Files
spacetris/src/gameplay/coop/CoopGame.h

168 lines
6.2 KiB
C++

#pragma once
#include <array>
#include <optional>
#include <random>
#include <functional>
#include <vector>
#include <cstdint>
#include <SDL3/SDL.h>
#include "../core/Game.h" // For PieceType enums and gravity table helpers
// Cooperative two-player session with a shared 20-column board split into halves.
// This is an early scaffold: rules and rendering hooks will be iterated in follow-up passes.
class CoopGame {
public:
enum class PlayerSide { Left, Right };
static constexpr int COLS = 20;
static constexpr int ROWS = Game::ROWS;
static constexpr int TILE = Game::TILE;
struct Piece { PieceType type{PIECE_COUNT}; int rot{0}; int x{0}; int y{-2}; };
struct Cell {
int value{0}; // 0 empty else color index (1..7)
PlayerSide owner{PlayerSide::Left};
bool occupied{false};
};
struct RowHalfState {
bool leftFull{false};
bool rightFull{false};
};
struct PlayerState {
PlayerSide side{PlayerSide::Left};
Piece cur{};
Piece hold{};
Piece next{};
uint64_t pieceSeq{0};
bool canHold{true};
bool softDropping{false};
bool toppedOut{false};
double fallAcc{0.0};
double lockAcc{0.0};
int score{0};
int lines{0};
int level{0};
int tetrisesMade{0};
int currentCombo{0};
int maxCombo{0};
int comboCount{0};
std::vector<PieceType> bag{}; // 7-bag queue
std::mt19937 rng{ std::random_device{}() };
};
explicit CoopGame(int startLevel = 0);
using SoundCallback = std::function<void(int)>;
using LevelUpCallback = std::function<void(int)>;
void setSoundCallback(SoundCallback cb) { soundCallback = cb; }
void setLevelUpCallback(LevelUpCallback cb) { levelUpCallback = cb; }
void reset(int startLevel = 0);
void resetDeterministic(int startLevel, uint32_t seed);
void tickGravity(double frameMs);
void updateVisualEffects(double frameMs);
// Determinism / desync detection
uint64_t computeStateHash() const;
// Per-player inputs -----------------------------------------------------
void setSoftDropping(PlayerSide side, bool on);
void move(PlayerSide side, int dx);
void rotate(PlayerSide side, int dir); // +1 cw, -1 ccw
void hardDrop(PlayerSide side);
void holdCurrent(PlayerSide side);
// Accessors -------------------------------------------------------------
const std::array<Cell, COLS * ROWS>& boardRef() const { return board; }
const Piece& current(PlayerSide s) const { return player(s).cur; }
const Piece& next(PlayerSide s) const { return player(s).next; }
const Piece& held(PlayerSide s) const { return player(s).hold; }
bool canHold(PlayerSide s) const { return player(s).canHold; }
bool isGameOver() const { return gameOver; }
int score() const { return _score; }
int score(PlayerSide s) const { return player(s).score; }
int lines() const { return _lines; }
int lines(PlayerSide s) const { return player(s).lines; }
int level() const { return _level; }
int level(PlayerSide s) const { return player(s).level; }
int comboCount() const { return _comboCount; }
int maxCombo() const { return _maxCombo; }
int tetrisesMade() const { return _tetrisesMade; }
int elapsed() const { return static_cast<int>(elapsedMs / 1000.0); }
int elapsed(PlayerSide) const { return elapsed(); }
int startLevelBase() const { return startLevel; }
double getGravityMs() const { return gravityMs; }
double getFallAccumulator(PlayerSide s) const { return player(s).fallAcc; }
bool isSoftDropping(PlayerSide s) const { return player(s).softDropping; }
uint64_t currentPieceSequence(PlayerSide s) const { return player(s).pieceSeq; }
const std::vector<int>& getCompletedLines() const { return completedLines; }
bool hasCompletedLines() const { return !completedLines.empty(); }
void clearCompletedLines();
const std::array<RowHalfState, ROWS>& rowHalfStates() const { return rowStates; }
// Simple visual-effect compatibility (stubbed for now)
bool hasHardDropShake() const { return hardDropShakeTimerMs > 0.0; }
double hardDropShakeStrength() const;
const std::vector<SDL_Point>& getHardDropCells() const { return hardDropCells; }
uint32_t getHardDropFxId() const { return hardDropFxId; }
static bool cellFilled(const Piece& p, int cx, int cy);
private:
static constexpr double LOCK_DELAY_MS = 500.0;
void resetInternal(int startLevel_, const std::optional<uint32_t>& seedOpt);
std::array<Cell, COLS * ROWS> board{};
std::array<RowHalfState, ROWS> rowStates{};
PlayerState left{};
PlayerState right{ PlayerSide::Right };
int _score{0};
int _lines{0};
int _level{1};
int _tetrisesMade{0};
int _currentCombo{0};
int _maxCombo{0};
int _comboCount{0};
int startLevel{0};
double gravityMs{800.0};
double gravityGlobalMultiplier{1.0};
bool gameOver{false};
double elapsedMs{0.0};
std::vector<int> completedLines;
// Impact FX
double hardDropShakeTimerMs{0.0};
static constexpr double HARD_DROP_SHAKE_DURATION_MS = 320.0;
std::vector<SDL_Point> hardDropCells;
uint32_t hardDropFxId{0};
uint64_t pieceSequence{0};
SoundCallback soundCallback;
LevelUpCallback levelUpCallback;
// Helpers ---------------------------------------------------------------
PlayerState& player(PlayerSide s) { return s == PlayerSide::Left ? left : right; }
const PlayerState& player(PlayerSide s) const { return s == PlayerSide::Left ? left : right; }
void refillBag(PlayerState& ps);
Piece drawFromBag(PlayerState& ps);
void spawn(PlayerState& ps);
bool collides(const PlayerState& ps, const Piece& p) const;
bool tryMove(PlayerState& ps, int dx, int dy);
void lock(PlayerState& ps);
void findCompletedLines();
void clearLinesInternal();
void updateRowStates();
void applyLineClearRewards(PlayerState& creditPlayer, int cleared);
double gravityMsForLevel(int level) const;
int columnMin(PlayerSide s) const { return s == PlayerSide::Left ? 0 : 10; }
int columnMax(PlayerSide s) const { return s == PlayerSide::Left ? 9 : 19; }
};