Add objectives, stage config, and GameEngine session core

Sealed Objective types (clearGems/reachScore/clearLines) with JSON
round-trip; StageConfig with preset cells and star thresholds;
GameEngine orchestrating placement -> clear -> scoring -> objectives
with stuck detection, one-shot rescue (continue / +5 moves), and
deterministic per-attempt RNG. 100-game headless stress test and
pure-Dart architecture guard. 76 tests green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-06-11 13:11:31 +09:00
parent 0210c14858
commit 62cbb4b16a
10 changed files with 886 additions and 1 deletions
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import '../../core/rng.dart';
import '../models/cell.dart';
import '../models/grid.dart';
import '../models/objective.dart';
import '../models/piece.dart';
import '../models/stage.dart';
import 'game_event.dart';
import 'line_clear.dart';
import 'piece_generator.dart';
import 'placement.dart';
import 'scoring.dart';
enum GamePhase { playing, won, stuck, lost }
enum StuckReason { outOfMoves, boardDead }
class PlacementResult {
const PlacementResult({
required this.events,
required this.pointsGained,
required this.linesCleared,
required this.gemsCleared,
});
final List<GameEvent> events;
final int pointsGained;
final int linesCleared;
final int gemsCleared;
}
/// The single stateful pure-Dart session object for one stage attempt.
/// UI layers wrap this behind a notifier; it never imports Flutter.
class GameEngine {
GameEngine(this._stage, {int attempt = 0, PieceGenerator? generator})
: _generator =
generator ?? PieceGenerator(SeededRng(_stage.seed ^ attempt)),
_grid = _stage.initialGrid(),
_objectives = List.of(_stage.objectives),
_moveLimit = _stage.moveLimit {
_tray = _generator.nextTray(_grid);
_checkStuck();
}
static const int extraMovesGrant = 5;
static const int continueRowsCleared = 2;
final StageConfig _stage;
final PieceGenerator _generator;
GridState _grid;
late List<Piece> _tray;
List<Objective> _objectives;
int _moveLimit;
int _movesUsed = 0;
int _score = 0;
ComboState _combo = ComboState.initial;
GamePhase _phase = GamePhase.playing;
StuckReason? _stuckReason;
bool _rescueUsed = false;
GridState get grid => _grid;
List<Piece> get tray => List.unmodifiable(_tray);
int get score => _score;
ComboState get combo => _combo;
int get movesUsed => _movesUsed;
int get movesLeft => _moveLimit - _movesUsed;
List<Objective> get objectives => List.unmodifiable(_objectives);
GamePhase get phase => _phase;
StuckReason? get stuckReason => _stuckReason;
int get starsEarned => _phase == GamePhase.won
? _stage.stars.starsFor(movesLeft: movesLeft)
: 0;
/// Overall objective completion in [0, 1] for the near-miss screen.
double get objectiveProgress {
if (_objectives.isEmpty) return 0;
var total = 0.0;
for (final obj in _objectives) {
final frac = obj.current / obj.target;
total += frac > 1 ? 1 : frac;
}
return total / _objectives.length;
}
/// Read-only legality probe (drag ghost preview, AI players, tests).
bool tryPlaceWouldSucceed(int trayIndex, int x, int y) =>
_phase == GamePhase.playing && canPlace(_grid, _tray[trayIndex], x, y);
PlacementResult? tryPlace(int trayIndex, int x, int y) {
if (_phase != GamePhase.playing) return null;
final piece = _tray[trayIndex];
if (!canPlace(_grid, piece, x, y)) return null;
_tray.removeAt(trayIndex);
_movesUsed++;
final placed = place(_grid, piece, x, y);
final clear = detectAndClear(placed);
_grid = clear.grid;
final delta = scorePlacement(
cellsPlaced: piece.size,
linesCleared: clear.linesCleared,
combo: _combo,
);
_score += delta.points;
_combo = delta.combo;
final events = <GameEvent>[
PiecePlaced(piece: piece, x: x, y: y),
if (clear.linesCleared > 0)
LinesCleared(lines: clear.linesCleared, gems: clear.gemsCleared),
ScoreChanged(total: _score),
];
_objectives = [
for (final obj in _objectives)
events.fold(obj, (o, event) => o.onEvent(event)),
];
if (_objectives.every((o) => o.isComplete)) {
_phase = GamePhase.won;
} else {
if (_tray.isEmpty) _tray = _generator.nextTray(_grid);
_checkStuck();
}
return PlacementResult(
events: events,
pointsGained: delta.points,
linesCleared: clear.linesCleared,
gemsCleared: clear.gemsCleared,
);
}
void _checkStuck() {
if (movesLeft <= 0) {
_phase = GamePhase.stuck;
_stuckReason = StuckReason.outOfMoves;
} else if (!anyPlacementExists(_grid, _tray)) {
_phase = GamePhase.stuck;
_stuckReason = StuckReason.boardDead;
} else {
_phase = GamePhase.playing;
_stuckReason = null;
}
}
/// Rewarded-ad continue for a dead board: clears the two most-filled rows
/// and redeals. One rescue (continue or extra moves) per attempt.
