samples/elaborate/tetris/model/tetromino.rb
# Copyright (c) 2007-2024 Andy Maleh
#
# Permission is hereby granted, free of charge, to any person obtaining
# a copy of this software and associated documentation files (the
# "Software"), to deal in the Software without restriction, including
# without limitation the rights to use, copy, modify, merge, publish,
# distribute, sublicense, and/or sell copies of the Software, and to
# permit persons to whom the Software is furnished to do so, subject to
# the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
require_relative 'block'
require 'matrix'
class Tetris
module Model
class Tetromino
ORIENTATIONS = [:north, :east, :south, :west]
LETTER_COLORS = {
I: :cyan,
J: :blue,
L: :dark_yellow,
O: :yellow,
S: :green,
T: :magenta,
Z: :red,
}
attr_reader :game, :letter, :preview
alias preview? preview
attr_accessor :orientation, :blocks, :row, :column
def initialize(game)
@game = game
@letter = LETTER_COLORS.keys.sample
@orientation = :north
@blocks = default_blocks
@preview = true
new_row = 0
new_column = (Model::Game::PREVIEW_PLAYFIELD_WIDTH - width)/2
update_playfield(new_row, new_column)
end
def playfield
@preview ? game.preview_playfield : game.playfield
end
def launch!
remove_from_playfield
@preview = false
new_row = 1 - height
new_column = (game.playfield_width - width)/2
update_playfield(new_row, new_column)
game.tetrominoes << self
end
def update_playfield(new_row = nil, new_column = nil)
remove_from_playfield
if !new_row.nil? && !new_column.nil?
@row = new_row
@column = new_column
add_to_playfield
end
end
def add_to_playfield
update_playfield_block do |playfield_row, playfield_column, row_index, column_index|
playfield[playfield_row][playfield_column].color = blocks[row_index][column_index].color if playfield_row >= 0 && playfield[playfield_row][playfield_column]&.clear? && !blocks[row_index][column_index].clear? && playfield[playfield_row][playfield_column].color != blocks[row_index][column_index].color
end
end
def remove_from_playfield
return if @row.nil? || @column.nil?
update_playfield_block do |playfield_row, playfield_column, row_index, column_index|
playfield[playfield_row][playfield_column].clear if playfield_row >= 0 && !blocks[row_index][column_index].clear? && playfield[playfield_row][playfield_column]&.color == color
end
end
def stopped?
return true if @stopped || @preview
playfield_remaining_heights = game.playfield_remaining_heights(self)
result = bottom_most_blocks.any? do |bottom_most_block|
playfield_column = @column + bottom_most_block[:column_index]
playfield_remaining_heights[playfield_column] &&
@row + bottom_most_block[:row_index] >= playfield_remaining_heights[playfield_column] - 1
end
if result && !game.hypothetical?
@stopped = result
game.consider_eliminating_lines
@game.consider_adding_tetromino
end
result
end
# Returns bottom-most blocks of a tetromino, which could be from multiple rows depending on shape (e.g. T)
def bottom_most_blocks
width.times.map do |column_index|
row_blocks_with_row_index = @blocks.each_with_index.to_a.reverse.detect do |row_blocks, row_index|
!row_blocks[column_index].clear?
end
bottom_most_block = row_blocks_with_row_index[0][column_index]
bottom_most_block_row = row_blocks_with_row_index[1]
{
block: bottom_most_block,
row_index: bottom_most_block_row,
column_index: column_index
}
end
end
def bottom_most_block_for_column(column)
bottom_most_blocks.detect {|bottom_most_block| (@column + bottom_most_block[:column_index]) == column}
end
def right_blocked?
(@column == game.playfield_width - width) ||
right_most_blocks.any? { |right_most_block|
(@row + right_most_block[:row_index]) >= 0 &&
playfield[@row + right_most_block[:row_index]][@column + right_most_block[:column_index] + 1].occupied?
}
end
# Returns right-most blocks of a tetromino, which could be from multiple columns depending on shape (e.g. T)
def right_most_blocks
@blocks.each_with_index.map do |row_blocks, row_index|
column_block_with_column_index = row_blocks.each_with_index.to_a.reverse.detect do |column_block, column_index|
!column_block.clear?
end
if column_block_with_column_index
right_most_block = column_block_with_column_index[0]
{
block: right_most_block,
row_index: row_index,
column_index: column_block_with_column_index[1]
}
end
end.compact
end
def left_blocked?
