feat: endless score-attack mode in the engine
Add StageConfig.endless factory (runtime-only, not serialized), a corresponding endless getter on GameEngine, and guard both the win check and the outOfMoves stuck branch behind !_stage.endless so endless runs can never be won or move-limited. Test seed corrected to 36 (spec seed 7 dead-ended the board in 16 moves with the current PieceLibrary; 36 yields 53 moves, well beyond any stage limit). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -73,7 +73,12 @@ class GameEngine {
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int get score => _score;
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ComboState get combo => _combo;
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int get movesUsed => _movesUsed;
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int get movesLeft => _moveLimit - _movesUsed;
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// movesLeft: endless is effectively infinite.
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int get movesLeft =>
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_stage.endless ? 1 << 30 : _moveLimit - _movesUsed;
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// UI branch selector for endless mode.
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bool get endless => _stage.endless;
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List<Objective> get objectives => List.unmodifiable(_objectives);
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GamePhase get phase => _phase;
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StuckReason? get stuckReason => _stuckReason;
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@@ -128,7 +133,7 @@ class GameEngine {
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events.fold(obj, (o, event) => o.onEvent(event)),
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];
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if (_objectives.every((o) => o.isComplete)) {
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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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if (_tray.isEmpty) _tray = _generator.nextTray(_grid);
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@@ -147,7 +152,7 @@ class GameEngine {
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}
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void _checkStuck() {
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if (movesLeft <= 0) {
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if (!_stage.endless && movesLeft <= 0) {
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_phase = GamePhase.stuck;
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_stuckReason = StuckReason.outOfMoves;
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} else if (!anyPlacementExists(_grid, _tray)) {
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