cambridge-modpack/tetris/modes/phantom_mania_nx.lua

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local GameMode = require 'tetris.modes.gamemode'
local PhantomManiaNXGame = GameMode:extend()
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
PhantomManiaNXGame.name = "Phantom Mania NX"
PhantomManiaNXGame.hash = "PhantomManiaNX"
PhantomManiaNXGame.tagline = "The ultimate invisible challenge! Can you survive the brutal gimmicks?"
function PhantomManiaNXGame:new()
PhantomManiaNXGame.super:new()
self.grade = 0
self.garbage = 0
self.roll_frames = 0
self.roll_points = 0
self.combo = 1
self.cools = 0
self.last_section_cool = false
self.tetrises = 0
self.section_tetris = {}
self.randomizer = History6RollsRandomizer()
self.SGnames = {
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"M1", "M2", "M3", "M4", "M5", "M6", "M7", "M8", "M9",
"GM"
}
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true
self.next_queue_length = 3
self.coolregret_message = "COOL!!"
self.coolregret_timer = 0
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self.section_cools = { [0] = 0 }
self.section_regrets = { [0] = 0 }
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end
function PhantomManiaNXGame:getARE()
if self.level < 300 then return 12
else return 6 end
end
function PhantomManiaNXGame:getLineARE()
if self.level < 100 then return 8
elseif self.level < 200 then return 7
elseif self.level < 500 then return 6
elseif self.level < 1300 then return 5
else return 6 end
end
function PhantomManiaNXGame:getDasLimit()
if self.level < 100 then return 9
elseif self.level < 500 then return 7
else return 5 end
end
function PhantomManiaNXGame:getLineClearDelay()
if self.level < 1300 then return self:getLineARE() - 2
else return 6 end
end
function PhantomManiaNXGame:getLockDelay()
if self.level < 200 then return 18
elseif self.level < 300 then return 17
elseif self.level < 500 then return 15
elseif self.level < 600 then return 13
elseif self.level < 1100 then return 12
elseif self.level < 1200 then return 10
elseif self.level < 1300 then return 8
else return 15 end
end
function PhantomManiaNXGame:getGravity()
return 20
end
function PhantomManiaNXGame:getGarbageLimit()
if self.level < 600 then return 20
elseif self.level < 700 then return 18
elseif self.level < 800 then return 10
elseif self.level < 900 then return 9
else return 8 end
end
function PhantomManiaNXGame:getSkin()
return self.level >= 1000 and "bone" or "2tie"
end
function PhantomManiaNXGame:hitTorikan(old_level, new_level)
if old_level < 300 and new_level >= 300 and self.frames > frameTime(1,30) then
self.level = 300
return true
end
if old_level < 500 and new_level >= 500 and self.frames > frameTime(2,28) then
self.level = 500
return true
end
if old_level < 800 and new_level >= 800 and self.frames > frameTime(3,38) then
self.level = 800
return true
end
if old_level < 1000 and new_level >= 1000 and self.frames > frameTime(4,56) then
self.level = 1000
return true
end
return false
end
function PhantomManiaNXGame:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then
if self.roll_frames + 1 == 0 then
switchBGM("credit_roll", "gm3")
return true
end
return false
elseif self.roll_frames > 3238 then
if self:qualifiesForGMRoll() then
self.roll_points = self.roll_points + 160
else
self.roll_points = self.roll_points + 50
end
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switchBGM(nil)
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function PhantomManiaNXGame:onPieceEnter()
if (self.level % 100 ~= 99) and not self.clear and self.frames ~= 0 then
self:updateSectionTimes(self.level, self.level + 1)
self.level = self.level + 1
end
end
local cleared_row_levels = {1, 2, 4, 6}
local roll_points = {4, 8, 12, 26}
local mroll_points = {10, 20, 30, 100}
function PhantomManiaNXGame:qualifiesForGMRoll()
for i = 0, 12 do
if not self.section_tetris[i] then
return false
end
end
return self.cools >= 13 and self.tetrises >= 40
end
function PhantomManiaNXGame:onLineClear(cleared_row_count)
if not self.clear then
if cleared_row_count >= 4 then
self.tetrises = self.tetrises + 1
self.section_tetris[math.floor(self.level / 100)] = true
end
local new_level = self.level + cleared_row_levels[cleared_row_count]
self:updateSectionTimes(self.level, new_level)
if new_level >= 1300 or self:hitTorikan(self.level, new_level) then
self.clear = true
if new_level >= 1300 then
self.level = 1300
self.grid:clear()
self.roll_frames = -150
else
self.game_over = true
end
else
self.level = math.min(new_level, 1300)
end
self:advanceBottomRow(-cleared_row_count)
else
if self:qualifiesForGMRoll() then
self.roll_points = self.roll_points + mroll_points[cleared_row_count]
else
self.roll_points = self.roll_points + roll_points[cleared_row_count]
end
end
end
function PhantomManiaNXGame:onPieceLock(piece, cleared_row_count)
playSE("lock")
if cleared_row_count == 0 then self:advanceBottomRow(1) end
end
function PhantomManiaNXGame:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
else
self.combo = 1
end
self.drop_bonus = 0
end
end
local cool_cutoffs = {
[0] = frameTime(0,32), frameTime(0,32), frameTime(0,29), frameTime(0,25), frameTime(0,25),
frameTime(0,22), frameTime(0,22), frameTime(0,18), frameTime(0,18), frameTime(0,16),
frameTime(0,16), frameTime(0,14), frameTime(0,14)
}
function PhantomManiaNXGame:updateSectionTimes(old_level, new_level)
local section_time = self.frames - self.section_start_time
if math.floor(old_level / 100) < math.floor(new_level / 100) then
table.insert(self.section_times, section_time)
self.section_start_time = self.frames
if section_time >= frameTime(1,00) then
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--self.last_section_cool = false
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self.coolregret_message = "REGRET!!"
