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