Switch to Flutter (Android + iOS) for iPhone support; port engine to Dart

아이폰 지원 요구로 Android 전용 Kotlin 스택을 크로스플랫폼 Flutter로 교체.
- app/: Flutter 프로젝트(android+ios). 코어 로직은 순수 Dart 모듈 app/lib/engine.dart
  로 이식(SRS+180 킥·7-bag·홀드·고스트·락딜레이·T-spin/mini·콤보/B2B). 웹/Kotlin 판과 동일 알고리즘.
- app/test/engine_test.dart: Dart 테스트 24개 전부 통과, flutter analyze 0 issue.
- 이전 android/(Kotlin) 모듈 제거(Flutter로 대체). README에 Flutter 전환 + iOS 빌드 제약(맥 필요) 명시.
- 게임 UI(목업 ② + §11 터치)와 설치용 빌드는 다음 단계.
This commit is contained in:
tkrmagid
2026-08-22 14:40:03 +09:00
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/// TETRIG 코어 엔진 (Dart 이식) — Phase 1.
/// 순수 로직만: Flutter/렌더/타이머 의존 없음. UI 위젯이 타이밍을 구동한다.
///
/// 좌표 규약 (명세서 §4.1):
/// - 보드 (x, y): x 오른쪽 증가, y 위쪽 증가. y=0 이 맨 아래.
/// - 킥 오프셋 (dx, dy): dy 양수 = 위쪽. 그대로 py += dy 로 적용.
/// - 회전 상태: 0=스폰, 1=CW, 2=180, 3=CCW.
///
/// (웹 레퍼런스 src/engine.js, Kotlin 이식판과 동일 알고리즘·데이터)
library;
/// 튜닝 상수 (조정 대상은 여기 한 곳).
class Config {
static const int boardW = 10;
static const int boardH = 40; // 내부 높이 (하단 20행만 표시)
static const int visibleH = 20;
static const int nextCount = 5;
static const int lockDelayMs = 500;
static const int maxLockResets = 15;
static const int defaultGravityMs = 800; // Phase 1 기본 (SPRINT)
static const int dasMs = 133;
static const int arrMs = 10;
static const int sdf = 20;
}
const List<String> pieceTypes = ['I', 'O', 'T', 'S', 'Z', 'J', 'L'];
/// 피스 색 (명세서 §13 v2 확정). 'G' = 가비지.
const Map<String, String> pieceColors = {
'I': '#3EC1B6', 'O': '#F5C531', 'T': '#A76BF2', 'S': '#7FCC4C',
'Z': '#F25C4C', 'J': '#4C7DF2', 'L': '#F2913D', 'G': '#46464F',
};
// ── 피스 스폰 셀 (박스-로컬, y 위쪽 증가) + 박스 크기 ──
class _Spawn {
final int box;
final List<List<int>> cells;
const _Spawn(this.box, this.cells);
}
const Map<String, _Spawn> _spawn = {
'I': _Spawn(4, [[0, 2], [1, 2], [2, 2], [3, 2]]),
'O': _Spawn(2, [[0, 0], [1, 0], [0, 1], [1, 1]]),
'T': _Spawn(3, [[0, 1], [1, 1], [2, 1], [1, 2]]),
'S': _Spawn(3, [[0, 1], [1, 1], [1, 2], [2, 2]]),
'Z': _Spawn(3, [[0, 2], [1, 2], [1, 1], [2, 1]]),
'J': _Spawn(3, [[0, 2], [0, 1], [1, 1], [2, 1]]),
'L': _Spawn(3, [[2, 2], [0, 1], [1, 1], [2, 1]]),
};
/// 스폰 시 박스 원점의 보드 위치 (px, py).
const Map<String, List<int>> _spawnPos = {
'I': [3, 19], 'O': [4, 21], 'T': [3, 20],
'S': [3, 20], 'Z': [3, 20], 'J': [3, 20], 'L': [3, 20],
};
/// CW 회전: 박스 b 에서 (x,y) -> (y, (b-1)-x).