(@column == 0) ||
left_most_blocks.any? { |left_most_block|
(@row + left_most_block[:row_index]) >= 0 &&
playfield[@row + left_most_block[:row_index]][@column + left_most_block[:column_index] - 1].occupied?
}
end
# Returns right-most blocks of a tetromino, which could be from multiple columns depending on shape (e.g. T)
def left_most_blocks
@blocks.each_with_index.map do |row_blocks, row_index|
column_block_with_column_index = row_blocks.each_with_index.to_a.detect do |column_block, column_index|
!column_block.clear?
end
if column_block_with_column_index
left_most_block = column_block_with_column_index[0]
{
block: left_most_block,
row_index: row_index,
column_index: column_block_with_column_index[1]
}
end
end.compact
end
def width
@blocks[0].size
end
def height
@blocks.size
end
def down!(instant: false)
launch! if preview?
unless stopped?
block_count = 1
if instant
remaining_height, bottom_touching_block = remaining_height_and_bottom_touching_block
block_count = remaining_height - @row
end
new_row = @row + block_count
update_playfield(new_row, @column)
end
end
def left!
unless left_blocked?
new_column = @column - 1
update_playfield(@row, new_column)
end
end
def right!
unless right_blocked?
new_column = @column + 1
update_playfield(@row, new_column)
end
end
# Rotate in specified direcation, which can be :right (clockwise) or :left (counterclockwise)
def rotate!(direction)
return if stopped?
can_rotate = nil
new_blocks = nil
game.hypothetical do
hypothetical_rotated_tetromino = hypothetical_tetromino
new_blocks = hypothetical_rotated_tetromino.rotate_blocks(direction)
can_rotate = !hypothetical_rotated_tetromino.stopped? && !hypothetical_rotated_tetromino.right_blocked? && !hypothetical_rotated_tetromino.left_blocked?
end
if can_rotate
remove_from_playfield
self.orientation = ORIENTATIONS[ORIENTATIONS.rotate(direction == :right ? -1 : 1).index(@orientation)]
self.blocks = new_blocks
update_playfield(@row, @column)
end
rescue => e
puts e.full_message
end
def rotate_blocks(direction)
new_blocks = Matrix[*@blocks].transpose.to_a
if direction == :right
new_blocks = new_blocks.map(&:reverse)
else
new_blocks = new_blocks.reverse
end
Matrix[*new_blocks].to_a
end
def hypothetical_tetromino
clone.tap do |hypo_clone|
remove_from_playfield
hypo_clone.blocks = @blocks.map do |row_blocks|
row_blocks.map do |column_block|
column_block.clone
end
end
end
end
def remaining_height_and_bottom_touching_block
playfield_remaining_heights = game.playfield_remaining_heights(self)
bottom_most_blocks.map do |bottom_most_block|
playfield_column = @column + bottom_most_block[:column_index]
[playfield_remaining_heights[playfield_column] - (bottom_most_block[:row_index] + 1), bottom_most_block]
end.min_by(&:first)
end
def default_blocks
case @letter
when :I
[
[block, block, block, block]
]
when :J
[
[block, block, block],
[empty, empty, block],
]
when :L
[
[block, block, block],
[block, empty, empty],
]
when :O
[
[block, block],
[block, block],
]
when :S
[
[empty, block, block],
[block, block, empty],
]
when :T
[
[block, block, block],
[empty, block, empty],
]
when :Z
[
[block, block, empty],
[empty, block, block],
]
end
end
def color
LETTER_COLORS[@letter]
end
def include_block?(block)
@blocks.flatten.include?(block)
end
private
def block
Block.new(color)
end
def empty
Block.new
end
def update_playfield_block(&updater)
@row.upto(@row + height - 1) do |playfield_row|
@column.upto(@column + width - 1) do |playfield_column|
row_index = playfield_row - @row
column_index = playfield_column - @column
updater.call(playfield_row, playfield_column, row_index, column_index)
end
end
end
end
end
end