fixed holding spwaning the piece 1 row lower
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@@ -11,6 +11,7 @@
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#include <utility>
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#include <cstdlib>
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#include <iostream>
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#include <optional>
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GameBoard::GameBoard(int boardWidth, int boardHeight, const std::shared_ptr<PiecesList>& piecesList, int nextQueueLength) :
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@@ -194,12 +195,12 @@ bool GameBoard::activePieceOverlaps(const std::set<Position>& safePositions, con
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return false;
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}
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bool GameBoard::hold(Rotation initialRotation) {
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bool GameBoard::hold(std::optional<Rotation> initialRotation) {
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Position storedPosition = this->activePiecePosition;
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std::swap(this->activePiece, this->heldPiece);
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bool isFirstTimeHolding = (this->activePiece == nullptr);
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if (isFirstTimeHolding) {
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// try with the next piece in queue since there is no piece in the hold box yet
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if (this->nextQueueLength == 0) {
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this->activePiece = std::make_shared<Piece>(this->generator.lookNext());
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}
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@@ -208,21 +209,25 @@ bool GameBoard::hold(Rotation initialRotation) {
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}
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}
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Piece stored = *this->activePiece;
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Position storedPosition = this->activePiecePosition;
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// try initial rotation
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this->goToSpawnPosition();
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this->rotate(initialRotation);
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if (initialRotation.has_value()) {
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std::shared_ptr<Piece> storedPiece(this->activePiece);
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this->rotate(initialRotation.value());
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// if the piece can't spawn, abort initial rotation
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if (this->activePieceInWall()) {
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this->activePiece = storedPiece;
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}
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}
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// if the piece can't spawn, try 0° rotation
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if (this->activePieceInWall()) {
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this->activePiece = std::make_shared<Piece>(stored);
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this->goToSpawnPosition();
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std::shared_ptr<Piece> storedPiece(this->activePiece);
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this->rotate(NONE);
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// if the piece still can't spawn, abort holding
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if (this->activePieceInWall()) {
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if (isFirstTimeHolding) {
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this->activePiece = nullptr;
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}
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this->activePiece = (isFirstTimeHolding) ? nullptr : storedPiece;
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std::swap(this->activePiece, this->heldPiece);
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this->activePiecePosition = storedPosition;
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return false;
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@@ -230,7 +235,6 @@ bool GameBoard::hold(Rotation initialRotation) {
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}
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if (isFirstTimeHolding) {
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// confirm we keep the piece we tried with
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this->nextQueue.push_back(this->generator.getNext());
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this->nextQueue.erase(this->nextQueue.begin());
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}
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