local GameMode = require 'tetris.modes.gamemode' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls' local MarathonSTGame = GameMode:extend() MarathonSTGame.name = "Marathon ST" MarathonSTGame.hash = "MarathonST" MarathonSTGame.tagline = "Grade points are heavily boosted! Can you make it to the end?" function MarathonSTGame:new() self.super:new() self.roll_frames = 0 self.combo = 1 self.randomizer = History6RollsRandomizer() self.grade = 0 self.grade_points = 0 self.grade_point_decay_counter = 0 self.grade_point_multiplier = 100 self.section_start_time = 0 self.section_boosts = 0 self.section_boost_status = { [0] = false } self.boost_message_time = 0 self.lock_drop = true self.lock_hard_drop = true self.enable_hard_drop = true self.enable_hold = true self.next_queue_length = 3 end function MarathonSTGame:getSpeedLevel() return self.level + self.section_boosts * 100 end function MarathonSTGame:getARE() local speed_level = self:getSpeedLevel() if speed_level < 800 then return 27 elseif speed_level < 1000 then return 18 elseif speed_level < 1800 then return 14 elseif speed_level < 2000 then return 8 elseif speed_level < 2200 then return 7 else return 6 end end function MarathonSTGame:getLineARE() local speed_level = self:getSpeedLevel() if speed_level < 600 then return 27 elseif speed_level < 800 then return 18 elseif speed_level < 1000 then return 14 elseif speed_level < 2000 then return 8 elseif speed_level < 2200 then return 7 else return 6 end end function MarathonSTGame:getDasLimit() local speed_level = self:getSpeedLevel() if speed_level < 500 then return 14 elseif speed_level < 2000 then return 9 else return 7 end end function MarathonSTGame:getLockDelay() local speed_level = self:getSpeedLevel() if speed_level < 1200 then return 30 elseif speed_level < 1400 then return 26 elseif speed_level < 1600 then return 22 elseif speed_level < 1800 then return 18 elseif speed_level < 2000 then return 17 else return 15 end end function MarathonSTGame:getLineClearDelay() local speed_level = self:getSpeedLevel() if speed_level < 500 then return 40 elseif speed_level < 600 then return 25 elseif speed_level < 800 then return 16 elseif speed_level < 1000 then return 12 elseif speed_level < 2000 then return 6 elseif speed_level < 2200 then return 5 else return 4 end end function MarathonSTGame:getGravity() if (self.level < 30) then return 4/256 elseif (self.level < 35) then return 6/256 elseif (self.level < 40) then return 8/256 elseif (self.level < 50) then return 10/256 elseif (self.level < 60) then return 12/256 elseif (self.level < 70) then return 16/256 elseif (self.level < 80) then return 32/256 elseif (self.level < 90) then return 48/256 elseif (self.level < 100) then return 64/256 elseif (self.level < 120) then return 80/256 elseif (self.level < 140) then return 96/256 elseif (self.level < 160) then return 112/256 elseif (self.level < 170) then return 128/256 elseif (self.level < 200) then return 144/256 elseif (self.level < 220) then return 4/256 elseif (self.level < 230) then return 32/256 elseif (self.level < 233) then return 64/256 elseif (self.level < 236) then return 96/256 elseif (self.level < 239) then return 128/256 elseif (self.level < 243) then return 160/256 elseif (self.level < 247) then return 192/256 elseif (self.level < 251) then return 224/256 elseif (self.level < 300) then return 1 elseif (self.level < 330) then return 2 elseif (self.level < 360) then return 3 elseif (self.level < 400) then return 4 elseif (self.level < 420) then return 