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:
@@ -34,7 +34,7 @@ Key settings:
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- `auth.accept_after` — accept login after N failures per IP (default `10`)
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- `auth.credential_ttl` — how long to remember accepted credentials (default `24h`)
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- `auth.static_credentials` — always-accepted username/password pairs (optional `shell` field routes to a specific shell)
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- Available shells: `bash` (fake Linux shell), `fridge` (Samsung Smart Fridge OS), `banking` (80s-style bank terminal TUI), `adventure` (Zork-style text adventure dungeon), `cisco` (Cisco IOS CLI with mode state machine and command abbreviation), `psql` (PostgreSQL psql interactive terminal), `roomba` (iRobot Roomba vacuum robot)
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- Available shells: `bash` (fake Linux shell), `fridge` (Samsung Smart Fridge OS), `banking` (80s-style bank terminal TUI), `adventure` (Zork-style text adventure dungeon), `cisco` (Cisco IOS CLI with mode state machine and command abbreviation), `psql` (PostgreSQL psql interactive terminal), `roomba` (iRobot Roomba vacuum robot), `tetris` (Tetris game TUI)
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- `shell.username_routes` — map usernames to specific shells (e.g. `postgres = "psql"`); credential-specific shell overrides take priority
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- `storage.db_path` — SQLite database path (default `oubliette.db`)
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- `storage.retention_days` — auto-prune records older than N days (default `90`)
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@@ -20,7 +20,7 @@ import (
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"git.t-juice.club/torjus/oubliette/internal/web"
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)
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const Version = "0.16.0"
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const Version = "0.17.0"
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func main() {
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if err := run(); err != nil {
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@@ -26,6 +26,7 @@ import (
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"git.t-juice.club/torjus/oubliette/internal/shell/fridge"
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psqlshell "git.t-juice.club/torjus/oubliette/internal/shell/psql"
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"git.t-juice.club/torjus/oubliette/internal/shell/roomba"
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"git.t-juice.club/torjus/oubliette/internal/shell/tetris"
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"git.t-juice.club/torjus/oubliette/internal/storage"
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"golang.org/x/crypto/ssh"
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)
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@@ -66,6 +67,9 @@ func New(cfg config.Config, store storage.Store, logger *slog.Logger, m *metrics
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if err := registry.Register(roomba.NewRoombaShell(), 1); err != nil {
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return nil, fmt.Errorf("registering roomba shell: %w", err)
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}
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if err := registry.Register(tetris.NewTetrisShell(), 1); err != nil {
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return nil, fmt.Errorf("registering tetris shell: %w", err)
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}
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geo, err := geoip.New()
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if err != nil {
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101
internal/shell/tetris/data.go
Normal file
101
internal/shell/tetris/data.go
Normal file
@@ -0,0 +1,101 @@
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package tetris
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import "github.com/charmbracelet/lipgloss"
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// pieceType identifies a tetromino (0–6).
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type pieceType int
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const (
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pieceI pieceType = iota
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pieceO
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pieceT
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pieceS
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pieceZ
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pieceJ
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pieceL
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)
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const numPieceTypes = 7
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// Standard Tetris colors.
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var pieceColors = [numPieceTypes]lipgloss.Color{
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lipgloss.Color("#00FFFF"), // I — cyan
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lipgloss.Color("#FFFF00"), // O — yellow
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lipgloss.Color("#AA00FF"), // T — purple
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lipgloss.Color("#00FF00"), // S — green
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lipgloss.Color("#FF0000"), // Z — red
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lipgloss.Color("#0000FF"), // J — blue
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lipgloss.Color("#FF8800"), // L — orange
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}
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// Each piece has 4 rotations, each rotation is a list of (row, col) offsets
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// relative to the piece origin.
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type rotation [4][2]int
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var pieces = [numPieceTypes][4]rotation{
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// I
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{
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{[2]int{0, 0}, [2]int{0, 1}, [2]int{0, 2}, [2]int{0, 3}},
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{[2]int{0, 0}, [2]int{1, 0}, [2]int{2, 0}, [2]int{3, 0}},
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{[2]int{0, 0}, [2]int{0, 1}, [2]int{0, 2}, [2]int{0, 3}},
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{[2]int{0, 0}, [2]int{1, 0}, [2]int{2, 0}, [2]int{3, 0}},
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},
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// O
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{
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{[2]int{0, 0}, [2]int{0, 1}, [2]int{1, 0}, [2]int{1, 1}},
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{[2]int{0, 0}, [2]int{0, 1}, [2]int{1, 0}, [2]int{1, 1}},
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{[2]int{0, 0}, [2]int{0, 1}, [2]int{1, 0}, [2]int{1, 1}},
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{[2]int{0, 0}, [2]int{0, 1}, [2]int{1, 0}, [2]int{1, 1}},
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},
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// T
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{
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{[2]int{0, 0}, [2]int{0, 1}, [2]int{0, 2}, [2]int{1, 1}},
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{[2]int{0, 0}, [2]int{1, 0}, [2]int{2, 0}, [2]int{1, 1}},
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{[2]int{0, 1}, [2]int{1, 0}, [2]int{1, 1}, [2]int{1, 2}},
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{[2]int{0, 1}, [2]int{1, 0}, [2]int{1, 1}, [2]int{2, 1}},
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},
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// S
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{
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{[2]int{0, 1}, [2]int{0, 2}, [2]int{1, 0}, [2]int{1, 1}},
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{[2]int{0, 0}, [2]int{1, 0}, [2]int{1, 1}, [2]int{2, 1}},
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{[2]int{0, 1}, [2]int{0, 2}, [2]int{1, 0}, [2]int{1, 1}},
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{[2]int{0, 0}, [2]int{1, 0}, [2]int{1, 1}, [2]int{2, 1}},
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},
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// Z
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{
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{[2]int{0, 0}, [2]int{0, 1}, [2]int{1, 1}, [2]int{1, 2}},
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{[2]int{0, 1}, [2]int{1, 0}, [2]int{1, 1}, [2]int{2, 0}},
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{[2]int{0, 0}, [2]int{0, 1}, [2]int{1, 1}, [2]int{1, 2}},
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{[2]int{0, 1}, [2]int{1, 0}, [2]int{1, 1}, [2]int{2, 0}},
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},
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// J
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{
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{[2]int{0, 0}, [2]int{1, 0}, [2]int{1, 1}, [2]int{1, 2}},
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{[2]int{0, 0}, [2]int{0, 1}, [2]int{1, 0}, [2]int{2, 0}},
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{[2]int{0, 0}, [2]int{0, 1}, [2]int{0, 2}, [2]int{1, 2}},
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{[2]int{0, 0}, [2]int{1, 0}, [2]int{2, 0}, [2]int{2, 1}},
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},
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// L
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{
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{[2]int{0, 2}, [2]int{1, 0}, [2]int{1, 1}, [2]int{1, 2}},
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{[2]int{0, 0}, [2]int{1, 0}, [2]int{2, 0}, [2]int{2, 1}},
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{[2]int{0, 0}, [2]int{0, 1}, [2]int{0, 2}, [2]int{1, 0}},
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{[2]int{0, 0}, [2]int{0, 1}, [2]int{1, 1}, [2]int{2, 1}},
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},
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}
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// spawnCol returns the starting column for a piece, centering it on the board.
