TetrArcade/tetrislogic/tetrislogic.py
2019-10-01 02:40:34 +02:00

422 lines
12 KiB
Python

# -*- coding: utf-8 -*-
import random
from .utils import Coord, Movement, Rotation, T_Spin, Line
from .tetromino import Tetromino, T, I
from .consts import (
NB_LINES, NB_COLS, NB_NEXT,
LOCK_DELAY, FALL_DELAY,
AUTOREPEAT_DELAY, AUTOREPEAT_PERIOD,
CURRENT_COORD, NEXT_COORDS, HELD_COORD, HELD_I_COORD
)
LINES_CLEAR_NAME = "LINES_CLEAR_NAME"
class State:
STARTING = "STARTING"
PLAYING = "PLAYING"
PAUSED = "PAUSED"
OVER = "OVER"
class Matrix(list):
def cell_is_free(self, coord):
return (
0 <= coord.x < NB_COLS
and 0 <= coord.y
and not self[coord.y][coord.x]
)
class TetrisLogic():
random_bag = []
def __init__(self):
self.load_high_score()
self.state = State.STARTING
self.matrix = Matrix()
self.next = []
self.current = None
self.ghost = None
self.held = None
self.time = 0
self.autorepeatable_actions = (self.move_left, self.move_right, self.soft_drop)
self.pressed_actions = []
self._score = 0
def get_score(self):
return self._score
def set_score(self, new_score):
self._score = new_score
if self._score > self.high_score:
self.high_score = self._score
score = property(get_score, set_score)
def new_game(self):
self.level = 0
self.score = 0
self.nb_lines_cleared = 0
self.goal = 0
self.time = 0
self.pressed_actions = []
self.auto_repeat = False
self.lock_delay = LOCK_DELAY
self.fall_delay = FALL_DELAY
self.matrix.clear()
for y in range(NB_LINES+3):
self.append_new_line_to_matrix()
self.next = [self.new_tetromino() for n in range(NB_NEXT)]
self.held = None
self.state = State.PLAYING
self.start(self.update_time, 1)
self.new_level()
def new_tetromino(self):
if not self.random_bag:
self.random_bag = list(Tetromino.shapes)
random.shuffle(self.random_bag)
return self.random_bag.pop()()
def append_new_line_to_matrix(self):
self.matrix.append(Line(None for x in range(NB_COLS)))
def new_level(self):
self.level += 1
self.goal += 5 * self.level
if self.level <= 20:
self.fall_delay = pow(0.8 - ((self.level-1)*0.007), self.level-1)
if self.level > 15:
self.lock_delay = 0.5 * pow(0.9, self.level-15)
self.show_text("LEVEL\n{:n}".format(self.level))
self.restart(self.fall, self.fall_delay)
self.new_current()
def new_current(self):
self.current = self.next.pop(0)
self.current.coord = CURRENT_COORD
self.ghost = self.current.ghost()
self.move_ghost()
self.next.append(self.new_tetromino())
self.next[-1].coord = NEXT_COORDS[-1]
for tetromino, coord in zip (self.next, NEXT_COORDS):
tetromino.coord = coord
if not self.can_move(
self.current.coord,
(mino.coord for mino in self.current)
):
self.game_over()
def move_left(self):
self.move(Movement.LEFT)
def move_right(self):
self.move(Movement.RIGHT)
def rotate_clockwise(self):
self.rotate(Rotation.CLOCKWISE)
def rotate_counter(self):
self.rotate(Rotation.COUNTER)
def move_ghost(self):
self.ghost.coord = self.current.coord
for ghost_mino, current_mino in zip(self.ghost, self.current):
ghost_mino.coord = current_mino.coord
while self.can_move(
self.ghost.coord + Movement.DOWN,
(mino.coord for mino in self.ghost)
):
self.ghost.coord += Movement.DOWN
def soft_drop(self):
moved = self.move(Movement.DOWN)
if moved:
self.score += 1
return moved
def hard_drop(self):
while self.move(Movement.DOWN, prelock=False):
self.score += 2
self.lock()
def fall(self):
self.move(Movement.DOWN)
def move(self, movement, prelock=True):
potential_coord = self.current.coord + movement
if self.can_move(
potential_coord,
(mino.coord for mino in self.current)
):
if self.current.prelocked:
self.restart(self.lock, self.lock_delay)
self.current.coord = potential_coord
if not movement == Movement.DOWN:
self.current.last_rotation_point = None
self.move_ghost()
return True
else:
if (
prelock and not self.current.prelocked
and movement == Movement.DOWN
):
self.current.prelocked = True
self.start(self.lock, self.lock_delay)
return False
def rotate(self, rotation):
rotated_coords = tuple(
Coord(rotation*mino.coord.y, -rotation*mino.coord.x)
for mino in self.current
)
for rotation_point, liberty_degree in enumerate(
self.current.SRS[rotation][self.current.orientation],
start = 1
):
potential_coord = self.current.coord + liberty_degree
if self.can_move(potential_coord, rotated_coords):
if self.current.prelocked:
self.restart(self.lock, self.lock_delay)
self.current.coord = potential_coord
for mino, coord in zip(self.current, rotated_coords):
mino.coord = coord
self.current.orientation = (
(self.current.orientation + rotation) % 4
)
self.current.last_rotation_point = rotation_point
self.move_ghost()
return True
else:
return False
SCORES = (
{LINES_CLEAR_NAME: "", T_Spin.NONE: 0, T_Spin.MINI: 1, T_Spin.T_SPIN: 4},
