mirror of
https://github.com/SashLilac/cambridge-modpack.git
synced 2024-12-26 23:49:02 -06:00
193 lines
5.5 KiB
Lua
193 lines
5.5 KiB
Lua
require 'funcs'
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local GameMode = require 'tetris.modes.gamemode'
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local Piece = require 'tetris.components.piece'
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local KonohaRandomizer = require 'tetris.randomizers.bag_konoha'
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local KonohaGame = GameMode:extend()
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KonohaGame.name = "All Clear A4"
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KonohaGame.hash = "AllClearA4"
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KonohaGame.tagline = "Get as many bravos as you can under the time limit!"
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function KonohaGame:new()
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KonohaGame.super:new()
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self.randomizer = KonohaRandomizer()
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self.bravos = 0
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self.last_bonus_amount = 0
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self.last_bonus_display_time = 0
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self.time_limit = 10800
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self.big_mode = true
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self.lock_drop = true
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self.lock_hard_drop = true
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self.enable_hold = true
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self.next_queue_length = 3
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end
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function KonohaGame:getARE()
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if self.level < 300 then return 30
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elseif self.level < 400 then return 25
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elseif self.level < 500 then return 20
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elseif self.level < 600 then return 17
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elseif self.level < 800 then return 15
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elseif self.level < 900 then return 13
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elseif self.level < 1000 then return 10
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elseif self.level < 1300 then return 8
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else return 6 end
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end
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function KonohaGame:getLineARE()
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return self:getARE()
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end
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function KonohaGame:getDasLimit()
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if self.level < 500 then return 10
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elseif self.level < 800 then return 9
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elseif self.level < 1000 then return 8
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else return 7 end
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end
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function KonohaGame:getLineClearDelay()
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if self.level < 200 then return 14
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elseif self.level < 500 then return 9
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elseif self.level < 800 then return 8
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elseif self.level < 1000 then return 7
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else return 6 end
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end
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function KonohaGame:getLockDelay()
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if self.level < 500 then return 30
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elseif self.level < 600 then return 25
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elseif self.level < 700 then return 23
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elseif self.level < 800 then return 20
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elseif self.level < 900 then return 17
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elseif self.level < 1000 then return 15
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elseif self.level < 1200 then return 13
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elseif self.level < 1300 then return 10
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else return 8 end
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end
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function KonohaGame:getGravity()
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if (self.level < 30) then return 4/256
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elseif (self.level < 35) then return 8/256
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elseif (self.level < 40) then return 12/256
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elseif (self.level < 50) then return 16/256
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elseif (self.level < 60) then return 32/256
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elseif (self.level < 70) then return 48/256
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elseif (self.level < 80) then return 64/256
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elseif (self.level < 90) then return 128/256
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elseif (self.level < 100) then return 192/256
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elseif (self.level < 120) then return 1
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elseif (self.level < 140) then return 2
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elseif (self.level < 160) then return 3
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elseif (self.level < 170) then return 4
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elseif (self.level < 200) then return 5
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else return 20 end
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end
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function KonohaGame:getSection()
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return math.floor(level / 100) + 1
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end
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function KonohaGame:getSectionEndLevel()
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return math.floor(self.level / 100 + 1) * 100
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end
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function KonohaGame:advanceOneFrame()
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if self.ready_frames == 0 then
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self.time_limit = self.time_limit - 1
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self.frames = self.frames + 1
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end
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if self.time_limit <= 0 then
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self.game_over = true
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end
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self.last_bonus_display_time = self.last_bonus_display_time - 1
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end
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function KonohaGame:onPieceEnter()
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if (self.level % 100 ~= 99) and self.frames ~= 0 then
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self.level = self.level + 1
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end
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end
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function KonohaGame:drawGrid(ruleset)
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self.grid:draw()
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if self.piece ~= nil and self.level < 100 then
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self:drawGhostPiece(ruleset)
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end
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end
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local cleared_row_levels = {2, 4, 6, 12}
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local bravo_bonus = {300, 480, 660, 900}
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local non_bravo_bonus = {0, 0, 20, 40}
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local bravo_ot_bonus = {0, 60, 120, 180}
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function KonohaGame:onLineClear(cleared_row_count)
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local oldtime = self.time_limit
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self.level = self.level + cleared_row_levels[cleared_row_count / 2]
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if self.grid:checkForBravo(cleared_row_count) then
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self.bravos = self.bravos + 1
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if self.level < 1000 then self.time_limit = self.time_limit + bravo_bonus[cleared_row_count / 2]
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else self.time_limit = self.time_limit + bravo_ot_bonus[cleared_row_count / 2]
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end
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if self.bravos == 11 then self.randomizer.allowrepeat = true end
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elseif self.level < 1000 then
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self.time_limit = self.time_limit + non_bravo_bonus[cleared_row_count / 2]
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end
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local bonus = self.time_limit - oldtime
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if bonus > 0 then
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self.last_bonus_amount = bonus
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self.last_bonus_display_time = 120
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end
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end
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function KonohaGame:getBackground()
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return math.floor(self.level / 100)
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end
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function KonohaGame:drawScoringInfo()
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.setFont(font_3x5_2)
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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strTrueValues(self.prev_inputs)
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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("TIME LIMIT", 240, 120, 120, "left")
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love.graphics.printf("BRAVOS", 240, 200, 50, "left")
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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love.graphics.setFont(font_3x5_3)
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if not self.game_over and self.time_limit < frameTime(0,10) and self.time_limit % 4 < 2 then
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love.graphics.setColor(1, 0.3, 0.3, 1)
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end
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love.graphics.printf(formatTime(self.time_limit), 240, 140, 120, "right")
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love.graphics.setColor(1, 1, 1, 1)
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if self.last_bonus_display_time > 0 then
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love.graphics.printf("+"..formatTime(self.last_bonus_amount), 240, 160, 120, "right")
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end
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love.graphics.printf(self.bravos, 240, 220, 90, "left")
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love.graphics.printf(self.level, 240, 340, 50, "right")
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love.graphics.printf(self:getSectionEndLevel(), 240, 370, 50, "right")
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love.graphics.setFont(font_8x11)
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love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
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end
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function KonohaGame:getHighscoreData()
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return {
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bravos = self.bravos,
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level = self.level,
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frames = self.frames,
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}
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end
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return KonohaGame
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