mirror of
https://github.com/SashLilac/cambridge-modpack.git
synced 2024-11-16 14:59:01 -06:00
149 lines
4.2 KiB
Lua
149 lines
4.2 KiB
Lua
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local GameMode = require 'tetris.modes.gamemode'
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local MarathonWLJGame = GameMode:extend()
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MarathonWLJGame.name = "Marathon WLJ"
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MarathonWLJGame.hash = "MarathonWLJ"
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MarathonWLJGame.tagline = "A simple marathon mode, originating from Lockjaw."
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function MarathonWLJGame:new()
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GameMode:new()
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self.lock_drop = true
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self.lock_hard_drop = true
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self.instant_hard_drop = true
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self.instant_soft_drop = false
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self.enable_hold = true
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self.next_queue_length = 6
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self.pieces = 0
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self.b2b = false
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self.immobile_spin_bonus = true
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self.message = ""
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self.message_timer = 0
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end
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function MarathonWLJGame:getARE() return 6 end
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function MarathonWLJGame:getLineARE() return 6 end
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function MarathonWLJGame:getLineClearDelay() return 24 end
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function MarathonWLJGame:getDasLimit() return config.das end
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function MarathonWLJGame:getARR() return config.arr end
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function MarathonWLJGame:getDasCutDelay() return config.dcd end
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function MarathonWLJGame:getGravity()
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if self.pieces < 609 then
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return (1/60) * (259/256) ^ self.pieces
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else
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return 20
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end
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end
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function MarathonWLJGame:getLockDelay()
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if self.pieces >= 609 then
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return math.ceil(40 / (1 + (3/256) * (self.pieces - 609)))
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else
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return 40
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end
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end
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function MarathonWLJGame:onSoftDrop(dropped_row_count)
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self.score = self.score + dropped_row_count
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end
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function MarathonWLJGame:onHardDrop(dropped_row_count)
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self.score = self.score + 2 * dropped_row_count
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end
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function MarathonWLJGame:onPieceLock(piece, cleared_row_count)
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playSE("lock")
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self.pieces = self.pieces + 1
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self.lines = self.lines + cleared_row_count
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if piece.spin then
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self.score = self.score + (
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500 * cleared_row_count +
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(self.b2b and cleared_row_count > 0 and 200 or 0)
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)
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self.message = (
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((self.b2b and cleared_row_count > 0) and "B2B " or "") ..
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(type(piece.shape) == "string" and piece.shape .. "-" or "") ..
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"SPIN " .. cleared_row_count .. "!"
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)
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if cleared_row_count > 0 then self.b2b = true end
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elseif cleared_row_count > 0 then
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local score_table = {100, 400, 700, 1200}
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self.score = self.score + (
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score_table[math.min(cleared_row_count, 4)] +
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(self.b2b and cleared_row_count >= 4 and 200 or 0)
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)
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self.message = cleared_row_count >= 4 and (
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(self.b2b and "B2B " or "") ..
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string.upper(string.sub(
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number_names[cleared_row_count * 3 + 3], 1, -7
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)) .. "A!"
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) or ""
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self.b2b = cleared_row_count >= 4
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else
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self.message = ""
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end
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self.message_timer = 60
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end
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function MarathonWLJGame:advanceOneFrame()
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if self.ready_frames == 0 then
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self.frames = self.frames + 1
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end
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return true
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end
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function MarathonWLJGame:drawGrid()
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self.grid:draw()
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self:drawGhostPiece()
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end
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function MarathonWLJGame:getHighscoreData()
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return {
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score = self.score,
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pieces = self.pieces,
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frames = self.frames,
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}
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end
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function MarathonWLJGame:getSectionEndLevel()
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return math.floor(self.pieces / 30 + 1) * 30
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end
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function MarathonWLJGame:getBackground()
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return math.floor(self.pieces / 30) % 20
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end
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function MarathonWLJGame:drawScoringInfo()
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.setFont(font_3x5_2)
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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strTrueValues(self.prev_inputs)
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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("LINES", 240, 120, 40, "left")
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love.graphics.printf("SCORE", 240, 200, 40, "left")
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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if self.message_timer > 0 then
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love.graphics.printf(self.message, 64, 400, 160, "center")
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self.message_timer = self.message_timer - 1
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end
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self.lines, 240, 140, 90, "left")
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love.graphics.printf(self.score, 240, 220, 90, "left")
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love.graphics.printf(self.pieces, 240, 340, 50, "right")
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love.graphics.printf(self:getSectionEndLevel(), 240, 370, 50, "right")
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love.graphics.setFont(font_8x11)
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love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
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end
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return MarathonWLJGame
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