#pragma once #include "../Pieces/Piece.h" #include "Board.h" #include "Bag.h" #include "LineClear.h" #include #include /** * Links a board with the pieces moving in it */ class GameBoard { private: Board board; // the board in which pieces moves, (0, 0) is downleft Bag generator; // the piece generator std::shared_ptr activePiece; // the piece currently in the board Position activePiecePosition; // the position of the piece currently in the board std::shared_ptr heldPiece; // a piece being holded int nextQueueLength; // the number of next pieces seeable at a time std::vector nextQueue; // the list of the next pieces to spawn in the board bool isLastMoveKick; // wheter the last action the piece did was kicking public: /** * Creates a new board, generator, and next queue */ GameBoard(int boardWidth, int boardHeight, const std::shared_ptr& piecesList, int nextQueueLength); /** * Resets the board as if it was newly created */ void reset(); private: /** * Initializes the board */ void initialize(); public: /** * Tries moving the piece one position to the left * @return If it suceeded */ bool moveLeft(); /** * Tries moving the piece one position to the right * @return If it suceeded */ bool moveRight(); /** * Tries moving the piece one position down * @return If it suceeded */ bool moveDown(); /** * Tries rotating the piece and kicking it if necessary * @return If it suceeded */ bool rotate(Rotation rotation); private: /** * Tries kicking the piece, testing position either above or below the piece's initial position * @return If it suceeded */ bool tryKicking(bool testingBottom, const std::set& safePositions); public: /** * Tries holding the active piece or swapping it if one was already stocked, while trying to apply an initial rotation to the newly spawned piece * @return If it suceeded */ bool hold(Rotation initialRotation = NONE); /** * Spawns the next piece from the queue * @return If it spawned in a wall */ bool spawnNextPiece(); /** * Checks is the active piece as a wall directly below one of its position * @return If it touches a ground */ bool touchesGround(); /** * Locks the active piece into the board and clears lines if needed * @return The resulting line clear */ LineClear lockPiece(); /** * Adds a specified number of garbage rows to the bottom of the board, the hole position being random but the same for all of them */ void addGarbageRows(int number); /** * @return A copy of the board */ Board getBoard() const; /** * @return A copy of the active piece */ Piece getActivePiece() const; /** * @return A copy of the position of the active piece */ Position getActivePiecePosition() const; /** * @return A copy of the held piece */ Piece getHeldPiece() const; /** * @return A copy of the next piece queue */ std::vector getNextPieces() const; private: /** * Checks if one of the active piece's positions touches a wall in the board * @return If the active piece is in a wall */ bool isActivePieceInWall(const Position& shift = Position{0, 0}) const; /** * Check if one of the active piece's positions shifted by a specified position would overlap with a set of positions * @return If the shifted active piece overlaps with one of the position */ bool activePieceOverlapsOnePosition(const std::set& safePositions, const Position& shift = Position{0, 0}) const; /** * Sets the active piece to its spawn position */ void goToSpawnPosition(); public: /** * Stream output operator, adds the board, the hold box and the next queue * @return A reference to the output stream */ friend std::ostream& operator<<(std::ostream& os, const GameBoard& gameboard); };