cambridge-modpack/tetris/modes/scoreattack_o.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
5.4 KiB
Lua

require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History4RollsRandomizer = require 'tetris.randomizers.bag7noSZOstart'
local ArcadeScoreAttack = GameMode:extend()
ArcadeScoreAttack.name = "Arcade Score Attack"
ArcadeScoreAttack.hash = "Oshisaure-ArcadeScoreAttack"
ArcadeScoreAttack.tagline = "Huge scores! How big can you make yours?"
function ArcadeScoreAttack:new()
ArcadeScoreAttack.super:new()
self.timeleft = 9000
self.chain = 0
self.quads = 0
self.level = 1
self.multiplier = 1
self.b2b = false
self.randomizer = History4RollsRandomizer()
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hard_drop = true
self.enable_hold = true
self.instant_soft_drop = false
self.instant_hard_drop = true
self.next_queue_length = 5
end
function ArcadeScoreAttack:updateMultiplier()
end
function ArcadeScoreAttack:getARE()
return 24
end
function ArcadeScoreAttack:getLineARE()
return 8
end
function ArcadeScoreAttack:getLineClearDelay()
return 16
end
function ArcadeScoreAttack:getLockDelay()
return 30
end
function ArcadeScoreAttack:getDasLimit()
return 12
end
function ArcadeScoreAttack:getARR()
return 1
end
local levelchanges = {
5, --lv 1: 5 lines
10,
15,
20,
25,
35, --lv 6: 10 lines
45,
55,
65,
75,
90, --lv11: 15 lines
115,
130,
145,
160, --lv15: 20 lines
180,
200,
220,
250,
math.huge --lv20: infinite
}
local gravitycurve = {
1/60, --lv1
1/30,
1/20,
1/15,
1/12, --lv5
1/10,
1/ 6,
1/ 4,
1/ 3,
1/ 2, --lv10
2/ 2,
3/ 2,
4/ 2,
5/ 2,
3/ 1, --lv15
4/ 1,
5/ 1,
7/ 1,
10/ 1,
20/ 1, --lv20
}
function ArcadeScoreAttack:getGravity()
return gravitycurve[self.level]
end
function ArcadeScoreAttack:advanceOneFrame()
if self.ready_frames == 0 then
self.score = self.score + self.multiplier
self.timeleft = self.timeleft-1
if self.timeleft <= 0 then
self.game_over = true
end
self.frames = self.frames + 1
end
end
function ArcadeScoreAttack:onPieceEnter()
end
function ArcadeScoreAttack:updateScore(level, drop_bonus, cleared_lines)
self.lines = self.lines + cleared_lines
if self.lines >= levelchanges[self.level] then
self.level = self.level + 1
self.timeleft = self.timeleft + 1800
end
local pts = 0
if cleared_lines == 0 then
if not self.b2b then self.chain = 0 end
else
self.chain = self.chain + 1
self.b2b = false
if cleared_lines >= 4 then
self.b2b = true
self.quads = self.quads + 1
end
pts = 1000
for i = 2, cleared_lines do pts = pts * i end
end
self.multiplier = self.level * (self.chain+1) * (self.quads+1)
if pts > 0 then
self.score = self.score + pts * self.multiplier
end
end
function ArcadeScoreAttack:drawGrid()
self.grid:draw()
self:drawGhostPiece(ruleset)
end
local function comma(score)
if score == 0 then return "0" end
local scorestr = ""
local p = 1
for d = 0, math.log10(score) do
if d % 3 == 0 and d ~= 0 then scorestr = ","..scorestr end
local digit = math.floor(score/p)%10
scorestr = digit..scorestr
p = p*10
end
return scorestr
end
function ArcadeScoreAttack:drawScoringInfo()
ArcadeScoreAttack.super.drawScoringInfo(self)
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, 100, 40, "left")
love.graphics.printf("LINES", text_x, 165, 40, "left")
love.graphics.printf("MULTIPLIER" , text_x, 220, 153, "right")
love.graphics.printf("LEVEL" , text_x, text_x, 153, "left")
love.graphics.printf("QUADS x (1 + ", text_x, 260, 160, "left")
love.graphics.printf("CHAIN x (1 + ", text_x, 280, 160, "left")
love.graphics.printf("TOTAL =" , text_x, 310, 153, "left")
love.graphics.printf("TIME REMAINING", text_x, 350, 120, "left")
love.graphics.printf(self.level .." ", text_x, 240, 153, "right")
love.graphics.printf(self.quads ..")", text_x, 260, 160, "right")
love.graphics.printf(self.chain ..")", text_x, 280, 160, "right")
love.graphics.printf(self.multiplier.." ", text_x, 310, 153, "right")
love.graphics.setFont(font_3x5_3)
local li = levelchanges[self.level]
if li == math.huge then
love.graphics.printf(self.lines, text_x, 190, 40, "left")
else
love.graphics.printf(self.lines.."/"..li, text_x, 185, 100, "left")
end
love.graphics.printf(formatTime(self.timeleft), text_x, 370, 150, "left")
love.graphics.setFont(font_3x5_4)
love.graphics.printf(comma(self.score), text_x, 120, 300, "left")
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function ArcadeScoreAttack:getBackground()
return self.level - 1
end
function ArcadeScoreAttack:getHighscoreData()
return {
score = self.score,
level = self.level,
frames = self.frames,
}
end
return ArcadeScoreAttack