Large modpack dump (v0.3-beta6)

This commit is contained in:
Ishaan Bhardwaj
2021-06-25 14:20:23 -04:00
parent f2e147d750
commit 789afaf90d
14 changed files with 2205 additions and 1 deletions

15
tetris/modes/a3plus.lua Normal file
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local SurvivalA3Game = require 'tetris.modes.survival_a3'
local A3Plus = SurvivalA3Game:extend()
A3Plus.name = "Survival A3+"
A3Plus.hash = "A3Plus"
A3Plus.tagline = "A hardcore version of Survival A3."
function A3Plus:new()
A3Plus.super:new()
self.next_queue_length = 1
self.enable_hold = false
end
return A3Plus

257
tetris/modes/conway_a1.lua Normal file
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require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local LifeGrid = require 'tetris.components.lifegrid'
local History4RollsRandomizer = require 'tetris.randomizers.history_4rolls'
local MarathonA1Game = GameMode:extend()
MarathonA1Game.name = "Conway A1"
MarathonA1Game.hash = "ConwayA1"
MarathonA1Game.tagline = "Something isn't right here."
function MarathonA1Game:new()
MarathonA1Game.super:new()
self.grid=LifeGrid(10, 24)
self.life_frames = 0
self.roll_frames = 0
self.combo = 1
self.bravos = 0
self.gm_conditions = {
level300 = false,
level500 = false,
level999 = false
}
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.randomizer = History4RollsRandomizer()
self.additive_gravity = false
self.lock_drop = false
self.enable_hard_drop = false
self.enable_hold = false
self.next_queue_length = 1
end
function MarathonA1Game:getARE()
return 30
end
function MarathonA1Game:getLineARE()
return 27
end
function MarathonA1Game:getDasLimit()
return 15
end
function MarathonA1Game:getLineClearDelay()
return 44
end
function MarathonA1Game:getLockDelay()
return 30
end
local function getRankForScore(score)
if score < 400 then return {rank = "9", next = 400}
elseif score < 800 then return {rank = "8", next = 800}
elseif score < 1400 then return {rank = "7", next = 1400}
elseif score < 2000 then return {rank = "6", next = 2000}
elseif score < 3500 then return {rank = "5", next = 3500}
elseif score < 5500 then return {rank = "4", next = 5500}
elseif score < 8000 then return {rank = "3", next = 8000}
elseif score < 12000 then return {rank = "2", next = 12000}
elseif score < 16000 then return {rank = "1", next = 16000}
elseif score < 22000 then return {rank = "S1", next = 22000}
elseif score < 30000 then return {rank = "S2", next = 30000}
elseif score < 40000 then return {rank = "S3", next = 40000}
elseif score < 52000 then return {rank = "S4", next = 52000}
elseif score < 66000 then return {rank = "S5", next = 66000}
elseif score < 82000 then return {rank = "S6", next = 82000}
elseif score < 100000 then return {rank = "S7", next = 100000}
elseif score < 120000 then return {rank = "S8", next = 120000}
else return {rank = "S9", next = "???"}
end
end
function MarathonA1Game:getGravity()
local level = self.level
if (level < 30) then return 4/256
elseif (level < 35) then return 6/256
elseif (level < 40) then return 8/256
elseif (level < 50) then return 10/256
elseif (level < 60) then return 12/256
elseif (level < 70) then return 16/256
elseif (level < 80) then return 32/256
elseif (level < 90) then return 48/256
elseif (level < 100) then return 64/256
elseif (level < 120) then return 80/256
elseif (level < 140) then return 96/256
elseif (level < 160) then return 112/256
elseif (level < 170) then return 128/256
elseif (level < 200) then return 144/256
elseif (level < 220) then return 4/256
elseif (level < 230) then return 32/256
elseif (level < 233) then return 64/256
elseif (level < 236) then return 96/256
elseif (level < 239) then return 128/256
elseif (level < 243) then return 160/256
elseif (level < 247) then return 192/256
elseif (level < 251) then return 224/256
elseif (level < 300) then return 1
elseif (level < 330) then return 2
elseif (level < 360) then return 3
elseif (level < 400) then return 4
elseif (level < 420) then return 5
elseif (level < 450) then return 4
elseif (level < 500) then return 3
else return 20
end
end
function MarathonA1Game:advanceOneFrame()
self.life_frames = self.life_frames + 1
if self.life_frames >= (620 - math.max(20, math.min(self.level, 500))) then
self.life_frames=0
self.grid:advanceLife()
end
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames > 2968 then
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function MarathonA1Game:onPieceEnter()
if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
end
function MarathonA1Game:onLineClear(cleared_row_count)
self:checkGMRequirements(self.level, self.level + cleared_row_count)
if not self.clear then
local new_level = math.min(self.level + cleared_row_count, 999)
if new_level == 999 then
self.clear = true
end
self.level = new_level
end
end
function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if self.grid:checkForBravo(cleared_lines) then
self.bravo = 4
self.bravos = self.bravos + 1
else self.bravo = 1 end
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 * self.bravo
)
else
self.combo = 1
end
self.drop_bonus = 0
end
end
function MarathonA1Game:checkGMRequirements(old_level, new_level)
if old_level < 300 and new_level >= 300 then
if self.score >= 12000 and self.frames <= frameTime(4,15) then
self.gm_conditions["level300"] = true
end
elseif old_level < 500 and new_level >= 500 then
if self.score >= 40000 and self.frames <= frameTime(7,30) then
self.gm_conditions["level500"] = true
end
elseif old_level < 999 and new_level >= 999 then
if self.score >= 126000 and self.frames <= frameTime(13,30) then
self.gm_conditions["level999"] = true
end
end
end
function MarathonA1Game:drawLifeGrid()
self.grid:draw()
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
end
end
function MarathonA1Game:drawScoringInfo()
MarathonA1Game.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("NEXT RANK", 240, 260, 90, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
if self.bravos > 0 then love.graphics.printf("BRAVO", 300, 120, 40, "left") end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left")
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level999"] then
love.graphics.printf("GM", 240, 140, 90, "left")
else
love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
end
love.graphics.printf(getRankForScore(self.score).next, 240, 280, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
if self.bravos > 0 then love.graphics.printf(self.bravos, 300, 140, 40, "left") end
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function MarathonA1Game:getSectionEndLevel()
if self.level >= 900 then return 999
else return math.floor(self.level / 100 + 1) * 100 end
end
function MarathonA1Game:getBackground()
return math.floor(self.level / 100)
end
function MarathonA1Game:getHighscoreData()
return {
grade = self.grade,
score = self.score,
level = self.level,
frames = self.frames,
}
end
return MarathonA1Game

