feat: add tetris shell (Tetris game TUI)

Full-screen Tetris game using Bubbletea with title screen, ghost piece,
lock delay, NES-style scoring, configurable difficulty (easy/normal/hard),
and honeypot event logging. Bumps version to 0.17.0.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-20 00:59:46 +01:00
parent c9d143d84b
commit 62de222488
10 changed files with 1590 additions and 2 deletions

View File

@@ -0,0 +1,331 @@
package tetris
import (
"context"
"fmt"
"strings"
"time"
tea "github.com/charmbracelet/bubbletea"
"git.t-juice.club/torjus/oubliette/internal/shell"
)
type screen int
const (
screenTitle screen = iota
screenGame
screenGameOver
)
type tickMsg time.Time
type lockMsg time.Time
const lockDelay = 500 * time.Millisecond
type model struct {
sess *shell.SessionContext
difficulty string
screen screen
game *gameState
quitting bool
height int
keypresses int
locking bool // true when piece has landed and lock delay is active
}
func newModel(sess *shell.SessionContext, difficulty string) *model {
return &model{
sess: sess,
difficulty: difficulty,
screen: screenTitle,
}
}
func (m *model) Init() tea.Cmd {
return nil
}
func (m *model) Update(msg tea.Msg) (tea.Model, tea.Cmd) {
if m.quitting {
return m, tea.Quit
}
switch msg := msg.(type) {
case tea.WindowSizeMsg:
m.height = msg.Height
return m, nil
case tea.KeyMsg:
m.keypresses++
if msg.Type == tea.KeyCtrlC {
m.quitting = true
return m, tea.Batch(
logAction(m.sess, fmt.Sprintf("QUIT score=%d level=%d lines=%d keys=%d", m.gameScore(), m.gameLevel(), m.gameLines(), m.keypresses), "SESSION ENDED"),
tea.Quit,
)
}
}
switch m.screen {
case screenTitle:
return m.updateTitle(msg)
case screenGame:
return m.updateGame(msg)
case screenGameOver:
return m.updateGameOver(msg)
}
return m, nil
}
func (m *model) View() string {
var content string
switch m.screen {
case screenTitle:
content = m.titleView()
case screenGame:
content = gameView(m.game)
case screenGameOver:
content = m.gameOverView()
}
return gameFrame(content, m.height)
}
// --- Title screen ---
func (m *model) titleView() string {
var b strings.Builder
b.WriteString("\n")
b.WriteString(titleStyle.Render(" ████████╗███████╗████████╗██████╗ ██╗███████╗"))
b.WriteString("\n")
b.WriteString(titleStyle.Render(" ╚══██╔══╝██╔════╝╚══██╔══╝██╔══██╗██║██╔════╝"))
b.WriteString("\n")
b.WriteString(titleStyle.Render(" ██║ █████╗ ██║ ██████╔╝██║███████╗"))
b.WriteString("\n")
b.WriteString(titleStyle.Render(" ██║ ██╔══╝ ██║ ██╔══██╗██║╚════██║"))
b.WriteString("\n")
b.WriteString(titleStyle.Render(" ██║ ███████╗ ██║ ██║ ██║██║███████║"))
b.WriteString("\n")
b.WriteString(titleStyle.Render(" ╚═╝ ╚══════╝ ╚═╝ ╚═╝ ╚═╝╚═╝╚══════╝"))
b.WriteString("\n\n")
b.WriteString(baseStyle.Render(" Press any key to start"))
b.WriteString("\n")
return b.String()
}
func (m *model) updateTitle(msg tea.Msg) (tea.Model, tea.Cmd) {
if _, ok := msg.(tea.KeyMsg); ok {
m.screen = screenGame
var startLevel int
if m.difficulty == "hard" {
startLevel = 5
}
m.game = newGame(startLevel)
return m, tea.Batch(
tea.ClearScreen,
m.scheduleTick(),
logAction(m.sess, "GAME START", fmt.Sprintf("difficulty=%s", m.difficulty)),
)
}
return m, nil
}
// --- Game screen ---
func (m *model) scheduleTick() tea.Cmd {
ms := tickInterval(m.game.level)
if m.difficulty == "easy" {
ms = max(1000-m.game.level*60, 150)
}
return tea.Tick(time.Duration(ms)*time.Millisecond, func(t time.Time) tea.Msg {
return tickMsg(t)
})
}
func (m *model) scheduleLock() tea.Cmd {
return tea.Tick(lockDelay, func(t time.Time) tea.Msg {
return lockMsg(t)
})
}
// performLock locks the piece, clears lines, and returns commands for logging
// and scheduling the next tick. Returns nil if game over (goToGameOver is
// included in the returned batch).
func (m *model) performLock() tea.Cmd {
m.locking = false
cleared := m.game.afterLock()
if m.game.gameOver {
return tea.Batch(
logAction(m.sess, fmt.Sprintf("GAME OVER score=%d level=%d lines=%d keys=%d", m.game.score, m.game.level, m.game.lines, m.keypresses), "GAME OVER"),
m.goToGameOver(),
)
}