self.coolregret_timer = 300
self.grade = self.grade - 1
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table.insert(self.section_regrets, 1)
else
table.insert(self.section_regrets, 0)
end
if self.last_section_cool then
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self.cools = self.cools + 1
end
self.grade = self.grade + 1
elseif old_level % 100 < 70 and new_level % 100 >= 70 then
local old_section = math.floor(old_level / 100)
table.insert(self.secondary_section_times, section_time)
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if section_time <= cool_cutoffs[old_section] and (
section_time < (self.secondary_section_times[old_section] + 120) or
old_section == 0 )
then
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self.last_section_cool = true
self.coolregret_message = "COOL!!"
self.coolregret_timer = 300
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table.insert(self.section_cools, 1)
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else
self.last_section_cool = false
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table.insert(self.section_cools, 0)
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end
end
end
function PhantomManiaNXGame:advanceBottomRow(dx)
if self.level >= 500 and self.level < 1000 then
self.garbage = math.max(self.garbage + dx, 0)
if self.garbage >= self:getGarbageLimit() then
self.grid:copyBottomRow()
self.garbage = 0
end
end
end
function PhantomManiaNXGame:canDrawLCA()
return (
self.level < 1000 or (
self.level >= 1300 and
not self:qualifiesForGMRoll()
)
) and self.lcd > 0
end
PhantomManiaNXGame.rollOpacityFunction = function(age)
if age > 4 then return 0
else return 1 - age / 4 end
end
PhantomManiaNXGame.garbageOpacityFunction = function(age)
return age > 4 and 0 or 1
end
function PhantomManiaNXGame:drawGrid()
if not (
self.game_over or self.completed or
(self.level >= 1300 and not self:qualifiesForGMRoll())
) then
self.grid:drawInvisible(
self.rollOpacityFunction,
self.garbageOpacityFunction,
self.level < 1000
)
else
self.grid:draw()
end
end
function PhantomManiaNXGame:getBackground()
return math.floor(self.level / 100)
end
function PhantomManiaNXGame:getHighscoreData()
return {
grade = self:getAggregateGrade(),
level = self.level,
frames = self.frames,
}
end
function PhantomManiaNXGame:getAggregateGrade()
local grade_cap
if self:qualifiesForGMRoll() then
if self.roll_frames > 3238 then
grade_cap = 42
else
grade_cap = 41
end
else
grade_cap = 26
end
return math.min(
self.grade + self.cools + math.floor(self.roll_points / 100) + (
self:qualifiesForGMRoll() and 1 or 0
), grade_cap
)
end
local master_grades = {"M", "MK", "MV", "MO"}
local function getLetterGrade(grade)
if grade == 0 then
return "1"
elseif grade <= 13 then
return "S" .. tostring(grade)
elseif grade <= 26 then
return "M" .. tostring(grade - 13)
elseif grade <= 30 then
return master_grades[grade - 26]
elseif grade <= 41 then
return "MM-" .. tostring(grade - 30)
else
return "GM"
end
end
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function PhantomManiaNXGame:sectionColourFunction(section)
if self.section_cools[section] == 1 and self.section_regrets[section] == 1 then
return { 1, 1, 0, 1 }
elseif self.section_cools[section] == 1 then
return { 0, 1, 0, 1 }
elseif self.section_regrets[section] == 1 then
return { 1, 0, 0, 1 }
else
return { 1, 1, 1, 1 }
end
end
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function PhantomManiaNXGame:drawScoringInfo()
PhantomManiaNXGame.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
local text_x = config["side_next"] and 320 or 240
love.graphics.setFont(font_3x5_2)
love.graphics.printf("GRADE", text_x, 120, 40, "left")
love.graphics.printf("SCORE", text_x, 200, 40, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
if(self.coolregret_timer > 0) then
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
self.coolregret_timer = self.coolregret_timer - 1
end
local current_section = math.floor(self.level / 100) + 1
self:drawSectionTimesWithSecondary(current_section)
love.graphics.setFont(font_3x5_3)
if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
elseif self.level >= 1300 then love.graphics.setColor(0, 1, 0, 1) end
love.graphics.printf(getLetterGrade(self:getAggregateGrade()), text_x, 140, 90, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.score, text_x, 220, 90, "left")
love.graphics.printf(self.level, text_x, 340, 50, "right")
if self.clear then
love.graphics.printf(self.level, text_x, 370, 50, "right")
else
love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
end
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
end
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return PhantomManiaNXGame