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local SurvivalA3Game = require 'tetris.modes.survival_a3'
local PhantomManiaN2Game = SurvivalA3Game:extend()
PhantomManiaN2Game.name = "Phantom Mania N2"
PhantomManiaN2Game.hash = "PhantomManiaN2"
PhantomManiaN2Game.tagline = "As PM1 is to Death, PM2 is to Shirase."
PhantomManiaN2Game.rollOpacityFunction = function(age)
if age > 4 then return 0
else return 1 - age / 4 end
end
PhantomManiaN2Game.garbageOpacityFunction = function(age)
return age > 4 and 0 or 1
end
function PhantomManiaN2Game:canDrawLCA()
return self.level < 1000 and self.lcd > 0
end
function PhantomManiaN2Game:drawGrid()
if not (self.game_over or self.completed) then
self.grid:drawInvisible(
self.rollOpacityFunction,
self.garbageOpacityFunction,
self.level < 1000
)
elseif self.game_over or self.completed then
self.grid:draw()
end
end
return PhantomManiaN2Game

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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
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
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
self.last_section_cool = false
self.coolregret_message = "REGRET!!"
self.coolregret_timer = 300
self.grade = self.grade - 1
elseif self.last_section_cool then
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)
if (
((
self.last_section_cool and
section_time < (
self.secondary_section_times[old_section] + 120
)
) or not self.last_section_cool) and
section_time <= cool_cutoffs[old_section]
) then
self.last_section_cool = true
self.coolregret_message = "COOL!!"
self.coolregret_timer = 300
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
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
return PhantomManiaNXGame

