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2 Commits

Author SHA1 Message Date
Ishaan Bhardwaj
789afaf90d Large modpack dump (v0.3-beta6) 2021-06-25 14:20:23 -04:00
Ishaan Bhardwaj
f2e147d750 Changed how A3Minus achieves its gimmick 2021-06-25 14:09:35 -04:00
15 changed files with 2207 additions and 5 deletions

3
.gitignore vendored
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@ -2,4 +2,5 @@ skins/donotupload
skins/donotupload/*
ss
ss/*
*.sav
*.sav
res/bgm/track*

BIN
res/bgm/ICEFRONT.S3M Normal file

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res/bgm/OMNIPHIL.S3M Normal file

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@ -0,0 +1,574 @@
local Object = require 'libs.classic'
local LifeGrid = Object:extend()
local empty = { skin = "", colour = "" }
local oob = { skin = "", colour = "" }
local block = { skin = "2tie", colour = "A" }
function LifeGrid:new(width, height)
self.grid = {}
self.grid_age = {}
self.width = width
self.height = height
for y = 1, self.height do
self.grid[y] = {}
self.grid_age[y] = {}
for x = 1, self.width do
self.grid[y][x] = empty
self.grid_age[y][x] = 0
end
end
end
function LifeGrid:clear()
for y = 1, self.height do
for x = 1, self.width do
self.grid[y][x] = empty
self.grid_age[y][x] = 0
end
end
end
function LifeGrid:getCell(x, y)
if x < 1 or x > self.width or y > self.height then return oob
elseif y < 1 then return empty
else return self.grid[y][x]
end
end
function LifeGrid:isOccupied(x, y)
return self:getCell(x+1, y+1) ~= empty
end
function LifeGrid:isRowFull(row)
for index, square in pairs(self.grid[row]) do
if square == empty then return false end
end
return true
end
function LifeGrid:canPlacePiece(piece)
if piece.big then
return self:canPlaceBigPiece(piece)
end
local offsets = piece:getBlockOffsets()
for index, offset in pairs(offsets) do
local x = piece.position.x + offset.x
local y = piece.position.y + offset.y
if self:isOccupied(x, y) then
return false
end
end
return true
end
function LifeGrid:canPlaceBigPiece(piece)
local offsets = piece:getBlockOffsets()
for index, offset in pairs(offsets) do
local x = piece.position.x + offset.x
local y = piece.position.y + offset.y
if (
self:isOccupied(x * 2 + 0, y * 2 + 0)
or self:isOccupied(x * 2 + 1, y * 2 + 0)
or self:isOccupied(x * 2 + 0, y * 2 + 1)
or self:isOccupied(x * 2 + 1, y * 2 + 1)
) then
return false
end
end
return true
end
function LifeGrid:canPlacePieceInVisibleLifeGrid(piece)
if piece.big then
return self:canPlaceBigPiece(piece)
-- forget canPlaceBigPieceInVisibleLifeGrid for now
end
local offsets = piece:getBlockOffsets()
for index, offset in pairs(offsets) do
local x = piece.position.x + offset.x
local y = piece.position.y + offset.y
if y < 4 or self:isOccupied(x, y) ~= empty then
return false
end
end
return true
end
function LifeGrid:getClearedRowCount()
local count = 0
local cleared_row_table = {}
for row = 1, self.height do
if self:isRowFull(row) then
count = count + 1
table.insert(cleared_row_table, row)
end
end
return count, cleared_row_table
end
function LifeGrid:markClearedRows()
local block_table = {}
for row = 1, self.height do
if self:isRowFull(row) then
block_table[row] = {}
for x = 1, self.width do
block_table[row][x] = {
skin = self.grid[row][x].skin,
colour = self.grid[row][x].colour,
}
self.grid[row][x] = {
skin = self.grid[row][x].skin,
colour = "X"
}
--self.grid_age[row][x] = 0
end
end
end
return block_table
end