5 elseif (self.level < 450) then return 4 elseif (self.level < 500) then return 3 else return 20 end end function MarathonSTGame: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 end if self.roll_frames > 3701 then switchBGM(nil) self.completed = true end elseif self.ready_frames == 0 then self.frames = self.frames + 1 end return true end function MarathonSTGame:onPieceEnter() if self.level % 100 ~= 99 and not self.clear and self.frames ~= 0 then self.level = self.level + 1 end end function MarathonSTGame:onPieceLock(piece, cleared_row_count) MarathonSTGame.super:onPieceLock(piece, cleared_row_count) self:updateGrade(cleared_row_count) self:updateSectionTimes(self.level, self.level + cleared_row_count) self.level = math.min(self.level + cleared_row_count, 1500) if self.level == 1500 and not self.clear then self.clear = true self.grid:clear() self.roll_frames = -150 switchBGM(nil) end end local section_boost_requirements = { [0] = frameTime(0,60), frameTime(0,57), frameTime(0,54), frameTime(0,51), frameTime(0,48), frameTime(0,45), frameTime(0,42), frameTime(0,39), frameTime(0,36) } function MarathonSTGame:updateSectionTimes(old_level, new_level) if self.clear then return end if math.floor(old_level / 100) < math.floor(new_level / 100) then -- record new section local section_time = self.frames - self.section_start_time table.insert(self.section_times, section_time) self.section_start_time = self.frames if ( old_level >= 600 and math.floor(self:getSpeedLevel() / 100) % 2 == 0 and section_time <= section_boost_requirements[self.section_boosts] ) then self.section_boosts = self.section_boosts + 1 table.insert(self.section_boost_status, true) self.grade_point_multiplier = self.grade_point_multiplier + ( self.section_boosts == 9 and 12 or 11 ) self.boost_message_time = 180 else table.insert(self.section_boost_status, false) end end end local grade_point_bonuses = { {10, 20, 40, 50}, {10, 20, 30, 40}, {10, 20, 30, 40}, {10, 15, 30, 40}, {10, 15, 20, 40}, {5, 15, 20, 30}, {5, 10, 20, 30}, {5, 10, 15, 30}, {5, 10, 15, 30}, {5, 10, 15, 30}, {2, 12, 13, 30}, } local grade_point_decays = { 125, 80, 80, 50, 45, 45, 45, 40, 40, 40, 40, 40, 30, 30, 30, 20, 20, 20, 20, 20, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 10, 10 } local combo_multipliers = { {1.0, 1.0, 1.0, 1.0}, {1.0, 1.2, 1.4, 1.5}, {1.0, 1.2, 1.5, 1.8}, {1.0, 1.4, 1.6, 2.0}, {1.0, 1.4, 1.7, 2.2}, {1.0, 1.4, 1.8, 2.3}, {1.0, 1.4, 1.9, 2.4}, {1.0, 1.5, 2.0, 2.5}, {1.0, 1.5, 2.1, 2.6}, {1.0, 2.0, 2.5, 3.0}, } function MarathonSTGame:whilePieceActive() if self.clear then return end if self.combo <= 1 then self.grade_point_decay_counter = self.grade_point_decay_counter + 1 end if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then self.grade_point_decay_counter = 0 self.grade_points = math.max(0, self.grade_points - 1) end end function MarathonSTGame:updateGrade(cleared_lines) if cleared_lines == 0 then self.combo = 1 else self.grade_points = self.grade_points + ( math.ceil( grade_point_bonuses[math.min(self.grade + 1, 11)][math.min(cleared_lines, 4)] * combo_multipliers[math.min(self.combo, 10)][math.min(cleared_lines, 4)] * (self.grade_point_multiplier / 100) ^ (self.section_boosts == 9 and 2 or 1) * (self.clear and 2 or 1) ) ) if self.grade_points >= 100 and self.grade < 33 then self.grade_points = 0 self.grade = self.grade + 1 end if cleared_lines > 1 then self.combo = self.combo + 1 end end end local master_grades = { "M", "MK", "MJ", "MV", "MO", "MM" } function MarathonSTGame:getLetterGrade() if