ajouté interface textuelle

This commit is contained in:
2025-03-02 23:36:20 +01:00
parent 857f90d646
commit 1033f3a64c
21 changed files with 646 additions and 113 deletions

View File

@@ -25,7 +25,7 @@ Game::Game(Gamemode gamemode, const Player& controls, int boardWidth, int boardH
void Game::start() {
this->started = true;
this->lost = this->board.spawnNextPiece();
this->leftARETime = 1;
}
void Game::reset() {
@@ -48,7 +48,6 @@ void Game::initialize() {
this->heldDAS = 0;
this->heldARR = 0;
this->subVerticalPosition = 0;
this->leftARETime = 0;
this->totalLockDelay = 0;
this->totalForcedLockDelay = 0;
}
@@ -64,14 +63,14 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
if (this->leftARETime == 0) {
if (AREJustEnded) {
this->board.spawnNextPiece();
this->lost = this->board.spawnNextPiece();
}
/* IRS and IHS */
Rotation initialRotation = NONE
+ (this->initialActions.contains(ROTATE_CW)) ? CLOCKWISE : NONE
+ (this->initialActions.contains(ROTATE_180)) ? DOUBLE : NONE
+ (this->initialActions.contains(ROTATE_CCW)) ? COUNTERCLOCKWISE : NONE;
+ ((this->initialActions.contains(ROTATE_CW)) ? CLOCKWISE : NONE)
+ ((this->initialActions.contains(ROTATE_180)) ? DOUBLE : NONE)
+ ((this->initialActions.contains(ROTATE_CCW)) ? COUNTERCLOCKWISE : NONE);
if (this->initialActions.contains(HOLD)) {
if (this->board.hold(initialRotation)) {
@@ -79,13 +78,35 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
this->totalLockDelay = 0;
this->heldARR = 0;
}
else {
this->lost = true;
}
}
else {
if (initialRotation != NONE) {
this->board.rotate(initialRotation);
if (initialRotation != NONE || this->initialActions.contains(ROTATE_0)) {
Position before = this->board.getActivePiecePosition();
if (this->board.rotate(initialRotation)) {
this->totalLockDelay = 0;
if (before != this->board.getActivePiecePosition()) {
this->subVerticalPosition = 0;
}
}
else {
this->lost = true;
}
}
}
if (this->lost) {
if (initialRotation == NONE && (!this->initialActions.contains(ROTATE_0))) {
this->board.rotate(NONE);
}
}
if (this->lost) {
this->framesPassed++;
return;
}
/* HOLD */
if (playerActions.contains(HOLD) && (!this->heldActions.contains(HOLD))) {
if (this->board.hold()) {
@@ -96,25 +117,48 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
}
/* MOVE LEFT/RIGHT */
Position before = this->board.getActivePiecePosition();
if (playerActions.contains(MOVE_LEFT)) {
this->movePiece(-1, (this->heldDAS >= 0));
this->movePiece(-1);
}
if (playerActions.contains(MOVE_RIGHT)) {
this->movePiece(1, (this->heldDAS <= 0));
else if (playerActions.contains(MOVE_RIGHT)) {
this->movePiece(1);
}
else {
this->heldDAS = 0;
}
if (before != this->board.getActivePiecePosition()) {
this->totalLockDelay = 0;
}
/* ROTATIONS */
before = this->board.getActivePiecePosition();
if (playerActions.contains(ROTATE_0) && (!this->heldActions.contains(ROTATE_0))) {
if (this->board.rotate(NONE)) {
this->totalLockDelay = 0;
}
}
if (playerActions.contains(ROTATE_CW) && (!this->heldActions.contains(ROTATE_CW))) {
this->board.rotate(CLOCKWISE);
if (this->board.rotate(CLOCKWISE)) {
this->totalLockDelay = 0;
}
}
if (playerActions.contains(ROTATE_180) && (!this->heldActions.contains(ROTATE_180))) {
this->board.rotate(DOUBLE);
if (this->board.rotate(DOUBLE)) {
this->totalLockDelay = 0;
}
}
if (playerActions.contains(ROTATE_CCW) && (!this->heldActions.contains(ROTATE_CCW))) {
this->board.rotate(COUNTERCLOCKWISE);
if (this->board.rotate(COUNTERCLOCKWISE)) {
this->totalLockDelay = 0;
}
}
if (before != this->board.getActivePiecePosition()) {
this->subVerticalPosition = 0;
}
/* SOFT DROP */
@@ -149,7 +193,7 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
else {
/* GRAVITY */
