Code "refactoring"
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46cab832ed
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516efd17e2
161
src/game.zig
161
src/game.zig
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@ -4,12 +4,30 @@ const SDL = @import("sdl2");
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const Grid = @import("grid.zig");
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const Piece = @import("piece.zig");
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const Bag = @import("bag.zig");
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const Timer = @import("timer.zig");
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const renderer = @import("renderer.zig");
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const movement = @import("movement.zig");
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const Self = @This();
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const Action = struct {
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activate: bool = false,
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holding: bool = false,
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code: u8,
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callback: fn(*Self)void,
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pub const Offset = enum(usize) {
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right = 0,
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left = 1,
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down = 2,
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hard = 3,
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swap = 4,
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rot_r = 5,
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rot_l = 6,
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};
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};
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grid: Grid,
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grid_cell_size: i32,
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grid_pos_x: i32,
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@ -23,16 +41,19 @@ shadow: Piece,
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renderer: *SDL.SDL_Renderer,
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right_action: bool = false,
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left_action: bool = false,
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down_action: bool = false,
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hdrop_action: bool = false,
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swap_action: bool = false,
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rotate_right_action: bool = false,
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rotate_left_action: bool = false,
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action_list: [7]Action = .{
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.{ .code = SDL.SDL_SCANCODE_D, .callback = actionRight }, // Right
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.{ .code = SDL.SDL_SCANCODE_A, .callback = actionLeft }, // Left
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.{ .code = SDL.SDL_SCANCODE_S, .callback = actionDown }, // Down
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.{ .code = SDL.SDL_SCANCODE_W, .callback = actionHard }, // Instant Drop
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.{ .code = SDL.SDL_SCANCODE_SPACE, .callback = actionSwap }, // Swap Piece
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.{ .code = SDL.SDL_SCANCODE_RIGHT, .callback = actionRotR }, // Rotate
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.{ .code = SDL.SDL_SCANCODE_LEFT, .callback = actionRotL }, // Rotate
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},
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timer_down: Timer,
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pub fn init(_renderer: *SDL.SDL_Renderer) Self {
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var ret = Self{
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.grid = Grid.init(),
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.grid_cell_size = undefined,
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@ -44,7 +65,12 @@ pub fn init(_renderer: *SDL.SDL_Renderer) Self {
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.shadow = undefined,
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.held = null,
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.renderer = _renderer,
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.timer_down = Timer.init(33),
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};
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// Calculate positions
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{
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var aux_w: i32 = undefined;
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var aux_h: i32 = undefined;
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@ -56,99 +82,80 @@ pub fn init(_renderer: *SDL.SDL_Renderer) Self {
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ret.grid_pos_y = @divFloor(aux_h, 2) - (ret.grid_cell_size * @divFloor(Grid.nrows + Grid.buffer, 2));
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ret.piece = ret.bag.pop();
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// ret.shadow = movement.shadow(ret.grid, ret.piece);
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// ret.shadow.color.a /= 2;
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}
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return ret;
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}
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// fn render(self: Self) void {
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// self.grid.render(self.renderer, self.grid_cell_size, self.grid_pos_x, self.grid_pos_y);
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// self.piece.render(self.renderer, self.grid_cell_size, self.grid_pos_x, self.grid_pos_y);
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// renderer.renderBag(self.renderer, self.bag, self.grid_cell_size, self.grid_pos_x + self.grid_cell_size * (Grid.ncolumns + 1), self.grid_pos_y);
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// if (self.held) |held_piece| {
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// renderer.renderHeld(self.renderer, held_piece, self.grid_cell_size, self.grid_pos_x - (self.grid_cell_size * 5), self.grid_pos_y);
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// }
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// }
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pub fn tick(self: *Self) void {
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// TIMERS
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if (self.action_list[@enumToInt(Action.Offset.down)].holding) {
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if (!self.timer_down.started) {
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self.timer_down.start();
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} else if (self.timer_down.finished()) {
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self.timer_down.stop();
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self.action_list[@enumToInt(Action.Offset.down)].holding = false;
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}
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} else {
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self.timer_down.stop();
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}
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// KEY EVENTS
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var key_state = SDL.SDL_GetKeyboardState(null);
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// MOVEMENT
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// GO RIGHT
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if (key_state[SDL.SDL_SCANCODE_D] == 1 and !self.right_action) {
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self.right_action = true;
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self.piece = movement.moveRight(self.grid, self.piece);
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for (self.action_list) |*action| {