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func spawnCol(pt pieceType, rot int) int {
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shape := pieces[pt][rot]
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minC, maxC := shape[0][1], shape[0][1]
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for _, off := range shape {
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if off[1] < minC {
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minC = off[1]
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}
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if off[1] > maxC {
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maxC = off[1]
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}
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}
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width := maxC - minC + 1
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return (boardCols - width) / 2
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}
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210
internal/shell/tetris/game.go
Normal file
210
internal/shell/tetris/game.go
Normal file
@@ -0,0 +1,210 @@
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package tetris
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import "math/rand/v2"
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const (
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boardRows = 20
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boardCols = 10
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)
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// cell represents a single board cell. Zero value is empty.
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type cell struct {
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filled bool
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piece pieceType // which piece type filled this cell (for color)
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}
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// gameState holds all mutable state for a Tetris game.
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type gameState struct {
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board [boardRows][boardCols]cell
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current pieceType
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currentRot int
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currentRow int
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currentCol int
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next pieceType
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score int
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level int
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lines int
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gameOver bool
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}
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// newGame creates a new game state, optionally starting at a given level.
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func newGame(startLevel int) *gameState {
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g := &gameState{
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level: startLevel,
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next: pieceType(rand.IntN(numPieceTypes)),
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}
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g.spawnPiece()
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return g
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}
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// spawnPiece pulls the next piece and generates a new next.
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func (g *gameState) spawnPiece() {
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g.current = g.next
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g.next = pieceType(rand.IntN(numPieceTypes))
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g.currentRot = 0
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g.currentRow = 0
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g.currentCol = spawnCol(g.current, 0)
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if !g.canPlace(g.current, g.currentRot, g.currentRow, g.currentCol) {
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g.gameOver = true
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}
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}
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// canPlace checks whether the piece fits at the given position.
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func (g *gameState) canPlace(pt pieceType, rot, row, col int) bool {
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shape := pieces[pt][rot]
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for _, off := range shape {
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r, c := row+off[0], col+off[1]
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if r < 0 || r >= boardRows || c < 0 || c >= boardCols {
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return false
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}
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if g.board[r][c].filled {
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return false
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}
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}
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return true
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}
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// moveLeft moves the current piece left if possible.
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func (g *gameState) moveLeft() bool {
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if g.canPlace(g.current, g.currentRot, g.currentRow, g.currentCol-1) {
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g.currentCol--
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return true
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}
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return false
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}
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// moveRight moves the current piece right if possible.
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func (g *gameState) moveRight() bool {
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if g.canPlace(g.current, g.currentRot, g.currentRow, g.currentCol+1) {
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g.currentCol++
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return true
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}
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return false
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}
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// moveDown moves the current piece down one row. Returns false if it cannot.
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func (g *gameState) moveDown() bool {
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if g.canPlace(g.current, g.currentRot, g.currentRow+1, g.currentCol) {
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g.currentRow++
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return true
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}
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return false
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}
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// rotate rotates the current piece clockwise with wall kick attempts.
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func (g *gameState) rotate() bool {
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newRot := (g.currentRot + 1) % 4
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// Try in-place first.
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if g.canPlace(g.current, newRot, g.currentRow, g.currentCol) {
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g.currentRot = newRot
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return true
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}
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// Wall kick: try +-1 column offset.
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for _, offset := range []int{-1, 1} {
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if g.canPlace(g.current, newRot, g.currentRow, g.currentCol+offset) {
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g.currentRot = newRot
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g.currentCol += offset
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return true
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}
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}
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// I piece: try +-2.
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if g.current == pieceI {
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for _, offset := range []int{-2, 2} {
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if g.canPlace(g.current, newRot, g.currentRow, g.currentCol+offset) {
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g.currentRot = newRot
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g.currentCol += offset
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return true
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}
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}
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}
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return false
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}
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// ghostRow returns the row where the piece would land.
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func (g *gameState) ghostRow() int {
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row := g.currentRow
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for g.canPlace(g.current, g.currentRot, row+1, g.currentCol) {
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row++
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}
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return row
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}
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// hardDrop drops the piece to the bottom and returns the number of rows dropped.
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func (g *gameState) hardDrop() int {
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ghost := g.ghostRow()
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dropped := ghost - g.currentRow
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g.currentRow = ghost
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return dropped
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}
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// lockPiece writes the current piece into the board.
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func (g *gameState) lockPiece() {
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shape := pieces[g.current][g.currentRot]
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for _, off := range shape {
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r, c := g.currentRow+off[0], g.currentCol+off[1]
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if r >= 0 && r < boardRows && c >= 0 && c < boardCols {
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g.board[r][c] = cell{filled: true, piece: g.current}
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}
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}
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}
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// clearLines removes completed rows and returns how many were cleared.
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func (g *gameState) clearLines() int {
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cleared := 0
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for r := boardRows - 1; r >= 0; r-- {
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full := true
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for c := range boardCols {
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if !g.board[r][c].filled {
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full = false
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break
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}
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}
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if full {
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cleared++
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// Shift everything above down.
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for rr := r; rr > 0; rr-- {
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g.board[rr] = g.board[rr-1]
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}
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g.board[0] = [boardCols]cell{}
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r++ // re-check this row since we shifted
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}
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}
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return cleared
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}
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// NES-style scoring multipliers per lines cleared.
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var lineScoreMultipliers = [5]int{0, 40, 100, 300, 1200}
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// addScore updates score, lines, and level after clearing rows.
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func (g *gameState) addScore(linesCleared int) {
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if linesCleared > 0 && linesCleared <= 4 {
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g.score += lineScoreMultipliers[linesCleared] * (g.level + 1)
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}
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g.lines += linesCleared
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// Level up every 10 lines.