function LifeGrid:clearClearedRows()
for row = 1, self.height do
if self:isRowFull(row) then
for above_row = row, 2, -1 do
self.grid[above_row] = self.grid[above_row - 1]
self.grid_age[above_row] = self.grid_age[above_row - 1]
end
self.grid[1] = {}
self.grid_age[1] = {}
for i = 1, self.width do
self.grid[1][i] = empty
self.grid_age[1][i] = 0
end
end
end
return true
end
function LifeGrid:copyBottomRow()
for row = 1, self.height - 1 do
self.grid[row] = self.grid[row+1]
self.grid_age[row] = self.grid_age[row+1]
end
self.grid[self.height] = {}
self.grid_age[self.height] = {}
for i = 1, self.width do
self.grid[self.height][i] = (self.grid[self.height - 1][i] == empty) and empty or block
self.grid_age[self.height][i] = 0
end
return true
end
function LifeGrid:garbageRise(row_vals)
for row = 1, self.height - 1 do
self.grid[row] = self.grid[row+1]
self.grid_age[row] = self.grid_age[row+1]
end
self.grid[self.height] = {}
self.grid_age[self.height] = {}
for i = 1, self.width do
self.grid[self.height][i] = (row_vals[i] == "e") and empty or block
self.grid_age[self.height][i] = 0
end
end
function LifeGrid:clearSpecificRow(row)
for col = 1, self.width do
self.grid[row][col] = empty
end
end
function LifeGrid:applyPiece(piece)
if piece.big then
self:applyBigPiece(piece)
return
end
offsets = piece:getBlockOffsets()
for index, offset in pairs(offsets) do
x = piece.position.x + offset.x
y = piece.position.y + offset.y
if y + 1 > 0 and y < self.height then
self.grid[y+1][x+1] = {
skin = piece.skin,
colour = piece.colour
}
end
end
end
function LifeGrid:applyBigPiece(piece)
offsets = piece:getBlockOffsets()
for index, offset in pairs(offsets) do
x = piece.position.x + offset.x
y = piece.position.y + offset.y
for a = 1, 2 do
for b = 1, 2 do
if y*2+a > 0 and y*2 < self.height then
self.grid[y*2+a][x*2+b] = {
skin = piece.skin,
colour = piece.colour
}
end
end
end
end
end
function LifeGrid:checkForBravo(cleared_row_count)
for i = 0, self.height - 1 - cleared_row_count do
for j = 0, self.width - 1 do
if self:isOccupied(j, i) then return false end
end
end
return true
end
function LifeGrid:checkStackHeight()
for i = 0, self.height - 1 do
for j = 0, self.width - 1 do
if self:isOccupied(j, i) then return self.height - i end
end
end
return 0
end
function LifeGrid:checkSecretGrade()
local sgrade = 0
for i=23,5,-1 do
local validLine = true
local emptyCell = 0
if i > 13 then
emptyCell = 23-i
end
if i <= 13 then
emptyCell = i-5
end
for j=0,9 do
if (not self:isOccupied(j,i) and j ~= emptyCell) or (j == emptyCell and self:isOccupied(j,i)) then
validLine = false
end
end
if not self:isOccupied(emptyCell,i-1) then
validLine = false
end
if(validLine) then
sgrade = sgrade + 1
else
return sgrade
end
end
--[[
if(sgrade == 0) then return ""
elseif(sgrade < 10) then return 10-sgrade
elseif(sgrade < 19) then return "S"..(sgrade-9) end
return "GM"
--]]
return sgrade
end
function LifeGrid:hasGemBlocks()
for y = 1, self.height do
for x = 1, self.width do
if self.grid[y][x].skin == "gem" then
return true
end
end
end
return false
end
function LifeGrid:mirror()
local new_grid = {}
for y = 1, self.height do
new_grid[y] = {}
for x = 1, self.width do
new_grid[y][x] = empty
end
end
for y = 1, self.height do
for x = 1, self.width do
new_grid[y][x] = self.grid[y][self.width + 1 - x]
end
end
self.grid = new_grid
end
function LifeGrid:applyMap(map)
for y, row in pairs(map) do
for x, block in pairs(row) do
self.grid_age[y][x] = 0
