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

272 lines
8.0 KiB
Lua

local GameMode = require 'tetris.modes.gamemode'
local NESRandomizer = require 'tetris.randomizers.nes'
local NESTGMMode = GameMode:extend()
NESTGMMode.name = "NES-TGM"
NESTGMMode.hash = "NESTGM"
NESTGMMode.tagline = "An arcade-styled mode with roots in retro!"
function NESTGMMode:new()
GameMode:new()
self.quad_clears = {[0] = 0, 0}
self.roll_frames = 0
self.randomizer = NESRandomizer()
self.ready_frames = 1
self.waiting_frames = 96
self.last_row = 1
self.lock_drop = true
self.enable_hard_drop = false
self.enable_hold = false
self.next_queue_length = 1
self.additive_gravity = false
self.classic_lock = true
self.irs = false
end
function NESTGMMode:getDropSpeed() return 1/2 end
function NESTGMMode:getDasLimit() return 16 end
function NESTGMMode:getARR() return 6 end
function NESTGMMode:getARE()
if self.last_row > 22 then return 10
elseif self.last_row > 18 then return 12
elseif self.last_row > 14 then return 14
elseif self.last_row > 10 then return 16
else return 18 end
end
function NESTGMMode:getLineARE() return self:getARE() end
function NESTGMMode:getLineClearDelay()
for i = 17, 20 do
if (self.frames + i) % 4 == 0 then return i end
end
end
function NESTGMMode:getLockDelay() return 0 end
function NESTGMMode:chargeDAS(inputs)
if inputs[self.das.direction] == true and
self.prev_inputs[self.das.direction] == true and
not inputs["down"] and
self.piece ~= nil
then
local das_frames = self.das.frames + 1
if das_frames >= self:getDasLimit() then
if self.das.direction == "left" then
self.move = (self:getARR() == 0 and "speed" or "") .. "left"
self.das.frames = self:getDasLimit() - self:getARR()
elseif self.das.direction == "right" then
self.move = (self:getARR() == 0 and "speed" or "") .. "right"
self.das.frames = self:getDasLimit() - self:getARR()
end
else
self.move = "none"
self.das.frames = das_frames
end
elseif inputs["right"] == true then
self.das.direction = "right"
if not inputs["down"] and self.piece ~= nil then
self.move = "right"
self.das.frames = 0
else
self.move = "none"
end
elseif inputs["left"] == true then
self.das.direction = "left"
if not inputs["down"] and self.piece ~= nil then
self.move = "left"
self.das.frames = 0
else
self.move = "none"
end
else
self.move = "none"
end
if self.das.direction == "left" and self.piece ~= nil and self.piece:isMoveBlocked(self.grid, {x=-1, y=0}) or
self.das.direction == "right" and self.piece ~= nil and self.piece:isMoveBlocked(self.grid, {x=1, y=0})
then
self.das.frames = self:getDasLimit()
end
if inputs["down"] == false and self.prev_inputs["down"] == true then
self.drop_bonus = 0
end
if inputs["down"] then self.waiting_frames = 0 end
end
function NESTGMMode:getLevelForLines()
if self.lines < 10 then return math.floor(self.lines / 5)
elseif self.lines < 150 then return math.floor(self.lines / 10) + 1
elseif self.lines < 300 then return math.floor(self.lines / 50) + 13
else return 19 end
end
local gravity_table = {
[0] = 1/48, 1/43, 1/38, 1/33, 1/28,
1/23, 1/48, 1/28, 1/13, 1/8, 1/6,
1/5, 1/4, 1/4, 1/5, 1/5, 1/3, 1/3,
1/3, 1/2
}
function NESTGMMode:getGravity()
if self.waiting_frames > 0 then return 0 end
return gravity_table[self:getLevelForLines()]
end
function NESTGMMode:advanceOneFrame()
if self.waiting_frames > 0 then
self.waiting_frames = self.waiting_frames - 1
elseif self:getLevelForLines() >= 19 then
self.roll_frames = self.roll_frames + 1
if self.roll_frames >= 3600 then
