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path: root/cameltris/player.py
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""" This module defines the Player class and some useful exceptions """

import contextlib
import random
from typing import Optional

import pygame

from .color import Color
from .controller import Input, Controller
from .misc import Pause
from .piece import *
from .playfield import PlayField


class WouldCollide(Exception):
    """ Exception that is raised when a piece collides with something else on
    the play-field"""


class PlayerQuit(Exception):
    """ Exception that is raised when a player decides to quit the game """


class Player:
    """ Class representing a player """
    def __init__(self, controller: Controller, starting_level: int):
        """ Initialize the player """
        self.controller = controller
        self.playfield = PlayField()

        self.current_piece, self.current_piece_position = self.generate_piece()
        self.next_piece, self.next_piece_position = self.generate_piece()

        self.level = self.starting_level = starting_level
        self.score = 0

        self.lines_burnt = 0

        self.das = 0
        self.pressing_down_countdown: Optional[int] = None

        self.piece_drop_frames = 0

        self.grid_canvas = pygame.Surface((500, 1000))
        self.piece_preview_canvas = pygame.Surface((200, 200))
        self.score_canvas = pygame.Surface((296, 50))
        self.level_canvas = pygame.Surface((296, 50))

    def generate_piece(self) -> tuple[Piece, list[int]]:
        """ Generate a new piece and return it alongside its coordinates """
        # We may want to make this a function outside the class
        piece = random.choice((TPiece, SPiece, IPiece, ZPiece, SquarePiece, LPiece, JPiece))()

        for row_id, row in enumerate(piece.elements):
            if list(filter(lambda x: x is not None, row)):
                break

        initial_y_position = -row_id
        initial_x_position = (len(self.playfield.grid[0]) // 2) - (len(piece.elements[0]) // 2)

        return (piece, [initial_y_position, initial_x_position])

    def lock_piece(self) -> None:
        """ Lock a piece in its current position and trigger lines burning.
        Can raise a WouldCollide exception """
        if self.has_collision(self.current_piece_position[0], self.current_piece_position[1]):
            raise WouldCollide()

        for row_id, row in enumerate(self.current_piece.elements):
            for col_id, element in enumerate(row):
                if element is None:
                    continue
                self.playfield.grid[row_id + self.current_piece_position[0]][col_id + self.current_piece_position[1]] = element

        count = self.playfield.burn_rows()

        if count == 1:
            print("Single")
            rate = 1.
        elif count == 2:
            print("Double")
            rate = 2.5
        elif count == 3:
            print("Triple")
            rate = 7.5
        elif count == 4:
            print("Tetris!")
            rate = 30.
        else:
            rate = 0.

        self.lines_burnt += count

        self.score += int(self.level * 40 * rate)

        if self.lines_burnt >= self.level * 10:
            self.level += 1
        self.current_piece, self.current_piece_position = self.next_piece, self.next_piece_position
        self.next_piece, self.next_piece_position = self.generate_piece()
        self.refresh_piece_preview_canvas()

    def has_collision(self, y: int, x: int) -> bool:
        """ Check if the current piece would collide with something else in the
        playfield if it were placed on (y, x) """
        try:
            for row_id, row in enumerate(self.current_piece.elements):
                for col_id, element in enumerate(row):
                    if element is None:
                        continue

                    if row_id + y < 0:
                        continue

                    if col_id + x < 0:
                        return True

                    if self.playfield.grid[row_id + y][col_id + x] is not None:
                        return True

        except IndexError:
            return True

        return False

    def move_piece_down(self) -> None:
        """ Try to move the current piece down. Can raise a WouldCollide exception """
        if not self.has_collision(self.current_piece_position[0] + 1, self.current_piece_position[1]):
            self.current_piece_position[0] += 1
        else:
            raise WouldCollide()

    def move_piece_up(self) -> None:
        """ Try to move the current piece up. Can raise a WouldCollide exception """
        if not self.has_collision(self.current_piece_position[0] - 1, self.current_piece_position[1]):
            self.current_piece_position[0] -= 1
        else:
            raise WouldCollide()