self.grid[y][x] = block
end
end
end
-- inefficient algorithm for squares
function LifeGrid:markSquares()
-- goes up by 1 for silver, 2 for gold
local square_count = 0
for i = 1, 2 do
for y = 5, self.height - 3 do
for x = 1, self.width - 3 do
local age_table = {}
local age_count = 0
local colour_table = {}
local is_square = true
for j = 0, 3 do
for k = 0, 3 do
if self.grid[y+j][x+k].skin == "" or self.grid[y+j][x+k].skin == "square" then
is_square = false
end
if age_table[self.grid_age[y+j][x+k]] == nil then
age_table[self.grid_age[y+j][x+k]] = 1
age_count = age_count + 1
else
age_table[self.grid_age[y+j][x+k]] = age_table[self.grid_age[y+j][x+k]] + 1
end
if age_count > 4 or age_table[self.grid_age[y+j][x+k]] > 4 then
is_square = false
end
if not table.contains(colour_table, self.grid[y+j][x+k].colour) then
table.insert(colour_table, self.grid[y+j][x+k].colour)
end
end
end
if is_square then
if i == 1 and #colour_table == 1 then
for j = 0, 3 do
for k = 0, 3 do
self.grid[y+j][x+k].colour = "Y"
self.grid[y+j][x+k].skin = "square"
end
end
square_count = square_count + 2
elseif i == 2 then
for j = 0, 3 do
for k = 0, 3 do
self.grid[y+j][x+k].colour = "F"
self.grid[y+j][x+k].skin = "square"
end
end
square_count = square_count + 1
end
end
end
end
end
return square_count
end
-- square scan
function LifeGrid:scanForSquares()
local table = {}
for row = 1, self.height do
local silver = 0
local gold = 0
for col = 1, self.width do
local colour = self.grid[row][col].colour
if self.grid[row][col].skin == "square" then
if colour == "Y" then gold = gold + 1
else silver = silver + 1 end
end
end
table[row] = gold * 2.5 + silver * 1.25
end
return table
end
function LifeGrid:update()
for y = 1, self.height do
for x = 1, self.width do
if self.grid[y][x] ~= empty then
self.grid_age[y][x] = self.grid_age[y][x] + 1
end
end
end
end
function LifeGrid:draw()
for y = 5, self.height do
for x = 1, self.width do
if blocks[self.grid[y][x].skin] and
blocks[self.grid[y][x].skin][self.grid[y][x].colour] then
if self.grid_age[y][x] < 2 then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(blocks[self.grid[y][x].skin]["F"], 48+x*16, y*16)
else
if self.grid[y][x].colour == "X" then
love.graphics.setColor(0, 0, 0, 0)
elseif self.grid[y][x].skin == "bone" then
love.graphics.setColor(1, 1, 1, 1)
else
love.graphics.setColor(0.5, 0.5, 0.5, 1)
end
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
end
if self.grid[y][x].skin ~= "bone" and self.grid[y][x].colour ~= "X" then
love.graphics.setColor(0.8, 0.8, 0.8, 1)
love.graphics.setLineWidth(1)
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
end
if y < self.height and self.grid[y+1][x] == empty or
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
end
if x > 1 and self.grid[y][x-1] == empty then
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
end
if x < self.width and self.grid[y][x+1] == empty then
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
end
end
end
end
end
end
function LifeGrid:drawOutline()
for y = 5, self.height do
for x = 1, self.width do
if self.grid[y][x] ~= empty and self.grid[y][x].colour ~= "X" then
love.graphics.setColor(0.8, 0.8, 0.8, 1)
love.graphics.setLineWidth(1)
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
end
if y < self.height and self.grid[y+1][x] == empty or
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
end
if x > 1 and self.grid[y][x-1] == empty then
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
