require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Piece = require 'tetris.components.piece' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls' local TGMPlusGame = GameMode:extend() TGMPlusGame.name = "Marathon A2+" TGMPlusGame.hash = "A2Plus" TGMPlusGame.tagline = "The garbage rises steadily! Can you make it to level 999?" function TGMPlusGame:new() TGMPlusGame.super:new() self.roll_frames = 0 self.combo = 1 self.SGnames = { "9", "8", "7", "6", "5", "4", "3", "2", "1", "S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9", "GM" } self.randomizer = History6RollsRandomizer() self.lock_drop = false self.lock_hard_drop = false self.enable_hold = false self.next_queue_length = 1 self.garbage_queue = 0 self.garbage_pos = 0 self.garbage_rows = { [0] = {"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"}, {"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"}, {"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"}, {"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"}, {"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"}, {"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"}, {"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"}, {"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"}, {"e", "e", "b", "b", "b", "b", "b", "b", "b", "b"}, {"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"}, {"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"}, {"b", "b", "b", "b", "b", "b", "b", "b", "e", "e"}, {"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"}, {"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"}, {"b", "b", "e", "b", "b", "b", "b", "b", "b", "b"}, {"b", "e", "e", "b", "b", "b", "b", "b", "b", "b"}, {"b", "e", "b", "b", "b", "b", "b", "b", "b", "b"}, {"b", "b", "b", "b", "b", "b", "b", "e", "b", "b"}, {"b", "b", "b", "b", "b", "b", "b", "e", "e", "b"}, {"b", "b", "b", "b", "b", "b", "b", "b", "e", "b"}, {"b", "b", "b", "b", "e", "e", "b", "b", "b", "b"}, {"b", "b", "b", "b", "e", "e", "b", "b", "b", "b"}, {"b", "b", "b", "b", "e", "b", "b", "b", "b", "b"}, {"b", "b", "b", "e", "e", "e", "b", "b", "b", "b"}, } end function TGMPlusGame:getARE() return 25 end function TGMPlusGame:getDasLimit() return 15 end function TGMPlusGame:getLockDelay() return 30 end function TGMPlusGame:getLineClearDelay() return 40 end function TGMPlusGame: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 TGMPlusGame:getGarbageLimit() return 13 - math.floor(self.level / 100) end function TGMPlusGame:advanceOneFrame() if self.clear then self.roll_frames = self.roll_frames + 1 if self.roll_frames > 3694 then self.completed = true end elseif self.ready_frames == 0 then self.frames = self.frames + 1 end return true end function TGMPlusGame: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 TGMPlusGame:onPieceLock(piece, cleared_row_count) self.super:onPieceLock() if cleared_row_count == 0 then self:advanceBottomRow() end end function TGMPlusGame:onLineClear(cleared_row_count) self.level = math.min(self.level + cleared_row_count, 999) if self.level == 999 and not self.clear then self.clear = true end self.lock_drop = self.level >= 900 self.lock_hard_drop = self.level >= 900 end function TGMPlusGame:advanceBottomRow() self.garbage_queue = self.garbage_queue + 1 if self.garbage_queue >= self:getGarbageLimit() then self.grid:garbageRise(self.garbage_rows[self.garbage_pos]) self.garbage_queue = 0 self.garbage_pos = (self.garbage_pos + 1) % 24 end end function TGMPlusGame:updateScore(level, drop_bonus, cleared_lines) if not self.clear then if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 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 TGMPlusGame:drawGrid(ruleset) self.grid:draw() if self.piece ~= nil and self.level < 100 then self:drawGhostPiece(ruleset) end end function TGMPlusGame:getHighscoreData() return { score = self.score, level = self.level, frames = self.frames, } end function TGMPlusGame:getSectionEndLevel() if self.level >= 900 then return 999 else return math.floor(self.level / 100 + 1) * 100 end end function TGMPlusGame:getBackground() return math.floor(self.level / 100) end function TGMPlusGame: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("SCORE", 240, 200, 40, "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 love.graphics.setFont(font_3x5_3) love.graphics.printf(self.score, 240, 220, 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 love.graphics.setFont(font_8x11) love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center") end return TGMPlusGame