List<List<int>> _rotateCW(List<List<int>> cells, int b) =>
cells.map((c) => [c[1], (b - 1) - c[0]]).toList();
List<List<List<int>>> _buildStates(String type) {
final sp = _spawn[type]!;
if (type == 'O') return [sp.cells, sp.cells, sp.cells, sp.cells];
final s0 = sp.cells;
final s1 = _rotateCW(s0, sp.box);
final s2 = _rotateCW(s1, sp.box);
final s3 = _rotateCW(s2, sp.box);
return [s0, s1, s2, s3];
}
/// STATES[type][state] = 셀 목록.
final Map<String, List<List<List<int>>>> states = {
for (final t in pieceTypes) t: _buildStates(t),
};
// ── 킥테이블 (명세서 §4.1) ──
const Map<String, List<List<int>>> _kicksJlstz = {
'0>1': [[0, 0], [-1, 0], [-1, 1], [0, -2], [-1, -2]],
'1>0': [[0, 0], [1, 0], [1, -1], [0, 2], [1, 2]],
'1>2': [[0, 0], [1, 0], [1, -1], [0, 2], [1, 2]],
'2>1': [[0, 0], [-1, 0], [-1, 1], [0, -2], [-1, -2]],
'2>3': [[0, 0], [1, 0], [1, 1], [0, -2], [1, -2]],
'3>2': [[0, 0], [-1, 0], [-1, -1], [0, 2], [-1, 2]],
'3>0': [[0, 0], [-1, 0], [-1, -1], [0, 2], [-1, 2]],
'0>3': [[0, 0], [1, 0], [1, 1], [0, -2], [1, -2]],
// 180° (SRS+)
'0>2': [[0, 0], [0, 1], [1, 1], [-1, 1], [1, 0], [-1, 0]],
'2>0': [[0, 0], [0, -1], [-1, -1], [1, -1], [-1, 0], [1, 0]],
'1>3': [[0, 0], [1, 0], [1, 2], [1, 1], [0, 2], [0, 1]],
'3>1': [[0, 0], [-1, 0], [-1, 2], [-1, 1], [0, 2], [0, 1]],
};
const Map<String, List<List<int>>> _kicksI = {
'0>1': [[0, 0], [-2, 0], [1, 0], [-2, -1], [1, 2]],
'1>0': [[0, 0], [2, 0], [-1, 0], [2, 1], [-1, -2]],
'1>2': [[0, 0], [-1, 0], [2, 0], [-1, 2], [2, -1]],
'2>1': [[0, 0], [1, 0], [-2, 0], [1, -2], [-2, 1]],
'2>3': [[0, 0], [2, 0], [-1, 0], [2, 1], [-1, -2]],
'3>2': [[0, 0], [-2, 0], [1, 0], [-2, -1], [1, 2]],
'3>0': [[0, 0], [1, 0], [-2, 0], [1, -2], [-2, 1]],
'0>3': [[0, 0], [-1, 0], [2, 0], [-1, 2], [2, -1]],
// I 180°는 (0,0)만
'0>2': [[0, 0]], '2>0': [[0, 0]], '1>3': [[0, 0]], '3>1': [[0, 0]],
};
const List<List<int>> _origin = [[0, 0]];
List<List<int>> kickTable(String type, int from, int to) {
final key = '$from>$to';
if (type == 'O') return _origin;
if (type == 'I') return _kicksI[key] ?? _origin;
return _kicksJlstz[key] ?? _origin;
}
/// 시드 가능 난수 (mulberry32).
double Function() makeRng(int seed) {
int a = seed & 0xFFFFFFFF;
return () {
a = (a + 0x6D2B79F5) & 0xFFFFFFFF;
final x = (a ^ (a >>> 15)) & 0xFFFFFFFF;
int t = (x * ((1 | a) & 0xFFFFFFFF)) & 0xFFFFFFFF;
final y = (t ^ (t >>> 7)) & 0xFFFFFFFF;
final m = (y * ((61 | t) & 0xFFFFFFFF)) & 0xFFFFFFFF;
t = ((t + m) & 0xFFFFFFFF) ^ t;
t &= 0xFFFFFFFF;
return ((t ^ (t >>> 14)) & 0xFFFFFFFF) / 4294967296.0;
};
}
/// 7-bag.