end
if x < self.width and self.grid[y][x+1] == empty then
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
end
end
end
end
end
function LifeGrid:drawInvisible(opacity_function, garbage_opacity_function, lock_flash, brightness)
lock_flash = lock_flash == nil and true or lock_flash
brightness = brightness == nil and 0.5 or brightness
for y = 5, self.height do
for x = 1, self.width do
if self.grid[y][x] ~= empty then
if self.grid[y][x].colour == "X" then
opacity = 0
elseif garbage_opacity_function and self.grid[y][x].colour == "A" then
opacity = garbage_opacity_function(self.grid_age[y][x])
else
opacity = opacity_function(self.grid_age[y][x])
end
love.graphics.setColor(brightness, brightness, brightness, opacity)
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
if lock_flash then
if opacity > 0 and self.grid[y][x].colour ~= "X" then
love.graphics.setColor(0.64, 0.64, 0.64)
love.graphics.setLineWidth(1)
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
end
if y < self.height and self.grid[y+1][x] == empty or
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
end
if x > 1 and self.grid[y][x-1] == empty then
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
end
if x < self.width and self.grid[y][x+1] == empty then
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
end
end
end
end
end
end
end
function LifeGrid:drawCustom(colour_function, gamestate)
--[[
colour_function: (game, block, x, y, age) -> (R, G, B, A, outlineA)
When called, calls the supplied function on every block passing the block itself as argument
as well as coordinates and the grid_age value of the same cell.
Should return a RGBA colour for the block, as well as the opacity of the stack outline (0 for no outline).
gamestate: the gamemode instance itself to pass in colour_function
]]
for y = 5, self.height do
for x = 1, self.width do
local block = self.grid[y][x]
if block ~= empty then
local R, G, B, A, outline = colour_function(gamestate, block, x, y, self.grid_age[y][x])
if self.grid[y][x].colour == "X" then
A = 0
end
love.graphics.setColor(R, G, B, A)
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
if outline > 0 and self.grid[y][x].colour ~= "X" then
love.graphics.setColor(0.64, 0.64, 0.64, outline)
love.graphics.setLineWidth(1)
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
end
if y < self.height and self.grid[y+1][x] == empty or
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
end
if x > 1 and self.grid[y][x-1] == empty then
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
end
if x < self.width and self.grid[y][x+1] == empty then
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
end
end
end
end
end
end
function LifeGrid:advanceLife()
local newgrid = {}
local newgrid_age = {}
for y = 1, self.height do
newgrid[y] = {}
newgrid_age[y] = {}
for x = 1, self.width do
newgrid[y][x] = empty
newgrid_age[y][x] = 0
end
end
for y = 1, self.height do
for x = 1, self.width do
count = 0
for dy = -1, 1 do
for dx = -1, 1 do
if (dy~=0 or dx~=0) and self.grid[dy+y] and self.grid[dy+y][dx+x] and self.grid[dy+y][dx+x] ~= empty then
count = count + 1
end
end
end
if (count > 1) and (count < 4) then
newgrid[y][x] = self.grid[y][x]
if (count == 3) and (newgrid[y][x] == empty) then
newgrid[y][x] = {
skin = "2tie",
colour = ({"R", "O", "Y", "G", "B", "C", "M"})[math.random(7)]
}
end
end
end
end
self.grid=newgrid
self.grid_age=newgrid_age
end
return LifeGrid

