cambridge-modpack/tetris/modes/marathon_gf.lua
terpyderp d57a4a7720 Side next preparation
Adds side next compatibility for all modpack modes (I think)
2021-10-20 17:12:47 -05:00

231 lines
7.1 KiB
Lua

require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Bag7Randomizer = require 'tetris.randomizers.bag7'
local MarathonGFGame = GameMode:extend()
MarathonGFGame.name = "Marathon GF"
MarathonGFGame.hash = "MarathonGF"
MarathonGFGame.tagline = "The old puzzle mode from Tetris Friends!"
function MarathonGFGame:new()
self.super:new()
self.back_to_back = false
self.roll_limit = 10
self.roll_frames = 0
self.message = ""
self.message_timer = 0
self.randomizer = Bag7Randomizer()
self.combo = 0
self.immobile_spin_bonus = true
self.lock_drop = true
self.lock_hard_drop = true
self.instant_hard_drop = true
self.instant_soft_drop = false
self.enable_hold = true
self.next_queue_length = 6
end
function MarathonGFGame:getARE() return 6 end
function MarathonGFGame:getLineARE() return 6 end
function MarathonGFGame:getLineClearDelay() return 24 end
function MarathonGFGame:getDasLimit() return config.das end
function MarathonGFGame:getARR() return config.arr end
function MarathonGFGame:getDasCutDelay() return config.dcd end
function MarathonGFGame:getGravity()
if self.lines < 180 then
return (0.8 - (math.floor(self.lines / 10) * 0.007)) ^ -math.floor(self.lines / 10) / 60
elseif self.lines < 200 then return 20
else return 1/4 end
end
function MarathonGFGame:getDropSpeed()
return self:getGravity() * 20
end
function MarathonGFGame:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then return false
else self.frames = self.frames + 1 end
if self.roll_frames >= self.roll_limit + 10 then
self.roll_frames = 0
self.roll_limit = self.roll_limit + 5
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
if self.drop_bonus > 0 then
self.score = self.score + self.drop_bonus
self.drop_bonus = 0
end
return true
end
function MarathonGFGame:onLineClear(cleared_row_count)
if not self.clear then
local new_lines = self.lines + cleared_row_count
self:updateSectionTimes(self.lines, new_lines)
self.lines = math.min(new_lines, 200)
if self.lines == 200 then
self.clear = true
self.roll_frames = -150
end
end
end
function MarathonGFGame:getSectionTime()
return self.frames - self.section_start_time
end
function MarathonGFGame:updateSectionTimes(old_lines, new_lines)
if math.floor(old_lines / 10) < math.floor(new_lines / 10) then
-- record new section
table.insert(self.section_times, self:getSectionTime())
self.section_start_time = self.frames
end
end
function MarathonGFGame:updateScore(level, drop_bonus, cleared_lines)
local normal_table = {[0] = 0, 1, 3, 5, 8}
local spin_score = 4 * (cleared_lines + 1)
local all_clear_table = {[0] = 0, 8, 12, 18, 20}
if self.grid:checkForBravo(cleared_lines) then
self.score = self.score + (
((self.back_to_back and cleared_lines == 4)
and 32 or all_clear_table[cleared_lines]) *
100 * (math.floor(self.lines / 10) + 1)
)
end
if cleared_lines > 0 then
self.score = self.score + (
self.combo * 50 * (math.floor(self.lines / 10) + 1)
)
end
if self.piece.spin then
self.score = self.score + (
spin_score * 100 *
(math.floor(self.lines / 10) + 1) *
((self.back_to_back and cleared_lines ~= 0) and 1.5 or 1)
)
if cleared_lines ~= 0 then
self.back_to_back = true
self.combo = self.combo + 1
else self.combo = 0 end
elseif cleared_lines > 0 then
self.score = self.score + (
normal_table[cleared_lines] * 100 *
(math.floor(self.lines / 10) + 1) *
((self.back_to_back and cleared_lines == 4) and 1.5 or 1)
)
if cleared_lines == 4 then self.back_to_back = true
else self.back_to_back = false end
self.combo = self.combo + 1
else self.combo = 0 end
end
function MarathonGFGame:onPieceLock(piece, cleared_row_count)
GameMode:onPieceLock()
if self.grid:checkForBravo(cleared_row_count) then
self.message = "ALL CLEAR!"
elseif piece.spin then
self.message = (self.back_to_back and cleared_row_count ~= 0 and "B2B " or "") ..
(type(piece.shape) == "string" and piece.shape .. "-" or "") ..
"SPIN " .. cleared_row_count .. "!"
elseif cleared_row_count >= 4 then
self.message = (self.back_to_back and "B2B " or "") ..
string.upper(string.sub(number_names[cleared_row_count * 3 + 3], 1, -7)) .. "A!"
elseif cleared_row_count ~= 0 and self.combo > 0 then
self.message = "COMBO " .. self.combo .. "!"
else
self.message = ""
end
self.message_timer = 60
end
MarathonGFGame.rollOpacityFunction = function(age)
return 0.5
end
MarathonGFGame.mRollOpacityFunction = function(age)
return 0
end
function MarathonGFGame:drawGrid(ruleset)
if not self.game_over then
if self.lines >= 200 and self.roll_frames >= self.roll_limit then
self.grid:drawInvisible(self.rollOpacityFunction)
elseif self.lines >= 200 then
self.grid:drawInvisible(self.mRollOpacityFunction)
else self.grid:draw() end
else self.grid:draw() end
self:drawGhostPiece(ruleset)
end
function MarathonGFGame:getHighscoreData()
return {
score = self.score,
frames = self.frames,
}
end
function MarathonGFGame:getBackground()
return math.min(19, math.floor(self.lines / 10))
end
function MarathonGFGame: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("SCORE", text_x, 180, 80, "left")
love.graphics.printf("LEVEL", text_x, 250, 80, "left")
love.graphics.printf("LINES", text_x, 320, 40, "left")
local current_section = math.floor(self.lines / 10) + 1
self:drawSectionTimesWithSplits(current_section)
if self.message_timer > 0 then
love.graphics.printf(self.message, 64, 400, 160, "center")
self.message_timer = self.message_timer - 1
end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, text_x, 200, 120, "left")
love.graphics.printf(self.lines, text_x, 340, 40, "right")
love.graphics.printf(self.clear and self.lines or self:getSectionEndLines(), text_x, 370, 40, "right")
if not self.game_over and self.clear and self.roll_frames % 4 < 2 then
love.graphics.setColor(1, 1, 0.3, 1)
end
love.graphics.printf(math.floor(self.lines / 10) + 1, text_x, 270, 160, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function MarathonGFGame:getSectionEndLines()
return math.floor(self.lines / 10 + 1) * 10
end
return MarathonGFGame