class SevenBag {
final double Function() rng;
final List<String> _q = [];
SevenBag([double Function()? rng]) : rng = rng ?? (() => 0.0) {
_refill();
_refill();
}
void _refill() {
final bag = List<String>.from(pieceTypes);
for (int i = bag.length - 1; i > 0; i--) {
final j = (rng() * (i + 1)).floor();
final tmp = bag[i];
bag[i] = bag[j];
bag[j] = tmp;
}
_q.addAll(bag);
}
String next() {
if (_q.length <= Config.nextCount + 1) _refill();
return _q.removeAt(0);
}
List<String> peek([int n = Config.nextCount]) {
while (_q.length < n) {
_refill();
}
return _q.sublist(0, n);
}
}
// ── 보드 유틸 ──
List<List<String?>> createBoard([int w = Config.boardW, int h = Config.boardH]) =>
List.generate(h, (_) => List<String?>.filled(w, null));
List<List<int>> pieceCells(String type, int state, int px, int py) =>
states[type]![state].map((c) => [px + c[0], py + c[1]]).toList();
/// x 범위 밖 / 바닥 아래(y<0) / 점유 = 충돌. y >= H (버퍼 위)는 허용.
bool collides(List<List<String?>> board, List<List<int>> cells) {
final w = board[0].length, h = board.length;
for (final c in cells) {
final x = c[0], y = c[1];
if (x < 0 || x >= w || y < 0) return true;
if (y < h && board[y][x] != null) return true;
}
return false;
}
/// 가득 찬 행 제거 후 위에서 빈 행 보충. 제거된 행 수 반환.
int clearLines(List<List<String?>> board) {
final w = board[0].length, h = board.length;
final rows = <int>[];
for (int y = 0; y < h; y++) {
if (board[y].every((c) => c != null)) rows.add(y);
}
if (rows.isEmpty) return 0;
final rowSet = rows.toSet();
final kept = <List<String?>>[
for (int y = 0; y < h; y++)
if (!rowSet.contains(y)) board[y]
];
while (kept.length < h) {
kept.add(List<String?>.filled(w, null));
}
for (int y = 0; y < h; y++) {
board[y] = kept[y];
}
return rows.length;
}
bool isBoardEmpty(List<List<String?>> board) =>
board.every((row) => row.every((c) => c == null));
/// T-spin 판정 (명세서 §4.2). 'none' | 'mini' | 'tspin'.
String detectTSpin(List<List<String?>> board, String type, int state, int px,
int py, bool lastMoveRotation) {
if (type != 'T' || !lastMoveRotation) return 'none';
final w = board[0].length, h = board.length;
final cx = px + 1, cy = py + 1;
bool filled(int dx, int dy) {
final x = cx + dx, y = cy + dy;
if (x < 0 || x >= w || y < 0) return true; // 벽/바닥 = 채움
if (y >= h) return false; // 버퍼 위 = 빔
return board[y][x] != null;
}
final tl = filled(-1, 1), tr = filled(1, 1), bl = filled(-1, -1), br = filled(1, -1);
final count = [tl, tr, bl, br].where((v) => v).length;
if (count < 3) return 'none';
late List<bool> front;
switch (state) {
case 0:
front = [tl, tr];
break;
case 1:
front = [tr, br];
break;
case 2:
front = [bl, br];
break;
default:
front = [tl, bl];
}
return (front[0] && front[1]) ? 'tspin' : 'mini';
}
/// B2B 대상("어려운" 클리어): Quad 또는 라인 동반 T-spin 계열.