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@ -0,0 +1,562 @@
local Object = require 'libs.classic'
local StrategyGrid = Object:extend()
local empty = { skin = "", colour = "" }
local oob = { skin = "", colour = "" }
local block = { skin = "2tie", colour = "A" }
function StrategyGrid:new(width, height)
self.grid = {}
self.grid_age = {}
self.grid_placements={}
self.width = width
self.height = height
for y = 1, self.height do
self.grid[y] = {}
self.grid_age[y] = {}
self.grid_placements[y] = {}
for x = 1, self.width do
self.grid[y][x] = empty
self.grid_age[y][x] = 0
self.grid_placements[y][x] = 0
end
end
end
function StrategyGrid:clear()
for y = 1, self.height do
for x = 1, self.width do
self.grid[y][x] = empty
self.grid_age[y][x] = 0
self.grid_placements[y][x] = 0
end
end
end
function StrategyGrid:getCell(x, y)
if x < 1 or x > self.width or y > self.height then return oob
elseif y < 1 then return empty
else return self.grid[y][x]
end
end
function StrategyGrid:isOccupied(x, y)
return self:getCell(x+1, y+1) ~= empty
end
function StrategyGrid:isRowFull(row)
for index, square in pairs(self.grid[row]) do
if square == empty then return false end
end
return true
end
function StrategyGrid:canPlacePiece(piece)
if piece.big then
return self:canPlaceBigPiece(piece)
end
local offsets = piece:getBlockOffsets()
for index, offset in pairs(offsets) do
local x = piece.position.x + offset.x
local y = piece.position.y + offset.y
if self:isOccupied(x, y) then
return false
end
end
return true
end
function StrategyGrid:canPlaceBigPiece(piece)
local offsets = piece:getBlockOffsets()
for index, offset in pairs(offsets) do
local x = piece.position.x + offset.x
local y = piece.position.y + offset.y
if (
self:isOccupied(x * 2 + 0, y * 2 + 0)
or self:isOccupied(x * 2 + 1, y * 2 + 0)
or self:isOccupied(x * 2 + 0, y * 2 + 1)
or self:isOccupied(x * 2 + 1, y * 2 + 1)
) then
return false
end
end
return true
end
function StrategyGrid:canPlacePieceInVisibleStrategyGrid(piece)
if piece.big then
return self:canPlaceBigPiece(piece)
-- forget canPlaceBigPieceInVisibleStrategyGrid for now
end
local offsets = piece:getBlockOffsets()
for index, offset in pairs(offsets) do
local x = piece.position.x + offset.x
local y = piece.position.y + offset.y
if y < 4 or self:isOccupied(x, y) ~= empty then
return false
end
end
return true
end
function StrategyGrid:getClearedRowCount()
local count = 0
local cleared_row_table = {}
for row = 1, self.height do
if self:isRowFull(row) then
count = count + 1
table.insert(cleared_row_table, row)
end
end
return count, cleared_row_table
end
function StrategyGrid:markClearedRows()
local block_table = {}
for row = 1, self.height do
if self:isRowFull(row) then
block_table[row] = {}
for x = 1, self.width do
block_table[row][x] = {
skin = self.grid[row][x].skin,
colour = self.grid[row][x].colour,
}
self.grid[row][x] = {
skin = self.grid[row][x].skin,
colour = "X"
}
--self.grid_age[row][x] = 0
--self.grid_placements[row][x] = 0
end
end
end
return block_table
end
function StrategyGrid:clearClearedRows()
for row = 1, self.height do
if self:isRowFull(row) then
for above_row = row, 2, -1 do
self.grid[above_row] = self.grid[above_row - 1]
self.grid_age[above_row] = self.grid_age[above_row - 1]
self.grid_placements[above_row] = self.grid_placements[above_row - 1]
end
self.grid[1] = {}
self.grid_age[1]={}
self.grid_placements[1] = {}
for i = 1, self.width do
self.grid[1][i] = empty
self.grid_age[1][i] = 0
self.grid_placements[1][i] = 0
end
end
end
return true
end
function StrategyGrid:copyBottomRow()
for row = 1, self.height - 1 do
self.grid[row] = self.grid[row+1]
self.grid_age[row] = self.grid_age[row+1]
self.grid_placements[row] = self.grid_placements[row+1]
end
self.grid[self.height] = {}
self.grid_age[self.height] = {}
self.grid_placements[self.height] = {}
for i = 1, self.width do
self.grid[self.height][i] = (self.grid[self.height - 1][i] == empty) and empty or block
self.grid_age[self.height][i] = 0
self.grid_placements[self.height][i] = 0
end
return true
end
function StrategyGrid:garbageRise(row_vals)
for row = 1, self.height - 1 do
self.grid[row] = self.grid[row+1]
self.grid_age[row] = self.grid_age[row+1]
self.grid_placements[row] = self.grid_placements[row+1]
end
self.grid[self.height] = {}
self.grid_age[self.height] = {}
self.grid_placements[self.height] = {}
for i = 1, self.width do
self.grid[self.height][i] = (row_vals[i] == "e") and empty or block