self.completed = true
end
else
self.frames = self.frames + 1
end
return true
end
function NESTGMMode:onPieceLock()
self.super:onPieceLock()
self.score = self.score + self.drop_bonus
self.drop_bonus = 0
self.last_row = self.piece.position.y
end
function NESTGMMode:getGrade()
if (
self.lines >= 300 and
self.score >= 600000 and
self.quad_clears[0] >= 25 and
self.quad_clears[1] >= 15
) then
if self.roll_frames >= 3600 then return {19, "???"}
else return {18, "???"} end
else
if self.score < 002000 then return {0, 2000}
elseif self.score < 005300 then return {1, 5300}
elseif self.score < 011000 then return {2, 11000}
elseif self.score < 018000 then return {3, 18000}
elseif self.score < 027000 then return {4, 27000}
elseif self.score < 038000 then return {5, 38000}
elseif self.score < 050000 then return {6, 50000}
elseif self.score < 065000 then return {7, 65000}
elseif self.score < 083000 then return {8, 83000}
elseif self.score < 110000 then return {9, 110000}
elseif self.score < 150000 then return {10, 150000}
elseif self.score < 200000 then return {11, 200000}
elseif self.score < 260000 then return {12, 260000}
elseif self.score < 330000 then return {13, 330000}
elseif self.score < 410000 then return {14, 410000}
elseif self.score < 500000 then return {15, 500000}
elseif self.score < 600000 then return {16, 600000}
else return {17, "???"} end
end
end
function NESTGMMode:updateScore(level, drop_bonus, cleared_lines)
if cleared_lines > 0 then
if cleared_lines >= 4 and self.lines < 300 then
self.quad_clears[math.floor(self.lines / 150)] = (
self.quad_clears[math.floor(self.lines / 150)] + 1
)
end
self.lines = self.lines + cleared_lines
local score_to_add = 40
if cleared_lines > 1 then
score_to_add = 100
for i = 3, cleared_lines do
score_to_add = score_to_add * i
end
end
self.score = self.score + score_to_add * (self:getLevelForLines() + 1)
for i = 1, 4 do
self.grid:clearSpecificRow(i)
end
end
end
function NESTGMMode: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("SCORE", text_x, 200, 40, "left")
love.graphics.printf("NEXT RANK", text_x, 260, 90, "left")
love.graphics.printf("LINES", text_x, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", text_x, 430, 180, "left")
end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, text_x, 220, 90, "left")
if self:getGrade()[1] == 19 then
love.graphics.printf("GM", text_x, 140, 90, "left")
elseif self:getGrade()[1] == 18 then
love.graphics.printf("M", text_x, 140, 90, "left")
else
love.graphics.printf(
self.SGnames[self:getGrade()[1] + 1], text_x, 140, 90, "left"
)
end
love.graphics.printf(self:getGrade()[2], text_x, 280, 90, "left")
love.graphics.printf(math.min(300, self.lines), text_x, 340, 40, "right")
love.graphics.printf(self:getSectionEndLines(), text_x, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], text_x, 450, 180, "left")
end
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function NESTGMMode:getSectionEndLines()
if self.lines < 10 then return (1 + math.floor(self.lines / 5)) * 5
elseif self.lines < 150 then return (1 + math.floor(self.lines / 10)) * 10
elseif self.lines < 300 then return (1 + math.floor(self.lines / 50)) * 50
else return 300 end
end
function NESTGMMode:drawGrid()
self.grid:draw()
end
function NESTGMMode:getBackground()
return self:getLevelForLines()
end
function NESTGMMode:getHighscoreData()
return {
grade = self:getGrade()[1],
score = self.score,
level = self:getLevelForLines(),
lines = self.lines,
}
end
return NESTGMMode