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newLevel := g.lines / 10
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if newLevel > g.level {
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g.level = newLevel
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}
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}
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// afterLock locks the piece, clears lines, scores, and spawns the next piece.
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// Returns the number of lines cleared.
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func (g *gameState) afterLock() int {
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g.lockPiece()
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cleared := g.clearLines()
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g.addScore(cleared)
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g.spawnPiece()
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return cleared
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}
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// tickInterval returns the gravity interval in milliseconds for the current level.
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func tickInterval(level int) int {
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return max(800-level*60, 100)
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}
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331
internal/shell/tetris/model.go
Normal file
331
internal/shell/tetris/model.go
Normal file
@@ -0,0 +1,331 @@
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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 ---
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
286
internal/shell/tetris/style.go
Normal file
286
internal/shell/tetris/style.go
Normal file
@@ -0,0 +1,286 @@
|
||||
package tetris
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"strings"
|
||||
|
||||
"github.com/charmbracelet/lipgloss"
|
||||
)
|
||||
|
||||
const termWidth = 80
|
||||
|
||||
var (
|
||||
colorWhite = lipgloss.Color("#FFFFFF")
|
||||
colorDim = lipgloss.Color("#555555")
|
||||
colorBlack = lipgloss.Color("#000000")
|
||||
colorGhost = lipgloss.Color("#333333")
|
||||
)
|
||||
|
||||
var (
|
||||
baseStyle = lipgloss.NewStyle().
|
||||
Foreground(colorWhite).
|
||||
Background(colorBlack)
|
||||
|
||||
dimStyle = lipgloss.NewStyle().
|
||||
Foreground(colorDim).
|
||||
Background(colorBlack)
|
||||
|
||||
titleStyle = lipgloss.NewStyle().
|
||||
Foreground(lipgloss.Color("#00FFFF")).
|
||||
Background(colorBlack).
|
||||
Bold(true)
|
||||
|
||||
sidebarLabelStyle = lipgloss.NewStyle().
|
||||
Foreground(colorDim).
|
||||
Background(colorBlack)
|
||||
|
||||
sidebarValueStyle = lipgloss.NewStyle().
|
||||
Foreground(colorWhite).
|
||||
Background(colorBlack).
|
||||
Bold(true)
|
||||
)
|
||||
|
||||
// cellStyle returns a style for a filled cell of a given piece type.
|
||||
func cellStyle(pt pieceType) lipgloss.Style {
|
||||
return lipgloss.NewStyle().
|
||||
Foreground(pieceColors[pt]).
|
||||
Background(colorBlack)
|
||||
}
|
||||
|
||||
// ghostStyle returns a dimmed style for the ghost piece.
|
||||
func ghostCellStyle() lipgloss.Style {
|
||||
return lipgloss.NewStyle().
|
||||
Foreground(colorGhost).
|
||||
Background(colorBlack)
|
||||
}
|
||||
|
||||
// renderBoard renders the board, current piece, and ghost piece as a string.
|
||||
func renderBoard(g *gameState) string {
|
||||
// Build a display grid that includes the current piece and ghost.
|
||||
type displayCell struct {
|
||||
filled bool
|
||||
ghost bool
|
||||
piece pieceType
|
||||
}
|
||||
var grid [boardRows][boardCols]displayCell
|
||||
|
||||
// Copy locked cells.
|
||||
for r := range boardRows {
|
||||
for c := range boardCols {
|
||||
if g.board[r][c].filled {
|
||||
grid[r][c] = displayCell{filled: true, piece: g.board[r][c].piece}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Ghost piece.
|
||||
ghostR := g.ghostRow()
|
||||
if ghostR != g.currentRow {
|
||||
shape := pieces[g.current][g.currentRot]
|
||||
for _, off := range shape {
|
||||
r, c := ghostR+off[0], g.currentCol+off[1]
|
||||
if r >= 0 && r < boardRows && c >= 0 && c < boardCols && !grid[r][c].filled {
|
||||
grid[r][c] = displayCell{ghost: true, piece: g.current}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Current piece.
|
||||
shape := pieces[g.current][g.currentRot]
|
||||
for _, off := range shape {
|
||||
r, c := g.currentRow+off[0], g.currentCol+off[1]
|
||||
if r >= 0 && r < boardRows && c >= 0 && c < boardCols {
|
||||
grid[r][c] = displayCell{filled: true, piece: g.current}
|
||||
}
|
||||
}
|
||||
|
||||
// Render grid.
|
||||
var b strings.Builder
|
||||
borderStyle := dimStyle
|
||||
|
||||
for _, row := range grid {
|
||||
b.WriteString(borderStyle.Render("|"))
|
||||
for _, dc := range row {
|
||||
switch {
|
||||
case dc.filled:
|
||||
b.WriteString(cellStyle(dc.piece).Render("[]"))
|
||||
case dc.ghost:
|
||||
b.WriteString(ghostCellStyle().Render("::"))
|
||||
default:
|
||||
b.WriteString(baseStyle.Render(" "))
|
||||
}
|
||||
}
|
||||
b.WriteString(borderStyle.Render("|"))
|
||||
b.WriteString("\n")
|
||||
}
|
||||
b.WriteString(borderStyle.Render("+" + strings.Repeat("--", boardCols) + "+"))
|
||||
|
||||
return b.String()
|
||||
}
|
||||
|
||||
// renderNextPiece renders the "next piece" preview box.
|
||||
func renderNextPiece(pt pieceType) string {
|
||||
shape := pieces[pt][0]
|
||||
// Determine bounding box.
|
||||
minR, maxR := shape[0][0], shape[0][0]
|
||||
minC, maxC := shape[0][1], shape[0][1]
|
||||
for _, off := range shape {
|
||||
if off[0] < minR {
|
||||
minR = off[0]
|
||||
}
|
||||
if off[0] > maxR {
|
||||
maxR = off[0]
|
||||
}
|
||||
if off[1] < minC {
|
||||
minC = off[1]
|
||||
}
|
||||
if off[1] > maxC {
|
||||
maxC = off[1]
|
||||
}
|
||||
}
|
||||
|
||||
rows := maxR - minR + 1
|
||||
cols := maxC - minC + 1
|
||||
|
||||
// Build a small grid.