self.grade < 9 then return tostring(9 - self.grade) elseif self.grade < 18 then return "S" .. tostring(self.grade - 8) elseif self.grade < 27 then return "M" .. tostring(self.grade - 17) elseif self.grade < 33 then return master_grades[self.grade - 26] elseif self.grade >= 33 and (not self.completed or self.section_boosts < 9) then return "MM+" else return "GM" end end local function rollOpacityFunction(game, block, x, y, age) if game.section_boosts == 9 then return 0.5, 0.5, 0.5, 1 - age / 4, age >= 4 and 0 or 0.64 else local fade_out_frames = 300 - game.section_boosts * 30 if age < fade_out_frames then return 0.5, 0.5, 0.5, 1, 0.64 elseif age >= fade_out_frames + 60 then return 0.5, 0.5, 0.5, 0, 0 else return 0.5, 0.5, 0.5, 1 - (age - fade_out_frames) / 60, 0.64 end end end function MarathonSTGame:swapMusic(level) if self.ready_frames ~= 0 then return end local bgm_table = { 0, 480, 500, 680, 700, 880, 900, 1080, 1100, 1280, 1300, 1480 } for entry, lvl in ipairs(bgm_table) do if (level >= lvl and self.bgm_progression < entry) then if entry % 2 == 0 then fadeoutBGM(0.5) else switchBGMLoop(0.5 * (entry - 1) + 1) end self.bgm_progression = entry end end end function MarathonSTGame:drawGrid() if self.clear and not (self.game_over or self.completed) then self.grid:drawCustom(rollOpacityFunction, self) else self.grid:draw() end if self.level < 100 then self:drawGhostPiece() end end function MarathonSTGame:sectionColourFunction(section) if self.section_boost_status[section] then return {0, 1, 0, 1} else return {1, 1, 1, 1} end end function MarathonSTGame:drawScoringInfo() love.graphics.setColor(1, 1, 1, 1) if config["side_next"] then love.graphics.printf("NEXT", 240, 72, 40, "left") else love.graphics.printf("NEXT", 64, 40, 40, "left") end local text_x = config["side_next"] and 316 or 240 love.graphics.setFont(font_3x5_2) love.graphics.print( self.das.direction .. " " .. self.das.frames .. " " .. strTrueValues(self.prev_inputs) ) love.graphics.printf("GRADE", text_x, 120, 40, "left") love.graphics.printf("GRADE POINTS", text_x, 180, 120, "left") if self.level >= 600 then love.graphics.printf("MULTIPLIER", text_x, 240, 80, "left") end if self.boost_message_time > 0 then love.graphics.setColor( self.boost_message_time % 4 < 2 and {0.3, 1, 0.3, 1} or {1, 1, 1, 1} ) love.graphics.printf("BOOSTED!!", 310, 263, 120, "left") love.graphics.setColor(1, 1, 1, 1) self.boost_message_time = self.boost_message_time - 1 end love.graphics.printf("LEVEL", text_x, 320, 40, "left") local current_section = math.floor(self.level / 100) + 1 self:drawSectionTimesWithSplits(current_section, 15) love.graphics.setFont(font_3x5_3) love.graphics.printf(self:getLetterGrade(), text_x, 140, 90, "left") love.graphics.printf(self.grade_points, text_x, 200, 90, "left") if self.level >= 600 then love.graphics.printf(string.format("%.02f", self.grade_point_multiplier / 100) .. "x", text_x, 260, 90, "left") end love.graphics.printf(self.level, text_x, 340, 50, "right") love.graphics.printf(self.clear and self.level or self:getSectionEndLevel(), text_x, 370, 50, "right") love.graphics.setFont(font_8x11) love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center") end function MarathonSTGame:getHighscoreData() return { grade = self.grade, level = self.level, frames = self.frames, } end function MarathonSTGame:getSectionEndLevel() return math.floor(self.level / 100 + 1) * 100 end function MarathonSTGame:getBackground() return math.floor(self.level / 100) end return MarathonSTGame