    def move_piece_left(self) -> None:
        """ Try to move the current piece left. Can raise a WouldCollide exception """
        if not self.has_collision(self.current_piece_position[0], self.current_piece_position[1] - 1):
            self.current_piece_position[1] -= 1
        else:
            raise WouldCollide()

    def move_piece_right(self) -> None:
        """ Try to move the current piece right. Can raise a WouldCollide exception """
        if not self.has_collision(self.current_piece_position[0], self.current_piece_position[1] + 1):
            self.current_piece_position[1] += 1
        else:
            raise WouldCollide()

    def rotate_piece_counter_clockwise(self) -> None:
        """ Rotate the current piece counter-clockwise. Can raise a WouldCollide exception """
        self.current_piece.rotate_counter_clockwise()

        if self.has_collision(self.current_piece_position[0], self.current_piece_position[1]):
            self.current_piece.rotate_clockwise()
            raise WouldCollide()

    def rotate_piece_clockwise(self) -> None:
        """ Rotate the current piece clockwise. Can raise a WouldCollide exception """
        self.current_piece.rotate_clockwise()

        if self.has_collision(self.current_piece_position[0], self.current_piece_position[1]):
            self.current_piece.rotate_counter_clockwise()
            raise WouldCollide()

    def handle_input_pressed(self, event: pygame.event.Event) -> None:
        """ Perform relevant actions based on input pressed """
        if self.controller.get_input_down(event) == Input.QUIT:
            raise PlayerQuit()

        if self.controller.get_input_down(event) == Input.PAUSE:
            raise Pause()

        with contextlib.suppress(WouldCollide):
            if self.controller.get_input_down(event) == Input.MOVE_RIGHT:
                self.move_piece_right()
                self.das = 0
            if self.controller.get_input_down(event) == Input.MOVE_LEFT:
                self.move_piece_left()
                self.das = 0
            if self.controller.get_input_down(event) == Input.ROTATE_CLOCKWISE:
                self.rotate_piece_clockwise()
            if self.controller.get_input_down(event) == Input.ROTATE_COUNTER_CLOCKWISE:
                self.rotate_piece_counter_clockwise()
            if self.controller.get_input_down(event) == Input.MOVE_DOWN:
                self.piece_drop_frames = 0
                self.pressing_down_countdown = 3
                try:
                    self.move_piece_down()
                except WouldCollide:
                    self.lock_piece()

    def handle_input_released(self, event: pygame.event.Event) -> None:
        """ Perform relevant action based on input released. """
        if self.controller.get_input_up(event) == Input.MOVE_DOWN:
            self.pressing_down_countdown = None

    def refresh_piece_preview_canvas(self) -> None:
        """ Refresh the display of the next piece """
        self.piece_preview_canvas.fill(Color.black.value)

        non_empty_rows = list()
        for row in self.next_piece.elements:
            if any(map(lambda element: element is not None, row)):
                non_empty_rows.append(row)

        non_empty_cols = set()
        for row in self.next_piece.elements:
            for col_id, element in enumerate(row):
                if element is not None:
                    non_empty_cols.add(col_id)

        y_offset = (4 - len(non_empty_rows)) / 2
        x_offset = (4 - len(non_empty_cols)) / 2

        # Display the next piece
        for row_idx, row in enumerate(non_empty_rows):
            for col_idx, element in enumerate(row):
                if element is not None:
                    self.piece_preview_canvas.blit(element, ((col_idx + x_offset) * 50 + 1, (row_idx + y_offset) * 50 + 1))

    def refresh_grid_canvas(self) -> None:
        """ Refresh the display of the playfield """
        self.grid_canvas.fill(Color.black.value)

        for row_idx, row in enumerate(self.playfield.grid):
            for col_idx, element in enumerate(row):
                if element is not None:
                    self.grid_canvas.blit(element, (col_idx * 50 + 1, row_idx * 50 + 1))

        # Display the current piece
        for row_idx, row in enumerate(self.current_piece.elements):
            for col_idx, element in enumerate(row):
                if element is not None:
                    self.grid_canvas.blit(element, ((col_idx + self.current_piece_position[1]) * 50 + 1, (row_idx + self.current_piece_position[0]) * 50 + 1))