var cmds []tea.Cmd
cmds = append(cmds, m.scheduleTick())
if cleared > 0 {
cmds = append(cmds, logAction(m.sess, fmt.Sprintf("LINES %d score=%d", cleared, m.game.score), fmt.Sprintf("total=%d", m.game.lines)))
prevLevel := (m.game.lines - cleared) / 10
if m.game.level > prevLevel {
cmds = append(cmds, logAction(m.sess, fmt.Sprintf("LEVEL UP %d", m.game.level), fmt.Sprintf("score=%d", m.game.score)))
}
}
return tea.Batch(cmds...)
}
func (m *model) updateGame(msg tea.Msg) (tea.Model, tea.Cmd) {
switch msg := msg.(type) {
case lockMsg:
if m.game.gameOver || !m.locking {
return m, nil
}
// Lock delay expired — lock the piece now.
return m, m.performLock()
case tickMsg:
if m.game.gameOver || m.locking {
return m, nil
}
if !m.game.moveDown() {
// Piece landed — start lock delay instead of locking immediately.
m.locking = true
return m, m.scheduleLock()
}
return m, m.scheduleTick()
case tea.KeyMsg:
if m.game.gameOver {
return m, nil
}
switch msg.String() {
case "left":
m.game.moveLeft()
// If piece can now drop further, cancel lock delay.
if m.locking && m.game.canPlace(m.game.current, m.game.currentRot, m.game.currentRow+1, m.game.currentCol) {
m.locking = false
}
case "right":
m.game.moveRight()
if m.locking && m.game.canPlace(m.game.current, m.game.currentRot, m.game.currentRow+1, m.game.currentCol) {
m.locking = false
}
case "down":
if m.game.moveDown() {
m.game.score++ // soft drop bonus
if m.locking {
m.locking = false
}
}
case "up", "z":
m.game.rotate()
if m.locking && m.game.canPlace(m.game.current, m.game.currentRot, m.game.currentRow+1, m.game.currentCol) {
m.locking = false
}
case " ":
m.locking = false
dropped := m.game.hardDrop()
m.game.score += dropped * 2
return m, m.performLock()
case "q":
m.quitting = true
return m, tea.Batch(
logAction(m.sess, fmt.Sprintf("QUIT score=%d level=%d lines=%d keys=%d", m.game.score, m.game.level, m.game.lines, m.keypresses), "PLAYER QUIT"),
tea.Quit,
)
}
return m, nil
}
return m, nil
}
// --- Game over screen ---
func (m *model) goToGameOver() tea.Cmd {
m.screen = screenGameOver
return tea.ClearScreen
}
func (m *model) gameOverView() string {
var b strings.Builder
b.WriteString("\n")
b.WriteString(titleStyle.Render(" GAME OVER"))
b.WriteString("\n\n")
b.WriteString(baseStyle.Render(fmt.Sprintf(" Score: %s", formatScore(m.game.score))))
b.WriteString("\n")
b.WriteString(baseStyle.Render(fmt.Sprintf(" Level: %d", m.game.level)))
b.WriteString("\n")
b.WriteString(baseStyle.Render(fmt.Sprintf(" Lines: %d", m.game.lines)))
b.WriteString("\n\n")
b.WriteString(dimStyle.Render(" R - Play again"))
b.WriteString("\n")
b.WriteString(dimStyle.Render(" Q - Quit"))
b.WriteString("\n")
return b.String()
}
func (m *model) updateGameOver(msg tea.Msg) (tea.Model, tea.Cmd) {
if keyMsg, ok := msg.(tea.KeyMsg); ok {
switch keyMsg.String() {
case "r":
startLevel := 0
if m.difficulty == "hard" {
startLevel = 5
}
m.game = newGame(startLevel)
m.screen = screenGame
m.keypresses = 0
return m, tea.Batch(
tea.ClearScreen,
m.scheduleTick(),
logAction(m.sess, "RESTART", fmt.Sprintf("difficulty=%s", m.difficulty)),
)
case "q":
m.quitting = true
return m, tea.Batch(
logAction(m.sess, fmt.Sprintf("QUIT score=%d level=%d lines=%d keys=%d", m.game.score, m.game.level, m.game.lines, m.keypresses), "PLAYER QUIT"),
tea.Quit,
)
}
}
return m, nil
}
// Helper methods for safe access when game may be nil.
func (m *model) gameScore() int {
if m.game != nil {
return m.game.score
}
return 0
}
func (m *model) gameLevel() int {
if m.game != nil {
return m.game.level
}
return 0
}
func (m *model) gameLines() int {
if m.game != nil {
return m.game.lines
}
return 0
}
// logAction returns a tea.Cmd that logs an action to the session store.
func logAction(sess *shell.SessionContext, input, output string) tea.Cmd {
return func() tea.Msg {
if sess.Store != nil {
ctx, cancel := context.WithTimeout(context.Background(), 2*time.Second)
defer cancel()
_ = sess.Store.AppendSessionLog(ctx, sess.SessionID, input, output)
}
if sess.OnCommand != nil {
sess.OnCommand("tetris")
}
return nil
}
}