|
||||
grid := make([][]bool, rows)
|
||||
for i := range grid {
|
||||
grid[i] = make([]bool, cols)
|
||||
}
|
||||
for _, off := range shape {
|
||||
grid[off[0]-minR][off[1]-minC] = true
|
||||
}
|
||||
|
||||
var b strings.Builder
|
||||
boxWidth := 8 // chars for the box interior
|
||||
b.WriteString(dimStyle.Render("+" + strings.Repeat("-", boxWidth) + "+"))
|
||||
b.WriteString("\n")
|
||||
|
||||
for r := range rows {
|
||||
b.WriteString(dimStyle.Render("|"))
|
||||
// Center the piece in the box.
|
||||
pieceWidth := cols * 2
|
||||
leftPad := (boxWidth - pieceWidth) / 2
|
||||
rightPad := boxWidth - pieceWidth - leftPad
|
||||
b.WriteString(baseStyle.Render(strings.Repeat(" ", leftPad)))
|
||||
for c := range cols {
|
||||
if grid[r][c] {
|
||||
b.WriteString(cellStyle(pt).Render("[]"))
|
||||
} else {
|
||||
b.WriteString(baseStyle.Render(" "))
|
||||
}
|
||||
}
|
||||
b.WriteString(baseStyle.Render(strings.Repeat(" ", rightPad)))
|
||||
b.WriteString(dimStyle.Render("|"))
|
||||
b.WriteString("\n")
|
||||
}
|
||||
|
||||
// Fill remaining rows in the box (max 4 rows for I piece).
|
||||
for r := rows; r < 2; r++ {
|
||||
b.WriteString(dimStyle.Render("|"))
|
||||
b.WriteString(baseStyle.Render(strings.Repeat(" ", boxWidth)))
|
||||
b.WriteString(dimStyle.Render("|"))
|
||||
b.WriteString("\n")
|
||||
}
|
||||
|
||||
b.WriteString(dimStyle.Render("+" + strings.Repeat("-", boxWidth) + "+"))
|
||||
return b.String()
|
||||
}
|
||||
|
||||
// formatScore formats a score with comma separators.
|
||||
func formatScore(n int) string {
|
||||
s := fmt.Sprintf("%d", n)
|
||||
if len(s) <= 3 {
|
||||
return s
|
||||
}
|
||||
var parts []string
|
||||
for len(s) > 3 {
|
||||
parts = append([]string{s[len(s)-3:]}, parts...)
|
||||
s = s[:len(s)-3]
|
||||
}
|
||||
parts = append([]string{s}, parts...)
|
||||
return strings.Join(parts, ",")
|
||||
}
|
||||
|
||||
// gameView combines the board and sidebar into the game screen.
|
||||
func gameView(g *gameState) string {
|
||||
boardStr := renderBoard(g)
|
||||
boardLines := strings.Split(boardStr, "\n")
|
||||
|
||||
nextStr := renderNextPiece(g.next)
|
||||
nextLines := strings.Split(nextStr, "\n")
|
||||
|
||||
// Build sidebar lines.
|
||||
var sidebar []string
|
||||
sidebar = append(sidebar, sidebarLabelStyle.Render(" NEXT:"))
|
||||
sidebar = append(sidebar, nextLines...)
|
||||
sidebar = append(sidebar, "")
|
||||
sidebar = append(sidebar, sidebarLabelStyle.Render(" SCORE: ")+sidebarValueStyle.Render(formatScore(g.score)))
|
||||
sidebar = append(sidebar, sidebarLabelStyle.Render(" LEVEL: ")+sidebarValueStyle.Render(fmt.Sprintf("%d", g.level)))
|
||||
sidebar = append(sidebar, sidebarLabelStyle.Render(" LINES: ")+sidebarValueStyle.Render(fmt.Sprintf("%d", g.lines)))
|
||||
sidebar = append(sidebar, "")
|
||||
sidebar = append(sidebar, dimStyle.Render(" Controls:"))
|
||||
sidebar = append(sidebar, dimStyle.Render(" <- -> Move"))
|
||||
sidebar = append(sidebar, dimStyle.Render(" Up/Z Rotate"))
|
||||
sidebar = append(sidebar, dimStyle.Render(" Down Soft drop"))
|
||||
sidebar = append(sidebar, dimStyle.Render(" Space Hard drop"))
|
||||
sidebar = append(sidebar, dimStyle.Render(" Q Quit"))
|
||||
|
||||
// Combine board and sidebar side by side.
|
||||
var b strings.Builder
|
||||
maxLines := max(len(boardLines), len(sidebar))
|
||||
|
||||
for i := range maxLines {
|
||||
boardLine := ""
|
||||
if i < len(boardLines) {
|
||||
boardLine = boardLines[i]
|
||||
}
|
||||
sidebarLine := ""
|
||||
if i < len(sidebar) {
|
||||
sidebarLine = sidebar[i]
|
||||
}
|
||||
|
||||
// Pad board to fixed width (| + 10*2 + | = 22 chars visual).
|
||||
b.WriteString(boardLine)
|
||||
b.WriteString(sidebarLine)
|
||||
b.WriteString("\n")
|
||||
}
|
||||
|
||||
return b.String()
|
||||
}
|
||||
|
||||
// padLine pads a single line to termWidth.
|
||||
func padLine(line string) string {
|
||||
w := lipgloss.Width(line)
|
||||
if w >= termWidth {
|
||||
return line
|
||||
}
|
||||
return line + baseStyle.Render(strings.Repeat(" ", termWidth-w))
|
||||
}
|
||||
|
||||
// padLines pads every line in a multi-line string to termWidth.
|
||||
func padLines(s string) string {
|
||||
lines := strings.Split(s, "\n")
|
||||
for i, line := range lines {
|
||||
lines[i] = padLine(line)
|
||||
}
|
||||
return strings.Join(lines, "\n")
|
||||
}
|
||||
|
||||
// gameFrame wraps content with padding to fill the terminal.
|
||||
func gameFrame(content string, height int) string {
|
||||
var b strings.Builder
|
||||
b.WriteString(content)
|
||||
|
||||
// Pad with blank lines to fill terminal height.
|
||||
if height > 0 {
|
||||
contentLines := strings.Count(content, "\n") + 1
|
||||
blankLine := baseStyle.Render(strings.Repeat(" ", termWidth))
|
||||
for i := contentLines; i < height; i++ {
|
||||
b.WriteString(blankLine)
|
||||
b.WriteString("\n")
|
||||
}
|
||||
}
|
||||
|
||||
return padLines(b.String())
|
||||
}
|
||||
66
internal/shell/tetris/tetris.go
Normal file
66
internal/shell/tetris/tetris.go
Normal file
@@ -0,0 +1,66 @@
|
||||
package tetris
|
||||
|
||||
import (
|
||||
"context"
|
||||
"io"
|
||||
"time"
|
||||
|
||||
tea "github.com/charmbracelet/bubbletea"
|
||||
|
||||
"git.t-juice.club/torjus/oubliette/internal/shell"
|
||||
)
|
||||
|
||||
const sessionTimeout = 10 * time.Minute
|
||||
|
||||
// TetrisShell is a Tetris game TUI for the honeypot.
