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126
src/Core/GameBoard.h
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126
src/Core/GameBoard.h
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#pragma once
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#include "../Pieces/Piece.h"
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#include "Board.h"
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#include "Bag.h"
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#include "LineClear.h"
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#include <Vector>
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#include <memory>
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/**
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* Links a board with the pieces moving in it
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*/
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class GameBoard {
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private:
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Board board; // the board in which pieces moves, (0, 0) is downleft
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Bag generator; // the piece generator
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std::shared_ptr<Piece> activePiece; // the piece currently in the board
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Cell activePiecePosition; // the position of the piece currently in the board
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std::shared_ptr<Piece> heldPiece; // a piece being holded
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int nextQueueLength; // the number of next pieces seeable at a time
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std::vector<Piece> nextQueue; // the list of the next pieces to spawn in the board
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bool isLastMoveKick; // wheter the last action the piece did was kicking
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public:
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/**
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* Creates a new board, generator, and next queue
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*/
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GameBoard(int boardWidth, int boardHeight, const std::vector<Piece>& bag, int nextQueueLength);
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/**
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* Try moving the piece one cell to the left, and returns wheter it was sucessfull
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*/
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bool moveLeft();
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/**
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* Try moving the piece one cell to the right, and returns wheter it was sucessfull
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*/
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bool moveRight();
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/**
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* Try moving the piece one cell down, and returns wheter it was sucessfull
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*/
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bool moveDown();
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/**
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* Try rotating the piece and kicking it if necessary, and returns wheter it was sucessfull
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*/
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bool rotate(Rotation rotation);
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private:
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/**
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* Try kicking the piece, testing position either above or below the piece's initial position
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*/
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bool tryKicking(bool testingBottom, const std::set<Cell>& safeCells);
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public:
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/**
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* Try holding the active piece or swapping it if one was already stocked, while trying to apply an initial rotation to the newly spawned piece,
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* and returns wheter it was sucessfull
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*/
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bool hold(Rotation initialRotation = NONE);
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/**
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* Spawns the next piece from the queue, and returns wheter it spawns in a wall
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*/
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bool spawnNextPiece();
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/**
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* Returns wheter the active piece is touching walls directly below it
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*/
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bool touchesGround();
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/**
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* Lock the active piece into the board and returns the resulting line clear
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*/
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LineClear lockPiece();
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/**
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* Returns a copy of the board
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*/
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Board getBoard() const;
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/**
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* Returns a copy of the active piece
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*/
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Piece getActivePiece() const;
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/**
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* Returns a copy of the position of the active piece
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*/
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Cell getActivePiecePosition() const;
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/**
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* Returns a copy of the held piece
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*/
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Piece getHeldPiece() const;
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/**
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* Returns a copy of the next piece queue
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*/
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std::vector<Piece> getNextPieces() const;
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private:
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/**
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* Returns wheter the translated active piece is in a wall
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*/
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bool isActivePieceInWall(const Cell& shift = Cell{0, 0}) const;
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/**
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* Returns wheter the translated active piece overlaps with at least one of the cells
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*/
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bool activePieceOverlapsOneCell(const std::set<Cell>& safeCells, const Cell& shift = Cell{0, 0}) const;
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/**
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* Sets the active piece to its spawn position
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*/
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void goToSpawnPosition();
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public:
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/**
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* Stream output operator, adds the board, the hold box and the next queue
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*/
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friend std::ostream& operator<<(std::ostream& os, const GameBoard& gameboard);
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};
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