fix(boosters): count hammer/line-bomb clears toward objectives and win
Owner playtesting found that hammering a gem (or line-bombing a gem line) removed it visually but did not satisfy the clear-gems objective and never completed the stage — it felt broken. Per owner decision, booster clears now count: a hammered gem emits gems:1, a line-bomb emits lines:1 + the line's gem count, both folded through the objectives. After any booster the engine resolves the phase (completed objective -> won, else re-check stuck), which was the direct cause of the stage not finishing. Score and the move counter remain untouched. Reverses the earlier no-objective-credit rule. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -217,19 +217,22 @@ class GameEngine {
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_phase = GamePhase.lost;
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}
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/// Booster: empties one filled cell. No move/score/combo/objective effect.
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/// Allowed only mid-attempt (playing or stuck). Returns false on an empty
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/// cell or finished attempt so the caller keeps the booster.
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/// Booster: empties one filled cell. No move/score/combo effect, but a
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/// hammered gem DOES count toward a clear-gems objective (and can win the
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/// stage). Allowed only mid-attempt. Returns false on an empty cell or a
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/// finished attempt so the caller keeps the booster.
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bool useHammer(int x, int y) {
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if (_phase == GamePhase.won || _phase == GamePhase.lost) return false;
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if (!_grid.isOccupied(x, y)) return false;
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final wasGem = _grid.cellAt(x, y).type == CellType.gem;
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_grid = _grid.withCell(x, y, const Cell(CellType.empty));
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_checkStuck();
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_resolveAfterBooster(
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wasGem ? const LinesCleared(lines: 0, gems: 1) : null);
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return true;
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}
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/// Booster: re-deals the tray. No move/score effect. Re-checks stuck so a
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/// dead board with a hopeless tray can become playable again.
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/// Booster: re-deals the tray. No move/score/objective effect. Re-checks
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/// stuck so a dead board with a hopeless tray can become playable again.
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bool useShuffle() {
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if (_phase == GamePhase.won || _phase == GamePhase.lost) return false;
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_tray = _generator.nextTray(_grid);
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@@ -237,17 +240,35 @@ class GameEngine {
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return true;
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}
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/// Booster: empties one row or one column (exactly one of [row]/[col]).
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/// No move/score/objective effect. Re-checks stuck.
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/// Booster: empties one row or one column (exactly one of [row]/[col]). No
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/// move/score effect, but it counts as clearing one line plus any gems on
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/// that line, toward the stage objectives (and can win the stage).
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bool useLineBomb({int? row, int? col}) {
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if (_phase == GamePhase.won || _phase == GamePhase.lost) return false;
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if ((row == null) == (col == null)) return false; // need exactly one
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var gems = 0;
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for (var i = 0; i < GridState.size; i++) {
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final x = col ?? i;
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final y = row ?? i;
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if (_grid.cellAt(x, y).type == CellType.gem) gems++;
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_grid = _grid.withCell(x, y, const Cell(CellType.empty));
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}
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_checkStuck();
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_resolveAfterBooster(LinesCleared(lines: 1, gems: gems));
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return true;
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}
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/// After a booster mutates the grid, feed any [cleared] event through the
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/// objectives so booster-cleared gems/lines count, then resolve the phase:
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/// a completed objective wins the stage, otherwise re-check stuck. Score and
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/// the move counter stay untouched — boosters are help, not a placement.
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void _resolveAfterBooster(LinesCleared? cleared) {
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if (cleared != null) {
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_objectives = [for (final obj in _objectives) obj.onEvent(cleared)];
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}
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if (!_stage.endless && _objectives.every((o) => o.isComplete)) {
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_phase = GamePhase.won;
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} else {
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_checkStuck();
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}
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}
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}
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