|
||||
type TetrisShell struct{}
|
||||
|
||||
// NewTetrisShell returns a new TetrisShell instance.
|
||||
func NewTetrisShell() *TetrisShell {
|
||||
return &TetrisShell{}
|
||||
}
|
||||
|
||||
func (t *TetrisShell) Name() string { return "tetris" }
|
||||
func (t *TetrisShell) Description() string { return "Tetris game TUI" }
|
||||
|
||||
func (t *TetrisShell) Handle(ctx context.Context, sess *shell.SessionContext, rw io.ReadWriteCloser) error {
|
||||
ctx, cancel := context.WithTimeout(ctx, sessionTimeout)
|
||||
defer cancel()
|
||||
|
||||
difficulty := configString(sess.ShellConfig, "difficulty", "normal")
|
||||
|
||||
m := newModel(sess, difficulty)
|
||||
p := tea.NewProgram(m,
|
||||
tea.WithInput(rw),
|
||||
tea.WithOutput(rw),
|
||||
tea.WithAltScreen(),
|
||||
)
|
||||
|
||||
done := make(chan error, 1)
|
||||
go func() {
|
||||
_, err := p.Run()
|
||||
done <- err
|
||||
}()
|
||||
|
||||
select {
|
||||
case err := <-done:
|
||||
return err
|
||||
case <-ctx.Done():
|
||||
p.Quit()
|
||||
<-done
|
||||
return nil
|
||||
}
|
||||
}
|
||||
|
||||
// configString reads a string from the shell config map with a default.
|
||||
func configString(cfg map[string]any, key, defaultVal string) string {
|
||||
if cfg == nil {
|
||||
return defaultVal
|
||||
}
|
||||
if v, ok := cfg[key]; ok {
|
||||
if s, ok := v.(string); ok && s != "" {
|
||||
return s
|
||||
}
|
||||
}
|
||||
return defaultVal
|
||||
}
|
||||
582
internal/shell/tetris/tetris_test.go
Normal file
582
internal/shell/tetris/tetris_test.go
Normal file
@@ -0,0 +1,582 @@
|
||||
package tetris
|
||||
|
||||
import (
|
||||
"context"
|
||||
"strings"
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
tea "github.com/charmbracelet/bubbletea"
|
||||
|
||||
"git.t-juice.club/torjus/oubliette/internal/shell"
|
||||
"git.t-juice.club/torjus/oubliette/internal/storage"
|
||||
)
|
||||
|
||||
// newTestModel creates a model with a test session context.
|
||||
func newTestModel(t *testing.T) (*model, *storage.MemoryStore) {
|
||||
t.Helper()
|
||||
store := storage.NewMemoryStore()
|
||||
sessID, _ := store.CreateSession(context.Background(), "127.0.0.1", "player", "tetris", "")
|
||||
sess := &shell.SessionContext{
|
||||
SessionID: sessID,
|
||||
Username: "player",
|
||||
Store: store,
|
||||
}
|
||||
m := newModel(sess, "normal")
|
||||
return m, store
|
||||
}
|
||||
|
||||
// sendKey sends a single key message to the model and returns the command.
|
||||
func sendKey(m *model, key string) tea.Cmd {
|
||||
var msg tea.KeyMsg
|
||||
switch key {
|
||||
case "enter":
|
||||
msg = tea.KeyMsg{Type: tea.KeyEnter}
|
||||
case "up":
|
||||
msg = tea.KeyMsg{Type: tea.KeyUp}
|
||||
case "down":
|
||||
msg = tea.KeyMsg{Type: tea.KeyDown}
|
||||
case "left":
|
||||
msg = tea.KeyMsg{Type: tea.KeyLeft}
|
||||
case "right":
|
||||
msg = tea.KeyMsg{Type: tea.KeyRight}
|
||||
case "space":
|
||||
msg = tea.KeyMsg{Type: tea.KeySpace}
|
||||
case "ctrl+c":
|
||||
msg = tea.KeyMsg{Type: tea.KeyCtrlC}
|
||||
default:
|
||||
if len(key) == 1 {
|
||||
msg = tea.KeyMsg{Type: tea.KeyRunes, Runes: []rune(key)}
|
||||
}
|
||||
}
|
||||
_, cmd := m.Update(msg)
|
||||
return cmd
|
||||
}
|
||||
|
||||
// sendTick sends a tick message to the model.
|
||||
func sendTick(m *model) tea.Cmd {
|
||||
_, cmd := m.Update(tickMsg(time.Now()))
|
||||
return cmd
|
||||
}
|
||||
|
||||
// execCmds recursively executes tea.Cmd functions (including batches).
