395 lines
12 KiB
Python
395 lines
12 KiB
Python
# -*- coding: utf-8 -*-
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import random
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import pickle
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from .utils import Coord, Movement, Rotation, T_Spin
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from .tetromino import Tetromino, T, I
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from .consts import (
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NB_LINES,
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NB_COLS,
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NB_NEXT,
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LOCK_DELAY,
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FALL_DELAY,
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AUTOREPEAT_DELAY,
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AUTOREPEAT_PERIOD,
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CURRENT_COORD,
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NEXT_COORDS,
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HELD_COORD,
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)
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LINES_CLEAR_NAME = "LINES_CLEAR_NAME"
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CRYPT_KEY = 987943759387540938469837689379857347598347598379584857934579343
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class State:
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STARTING = "STARTING"
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PLAYING = "PLAYING"
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PAUSED = "PAUSED"
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OVER = "OVER"
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class Matrix(list):
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def cell_is_free(self, coord):
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return 0 <= coord.x < NB_COLS and 0 <= coord.y and not self[coord.y][coord.x]
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class TetrisLogic:
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NB_LINES = NB_LINES
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NB_COLS = NB_COLS
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NB_NEXT = NB_NEXT
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LOCK_DELAY = LOCK_DELAY
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FALL_DELAY = FALL_DELAY
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AUTOREPEAT_DELAY = AUTOREPEAT_DELAY
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AUTOREPEAT_PERIOD = AUTOREPEAT_PERIOD
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CURRENT_COORD = CURRENT_COORD
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NEXT_COORDS = NEXT_COORDS
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HELD_COORD = HELD_COORD
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random_bag = []
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def __init__(self):
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self.load_high_score()
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self.state = State.STARTING
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self.matrix = Matrix()
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self.next = []
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self.current = None
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self.ghost = None
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self.held = None
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self.time = 0
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self.autorepeatable_actions = (self.move_left, self.move_right, self.soft_drop)
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self.pressed_actions = []
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self._score = 0
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def get_score(self):
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return self._score
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def set_score(self, new_score):
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self._score = new_score
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if self._score > self.high_score:
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self.high_score = self._score
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score = property(get_score, set_score)
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def new_game(self):
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self.level = 0
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self.score = 0
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self.nb_lines_cleared = 0
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self.goal = 0
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self.time = 0
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self.pressed_actions = []
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self.auto_repeat = False
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self.lock_delay = self.LOCK_DELAY
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self.fall_delay = self.FALL_DELAY
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self.matrix.clear()
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for y in range(self.NB_LINES + 3):
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self.append_new_line_to_matrix()
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self.next = [self.new_tetromino() for n in range(self.NB_NEXT)]
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self.held = None
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self.state = State.PLAYING
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self.start(self.update_time, 1)
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self.new_level()
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def new_tetromino(self):
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if not self.random_bag:
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self.random_bag = list(Tetromino.shapes)
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random.shuffle(self.random_bag)
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return self.random_bag.pop()()
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def append_new_line_to_matrix(self):
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self.matrix.append([None for x in range(self.NB_COLS)])
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def new_level(self):
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self.level += 1
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self.goal += 5 * self.level
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if self.level <= 20:
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self.fall_delay = pow(0.8 - ((self.level - 1) * 0.007), self.level - 1)
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if self.level > 15:
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self.lock_delay = 0.5 * pow(0.9, self.level - 15)
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self.show_text("LEVEL\n{:n}".format(self.level))
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self.restart(self.fall, self.fall_delay)
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self.new_current()
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def new_current(self):
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self.current = self.next.pop(0)
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self.current.coord = self.CURRENT_COORD
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self.ghost = self.current.ghost()
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self.move_ghost()
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self.next.append(self.new_tetromino())
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self.next[-1].coord = self.NEXT_COORDS[-1]
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for tetromino, coord in zip(self.next, self.NEXT_COORDS):
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tetromino.coord = coord
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if not self.can_move(self.current.coord, (mino.coord for mino in self.current)):
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self.game_over()
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def move_left(self):
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self.move(Movement.LEFT)
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def move_right(self):
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self.move(Movement.RIGHT)
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def rotate_clockwise(self):
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self.rotate(Rotation.CLOCKWISE)
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def rotate_counter(self):
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self.rotate(Rotation.COUNTER)