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require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local Grid = require 'tetris.components.strategygrid'
local MasterOfBags = require 'tetris.randomizers.masterofbags'
local StrategyPFGame = GameMode:extend()
bgm.strategy_pf=
{
love.audio.newSource("res/bgm/data_jack_2nd_version.s3m", "stream"),
love.audio.newSource("res/bgm/OMNIPHIL.s3m", "stream"),
love.audio.newSource("res/bgm/ICEFRONT.s3m", "stream"),
}
StrategyPFGame.name = "Strategy PF"
StrategyPFGame.hash = "StrategyPF"
StrategyPFGame.tagline = "Work with a limited number of pieces to reach the end!"
function StrategyPFGame:new()
StrategyPFGame.super:new()
self.grid=Grid(10,24)
self.roll_frames = 0
self.remaining = 50
self.used = 0
self.bravos = 0
self.roll_lines = 0
self.Gnames = {
"", "I", "II", "III", "IV", "V", "VI", "VII", "VIII", "IX",
"X", "XI", "XII", "XIII", "XIV",
"M", "M-I", "M-II", "M-III", "M-IV", "M-V", "M-VI", "M-VII", "M-VIII", "M-IX",
"GM"
}
self.randomizer = MasterOfBags()
self.instant_hard_drop = true
self.instant_soft_drop = false
self.enable_hard_drop = true
self.enable_hold = true
self.next_queue_length = 2
self.torikan_check = {}
self.torikan_penalty = 0
self.bgmcheck=0
end
function StrategyPFGame:getRank()
local level=self.level
local names=self.Gnames
return names[math.floor(level/100) + 1 + math.floor(math.min(30, self.roll_lines)/3) - self.torikan_penalty]
end
function StrategyPFGame:getGravity()
return 0
end
function StrategyPFGame:advanceOneFrame()
if self.ready_frames == 0 then
self.frames = self.frames + 1
end
if self.bgmcheck==0 then
switchBGM("strategy_pf", 1)
self.bgmcheck=1
elseif self.bgmcheck==1 then
if self.level>980 then
fadeoutBGM(180)
self.bgmcheck=-1
end
elseif self.bgmcheck==-1 then
if self.level>999 then
switchBGM("strategy_pf", 2)
self.bgmcheck=2
end
elseif self.bgmcheck==2 then
if self.level>1480 then
fadeoutBGM(180)
self.bgmcheck=-2
end
elseif self.bgmcheck==-2 then
if self.level>1499 then
switchBGM("strategy_pf", 3)
self.bgmcheck=3
end
end
processBGMFadeout(1)
return true
end
function StrategyPFGame:onPieceEnter()
if (self.level % 100 ~= 99) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
self.remaining = self.remaining - 1
end
function StrategyPFGame:onPieceLock(piece, cleared_row_count)
playSE("lock")
if self.remaining==0 and (self.clear or cleared_row_count==0) then
self.completed=true
end
if self.level<1500 then
self.used = self.used + 1
end
self.grid:placement()
end
function StrategyPFGame:onLineClear(cleared_row_count)
if not self.clear then
if self.level<1500 then self.remaining = self.remaining + math.ceil(({2, 6, 8, 20})[math.min(4,cleared_row_count)] * (1 - math.min(1000, self.level)/2000)) end
local new_level = math.min(self.level + cleared_row_count + math.max(0, (self.remaining - self:getPieceLimit())), 1500)
if new_level == 1500 then
self.remaining = 100
self.clear = true
end
self.level = new_level
if self.level < 1500 then
self.remaining = math.min(self.remaining, self:getPieceLimit())
end
for x=1,6 do
if self.level > (899 + x * 100) and not self.torikan_check[x] then
if self.used > 70 * math.floor(self.level/100) - 100 then
self.level = 900 + 100 * x
self.completed = true
self.torikan_penalty = 1
return
end
self.torikan_check[x]=true
end
end
else
self.roll_lines = self.roll_lines + cleared_row_count
if self.roll_lines > 29 then
self.completed = true
end
end
end
function StrategyPFGame:getPieceLimit()
return 100 - math.floor(math.min(1000 , self.level)/20)
end
StrategyPFGame.rollOpacityFunction = {}
for x=1, 26 do
StrategyPFGame.rollOpacityFunction[x] = function(age, placements)
if placements < 27-x or age < 4 then return 1
else return 0 end
end
end
function StrategyPFGame:drawGrid()
if self.level>999 and not (self.completed or self.game_over) then
self.grid:drawInvisible(self.rollOpacityFunction[math.floor(self.level/20)-49], nil, true)
else
self.grid:draw()
end
end
function StrategyPFGame:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("REMAINING PIECES", 240, 200, 150, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
love.graphics.printf("PIECES USED", 64, 420, 160, "left")
if self.bravos > 0 then love.graphics.printf("BRAVO", 300, 120, 40, "left") end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self:getRank(), 240, 140, 120, "left")
if self.level<1500 then
if self.remaining<=25 then
love.graphics.setColor(1, 1, 0, 1)
if self.remaining<=10 then
love.graphics.setColor(1, 0, 0, 1)
end
end
love.graphics.printf(self.remaining.."/"..self:getPieceLimit(), 240, 220, 80, "left")
love.graphics.setColor(1, 1, 1, 1)
else
love.graphics.printf(self.remaining, 240, 220, 80, "left")
end
love.graphics.printf(self.level, 240, 340, 50, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 50, "right")
if self.bravos > 0 then love.graphics.printf(self.bravos, 300, 140, 40, "left") end
love.graphics.setFont(font_8x11)
love.graphics.printf(self.used, 64, 420, 160, "right")
end
function StrategyPFGame:getSectionEndLevel()
return math.min(1500, math.floor(self.level / 100 + 1) * 100)
end
function StrategyPFGame:getBackground()
return math.floor(self.level / 100)
end
function StrategyPFGame:getHighscoreData()
return {
level = self.level,
roll_lines = self.roll_lines
}
end
return StrategyPFGame

