require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Piece = require 'tetris.components.piece' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag' local SurvivalCKGame = GameMode:extend() SurvivalCKGame.name = "Survival CK" SurvivalCKGame.hash = "SurvivalCK" SurvivalCKGame.tagline = "An endurance mode created by CylinderKnot! Watch out for the fading pieces..." function SurvivalCKGame:new() SurvivalCKGame.super:new() self.garbage = 0 self.roll_frames = 0 self.combo = 1 self.grade = 0 self.level = 0 self.randomizer = History6RollsRandomizer() self.lock_drop = true self.lock_hard_drop = true self.enable_hold = true self.next_queue_length = 3 self.coolregret_timer = 0 end function SurvivalCKGame:getARE() if self.level < 100 then return 15 elseif self.level < 200 then return 14 elseif self.level < 300 then return 13 elseif self.level < 400 then return 12 elseif self.level < 500 then return 11 elseif self.level < 600 then return 10 elseif self.level < 700 then return 9 elseif self.level < 800 then return 8 elseif self.level < 900 then return 7 elseif self.level < 1000 then return 6 elseif self.level < 2500 then return 5 else return 7 end end function SurvivalCKGame:getLineARE() return SurvivalCKGame:getARE() end function SurvivalCKGame:getDasLimit() if self.level < 700 then return 10 elseif self.level < 900 then return 9 elseif self.level < 1100 then return 8 elseif self.level < 1300 then return 7 elseif self.level < 1600 then return 6 else return 5 end end function SurvivalCKGame:getLineClearDelay() if self.level < 100 then return 10 elseif self.level < 200 then return 8 elseif self.level < 300 then return 7 elseif self.level < 400 then return 6 else return 5 end end function SurvivalCKGame:getLockDelay() if self.level < 600 then return 20 elseif self.level < 700 then return 19 elseif self.level < 800 then return 18 elseif self.level < 900 then return 17 elseif self.level < 1000 then return 16 elseif self.level < 1200 then return 15 elseif self.level < 1400 then return 14 elseif self.level < 1700 then return 13 elseif self.level < 2100 then return 12 elseif self.level < 2200 then return 11 elseif self.level < 2300 then return 10 elseif self.level < 2400 then return 9 elseif self.level < 2500 then return 8 else return 15 end end function SurvivalCKGame:getGravity() return 20 end function SurvivalCKGame:getGarbageLimit() if self.level < 1000 then return 20 elseif self.level < 1100 then return 17 elseif self.level < 1200 then return 14 elseif self.level < 1300 then return 11 else return 8 end end function SurvivalCKGame:getRegretTime() if self.level < 500 then return frameTime(0,55) elseif self.level < 1000 then return frameTime(0,50) elseif self.level < 1500 then return frameTime(0,40) elseif self.level < 2000 then return frameTime(0,35) else return frameTime(0,30) end end function SurvivalCKGame:getSkin() return self.level >= 2000 and "bone" or "2tie" end local torikan_times = {300, 330, 360, 390, 420, 450, 478, 504, 528, 550, 570} function SurvivalCKGame:hitTorikan(old_level, new_level) for i = 1, 11 do if old_level < (900 + i * 100) and new_level >= (900 + i * 100) and self.frames > torikan_times[i] * 60 then self.level = 900 + i * 100 return true end end return false end function SurvivalCKGame: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) if self.grade ~= 20 then self.grade = self.grade + 1 end self.completed = true end elseif self.ready_frames == 0 then self.frames = self.frames + 1 end return true end function SurvivalCKGame:onPieceEnter() if (self.level % 100 ~= 99) and not self.clear and self.frames ~= 0 then self.level = self.level + 1 end end function SurvivalCKGame:onLineClear(cleared_row_count) if not self.clear then local new_level = self.level + cleared_row_count * 2 self:updateSectionTimes(self.level, new_level) if new_level >= 2500 or self:hitTorikan(self.level, new_level) then self.clear = true if new_level >= 2500 then self.level = 2500 self.grid:clear() self.big_mode = true self.roll_frames = -150 end else self.level = math.min(new_level, 2500) end self:advanceBottomRow(-cleared_row_count) end end function SurvivalCKGame:onPieceLock(piece, cleared_row_count) self.super:onPieceLock() if cleared_row_count == 0 then self:advanceBottomRow(1) end end function SurvivalCKGame: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 function SurvivalCKGame:updateSectionTimes(old_level, new_level) if math.floor(old_level / 100) < math.floor(new_level / 100) then local section = math.floor(old_level / 100) + 1 section_time = self.frames - self.section_start_time table.insert(self.section_times, section_time) self.section_start_time = self.frames if section_time <= self:getRegretTime(self.level) then self.grade = self.grade + 1 else self.coolregret_message = "REGRET!!" self.coolregret_timer = 300 end end end function SurvivalCKGame:advanceBottomRow(dx) if self.level >= 1000 and self.level < 1500 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 SurvivalCKGame:drawGrid() if not (self.completed or self.game_over) then if self.level >= 1500 and self.level < 1600 then self.grid:drawInvisible(self.rollOpacityFunction1) elseif self.level >= 1600 and self.level < 1700 then self.grid:drawInvisible(self.rollOpacityFunction2) elseif self.level >= 1700 and self.level < 1800 then self.grid:drawInvisible(self.rollOpacityFunction3) elseif self.level >= 1800 and self.level < 1900 then self.grid:drawInvisible(self.rollOpacityFunction4) elseif self.level >= 1900 and self.level < 2000 then self.grid:drawInvisible(self.rollOpacityFunction5) else self.grid:draw() end else self.grid:draw() end end -- screw trying to make this work efficiently -- lua function variables are so garbage SurvivalCKGame.rollOpacityFunction1 = function(age) if age < 420 then return 1 elseif age > 480 then return 0 else return 1 - (age - 420) / 60 end end SurvivalCKGame.rollOpacityFunction2 = function(age) if age < 360 then return 1 elseif age > 420 then return 0 else return 1 - (age - 360) / 60 end end SurvivalCKGame.rollOpacityFunction3 = function(age) if age < 300 then return 1 elseif age > 360 then return 0 else return 1 - (age - 300) / 60 end end SurvivalCKGame.rollOpacityFunction4 = function(age) if age < 240 then return 1 elseif age > 300 then return 0 else return 1 - (age - 240) / 60 end end SurvivalCKGame.rollOpacityFunction5 = function(age) if age < 180 then return 1 elseif age > 240 then return 0 else return 1 - (age - 180) / 60 end end local master_grades = { "M", "MK", "MV", "MO", "MM" } function SurvivalCKGame:getLetterGrade() if self.grade == 0 then return "1" elseif self.grade < 10 then return "S" .. tostring(self.grade) elseif self.grade < 21 then return "m" .. tostring(self.grade - 9) elseif self.grade < 26 then return master_grades[self.grade - 20] else return "GM" end end function SurvivalCKGame:drawScoringInfo() SurvivalCKGame.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") 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:drawSectionTimesWithSplits(current_section) love.graphics.setFont(font_3x5_3) love.graphics.printf(self:getLetterGrade(self.grade), text_x, 140, 90, "left") 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 end function SurvivalCKGame:getHighscoreData() return { grade = self.grade, level = self.level, frames = self.frames, } end function SurvivalCKGame:getSectionEndLevel() return math.floor(self.level / 100 + 1) * 100 end function SurvivalCKGame:getBackground() return math.min(math.floor(self.level / 100), 19) end return SurvivalCKGame