bool isDifficult(int lines, String tspin) =>
lines == 4 || (tspin != 'none' && lines >= 1);
class LockResult {
final String type;
final int lines;
final String tspin;
final bool allClear;
final int combo;
final int b2b;
final bool difficult;
const LockResult(this.type, this.lines, this.tspin, this.allClear, this.combo,
this.b2b, this.difficult);
}
class Active {
String type;
int state;
int x;
int y;
Active(this.type, this.state, this.x, this.y);
}
/// 게임 상태 (UI 가 타이밍을 구동).
class TetrigGame {
List<List<String?>> board = createBoard();
final SevenBag _bag;
String? hold;
bool holdUsed = false;
bool over = false;
bool lastMoveRotation = false;
int lockResets = 0;
int combo = -1;
int b2b = -1;
LockResult? lastClear;
late Active active;
TetrigGame({int seed = 1}) : _bag = SevenBag(makeRng(seed)) {
spawn();
}
List<List<int>> cells([Active? a]) {
a ??= active;
return pieceCells(a.type, a.state, a.x, a.y);
}
bool spawn([String? type]) {
type ??= _bag.next();
final pos = _spawnPos[type]!;
active = Active(type, 0, pos[0], pos[1]);
lastMoveRotation = false;
lockResets = 0;
if (collides(board, cells())) {
over = true;
return false;
}
return true;
}
List<String> peekNext([int n = Config.nextCount]) => _bag.peek(n);
bool canFall() {
final c = cells().map((p) => [p[0], p[1] - 1]).toList();
return !collides(board, c);
}
bool resetLockDelay() {
if (lockResets >= Config.maxLockResets) return false;
lockResets++;
return true;
}
bool move(int dx) {
if (over) return false;
final c = pieceCells(active.type, active.state, active.x + dx, active.y);
if (collides(board, c)) return false;
active.x += dx;
lastMoveRotation = false;
return true;
}
bool softDrop() {
if (over) return false;
final c = pieceCells(active.type, active.state, active.x, active.y - 1);
if (collides(board, c)) return false;
active.y -= 1;
lastMoveRotation = false;
return true;
}
/// dir: 'cw' | 'ccw' | '180'.
bool rotate(String dir) {
if (over) return false;
final a = active;
final to = dir == 'cw'
? (a.state + 1) % 4
: dir == 'ccw'
? (a.state + 3) % 4
: (a.state + 2) % 4;
for (final k in kickTable(a.type, a.state, to)) {
final nx = a.x + k[0], ny = a.y + k[1];
if (!collides(board, pieceCells(a.type, to, nx, ny))) {
a.state = to;
a.x = nx;
a.y = ny;
lastMoveRotation = true;
return true;
}
}
return false;
}
List<List<int>> ghostCells() {
final a = active;
int dy = 0;
while (!collides(board, pieceCells(a.type, a.state, a.x, a.y - dy - 1))) {
dy++;
}
return pieceCells(a.type, a.state, a.x, a.y - dy);
}
LockResult? hardDrop() {
if (over) return null;
final a = active;
int d = 0;
while (!collides(board, pieceCells(a.type, a.state, a.x, a.y - d - 1))) {
d++;
}
a.y -= d;
return lock();
}
bool holdSwap() {
if (over || holdUsed) return false;
final cur = active.type;
if (hold == null) {
hold = cur;
spawn();
} else {
final swap = hold!;
hold = cur;
spawn(swap);
}
holdUsed = true;
return true;
}
LockResult lock() {
final a = active;
final tspin = detectTSpin(board, a.type, a.state, a.x, a.y, lastMoveRotation);
for (final c in cells()) {
if (c[1] >= 0 && c[1] < board.length) board[c[1]][c[0]] = a.type;
}
final cleared = clearLines(board);
final allClear = cleared > 0 && isBoardEmpty(board);
combo = cleared > 0 ? combo + 1 : -1;
final diff = isDifficult(cleared, tspin);
if (cleared > 0) b2b = diff ? b2b + 1 : -1;
final result = LockResult(a.type, cleared, tspin, allClear, combo, b2b, diff);
lastClear = result;
holdUsed = false;
spawn();
return result;
}
}