extends Rule static func ready(piece: Piece): piece.possible_movements = [ Vector2i(0,1), Vector2i(0,2) ] pass static func select(piece: Piece, game: Game): var pos = piece.to_coord() piece.possible_movements = [] var max_steps = 1 if piece.to_coord() == piece.start_coord: max_steps = 2 for y in range(1, max_steps+1, 1): var move = Vector2i(0,y) var other_piece = game.get_piece_at(move+pos) if other_piece: break piece.possible_movements.append(move) #Vector2i(piece.position.x / 2 + move.x, piece.position.z / 2 + move.y) var top_left_tile = Vector2i(piece.position.x / 2 + 1, piece.position.z / 2 +1) var top_right_tile = Vector2i(piece.position.x / 2 - 1, piece.position.z / 2 +1) for enemy in game.get_node("Pieces").get_children(): if enemy.is_in_group("Enemy"): var enemy_coord = Vector2i(enemy.position.x / 2, enemy.position.z / 2) if enemy_coord == top_left_tile: piece.possible_movements.append(Vector2i(1,1)) if enemy_coord == top_right_tile: piece.possible_movements.append(Vector2i(-1,1)) pass static func before_move(piece: Piece): pass