self.grid_age[self.height][i] = 0
self.grid_placements[self.height][i] = 0
end
end
function StrategyGrid:clearSpecificRow(row)
for col = 1, self.width do
self.grid[row][col] = empty
end
end
function StrategyGrid:applyPiece(piece)
if piece.big then
self:applyBigPiece(piece)
return
end
offsets = piece:getBlockOffsets()
for index, offset in pairs(offsets) do
x = piece.position.x + offset.x
y = piece.position.y + offset.y
if y + 1 > 0 and y < self.height then
self.grid[y+1][x+1] = {
skin = piece.skin,
colour = piece.colour
}
end
end
end
function StrategyGrid:applyBigPiece(piece)
offsets = piece:getBlockOffsets()
for index, offset in pairs(offsets) do
x = piece.position.x + offset.x
y = piece.position.y + offset.y
for a = 1, 2 do
for b = 1, 2 do
if y*2+a > 0 and y*2 < self.height then
self.grid[y*2+a][x*2+b] = {
skin = piece.skin,
colour = piece.colour
}
end
end
end
end
end
function StrategyGrid:checkForBravo(cleared_row_count)
for i = 0, self.height - 1 - cleared_row_count do
for j = 0, self.width - 1 do
if self:isOccupied(j, i) then return false end
end
end
return true
end
function StrategyGrid:checkStackHeight()
for i = 0, self.height - 1 do
for j = 0, self.width - 1 do
if self:isOccupied(j, i) then return self.height - i end
end
end
return 0
end
function StrategyGrid:checkSecretGrade()
local sgrade = 0
for i=23,5,-1 do
local validLine = true
local emptyCell = 0
if i > 13 then
emptyCell = 23-i
end
if i <= 13 then
emptyCell = i-5
end
for j=0,9 do
if (not self:isOccupied(j,i) and j ~= emptyCell) or (j == emptyCell and self:isOccupied(j,i)) then
validLine = false
end
end
if not self:isOccupied(emptyCell,i-1) then
validLine = false
end
if(validLine) then
sgrade = sgrade + 1
else
return sgrade
end
end
--[[
if(sgrade == 0) then return ""
elseif(sgrade < 10) then return 10-sgrade
elseif(sgrade < 19) then return "S"..(sgrade-9) end
return "GM"
--]]
return sgrade
end
function StrategyGrid:hasGemBlocks()
for y = 1, self.height do
for x = 1, self.width do
if self.grid[y][x].skin == "gem" then
return true
end
end
end
return false
end
function StrategyGrid:mirror()
local new_grid = {}
for y = 1, self.height do
new_grid[y] = {}
for x = 1, self.width do
new_grid[y][x] = empty
end
end
for y = 1, self.height do
for x = 1, self.width do
new_grid[y][x] = self.grid[y][self.width + 1 - x]
end
end
self.grid = new_grid
end
function StrategyGrid:applyMap(map)
for y, row in pairs(map) do
for x, block in pairs(row) do
self.grid_age[y][x] = 0
self.grid[y][x] = block
end
end
end
-- inefficient algorithm for squares
function StrategyGrid:markSquares()
-- goes up by 1 for silver, 2 for gold
local square_count = 0
for i = 1, 2 do
for y = 5, self.height - 3 do
for x = 1, self.width - 3 do
local age_table = {}
local age_count = 0
local colour_table = {}
local is_square = true
for j = 0, 3 do
for k = 0, 3 do
if self.grid[y+j][x+k].skin == "" or self.grid[y+j][x+k].skin == "square" then
is_square = false
end
if age_table[self.grid_age[y+j][x+k]] == nil then
age_table[self.grid_age[y+j][x+k]] = 1
age_count = age_count + 1
else
age_table[self.grid_age[y+j][x+k]] = age_table[self.grid_age[y+j][x+k]] + 1
end
if age_count > 4 or age_table[self.grid_age[y+j][x+k]] > 4 then
is_square = false
end
if not table.contains(colour_table, self.grid[y+j][x+k].colour) then
table.insert(colour_table, self.grid[y+j][x+k].colour)
end
end
end
if is_square then
if i == 1 and #colour_table == 1 then
for j = 0, 3 do
for k = 0, 3 do
self.grid[y+j][x+k].colour = "Y"
self.grid[y+j][x+k].skin = "square"
end
end
square_count = square_count + 2
elseif i == 2 then
for j = 0, 3 do
for k = 0, 3 do
self.grid[y+j][x+k].colour = "F"
self.grid[y+j][x+k].skin = "square"
end
end
square_count = square_count + 1
end
end
end
end
end
return square_count
end
-- square scan
function StrategyGrid:scanForSquares()
local table = {}
for row = 1, self.height do
local silver = 0
local gold = 0
for col = 1, self.width do
local colour = self.grid[row][col].colour
if self.grid[row][col].skin == "square" then
if colour == "Y" then gold = gold + 1
else silver = silver + 1 end
end
end
table[row] = gold * 2.5 + silver * 1.25
end
return table
end
function StrategyGrid:update()
for y = 1, self.height do
for x = 1, self.width do
if self.grid[y][x] ~= empty then
self.grid_age[y][x] = self.grid_age[y][x] + 1
end
end
end
end
function StrategyGrid:placement()
for y = 1, self.height do
for x = 1, self.width do
if self.grid[y][x] ~= empty then
