[0]][coords[1]]
	var curr_team = curr_piece.get_team()
	for e in pattern:
		match (e):
			move_1_down_pawn:
				var test = make_tiles(coords, [0,1], 1, true, curr_team, {}, create_tiles)
				if test:
					test[0].push_back("not attacking")
					can_move.append_array(test)
			move_2_down_pawn:
				var test =  make_tiles(coords, [0,1], 1, true, curr_team, {}, create_tiles)
				if test:
					test[0].push_back("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)
					if test2:
						test2[0].push_back("not attacking")
						can_move.append_array(test2)
			attack_1_sw:
				can_move.append_array(make_tiles(coords, [-1,1], 1, false, curr_team, {"must_attack": true}, create_tiles))
			attack_1_se:
				can_move.append_array(make_tiles(coords, [1,1], 1, false, curr_team, {"must_attack": true}, create_tiles))
			en_passent_sw:
				var pawn_maybe = board[coords[0]-1][coords[1]]
				if pawn_maybe and pawn_maybe.get_piece() == "pawn" and pawn_maybe == en_passant_pawn and pawn_maybe.get_team() != curr_team:
					can_move.append_array(make_tiles(coords, [-1,1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles))
			en_passent_se:
				if ! coords[0] + 1 > BOARD_WIDTH:
					var pawn_maybe = board[coords[0]+1][coords[1]]
					if pawn_maybe and pawn_maybe.get_piece() == "pawn" and pawn_maybe == en_passant_pawn and pawn_maybe.get_team() != curr_team:
						can_move.append_array(make_tiles(coords, [1,1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles))

			move_1_up_pawn:
				var test = make_tiles(coords, [0,-1], 1, true, curr_team, {}, create_tiles)
				if test:
					test[0].push_back("not attacking")
					can_move.append_array(test)
			move_2_up_pawn:
				var test = make_tiles(coords, [0,-1], 1, true, curr_team, {}, create_tiles)
				if test:
					test[0].push_back("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)
					if test2:
						test2[0].push_back("not attacking")
						can_move.append_array(test2)
			attack_1_nw:
				can_move.append_array(make_tiles(coords, [-1,-1], 1, false, curr_team, {"must_attack": true}, create_tiles))
			attack_1_ne:
				can_move.append_array(make_tiles(coords, [1,-1], 1, false, curr_team, {"must_attack": true}, create_tiles))
			en_passent_nw:
				var pawn_maybe = board[coords[0]-1][coords[1]]
				if pawn_maybe and pawn_maybe.get_piece() == "pawn" and pawn_maybe == en_passant_pawn and pawn_maybe.get_team() != curr_team:
					can_move.append_array(make_tiles(coords, [-1,-1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles))
			en_passent_ne:
				if ! coords[0] + 1 > BOARD_WIDTH:
					var pawn_maybe = board[coords[0]+1][coords[1]]
					if pawn_maybe and pawn_maybe.get_piece() == "pawn" and pawn_maybe == en_passant_pawn and pawn_maybe.get_team() != curr_team:
						can_move.append_array(make_tiles(coords, [1,-1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles))

			move_up_inf:
				can_move.append_array(make_tiles(coords, [0,-1], BOARD_HEIGHT, false, curr_team, {}, create_tiles))
			move_down_inf:
				can_move.append_array(make_tiles(coords, [0,1], BOARD_HEIGHT, false, curr_team, {}, create_tiles))
			move_left_inf:
				can_move.append_array(make_tiles(coords, [-1,0], BOARD_WIDTH, false, curr_team, {}, create_tiles))
			move_right_inf:
				can_move.append_array(make_tiles(coords, [1,0], BOARD_WIDTH, false, curr_team, {}, create_tiles))
			castling:
				if ! curr_piece.has_moved and ! curr_piece.in_check:
					var y = coords[1]
					var king_x = coords[0]
					var pieces = get_tree().get_nodes_in_group("piece")
					for ele in pieces:
						if ele.get_team() == curr_team and ele.get_piece() == "rook" and ! ele.has_moved and position_to_board_cell(ele.position)[1] == y:
							#rint(ele)
							var rook_x = position_to_board_cell(ele.position)[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:
									can_move.append_array(make_tiles(coords, [2,0], 1, false, curr_team, {"castling_rook": ele}, create_tiles))
							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:
									can_move.append_array(make_tiles(coords, [-2,0], 1, false, curr_team, {"castling_rook": ele}, create_tiles))

			move_ne_inf:
				can_move.append_array(make_tiles(coords, [1,-1], 8, false, curr_team, {}, create_tiles))
			move_nw_inf:
				can_move.append_array(make_tiles(coords, [-1,-1], 8, false, curr_team, {}, create_tiles))
			move_sw_inf:
				can_move.append_array(make_tiles(coords, [-1,1], 8, false, curr_team, {}, create_tiles))
			move_se_inf:
				can_move.append_array(make_tiles(coords, [1,1], 8, false, curr_team, {}, create_tiles))
			
			knight:
				can_move.append_array(make_tiles(coords, [1,2], 1, false, curr_team, {}, create_tiles))
				can_move.append_array(make_tiles(coords, [1,-2], 1, false, curr_team, {}, create_tiles))
				can_move.append_array(make_tiles(coords, [-1,-2], 1, false, curr_team, {}, create_tiles))
				can_move.append_array(make_tiles(coords, [-1,2], 1, false, curr_team, {}, create_tiles))
				can_move.append_array(make_tiles(coords, [2,1], 1, false, curr_team, {}, create_tiles))
				can_move.append_array(make_tiles(coords, [2,-1], 1, false, curr_team, {}, create_tiles))
				can_move.append_array(make_tiles(coords, [-2,-1], 1, false, curr_team, {}, create_tiles))
				can_move.append_array(make_tiles(coords, [-2,1], 1, false, curr_team, {}, create_tiles))
			
			move_1_down:
				can_move.append_array(make_tiles(coords, [0,1], 1, false, curr_team, {}, create_tiles))
			move_1_up:
				can_move.append_array(make_tiles(coords, [0,-1], 1, false, curr_team, {}, create_tiles))
			move_1_right:
				can_move.append_array(make_tiles(coords, [1,0], 1, false, curr_team, {}, create_tiles))
			move_1_left:
				can_move.append_array(make_tiles(coords, [-1,0], 1, false, curr_team, {}, create_tiles))
			move_1_ne:
				can_move.append_array(make_tiles(coords, [1,-1], 1, false, curr_team, {}, create_tiles))
			move_1_nw:
				can_move.append_array(make_tiles(coords, [-1,-1], 1, false, curr_team, {}, create_tiles))
			move_1_se:
				can_move.append_array(make_tiles(coords, [1,1], 1, false, curr_team, {}, create_tiles))
			move_1_sw:
				can_move.append_array(make_tiles(coords, [-1,1], 1, false, curr_team, {}, create_tiles))
	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:
		var rook_location = position_to_board_cell(move_tile.castling_rook.position)
		# king
		if 7 == rook_location[0]:
			move_tile.castling_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
		else:
			move_tile.castling_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 = true):
	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 = board[x + a][y + b]
			if ! check and ! dict.get("must_attack"):
				if create_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"):
				if ! check:
					pass
				elif check.get_team() != curr_team:
					if create_tiles:
						spawn_move_tile([x + a, y + b])
					made_tile.push_back([x + a, y + b])
			elif ! cant_attack and check.get_team() != curr_team:
				if create_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 and ! cant_attack and check.get_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