|
||||
func execCmds(cmd tea.Cmd) {
|
||||
if cmd == nil {
|
||||
return
|
||||
}
|
||||
msg := cmd()
|
||||
if batch, ok := msg.(tea.BatchMsg); ok {
|
||||
for _, c := range batch {
|
||||
execCmds(c)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestTetrisShellName(t *testing.T) {
|
||||
sh := NewTetrisShell()
|
||||
if sh.Name() != "tetris" {
|
||||
t.Errorf("Name() = %q, want %q", sh.Name(), "tetris")
|
||||
}
|
||||
if sh.Description() == "" {
|
||||
t.Error("Description() should not be empty")
|
||||
}
|
||||
}
|
||||
|
||||
func TestConfigString(t *testing.T) {
|
||||
cfg := map[string]any{
|
||||
"difficulty": "hard",
|
||||
}
|
||||
if got := configString(cfg, "difficulty", "normal"); got != "hard" {
|
||||
t.Errorf("configString() = %q, want %q", got, "hard")
|
||||
}
|
||||
if got := configString(cfg, "missing", "normal"); got != "normal" {
|
||||
t.Errorf("configString() = %q, want %q", got, "normal")
|
||||
}
|
||||
if got := configString(nil, "difficulty", "normal"); got != "normal" {
|
||||
t.Errorf("configString(nil) = %q, want %q", got, "normal")
|
||||
}
|
||||
}
|
||||
|
||||
func TestTitleScreenRenders(t *testing.T) {
|
||||
m, _ := newTestModel(t)
|
||||
view := m.View()
|
||||
if !strings.Contains(view, "████") {
|
||||
t.Error("title screen should show TETRIS logo")
|
||||
}
|
||||
if !strings.Contains(view, "Press any key") {
|
||||
t.Error("title screen should show 'Press any key'")
|
||||
}
|
||||
}
|
||||
|
||||
func TestTitleToGame(t *testing.T) {
|
||||
m, _ := newTestModel(t)
|
||||
if m.screen != screenTitle {
|
||||
t.Fatalf("expected screenTitle, got %d", m.screen)
|
||||
}
|
||||
|
||||
sendKey(m, "enter")
|
||||
if m.screen != screenGame {
|
||||
t.Errorf("expected screenGame after keypress, got %d", m.screen)
|
||||
}
|
||||
if m.game == nil {
|
||||
t.Fatal("game should be initialized")
|
||||
}
|
||||
}
|
||||
|
||||
func TestGameRenders(t *testing.T) {
|
||||
m, _ := newTestModel(t)
|
||||
sendKey(m, "enter") // start game
|
||||
|
||||
view := m.View()
|
||||
if !strings.Contains(view, "|") {
|
||||
t.Error("game view should contain board borders")
|
||||
}
|
||||
if !strings.Contains(view, "SCORE") {
|
||||
t.Error("game view should show SCORE")
|
||||
}
|
||||
if !strings.Contains(view, "LEVEL") {
|
||||
t.Error("game view should show LEVEL")
|
||||
}
|
||||
if !strings.Contains(view, "LINES") {
|
||||
t.Error("game view should show LINES")
|
||||
}
|
||||
if !strings.Contains(view, "NEXT") {
|
||||
t.Error("game view should show NEXT")
|
||||
}
|
||||
}
|
||||
|
||||
// --- Pure game logic tests ---
|
||||
|
||||
func TestNewGame(t *testing.T) {
|
||||
g := newGame(0)
|
||||
if g.gameOver {
|
||||
t.Error("new game should not be game over")
|
||||
}
|
||||
if g.score != 0 {
|
||||
t.Errorf("initial score = %d, want 0", g.score)
|
||||
}
|
||||
if g.level != 0 {
|
||||
t.Errorf("initial level = %d, want 0", g.level)
|
||||
}
|
||||
if g.lines != 0 {
|
||||
t.Errorf("initial lines = %d, want 0", g.lines)
|
||||
}
|
||||
}
|
||||
|
||||
func TestNewGameHardLevel(t *testing.T) {
|
||||
g := newGame(5)
|
||||
if g.level != 5 {
|
||||
t.Errorf("hard start level = %d, want 5", g.level)
|
||||
}
|
||||
}
|
||||
|
||||
func TestMoveLeft(t *testing.T) {
|
||||
g := newGame(0)
|
||||
startCol := g.currentCol
|
||||
g.moveLeft()
|
||||
if g.currentCol != startCol-1 {
|
||||
t.Errorf("after moveLeft: col = %d, want %d", g.currentCol, startCol-1)
|
||||
}
|
||||
}
|
||||
|
||||
func TestMoveRight(t *testing.T) {
|
||||
g := newGame(0)
|
||||
startCol := g.currentCol
|
||||
g.moveRight()
|
||||
if g.currentCol != startCol+1 {
|
||||
t.Errorf("after moveRight: col = %d, want %d", g.currentCol, startCol+1)
|
||||
}
|
||||
}
|
||||
|
||||
func TestMoveDown(t *testing.T) {
|
||||
g := newGame(0)
|
||||
startRow := g.currentRow
|
||||
moved := g.moveDown()
|
||||
if !moved {
|
||||
t.Error("moveDown should succeed from starting position")
|
||||
}
|
||||
if g.currentRow != startRow+1 {
|
||||
t.Errorf("after moveDown: row = %d, want %d", g.currentRow, startRow+1)
|
||||
}
|
||||
}
|
||||
|
||||
func TestCannotMoveLeftBeyondWall(t *testing.T) {
|
||||
g := newGame(0)
|
||||
// Move all the way left.
|
||||
for range boardCols {
|
||||
g.moveLeft()
|
||||
}
|
||||
col := g.currentCol
|
||||
g.moveLeft() // should not move further
|
||||
if g.currentCol != col {
|
||||
t.Errorf("should not move past left wall: col = %d, was %d", g.currentCol, col)
|
||||
}
|
||||
}
|
||||
|
||||
func TestCannotMoveRightBeyondWall(t *testing.T) {
|
||||
g := newGame(0)
|
||||
// Move all the way right.
|
||||
for range boardCols {
|
||||
g.moveRight()
|
||||
}
|
||||
col := g.currentCol
|
||||
g.moveRight() // should not move further
|
||||
if g.currentCol != col {
|
||||
t.Errorf("should not move past right wall: col = %d, was %d", g.currentCol, col)
|
||||
}
|
||||
}
|
||||
|
||||
func TestRotate(t *testing.T) {
|
||||
g := newGame(0)
|
||||
startRot := g.currentRot
|
||||
g.rotate()
|
||||
// Rotation should change (possibly with wall kick).
|
||||
if g.currentRot == startRot {
|
||||
// Rotation might legitimately fail in some edge cases, so just check
|
||||
// that the game state is valid.
|
||||
if !g.canPlace(g.current, g.currentRot, g.currentRow, g.currentCol) {
|
||||
t.Error("piece should be in a valid position after rotate attempt")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestHardDrop(t *testing.T) {
|
||||
g := newGame(0)
|
||||
startRow := g.currentRow
|
||||
dropped := g.hardDrop()
|
||||
if dropped == 0 {
|
||||
t.Error("hard drop should move piece down at least some rows from top")
|
||||
}
|
||||
if g.currentRow <= startRow {
|
||||
t.Errorf("after hardDrop: row = %d should be > %d", g.currentRow, startRow)
|
||||
}
|
||||
}
|
||||
|
||||
func TestGhostRow(t *testing.T) {
|
||||
g := newGame(0)
|
||||
ghost := g.ghostRow()
|
||||
if ghost < g.currentRow {
|
||||
t.Errorf("ghost row %d should be >= current row %d", ghost, g.currentRow)
|
||||
}
|
||||
// Ghost should be at a position where moving down one more is impossible.