self.grid_placements[y][x] = self.grid_placements[y][x] + 1
end
end
end
end
function StrategyGrid:draw()
for y = 5, self.height do
for x = 1, self.width do
if blocks[self.grid[y][x].skin] and
blocks[self.grid[y][x].skin][self.grid[y][x].colour] then
if self.grid_age[y][x] < 2 then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(blocks[self.grid[y][x].skin]["F"], 48+x*16, y*16)
else
if self.grid[y][x].colour == "X" then
love.graphics.setColor(0, 0, 0, 0)
elseif self.grid[y][x].skin == "bone" then
love.graphics.setColor(1, 1, 1, 1)
else
love.graphics.setColor(0.5, 0.5, 0.5, 1)
end
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
end
if self.grid[y][x].skin ~= "bone" and self.grid[y][x].colour ~= "X" then
love.graphics.setColor(0.8, 0.8, 0.8, 1)
love.graphics.setLineWidth(1)
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
end
if y < self.height and self.grid[y+1][x] == empty or
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
end
if x > 1 and self.grid[y][x-1] == empty then
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
end
if x < self.width and self.grid[y][x+1] == empty then
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
end
end
end
end
end
end
function StrategyGrid:drawOutline()
for y = 5, self.height do
for x = 1, self.width do
if self.grid[y][x] ~= empty and self.grid[y][x].colour ~= "X" then
love.graphics.setColor(0.8, 0.8, 0.8, 1)
love.graphics.setLineWidth(1)
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
end
if y < self.height and self.grid[y+1][x] == empty or
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
end
if x > 1 and self.grid[y][x-1] == empty then
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
end
if x < self.width and self.grid[y][x+1] == empty then
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
end
end
end
end
end
function StrategyGrid:drawInvisible(opacity_function, garbage_opacity_function, lock_flash, brightness)
lock_flash = lock_flash == nil and true or lock_flash
brightness = brightness == nil and 0.5 or brightness
for y = 5, self.height do
for x = 1, self.width do
if self.grid[y][x] ~= empty then
if self.grid[y][x].colour == "X" then
opacity = 0
elseif garbage_opacity_function and self.grid[y][x].colour == "A" then
opacity = garbage_opacity_function(self.grid_age[y][x], self.grid_placements[y][x])
else
opacity = opacity_function(self.grid_age[y][x], self.grid_placements[y][x])
end
love.graphics.setColor(brightness, brightness, brightness, opacity)
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
if lock_flash then
if opacity > 0 and self.grid[y][x].colour ~= "X" then
love.graphics.setColor(0.64, 0.64, 0.64)
love.graphics.setLineWidth(1)
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
end
if y < self.height and self.grid[y+1][x] == empty or
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
end
if x > 1 and self.grid[y][x-1] == empty then
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
end
if x < self.width and self.grid[y][x+1] == empty then
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
end
end
end
end
end
end
end
function StrategyGrid:drawCustom(colour_function, gamestate)
--[[
colour_function: (game, block, x, y, age) -> (R, G, B, A, outlineA)
When called, calls the supplied function on every block passing the block itself as argument
as well as coordinates and the grid_age value of the same cell.
Should return a RGBA colour for the block, as well as the opacity of the stack outline (0 for no outline).
gamestate: the gamemode instance itself to pass in colour_function
]]
for y = 5, self.height do
for x = 1, self.width do
local block = self.grid[y][x]
if block ~= empty then
local R, G, B, A, outline = colour_function(gamestate, block, x, y, self.grid_age[y][x])
if self.grid[y][x].colour == "X" then
A = 0
end
love.graphics.setColor(R, G, B, A)
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
if outline > 0 and self.grid[y][x].colour ~= "X" then
love.graphics.setColor(0.64, 0.64, 0.64, outline)
love.graphics.setLineWidth(1)
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
end
if y < self.height and self.grid[y+1][x] == empty or
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
end
if x > 1 and self.grid[y][x-1] == empty then
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
end
if x < self.width and self.grid[y][x+1] == empty then
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
end
end
end
end
end
end
return StrategyGrid