// parameters.getGravity() gives the gravity for an assumed 20-line high board
int appliedGravity = this->parameters.getGravity() * (this->board.getBoard().getBaseHeight() / 20.0);
int appliedGravity = this->parameters.getGravity() * std::max((double) this->board.getBoard().getBaseHeight() / 20.0, 1.0);
this->subVerticalPosition += appliedGravity;
while (this->subVerticalPosition >= SUBPX_PER_ROW) {
@@ -171,16 +215,18 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
}
}
// remove initial actions only once they've been applied
if (AREJustEnded) {
this->initialActions.clear();
}
}
this->framesPassed++;
if (this->lost) {
return;
}
}
// update remembered actions
// update remembered actions for next frame
if ((!this->started) || this->leftARETime > 0) {
for (Action action : playerActions) {
this->initialActions.insert(action);
@@ -189,19 +235,24 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
this->heldActions = playerActions;
if (playerActions.contains(MOVE_LEFT)) {
this->heldDAS = std::min(-1, this->heldDAS - 1);
}
if (playerActions.contains(MOVE_RIGHT)) {
this->heldDAS = std::max(1, this->heldDAS + 1);
}
else {
this->heldDAS = 0;
if (this->leftARETime > 0) {
if (playerActions.contains(MOVE_LEFT)) {
this->heldDAS = std::min(-1, this->heldDAS - 1);
}
else if (playerActions.contains(MOVE_RIGHT)) {
this->heldDAS = std::max(1, this->heldDAS + 1);
}
else {
this->heldDAS = 0;
}
}
}
void Game::movePiece(int movement, bool resetDirection) {
if (resetDirection) {
void Game::movePiece(int movement) {
int appliedDAS = this->parameters.getDAS();
int appliedARR = this->parameters.getARR();
if ((this->heldDAS * movement) <= 0) {
this->heldDAS = movement;
this->heldARR = 0;
}
@@ -209,9 +260,12 @@ void Game::movePiece(int movement, bool resetDirection) {
this->heldDAS += movement;
}
if (abs(this->heldDAS) > this->parameters.getDAS()) {
int appliedARR = this->parameters.getARR();
if (abs(this->heldDAS) == appliedDAS + 1) {
if (movement == -1) this->board.moveLeft();
if (movement == 1) this->board.moveRight();
}
if (abs(this->heldDAS) > appliedDAS + 1) {
// ARR=0 -> instant movement
if (appliedARR == 0) {
if (movement == -1) while (this->board.moveLeft());
@@ -233,7 +287,6 @@ void Game::lockPiece() {
LineClear clear = this->board.lockPiece();
this->parameters.clearLines(clear.lines);
// update B2B and score
bool B2BConditionsAreMet = ((clear.lines > B2B_MIN_LINE_NUMBER) || clear.isSpin || clear.isMiniSpin);
if (clear.lines > 0) {
/* clearing one more line is worth 2x more
@@ -246,16 +299,14 @@ void Game::lockPiece() {
}
this->B2BChain = B2BConditionsAreMet;
// reset active piece
this->subVerticalPosition = 0;
this->totalLockDelay = 0;
this->totalForcedLockDelay = 0;
this->heldARR = 0;
// check for ARE
this->leftARETime = this->parameters.getARE();
if (this->leftARETime == 0) {
this->board.spawnNextPiece();
this->lost = this->board.spawnNextPiece();
}
}
@@ -291,22 +342,26 @@ bool Game::areBlocksBones() const {
return this->parameters.getBoneBlocks();
}
Board Game::getBoard() const {
Position Game::ghostPiecePosition() const {
return this->board.lowestPosition();
}
const Board& Game::getBoard() const {
return this->board.getBoard();
}
Piece Game::getActivePiece() const {
const std::shared_ptr<Piece>& Game::getActivePiece() const {
return this->board.getActivePiece();
}
Position Game::getActivePiecePosition() const {
const Position& Game::getActivePiecePosition() const {
return this->board.getActivePiecePosition();
}
Piece Game::getHeldPiece() const {
const std::shared_ptr<Piece>& Game::getHeldPiece() const {
return this->board.getHeldPiece();
}
std::vector<Piece> Game::getNextPieces() const {
const std::vector<Piece>& Game::getNextPieces() const {
return this->board.getNextPieces();
}