void useContinue() {
if (_phase != GamePhase.stuck ||
_stuckReason != StuckReason.boardDead ||
_rescueUsed) {
throw StateError('continue not available');
}
_rescueUsed = true;
final rowCounts = <(int, int)>[];
for (var y = 0; y < GridState.size; y++) {
var count = 0;
for (var x = 0; x < GridState.size; x++) {
if (_grid.isOccupied(x, y)) count++;
}
rowCounts.add((y, count));
}
rowCounts.sort((a, b) {
final c = b.$2.compareTo(a.$2);
return c != 0 ? c : a.$1.compareTo(b.$1);
});
for (final (y, _) in rowCounts.take(continueRowsCleared)) {
for (var x = 0; x < GridState.size; x++) {
_grid = _grid.withCell(x, y, const Cell(CellType.empty));
}
}
_tray = _generator.nextTray(_grid);
_checkStuck();
}
/// Rewarded-ad rescue for move exhaustion: +5 moves. One rescue per attempt.
void addExtraMoves() {
if (_phase != GamePhase.stuck ||
_stuckReason != StuckReason.outOfMoves ||
_rescueUsed) {
throw StateError('extra moves not available');
}
_rescueUsed = true;
_moveLimit += extraMovesGrant;
_checkStuck();
}
/// Player declines rescue (or forfeits): the attempt is lost.
void declineAndLose() {
if (_phase == GamePhase.won || _phase == GamePhase.lost) {
throw StateError('attempt already finished');
}
_phase = GamePhase.lost;
}
}
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import '../models/piece.dart';
/// Events emitted by the engine during a placement, consumed by objectives
/// and (later) the UI effects layer.
sealed class GameEvent {
const GameEvent();
}
class PiecePlaced extends GameEvent {
const PiecePlaced({required this.piece, required this.x, required this.y});
final Piece piece;
final int x;
final int y;
}
class LinesCleared extends GameEvent {
const LinesCleared({required this.lines, required this.gems});
final int lines;
final int gems;
}
class ScoreChanged extends GameEvent {
const ScoreChanged({required this.total});
final int total;
}
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break;
}
}
final tray = <Piece>[if (largestFitting != null) largestFitting];
final tray = <Piece>[?largestFitting];
for (final p in bySizeDesc.reversed) {
if (tray.length == traySize) break;
if (tray.any((t) => t.id == p.id)) continue;
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import '../engine/game_event.dart';
/// Stage win condition with immutable progress tracking. New objective types
/// plug in as subclasses with a JSON tag.
