mirror of
https://github.com/SashLilac/cambridge-modpack.git
synced 2024-12-26 00:39:03 -06:00
ab698782bf
fixes 2s rule
369 lines
10 KiB
Lua
369 lines
10 KiB
Lua
local GameMode = require 'tetris.modes.gamemode'
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local PhantomManiaNXGame = GameMode:extend()
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local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
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PhantomManiaNXGame.name = "Phantom Mania NX"
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PhantomManiaNXGame.hash = "PhantomManiaNX"
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PhantomManiaNXGame.tagline = "The ultimate invisible challenge! Can you survive the brutal gimmicks?"
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function PhantomManiaNXGame:new()
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PhantomManiaNXGame.super:new()
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self.grade = 0
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self.garbage = 0
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self.roll_frames = 0
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self.roll_points = 0
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self.combo = 1
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self.cools = 0
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self.last_section_cool = false
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self.tetrises = 0
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self.section_tetris = {}
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self.randomizer = History6RollsRandomizer()
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self.SGnames = {
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"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
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"M1", "M2", "M3", "M4", "M5", "M6", "M7", "M8", "M9",
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"GM"
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}
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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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self.coolregret_message = "COOL!!"
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self.coolregret_timer = 0
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end
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function PhantomManiaNXGame:getARE()
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if self.level < 300 then return 12
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else return 6 end
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end
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function PhantomManiaNXGame:getLineARE()
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if self.level < 100 then return 8
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elseif self.level < 200 then return 7
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elseif self.level < 500 then return 6
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elseif self.level < 1300 then return 5
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else return 6 end
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end
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function PhantomManiaNXGame:getDasLimit()
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if self.level < 100 then return 9
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elseif self.level < 500 then return 7
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else return 5 end
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end
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function PhantomManiaNXGame:getLineClearDelay()
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if self.level < 1300 then return self:getLineARE() - 2
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else return 6 end
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end
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function PhantomManiaNXGame:getLockDelay()
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if self.level < 200 then return 18
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elseif self.level < 300 then return 17
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elseif self.level < 500 then return 15
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elseif self.level < 600 then return 13
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elseif self.level < 1100 then return 12
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elseif self.level < 1200 then return 10
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elseif self.level < 1300 then return 8
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else return 15 end
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end
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function PhantomManiaNXGame:getGravity()
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return 20
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end
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function PhantomManiaNXGame:getGarbageLimit()
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if self.level < 600 then return 20
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elseif self.level < 700 then return 18
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elseif self.level < 800 then return 10
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elseif self.level < 900 then return 9
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else return 8 end
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end
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function PhantomManiaNXGame:getSkin()
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return self.level >= 1000 and "bone" or "2tie"
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end
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function PhantomManiaNXGame:hitTorikan(old_level, new_level)
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if old_level < 300 and new_level >= 300 and self.frames > frameTime(1,30) then
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self.level = 300
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return true
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end
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if old_level < 500 and new_level >= 500 and self.frames > frameTime(2,28) then
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self.level = 500
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return true
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end
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if old_level < 800 and new_level >= 800 and self.frames > frameTime(3,38) then
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self.level = 800
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return true
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end
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if old_level < 1000 and new_level >= 1000 and self.frames > frameTime(4,56) then
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self.level = 1000
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return true
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end
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return false
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end
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function PhantomManiaNXGame:advanceOneFrame()
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if self.clear then
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self.roll_frames = self.roll_frames + 1
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if self.roll_frames < 0 then
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if self.roll_frames + 1 == 0 then
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switchBGM("credit_roll", "gm3")
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return true
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end
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return false
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elseif self.roll_frames > 3238 then
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switchBGM(nil)
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self.completed = true
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end
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elseif self.ready_frames == 0 then
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self.frames = self.frames + 1
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end
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return true
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end
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function PhantomManiaNXGame:onPieceEnter()
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if (self.level % 100 ~= 99) and not self.clear and self.frames ~= 0 then
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self:updateSectionTimes(self.level, self.level + 1)
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self.level = self.level + 1
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end
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end
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local cleared_row_levels = {1, 2, 4, 6}
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local roll_points = {4, 8, 12, 26}
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local mroll_points = {10, 20, 30, 100}
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function PhantomManiaNXGame:qualifiesForGMRoll()
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for i = 0, 12 do
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if not self.section_tetris[i] then
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return false
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end
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end
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return self.cools >= 13 and self.tetrises >= 40
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end
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function PhantomManiaNXGame:onLineClear(cleared_row_count)
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if not self.clear then
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if cleared_row_count >= 4 then
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self.tetrises = self.tetrises + 1
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self.section_tetris[math.floor(self.level / 100)] = true
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end
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local new_level = self.level + cleared_row_levels[cleared_row_count]
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self:updateSectionTimes(self.level, new_level)
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if new_level >= 1300 or self:hitTorikan(self.level, new_level) then
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self.clear = true
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if new_level >= 1300 then
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self.level = 1300
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self.grid:clear()
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self.roll_frames = -150
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else
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self.game_over = true
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end
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else
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self.level = math.min(new_level, 1300)
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end
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self:advanceBottomRow(-cleared_row_count)
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else
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if self:qualifiesForGMRoll() then
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self.roll_points = self.roll_points + mroll_points[cleared_row_count]
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else
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self.roll_points = self.roll_points + roll_points[cleared_row_count]
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end
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end
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end
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function PhantomManiaNXGame:onPieceLock(piece, cleared_row_count)
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playSE("lock")
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if cleared_row_count == 0 then self:advanceBottomRow(1) end
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end
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function PhantomManiaNXGame:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * self.combo
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)
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else
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self.combo = 1
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end
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self.drop_bonus = 0
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end
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end
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local cool_cutoffs = {
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[0] = frameTime(0,32), frameTime(0,32), frameTime(0,29), frameTime(0,25), frameTime(0,25),
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frameTime(0,22), frameTime(0,22), frameTime(0,18), frameTime(0,18), frameTime(0,16),
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frameTime(0,16), frameTime(0,14), frameTime(0,14)
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}
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function PhantomManiaNXGame:updateSectionTimes(old_level, new_level)
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local section_time = self.frames - self.section_start_time
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if math.floor(old_level / 100) < math.floor(new_level / 100) then
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table.insert(self.section_times, section_time)
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self.section_start_time = self.frames
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if section_time >= frameTime(1,00) then
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self.last_section_cool = false
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self.coolregret_message = "REGRET!!"
