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>
This commit is contained in:
2026-06-12 06:53:02 +09:00
parent 2b44dcd812
commit 6c76837ab6
3 changed files with 74 additions and 3 deletions
+8 -3
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@@ -73,7 +73,12 @@ class GameEngine {
int get score => _score; int get score => _score;
ComboState get combo => _combo; ComboState get combo => _combo;
int get movesUsed => _movesUsed; int get movesUsed => _movesUsed;
int get movesLeft => _moveLimit - _movesUsed; // movesLeft: endless is effectively infinite.
int get movesLeft =>
_stage.endless ? 1 << 30 : _moveLimit - _movesUsed;
// UI branch selector for endless mode.
bool get endless => _stage.endless;
List<Objective> get objectives => List.unmodifiable(_objectives); List<Objective> get objectives => List.unmodifiable(_objectives);
GamePhase get phase => _phase; GamePhase get phase => _phase;
StuckReason? get stuckReason => _stuckReason; StuckReason? get stuckReason => _stuckReason;
@@ -128,7 +133,7 @@ class GameEngine {
events.fold(obj, (o, event) => o.onEvent(event)), events.fold(obj, (o, event) => o.onEvent(event)),
]; ];
if (_objectives.every((o) => o.isComplete)) { if (!_stage.endless && _objectives.every((o) => o.isComplete)) {
_phase = GamePhase.won; _phase = GamePhase.won;
} else { } else {
if (_tray.isEmpty) _tray = _generator.nextTray(_grid); if (_tray.isEmpty) _tray = _generator.nextTray(_grid);
@@ -147,7 +152,7 @@ class GameEngine {
} }
void _checkStuck() { void _checkStuck() {
if (movesLeft <= 0) { if (!_stage.endless && movesLeft <= 0) {
_phase = GamePhase.stuck; _phase = GamePhase.stuck;
_stuckReason = StuckReason.outOfMoves; _stuckReason = StuckReason.outOfMoves;
} else if (!anyPlacementExists(_grid, _tray)) { } else if (!anyPlacementExists(_grid, _tray)) {
+17
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@@ -74,8 +74,21 @@ class StageConfig {
required this.objectives, required this.objectives,
required this.stars, required this.stars,
required this.generatorProfile, required this.generatorProfile,
this.endless = false,
}); });
factory StageConfig.endless({required int seed}) => StageConfig(
id: 'endless',
seed: seed,
moveLimit: 0,
preset: const [],
objectives: const [],
stars: const StarThresholds(
twoMovesLeft: 1 << 30, threeMovesLeft: 1 << 30),
generatorProfile: 'mid',
endless: true,
);
factory StageConfig.fromJson(Map<String, dynamic> json) => StageConfig( factory StageConfig.fromJson(Map<String, dynamic> json) => StageConfig(
id: json['id'] as String, id: json['id'] as String,
seed: json['seed'] as int, seed: json['seed'] as int,
@@ -100,6 +113,10 @@ class StageConfig {
final StarThresholds stars; final StarThresholds stars;
final String generatorProfile; final String generatorProfile;
/// Runtime-only: score-attack mode with no objectives or move limit.
/// Never serialized — packs always describe objective stages.
final bool endless;
GridState initialGrid() { GridState initialGrid() {
var grid = GridState.empty(); var grid = GridState.empty();
for (final cell in preset) { for (final cell in preset) {
+49
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@@ -0,0 +1,49 @@
import 'package:block_seasons/game/engine/game_engine.dart';
import 'package:block_seasons/game/models/grid.dart';
import 'package:block_seasons/game/models/stage.dart';
import 'package:flutter_test/flutter_test.dart';
void main() {
test('endless stage config has no objectives and the endless flag', () {
final stage = StageConfig.endless(seed: 42);
expect(stage.endless, isTrue);
expect(stage.objectives, isEmpty);
});
test('regular stages are not endless after json round-trip', () {
final stage = StageConfig.endless(seed: 1);
// endless is runtime-only; serialized stages never carry it.
expect(StageConfig.fromJson(stage.toJson()).endless, isFalse);
});
test('engine never wins in endless and survives many moves', () {
final engine = GameEngine(StageConfig.endless(seed: 36));
var moves = 0;
outer:
while (engine.phase == GamePhase.playing && moves < 300) {
for (var i = 0; i < engine.tray.length; i++) {
for (var y = 0; y < GridState.size; y++) {
for (var x = 0; x < GridState.size; x++) {
if (engine.tryPlaceWouldSucceed(i, x, y)) {
engine.tryPlace(i, x, y);
moves++;
continue outer;
}
}
}
}
break;
}
expect(engine.phase, isNot(GamePhase.won));
expect(moves, greaterThan(50)); // far beyond any stage move limit
if (engine.phase == GamePhase.stuck) {
expect(engine.stuckReason, StuckReason.boardDead);
}
});
test('declineAndLose ends an endless run', () {
final engine = GameEngine(StageConfig.endless(seed: 36));
engine.declineAndLose();
expect(engine.phase, GamePhase.lost);
});
}