|
||||
if g.canPlace(g.current, g.currentRot, ghost+1, g.currentCol) {
|
||||
t.Error("ghost row should be the lowest valid position")
|
||||
}
|
||||
}
|
||||
|
||||
func TestLockPiece(t *testing.T) {
|
||||
g := newGame(0)
|
||||
g.hardDrop()
|
||||
pt := g.current
|
||||
row, col, rot := g.currentRow, g.currentCol, g.currentRot
|
||||
g.lockPiece()
|
||||
|
||||
// Verify that the piece's cells are now filled.
|
||||
shape := pieces[pt][rot]
|
||||
for _, off := range shape {
|
||||
r, c := row+off[0], col+off[1]
|
||||
if !g.board[r][c].filled {
|
||||
t.Errorf("cell (%d, %d) should be filled after lockPiece", r, c)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestClearLines(t *testing.T) {
|
||||
g := newGame(0)
|
||||
// Fill the bottom row completely.
|
||||
for c := range boardCols {
|
||||
g.board[boardRows-1][c] = cell{filled: true, piece: pieceI}
|
||||
}
|
||||
cleared := g.clearLines()
|
||||
if cleared != 1 {
|
||||
t.Errorf("clearLines() = %d, want 1", cleared)
|
||||
}
|
||||
// Bottom row should now be empty (shifted from above).
|
||||
for c := range boardCols {
|
||||
if g.board[boardRows-1][c].filled {
|
||||
t.Errorf("bottom row col %d should be empty after clearing", c)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestClearMultipleLines(t *testing.T) {
|
||||
g := newGame(0)
|
||||
// Fill the bottom 4 rows.
|
||||
for r := boardRows - 4; r < boardRows; r++ {
|
||||
for c := range boardCols {
|
||||
g.board[r][c] = cell{filled: true, piece: pieceI}
|
||||
}
|
||||
}
|
||||
cleared := g.clearLines()
|
||||
if cleared != 4 {
|
||||
t.Errorf("clearLines() = %d, want 4", cleared)
|
||||
}
|
||||
}
|
||||
|
||||
func TestScoring(t *testing.T) {
|
||||
tests := []struct {
|
||||
lines int
|
||||
level int
|
||||
want int
|
||||
}{
|
||||
{1, 0, 40},
|
||||
{2, 0, 100},
|
||||
{3, 0, 300},
|
||||
{4, 0, 1200},
|
||||
{1, 1, 80},
|
||||
{4, 2, 3600},
|
||||
}
|
||||
for _, tt := range tests {
|
||||
g := newGame(tt.level)
|
||||
g.addScore(tt.lines)
|
||||
if g.score != tt.want {
|
||||
t.Errorf("score for %d lines at level %d = %d, want %d", tt.lines, tt.level, g.score, tt.want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestLevelUp(t *testing.T) {
|
||||
g := newGame(0)
|
||||
g.lines = 9
|
||||
g.addScore(1) // This should push lines to 10, triggering level 1.
|
||||
if g.level != 1 {
|
||||
t.Errorf("level = %d, want 1 after 10 lines", g.level)
|
||||
}
|
||||
}
|
||||
|
||||
func TestTickInterval(t *testing.T) {
|
||||
if got := tickInterval(0); got != 800 {
|
||||
t.Errorf("tickInterval(0) = %d, want 800", got)
|
||||
}
|
||||
if got := tickInterval(5); got != 500 {
|
||||
t.Errorf("tickInterval(5) = %d, want 500", got)
|
||||
}
|
||||
// Floor at 100ms.
|
||||
if got := tickInterval(20); got != 100 {
|
||||
t.Errorf("tickInterval(20) = %d, want 100", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestFormatScore(t *testing.T) {
|
||||
tests := []struct {
|
||||
n int
|
||||
want string
|
||||
}{
|
||||
{0, "0"},
|
||||
{100, "100"},
|
||||
{1250, "1,250"},
|
||||
{1000000, "1,000,000"},
|
||||
}
|
||||
for _, tt := range tests {
|
||||
if got := formatScore(tt.n); got != tt.want {
|
||||
t.Errorf("formatScore(%d) = %q, want %q", tt.n, got, tt.want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestGameOverScreen(t *testing.T) {
|
||||
m, _ := newTestModel(t)
|
||||
sendKey(m, "enter") // start game
|
||||
|
||||
// Force game over.
|
||||
m.game.gameOver = true
|
||||
m.screen = screenGameOver
|
||||
|
||||
view := m.View()
|
||||
if !strings.Contains(view, "GAME OVER") {
|
||||
t.Error("game over screen should show GAME OVER")
|
||||
}
|
||||
if !strings.Contains(view, "Score") {
|
||||
t.Error("game over screen should show score")
|
||||
}
|
||||
}
|
||||
|
||||
func TestRestartFromGameOver(t *testing.T) {
|
||||
m, _ := newTestModel(t)
|
||||
sendKey(m, "enter") // start game
|
||||
|
||||
m.game.gameOver = true
|
||||
m.screen = screenGameOver
|
||||
|
||||
sendKey(m, "r")
|
||||
if m.screen != screenGame {
|
||||
t.Errorf("expected screenGame after restart, got %d", m.screen)
|
||||
}
|
||||
if m.game.gameOver {
|
||||
t.Error("game should not be over after restart")
|
||||
}
|
||||
}
|
||||
|
||||
func TestQuitFromGame(t *testing.T) {
|
||||
m, _ := newTestModel(t)
|
||||
sendKey(m, "enter") // start game
|
||||
sendKey(m, "q")
|
||||
if !m.quitting {
|
||||
t.Error("should be quitting after pressing q")
|
||||
}
|
||||
}
|
||||
|
||||
func TestQuitFromGameOver(t *testing.T) {
|
||||
m, _ := newTestModel(t)
|
||||
sendKey(m, "enter") // start game
|
||||
m.game.gameOver = true
|
||||
m.screen = screenGameOver
|
||||
|
||||
sendKey(m, "q")
|
||||
if !m.quitting {
|
||||
t.Error("should be quitting after pressing q in game over")
|
||||
}
|
||||
}
|
||||
|
||||
func TestSoftDropScoring(t *testing.T) {
|
||||
m, _ := newTestModel(t)
|
||||
sendKey(m, "enter") // start game
|
||||
|
||||
scoreBefore := m.game.score
|
||||
sendKey(m, "down")
|
||||
if m.game.score != scoreBefore+1 {
|
||||
t.Errorf("score after soft drop = %d, want %d", m.game.score, scoreBefore+1)
|
||||
}
|
||||
}
|
||||
|
||||
func TestHardDropScoring(t *testing.T) {
|
||||
m, _ := newTestModel(t)
|
||||
sendKey(m, "enter") // start game
|
||||
|
||||
// Hard drop gives 2 points per row dropped.
