Files
tbd-station-14/Content.Server/Tabletop/TabletopChessSetup.cs

81 lines
3.3 KiB
C#

using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Tabletop
{
public class TabletopChessSetup : TabletopSetup
{
[DataField("boardPrototype")]
public string ChessBoardPrototype { get; } = "ChessBoardTabletop";
// TODO: Un-hardcode the rest of entity prototype IDs, probably.
public override void SetupTabletop(MapId mapId, IEntityManager entityManager)
{
var chessboard = entityManager.SpawnEntity(ChessBoardPrototype, new MapCoordinates(-1, 0, mapId));
chessboard.Transform.Anchored = true;
SpawnPieces(entityManager, new MapCoordinates(-4.5f, 3.5f, mapId));
}
private void SpawnPieces(IEntityManager entityManager, MapCoordinates topLeft, float separation = 1f)
{
var (mapId, x, y) = topLeft;
// Spawn all black pieces
SpawnPiecesRow(entityManager, "Black", topLeft, separation);
SpawnPawns(entityManager, "Black", new MapCoordinates(x, y - separation, mapId) , separation);
// Spawn all white pieces
SpawnPawns(entityManager, "White", new MapCoordinates(x, y - 6 * separation, mapId) , separation);
SpawnPiecesRow(entityManager, "White", new MapCoordinates(x, y - 7 * separation, mapId), separation);
// Extra queens
entityManager.SpawnEntity("BlackQueen", new MapCoordinates(x + 9 * separation + 9f / 32, y - 3 * separation, mapId));
entityManager.SpawnEntity("WhiteQueen", new MapCoordinates(x + 9 * separation + 9f / 32, y - 4 * separation, mapId));
}
// TODO: refactor to load FEN instead
private void SpawnPiecesRow(IEntityManager entityManager, string color, MapCoordinates left, float separation = 1f)
{
const string piecesRow = "rnbqkbnr";
var (mapId, x, y) = left;
for (int i = 0; i < 8; i++)
{
switch (piecesRow[i])
{
case 'r':
entityManager.SpawnEntity(color + "Rook", new MapCoordinates(x + i * separation, y, mapId));
break;
case 'n':
entityManager.SpawnEntity(color + "Knight", new MapCoordinates(x + i * separation, y, mapId));
break;
case 'b':
entityManager.SpawnEntity(color + "Bishop", new MapCoordinates(x + i * separation, y, mapId));
break;
case 'q':
entityManager.SpawnEntity(color + "Queen", new MapCoordinates(x + i * separation, y, mapId));
break;
case 'k':
entityManager.SpawnEntity(color + "King", new MapCoordinates(x + i * separation, y, mapId));
break;
}
}
}
// TODO: refactor to load FEN instead
private void SpawnPawns(IEntityManager entityManager, string color, MapCoordinates left, float separation = 1f)
{
var (mapId, x, y) = left;
for (int i = 0; i < 8; i++)
{
entityManager.SpawnEntity(color + "Pawn", new MapCoordinates(x + i * separation, y, mapId));
}
}
}
}