View File

@@ -0,0 +1,99 @@
local GameMode = require 'tetris.modes.gamemode'
local Bag7Randomizer = require 'tetris.randomizers.bag7'
local SurvivalGTEGame = GameMode:extend()
SurvivalGTEGame.name = "Survival GTE"
SurvivalGTEGame.hash = "SurvivalGTE"
SurvivalGTEGame.tagline = "A well-known Master mode that ramps up in difficulty quickly!"
function SurvivalGTEGame:new()
SurvivalGTEGame.super:new()
self.lock_drop = true
self.lock_hard_drop = true
self.instant_hard_drop = true
self.instant_soft_drop = false
self.enable_hold = true
self.next_queue_length = 4
end
function SurvivalGTEGame:getARE() return 6 end
function SurvivalGTEGame:getLineARE() return 6 end
function SurvivalGTEGame:getGravity() return 20 end
function SurvivalGTEGame:getARR() return 2 end
function SurvivalGTEGame:getDasLimit()
return math.min(self:getLockDelay() - 2, 10)
end
function SurvivalGTEGame:getLockDelay()
if self.lines < 100 then return 29
elseif self.lines < 110 then return 27
elseif self.lines < 120 then return 25
elseif self.lines < 130 then return 22
elseif self.lines < 140 then return 20
elseif self.lines < 150 then return 17
elseif self.lines < 160 then return 16
elseif self.lines < 180 then return 15
elseif self.lines < 190 then return 13
elseif self.lines < 210 then return 11
elseif self.lines < 230 then return 10
elseif self.lines < 240 then return 9
elseif self.lines < 260 then return 8
elseif self.lines < 280 then return 7
elseif self.lines < 290 then return 6
else return 5 end
end
function SurvivalGTEGame:getLineClearDelay()
return math.max(30 - math.floor(self.lines / 10) * 3, 1)
end
function SurvivalGTEGame:onLineClear(cleared_row_count)
self.lines = math.min(self.lines + cleared_row_count, 300)
self.completed = self.lines == 300
end
function SurvivalGTEGame:advanceOneFrame()
if self.ready_frames == 0 then
self.frames = self.frames + 1
end
end
function SurvivalGTEGame:getBackground()
return math.floor(self.lines / 10) % 20
end
function SurvivalGTEGame:getHighscoreData()
return {
lines = self.lines,
frames = self.frames
}
end
function SurvivalGTEGame:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("SPEED LEVEL", 240, 280, 160, "left")
love.graphics.printf("LINES", 240, 350, 160, "left")
love.graphics.setFont(font_3x5_3)
love.graphics.printf(
"M" .. math.min(30, math.floor(self.lines / 10) + 1),
240, 300, 160, "left"
)
love.graphics.printf(self.lines, 240, 370, 160, "left")
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
return SurvivalGTEGame