{LINES_CLEAR_NAME: "SINGLE", T_Spin.NONE: 1, T_Spin.MINI: 2, T_Spin.T_SPIN: 8},
{LINES_CLEAR_NAME: "DOUBLE", T_Spin.NONE: 3, T_Spin.T_SPIN: 12},
{LINES_CLEAR_NAME: "TRIPLE", T_Spin.NONE: 5, T_Spin.T_SPIN: 16},
{LINES_CLEAR_NAME: "TETRIS", T_Spin.NONE: 8}
)
def lock(self):
# Piece unlocked
if self.can_move(
self.current.coord + Movement.DOWN,
(mino.coord for mino in self.current)
):
return
# Start lock
self.current.prelocked = False
self.stop(self.lock)
if self.pressed_actions:
self.auto_repeat = False
self.restart(self.repeat_action, AUTOREPEAT_DELAY)
# Game over
if all(
(mino.coord + self.current.coord).y >= NB_LINES
for mino in self.current
):
self.game_over()
return
# T-Spin
if (
type(self.current) == T
and self.current.last_rotation_point is not None
):
a = self.is_t_slot(0)
b = self.is_t_slot(1)
c = self.is_t_slot(3)
d = self.is_t_slot(2)
if self.current.last_rotation_point == 5 or (
a and b and (c or d)
):
t_spin = T_Spin.T_SPIN
elif c and d and (a or b):
t_spin = T_Spin.MINI
else:
t_spin = T_Spin.NONE
else:
t_spin = T_Spin.NONE
for mino in self.current:
coord = mino.coord + self.current.coord
del(mino.coord)
if coord.y <= NB_LINES+3:
self.matrix[coord.y][coord.x] = mino
# Clear complete lines
nb_lines_cleared = 0
for y, line in reversed(list(enumerate(self.matrix))):
if all(mino for mino in line):
nb_lines_cleared += 1
self.matrix.pop(y)
self.append_new_line_to_matrix()
if nb_lines_cleared:
self.nb_lines_cleared += nb_lines_cleared
# Scoring
lock_strings = []
lock_score = 0
if t_spin:
lock_strings.append(t_spin)
if nb_lines_cleared:
lock_strings.append(self.SCORES[nb_lines_cleared][LINES_CLEAR_NAME])
self.combo += 1
else:
self.combo = -1
if nb_lines_cleared or t_spin:
ds = self.SCORES[nb_lines_cleared][t_spin]
self.goal -= ds
ds *= 100 * self.level
lock_score += ds
lock_strings.append(str(ds))
self.show_text("\n".join(lock_strings))
if self.combo >= 1:
ds = (20 if nb_lines_cleared==1 else 50) * self.combo * self.level
lock_score += ds
self.show_text("COMBO x{:n}\n{:n}".format(self.combo, ds))
self.score += lock_score
if self.goal <= 0:
self.new_level()
else:
self.new_current()
def can_move(self, potential_coord, minoes_coords):
return all(
self.matrix.cell_is_free(potential_coord+mino_coord)
for mino_coord in minoes_coords
)
T_SLOT_COORDS = (
Coord(-1, 1),
Coord( 1, 1),
Coord(-1, 1),
Coord(-1, -1)
)
def is_t_slot(self, n):
t_slot_coord = self.current.coord + self.T_SLOT_COORDS[
(self.current.orientation + n) % 4
]
return not self.matrix.cell_is_free(t_slot_coord)
def swap(self):
if self.current.hold_enabled:
self.current.hold_enabled = False
self.current.prelocked = False
self.stop(self.lock)
self.current, self.held = self.held, self.current
if type(self.held) == I:
self.held.coord = HELD_I_COORD
else:
self.held.coord = HELD_COORD
for mino, coord in zip(self.held, self.held.MINOES_COORDS):
mino.coord = coord
if self.current:
self.current.coord = CURRENT_COORD
self.ghost = self.current.ghost()
self.move_ghost()
else:
self.new_current()
def pause(self):
self.state = State.PAUSED
self.stop_all()
self.pressed_actions = []
self.auto_repeat = False
self.stop(self.repeat_action)
def resume(self):
self.state = State.PLAYING
self.start(self.fall, self.fall_delay)
if self.current.prelocked:
self.start(self.lock, self.lock_delay)
self.start(self.update_time, 1)
def game_over(self):
self.state = State.OVER
self.stop_all()
self.save_high_score()
def stop_all(self):
self.stop(self.fall)
self.stop(self.lock)
self.stop(self.update_time)
def update_time(self):
self.time += 1
def do_action(self, action):
action()
if action in self.autorepeatable_actions:
self.auto_repeat = False
self.pressed_actions.append(action)
self.restart(self.repeat_action, AUTOREPEAT_DELAY)
def repeat_action(self):
if self.pressed_actions:
self.pressed_actions[-1]()
if not self.auto_repeat:
self.auto_repeat = True
self.restart(self.repeat_action, AUTOREPEAT_PERIOD)
else:
self.auto_repeat = False
self.stop(self.repeat_action)
def remove_action(self, action):
if action in self.autorepeatable_actions:
try:
self.pressed_actions.remove(action)
except ValueError:
pass
def show_text(self, text):
print(text)
raise Warning("TetrisLogic.show_text not implemented.")
def load_high_score(self):
self.high_score = 0
raise Warning(
"""TetrisLogic.load_high_score not implemented.
High score is set to 0"""
)
def save_high_score(self):
print("High score: {:n}".format(self.high_score))
raise Warning(
"""TetrisLogic.save_high_score not implemented.
High score is not saved"""
)
def start(task, period):
raise Warning("TetrisLogic.start is not implemented.")
def stop(self, task):
raise Warning("TetrisLogic.stop is not implemented.")
def restart(self, task, period):
self.stop(task)
self.start(task, period)