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self.coolregret_timer = 300
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self.grade = self.grade - 1
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elseif self.last_section_cool then
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self.cools = self.cools + 1
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end
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self.grade = self.grade + 1
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elseif old_level % 100 < 70 and new_level % 100 >= 70 then
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local old_section = math.floor(old_level / 100)
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table.insert(self.secondary_section_times, section_time)
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if section_time <= cool_cutoffs[old_section] and (
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section_time < (self.secondary_section_times[old_section] + 120) or
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old_section == 0 )
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then
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self.last_section_cool = true
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self.coolregret_message = "COOL!!"
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self.coolregret_timer = 300
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else
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self.last_section_cool = false
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end
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end
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end
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function PhantomManiaNXGame:advanceBottomRow(dx)
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if self.level >= 500 and self.level < 1000 then
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self.garbage = math.max(self.garbage + dx, 0)
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if self.garbage >= self:getGarbageLimit() then
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self.grid:copyBottomRow()
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self.garbage = 0
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end
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end
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end
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function PhantomManiaNXGame:canDrawLCA()
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return (
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self.level < 1000 or (
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self.level >= 1300 and
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not self:qualifiesForGMRoll()
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)
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) and self.lcd > 0
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end
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PhantomManiaNXGame.rollOpacityFunction = function(age)
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if age > 4 then return 0
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else return 1 - age / 4 end
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end
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PhantomManiaNXGame.garbageOpacityFunction = function(age)
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return age > 4 and 0 or 1
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end
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function PhantomManiaNXGame:drawGrid()
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if not (
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self.game_over or self.completed or
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(self.level >= 1300 and not self:qualifiesForGMRoll())
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) then
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self.grid:drawInvisible(
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self.rollOpacityFunction,
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self.garbageOpacityFunction,
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self.level < 1000
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)
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else
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self.grid:draw()
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end
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end
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function PhantomManiaNXGame:getBackground()
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return math.floor(self.level / 100)
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end
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function PhantomManiaNXGame:getHighscoreData()
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return {
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grade = self:getAggregateGrade(),
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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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function PhantomManiaNXGame:getAggregateGrade()
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local grade_cap
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if self:qualifiesForGMRoll() then
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if self.roll_frames > 3238 then
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grade_cap = 42
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else
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grade_cap = 41
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end
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else
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grade_cap = 26
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end
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return math.min(
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self.grade + self.cools + math.floor(self.roll_points / 100) + (
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self:qualifiesForGMRoll() and 1 or 0
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), grade_cap
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)
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end
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local master_grades = {"M", "MK", "MV", "MO"}
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local function getLetterGrade(grade)
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if grade == 0 then
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return "1"
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elseif grade <= 13 then
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return "S" .. tostring(grade)
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elseif grade <= 26 then
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return "M" .. tostring(grade - 13)
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elseif grade <= 30 then
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return master_grades[grade - 26]
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elseif grade <= 41 then
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return "MM-" .. tostring(grade - 30)
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else
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return "GM"
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end
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end
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function PhantomManiaNXGame:drawScoringInfo()
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PhantomManiaNXGame.super.drawScoringInfo(self)
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love.graphics.setColor(1, 1, 1, 1)
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local text_x = config["side_next"] and 320 or 240
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love.graphics.setFont(font_3x5_2)
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love.graphics.printf("GRADE", text_x, 120, 40, "left")
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love.graphics.printf("SCORE", text_x, 200, 40, "left")
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love.graphics.printf("LEVEL", text_x, 320, 40, "left")
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local sg = self.grid:checkSecretGrade()
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if sg >= 5 then
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love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
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end
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if(self.coolregret_timer > 0) then
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love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
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self.coolregret_timer = self.coolregret_timer - 1
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end
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local current_section = math.floor(self.level / 100) + 1
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self:drawSectionTimesWithSecondary(current_section)
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love.graphics.setFont(font_3x5_3)
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if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
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elseif self.level >= 1300 then love.graphics.setColor(0, 1, 0, 1) end
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love.graphics.printf(getLetterGrade(self:getAggregateGrade()), text_x, 140, 90, "left")
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(self.score, text_x, 220, 90, "left")
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love.graphics.printf(self.level, text_x, 340, 50, "right")
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if self.clear then
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love.graphics.printf(self.level, text_x, 370, 50, "right")
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else
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love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
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end
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if sg >= 5 then
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love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
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end
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end
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return PhantomManiaNXGame
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