View File

@ -1,4 +1,3 @@
local GameMode = require 'tetris.modes.gamemode'
local SurvivalA3Game = require 'tetris.modes.survival_a3'
local A3Minus = SurvivalA3Game:extend()
@ -7,9 +6,8 @@ A3Minus.name = "Survival A3-"
A3Minus.hash = "A3Minus"
A3Minus.tagline = "A training version of Survival A3."
function A3Minus:initialize(ruleset)
self.torikan_time = math.huge
GameMode.initialize(self, ruleset)
function A3Minus:hitTorikan()
return false
end
return A3Minus

15
tetris/modes/a3plus.lua Normal file
View File

@ -0,0 +1,15 @@
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
View File

@ -0,0 +1,257 @@
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

View File

@ -0,0 +1,34 @@
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

View File

@ -0,0 +1,371 @@
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

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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

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local Randomizer = require 'tetris.randomizers.randomizer'
local MasterOfBags = Randomizer:extend()
function MasterOfBags:initialize()
self.history = {"S", "Z", "S", "Z"}
self.first = true
self.bag={}
for x=1,28 do
self.bag[x]=({"I", "J", "L", "O", "S", "T", "Z"})[(x-1)%7+1]
end
end
function MasterOfBags:generatePiece()
local piece=math.random(({[true]=#self.bag,[false]=#self.bag+1})[#self.bag>14])
if piece>#self.bag then
self.bag={}
for x=1,28 do
self.bag[x]=({"I", "J", "L", "O", "S", "T", "Z"})[(x-1)%7+1]
end
piece=math.random(#self.bag)
end
for i = 1, 6 do
if not inHistory(self.bag[piece], self.history) then
break
end
piece=math.random(#self.bag)
end
self:updateHistory(self.bag[piece])
return table.remove(self.bag, piece)
end
function MasterOfBags:updateHistory(shape)
table.remove(self.history, 1)
table.insert(self.history, shape)
end
function inHistory(piece, history)
for idx, entry in pairs(history) do
if entry == piece then
return true
end
end
return false
end
return MasterOfBags

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local CRS = require 'tetris.rulesets.cambridge'
local CRS_M = CRS:extend()
CRS_M.name = "Cambridge-M"
CRS_M.hash = "Cambridge-M"
function CRS_M:onPieceMove(piece, grid)
CRS.onPieceMove(CRS, piece, grid)
piece.lock_delay = 0
end
function CRS_M:onPieceRotate(piece, grid)
CRS.onPieceRotate(CRS, piece, grid)
piece.lock_delay = 0
end
return CRS_M