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def move_ghost(self):
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self.ghost.coord = self.current.coord
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for ghost_mino, current_mino in zip(self.ghost, self.current):
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ghost_mino.coord = current_mino.coord
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while self.can_move(self.ghost.coord + Movement.DOWN, (mino.coord for mino in self.ghost)):
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self.ghost.coord += Movement.DOWN
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def soft_drop(self):
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moved = self.move(Movement.DOWN)
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if moved:
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self.score += 1
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return moved
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def hard_drop(self):
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while self.move(Movement.DOWN, prelock=False):
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self.score += 2
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self.lock()
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def fall(self):
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self.move(Movement.DOWN)
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def move(self, movement, prelock=True):
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potential_coord = self.current.coord + movement
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if self.can_move(potential_coord, (mino.coord for mino in self.current)):
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if self.current.prelocked:
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self.restart(self.lock, self.lock_delay)
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self.current.coord = potential_coord
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if not movement == Movement.DOWN:
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self.current.last_rotation_point = None
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self.move_ghost()
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return True
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else:
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if prelock and not self.current.prelocked and movement == Movement.DOWN:
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self.current.prelocked = True
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self.start(self.lock, self.lock_delay)
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return False
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def rotate(self, rotation):
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rotated_coords = tuple(Coord(rotation * mino.coord.y, -rotation * mino.coord.x) for mino in self.current)
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for rotation_point, liberty_degree in enumerate(self.current.SRS[rotation][self.current.orientation], start=1):
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potential_coord = self.current.coord + liberty_degree
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if self.can_move(potential_coord, rotated_coords):
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if self.current.prelocked:
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self.restart(self.lock, self.lock_delay)
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self.current.coord = potential_coord
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for mino, coord in zip(self.current, rotated_coords):
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mino.coord = coord
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self.current.orientation = (self.current.orientation + rotation) % 4
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self.current.last_rotation_point = rotation_point
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self.move_ghost()
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return True
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else:
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return False
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SCORES = (
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{LINES_CLEAR_NAME: "", T_Spin.NONE: 0, T_Spin.MINI: 1, T_Spin.T_SPIN: 4},
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{LINES_CLEAR_NAME: "SINGLE", T_Spin.NONE: 1, T_Spin.MINI: 2, T_Spin.T_SPIN: 8},
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{LINES_CLEAR_NAME: "DOUBLE", T_Spin.NONE: 3, T_Spin.T_SPIN: 12},
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{LINES_CLEAR_NAME: "TRIPLE", T_Spin.NONE: 5, T_Spin.T_SPIN: 16},
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{LINES_CLEAR_NAME: "TETRIS", T_Spin.NONE: 8},
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)
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def lock(self):
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self.current.prelocked = False
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self.stop(self.lock)
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# Piece unlocked
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if self.can_move(self.current.coord + Movement.DOWN, (mino.coord for mino in self.current)):
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return
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# Game over
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if all((mino.coord + self.current.coord).y >= self.NB_LINES for mino in self.current):
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self.game_over()
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return
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if self.pressed_actions:
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self.auto_repeat = False
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self.restart(self.repeat_action, self.AUTOREPEAT_DELAY)
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# T-Spin
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if type(self.current) == T and self.current.last_rotation_point is not None:
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a = self.is_t_slot(0)
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b = self.is_t_slot(1)
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c = self.is_t_slot(3)
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d = self.is_t_slot(2)
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if self.current.last_rotation_point == 5 or (a and b and (c or d)):
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t_spin = T_Spin.T_SPIN
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elif c and d and (a or b):
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t_spin = T_Spin.MINI
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else:
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t_spin = T_Spin.NONE
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else:
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t_spin = T_Spin.NONE
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for mino in self.current:
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coord = mino.coord + self.current.coord
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del mino.coord
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if coord.y <= self.NB_LINES + 3:
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self.matrix[coord.y][coord.x] = mino
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# Clear complete lines
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nb_lines_cleared = 0
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for y, line in reversed(list(enumerate(self.matrix))):
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if all(mino for mino in line):
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nb_lines_cleared += 1
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self.matrix.pop(y)
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self.append_new_line_to_matrix()
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if nb_lines_cleared:
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self.nb_lines_cleared += nb_lines_cleared
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# Scoring
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lock_strings = []
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lock_score = 0
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if t_spin:
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lock_strings.append(t_spin)
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if nb_lines_cleared:
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lock_strings.append(self.SCORES[nb_lines_cleared][LINES_CLEAR_NAME])
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self.combo += 1
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else:
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self.combo = -1
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if nb_lines_cleared or t_spin:
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ds = self.SCORES[nb_lines_cleared][t_spin]
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self.goal -= ds
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ds *= 100 * self.level
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lock_score += ds
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lock_strings.append(str(ds))
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self.show_text("\n".join(lock_strings))
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if self.combo >= 1:
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ds = (20 if nb_lines_cleared == 1 else 50) * self.combo * self.level
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lock_score += ds
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self.show_text("COMBO x{:n}\n{:n}".format(self.combo, ds))
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self.score += lock_score
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if self.goal <= 0:
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self.new_level()
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else:
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self.new_current()
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def can_move(self, potential_coord, minoes_coords):
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return all(self.matrix.cell_is_free(potential_coord + mino_coord) for mino_coord in minoes_coords)
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T_SLOT_COORDS = (Coord(-1, 1), Coord(1, 1), Coord(-1, 1), Coord(-1, -1))
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def is_t_slot(self, n):
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t_slot_coord = self.current.coord + self.T_SLOT_COORDS[(self.current.orientation + n) % 4]
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return not self.matrix.cell_is_free(t_slot_coord)
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def swap(self):
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if self.current.hold_enabled:
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self.current.hold_enabled = False
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self.current.prelocked = False
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self.stop(self.lock)
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self.current, self.held = self.held, self.current
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if type(self.held) == I:
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self.held.coord = self.HELD_COORD + Movement.LEFT
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else:
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self.held.coord = self.HELD_COORD
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for mino, coord in zip(self.held, self.held.MINOES_COORDS):
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mino.coord = coord
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if self.current:
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self.current.coord = self.CURRENT_COORD
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self.ghost = self.current.ghost()
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self.move_ghost()
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else:
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self.new_current()
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def pause(self):
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self.state = State.PAUSED
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self.stop_all()
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self.pressed_actions = []
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self.auto_repeat = False
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self.stop(self.repeat_action)
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def resume(self):
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self.state = State.PLAYING
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self.start(self.fall, self.fall_delay)
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if self.current.prelocked:
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self.start(self.lock, self.lock_delay)
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self.start(self.update_time, 1)
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def game_over(self):
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self.state = State.OVER
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self.stop_all()
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self.save_high_score()
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def stop_all(self):
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self.stop(self.fall)
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self.stop(self.lock)
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self.stop(self.update_time)
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def update_time(self):
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self.time += 1
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def do_action(self, action):
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action()
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if action in self.autorepeatable_actions:
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self.auto_repeat = False
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self.pressed_actions.append(action)
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self.restart(self.repeat_action, self.AUTOREPEAT_DELAY)
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def repeat_action(self):
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if self.pressed_actions:
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self.pressed_actions[-1]()
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if not self.auto_repeat:
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self.auto_repeat = True
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self.restart(self.repeat_action, self.AUTOREPEAT_PERIOD)
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else:
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self.auto_repeat = False
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self.stop(self.repeat_action)
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def remove_action(self, action):
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if action in self.autorepeatable_actions:
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try:
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self.pressed_actions.remove(action)
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except ValueError:
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pass
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def show_text(self, text):
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print(text)
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raise Warning("TetrisLogic.show_text not implemented.")
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def load_high_score(self, crypted_high_score=None):
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if crypted_high_score:
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crypted_high_score = int(pickle.loads(crypted_high_score))
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self.high_score = crypted_high_score ^ CRYPT_KEY
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else:
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raise Warning(
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"""TetrisLogic.load_high_score not implemented.
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High score is set to 0"""
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)
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self.high_score = 0
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def save_high_score(self):
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crypted_high_score = self.high_score ^ CRYPT_KEY
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crypted_high_score = pickle.dumps(crypted_high_score)
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return crypted_high_score
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def start(task, period):
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raise Warning("TetrisLogic.start is not implemented.")
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def stop(self, task):
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raise Warning("TetrisLogic.stop is not implemented.")
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def restart(self, task, period):
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self.stop(task)
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self.start(task, period)
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