|
||||
sendKey(m, "space")
|
||||
if m.game.score < 2 {
|
||||
t.Errorf("score after hard drop = %d, should be at least 2", m.game.score)
|
||||
}
|
||||
}
|
||||
|
||||
func TestTickMovesDown(t *testing.T) {
|
||||
m, _ := newTestModel(t)
|
||||
sendKey(m, "enter") // start game
|
||||
|
||||
rowBefore := m.game.currentRow
|
||||
sendTick(m)
|
||||
// Piece should either move down by 1, or lock and spawn a new piece at top.
|
||||
movedDown := m.game.currentRow == rowBefore+1
|
||||
respawned := m.game.currentRow < rowBefore
|
||||
if !movedDown && !respawned && !m.game.gameOver {
|
||||
t.Errorf("tick should move piece down or lock+respawn: row was %d, now %d", rowBefore, m.game.currentRow)
|
||||
}
|
||||
}
|
||||
|
||||
func TestSessionLogs(t *testing.T) {
|
||||
m, store := newTestModel(t)
|
||||
|
||||
// Press key to start game — returns a logAction cmd.
|
||||
cmd := sendKey(m, "enter")
|
||||
if cmd != nil {
|
||||
execCmds(cmd)
|
||||
}
|
||||
time.Sleep(50 * time.Millisecond)
|
||||
|
||||
found := false
|
||||
for _, log := range store.SessionLogs {
|
||||
if strings.Contains(log.Input, "GAME START") {
|
||||
found = true
|
||||
break
|
||||
}
|
||||
}
|
||||
if !found {
|
||||
t.Error("expected GAME START in session logs")
|
||||
}
|
||||
}
|
||||
|
||||
func TestKeypressCounter(t *testing.T) {
|
||||
m, _ := newTestModel(t)
|
||||
sendKey(m, "enter") // start game
|
||||
sendKey(m, "left")
|
||||
sendKey(m, "right")
|
||||
sendKey(m, "down")
|
||||
|
||||
if m.keypresses != 4 { // enter + 3 game keys
|
||||
t.Errorf("keypresses = %d, want 4", m.keypresses)
|
||||
}
|
||||
}
|
||||
|
||||
func TestLockDelay(t *testing.T) {
|
||||
m, _ := newTestModel(t)
|
||||
sendKey(m, "enter") // start game
|
||||
|
||||
// Drop piece to the bottom via ticks until it can't move down.
|
||||
for range boardRows + 5 {
|
||||
if m.locking {
|
||||
break
|
||||
}
|
||||
sendTick(m)
|
||||
}
|
||||
|
||||
if !m.locking {
|
||||
t.Fatal("piece should be in locking state after hitting bottom")
|
||||
}
|
||||
|
||||
// During lock delay, we should still be able to move left/right.
|
||||
colBefore := m.game.currentCol
|
||||
sendKey(m, "left")
|
||||
if m.game.currentCol >= colBefore {
|
||||
// Might not have moved if against wall, try right.
|
||||
sendKey(m, "right")
|
||||
}
|
||||
|
||||
// Sending a lockMsg should finalize the piece.
|
||||
m.Update(lockMsg(time.Now()))
|
||||
// After lock, a new piece should have spawned (row near top).
|
||||
if m.game.currentRow > 1 && !m.game.gameOver {
|
||||
t.Errorf("after lock delay, new piece should spawn near top, got row %d", m.game.currentRow)
|
||||
}
|
||||
}
|
||||
|
||||
func TestLockDelayCancelledByDrop(t *testing.T) {
|
||||
m, _ := newTestModel(t)
|
||||
sendKey(m, "enter") // start game
|
||||
|
||||
// Build a ledge: fill rows 18-19 but leave column 0 empty.
|
||||
for r := boardRows - 2; r < boardRows; r++ {
|
||||
for c := 1; c < boardCols; c++ {
|
||||
m.game.board[r][c] = cell{filled: true, piece: pieceI}
|
||||
}
|
||||
}
|
||||
|
||||
// Move piece to column 0 area and drop it onto the ledge.
|
||||
for range boardCols {
|
||||
m.game.moveLeft()
|
||||
}
|
||||
// Tick down until locking.
|
||||
for range boardRows + 5 {
|
||||
if m.locking {
|
||||
break
|
||||
}
|
||||
sendTick(m)
|
||||
}
|
||||
|
||||
// If piece is on the ledge and we slide it to col 0 (open column),
|
||||
// the lock delay should cancel since it can fall further.
|
||||
// This test just validates the locking flag logic works.
|
||||
if m.locking {
|
||||
// Try moving — if piece can drop further, locking should cancel.
|
||||
sendKey(m, "left")
|
||||
// Whether locking cancels depends on the board state; just verify no crash.
|
||||
}
|
||||
}
|
||||
|
||||
func TestSpawnCol(t *testing.T) {
|
||||
// All pieces should spawn roughly centered.
|
||||
for pt := range pieceType(numPieceTypes) {
|
||||
col := spawnCol(pt, 0)
|
||||
if col < 0 || col > boardCols-1 {
|
||||
t.Errorf("spawnCol(%d, 0) = %d, out of range", pt, col)
|
||||
}
|
||||
// Verify piece fits at spawn position.
|
||||
shape := pieces[pt][0]
|
||||
for _, off := range shape {
|
||||
c := col + off[1]
|
||||
if c < 0 || c >= boardCols {
|
||||
t.Errorf("piece %d overflows board at spawn: col+offset = %d", pt, c)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -39,6 +39,11 @@ password = "admin"
|
||||
# password = "roomba"
|
||||
# shell = "roomba"
|
||||
|
||||
# [[auth.static_credentials]]
|
||||
# username = "player"
|
||||
# password = "tetris"
|
||||
# shell = "tetris"
|
||||
|
||||
[storage]
|
||||
db_path = "oubliette.db"
|
||||
retention_days = 90
|
||||
@@ -83,6 +88,9 @@ hostname = "ubuntu-server"
|
||||
# [shell.roomba]
|
||||
# No configuration options currently.
|
||||
|
||||
# [shell.tetris]
|
||||
# difficulty = "normal" # "easy" (slower start), "normal" (standard), "hard" (start at level 5)
|
||||
|
||||
# [detection]
|
||||
# enabled = true
|
||||
# threshold = 0.6 # 0.0–1.0, sessions above this trigger notifications
|
||||
|
||||
Reference in New Issue
Block a user