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if (key_state[action.*.code] == 1 and !action.*.holding) {
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action.*.holding = true;
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action.*.activate = true;
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}
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if (key_state[SDL.SDL_SCANCODE_D] == 0) {
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self.right_action = false;
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}
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// GO LEFT
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if (key_state[SDL.SDL_SCANCODE_A] == 1 and !self.left_action) {
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self.left_action = true;
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self.piece = movement.moveLeft(self.grid, self.piece);
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}
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if (key_state[SDL.SDL_SCANCODE_A] == 0) {
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self.left_action = false;
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}
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// GO DOWN
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if (key_state[SDL.SDL_SCANCODE_S] == 1 and !self.down_action) {
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self.down_action = true;
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self.piece = movement.moveDown(self.grid, self.piece);
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}
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if (key_state[SDL.SDL_SCANCODE_S] == 0) {
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self.down_action = false;
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if (key_state[action.*.code] == 0) {
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action.*.holding = false;
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}
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// HARD DROP
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if (key_state[SDL.SDL_SCANCODE_W] == 1 and !self.hdrop_action) {
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self.hdrop_action = true;
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self.piece = movement.hardDrop(self.grid, self.piece);
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// Action
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if (action.*.activate) {
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action.*.activate = false;
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@call(.{}, action.*.callback, .{self});
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}
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if (key_state[SDL.SDL_SCANCODE_W] == 0) {
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self.hdrop_action = false;
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}
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// SWAP PIECES
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if (key_state[SDL.SDL_SCANCODE_SPACE] == 1 and !self.swap_action) {
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self.swap_action = true;
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self.swapHeld();
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}
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if (key_state[SDL.SDL_SCANCODE_SPACE] == 0) {
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self.swap_action = false;
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}
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// ROTATE
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if (key_state[SDL.SDL_SCANCODE_RIGHT] == 1 and !self.rotate_right_action) {
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self.rotate_right_action = true;
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self.piece = movement.rotateRight(self.grid, self.piece);
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}
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if (key_state[SDL.SDL_SCANCODE_RIGHT] == 0) {
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self.rotate_right_action = false;
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}
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if (key_state[SDL.SDL_SCANCODE_LEFT] == 1 and !self.rotate_left_action) {
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self.rotate_left_action = true;
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self.piece = movement.rotateLeft(self.grid, self.piece);
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}
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if (key_state[SDL.SDL_SCANCODE_LEFT] == 0) {
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self.rotate_left_action = false;
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}
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// DROP
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if (self.piece.dropped) {
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self.grid = movement.drop(self.grid, self.piece);
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// New Piece
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self.piece = self.bag.pop();
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}
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// Update Shadow
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{
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self.shadow = movement.shadow(self.grid, self.piece);
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self.shadow.color.a /= 4;
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self.grid.clearLines();
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}
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renderer.render(self.*);
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}
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fn swapHeld(self: *Self) void {
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// ACTION CALLBACKS
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fn actionDown(self: *Self) void {
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self.piece = movement.moveDown(self.grid, self.piece);
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}
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fn actionRight(self: *Self) void {
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self.piece = movement.moveRight(self.grid, self.piece);
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}
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fn actionLeft(self: *Self) void {
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self.piece = movement.moveLeft(self.grid, self.piece);
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}
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fn actionHard(self: *Self) void {
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self.piece = movement.hardDrop(self.grid, self.piece);
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}
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fn actionSwap(self: *Self) void {
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if (self.held) |held_piece| {
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if (!self.piece.swapped) {
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self.held = self.piece.piece_type;
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@ -161,3 +168,9 @@ fn swapHeld(self: *Self) void {
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self.piece.swapped = true;
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}
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}
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fn actionRotR(self: *Self) void {
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self.piece = movement.rotateRight(self.grid, self.piece);
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}
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fn actionRotL(self: *Self) void {
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self.piece = movement.rotateLeft(self.grid, self.piece);
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}
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