sealed class Objective {
const Objective();
factory Objective.clearGems(int count) => ClearGemsObjective(count, 0);
factory Objective.reachScore(int target) => ReachScoreObjective(target, 0);
factory Objective.clearLines(int count) => ClearLinesObjective(count, 0);
factory Objective.fromJson(Map<String, dynamic> json) {
switch (json['type']) {
case 'clearGems':
return Objective.clearGems(json['count'] as int);
case 'reachScore':
return Objective.reachScore(json['target'] as int);
case 'clearLines':
return Objective.clearLines(json['count'] as int);
default:
throw FormatException('Unknown objective type: ${json['type']}');
}
}
int get target;
int get current;
bool get isComplete => current >= target;
Objective onEvent(GameEvent event);
Map<String, dynamic> toJson();
}
class ClearGemsObjective extends Objective {
const ClearGemsObjective(this.target, this.current);
@override
final int target;
@override
final int current;
@override
Objective onEvent(GameEvent event) => switch (event) {
LinesCleared(:final gems) =>
ClearGemsObjective(target, current + gems),
_ => this,
};
@override
Map<String, dynamic> toJson() => {'type': 'clearGems', 'count': target};
}
class ReachScoreObjective extends Objective {
const ReachScoreObjective(this.target, this.current);
@override
final int target;
@override
final int current;
@override
Objective onEvent(GameEvent event) => switch (event) {
ScoreChanged(:final total) => ReachScoreObjective(target, total),
_ => this,
};
@override
Map<String, dynamic> toJson() => {'type': 'reachScore', 'target': target};
}
class ClearLinesObjective extends Objective {
const ClearLinesObjective(this.target, this.current);
@override
final int target;
@override
final int current;
@override
Objective onEvent(GameEvent event) => switch (event) {
LinesCleared(:final lines) =>
ClearLinesObjective(target, current + lines),
_ => this,
};
@override
Map<String, dynamic> toJson() => {'type': 'clearLines', 'count': target};
}
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import 'cell.dart';
import 'grid.dart';
import 'objective.dart';
/// A pre-placed cell in a stage layout.
class PresetCell {
const PresetCell({
required this.x,
required this.y,
required this.type,
this.colorId = 0,
});
factory PresetCell.fromJson(Map<String, dynamic> json) => PresetCell(
x: json['x'] as int,
y: json['y'] as int,
type: switch (json['t']) {
'gem' => CellType.gem,
'filled' => CellType.filled,
_ => throw FormatException('Unknown preset cell type: ${json['t']}'),
},
colorId: (json['c'] as int?) ?? 0,
);
final int x;
final int y;
final CellType type;
final int colorId;
Map<String, dynamic> toJson() => {
'x': x,
'y': y,
't': type.name,
if (type == CellType.filled) 'c': colorId,
};
}
/// Star rating from moves remaining at the win.
class StarThresholds {
const StarThresholds({
required this.twoMovesLeft,
required this.threeMovesLeft,
});
factory StarThresholds.fromJson(Map<String, dynamic> json) =>
StarThresholds(
twoMovesLeft: (json['two'] as Map<String, dynamic>)['movesLeft'] as int,
threeMovesLeft:
(json['three'] as Map<String, dynamic>)['movesLeft'] as int,
);
final int twoMovesLeft;
final int threeMovesLeft;
int starsFor({required int movesLeft}) {
if (movesLeft >= threeMovesLeft) return 3;
if (movesLeft >= twoMovesLeft) return 2;
return 1;
}
Map<String, dynamic> toJson() => {
'two': {'movesLeft': twoMovesLeft},
'three': {'movesLeft': threeMovesLeft},
};
}
/// Immutable stage definition, the unit of season pack content.
class StageConfig {
const StageConfig({
required this.id,
required this.seed,
required this.moveLimit,
required this.preset,
required this.objectives,
required this.stars,
required this.generatorProfile,
});
factory StageConfig.fromJson(Map<String, dynamic> json) => StageConfig(
id: json['id'] as String,
seed: json['seed'] as int,
moveLimit: json['moveLimit'] as int,
preset: [
for (final cell in (json['preset'] as List? ?? const []))
PresetCell.fromJson(cell as Map<String, dynamic>),
],
objectives: [
for (final obj in json['objectives'] as List)
Objective.fromJson(obj as Map<String, dynamic>),
],
stars: StarThresholds.fromJson(json['stars'] as Map<String, dynamic>),
generatorProfile: (json['generatorProfile'] as String?) ?? 'mid',
);
final String id;
final int seed;
final int moveLimit;
final List<PresetCell> preset;
final List<Objective> objectives;
final StarThresholds stars;
final String generatorProfile;
GridState initialGrid() {
var grid = GridState.empty();
for (final cell in preset) {
grid = grid.withCell(
cell.x,
cell.y,
Cell(cell.type, colorId: cell.colorId),
);
}
return grid;
}
Map<String, dynamic> toJson() => {
'id': id,
'seed': seed,
'moveLimit': moveLimit,
'preset': [for (final cell in preset) cell.toJson()],
'objectives': [for (final obj in objectives) obj.toJson()],
'stars': stars.toJson(),
'generatorProfile': generatorProfile,
};
}