383 lines
11 KiB
Lua
383 lines
11 KiB
Lua
local GameMode = require 'tetris.modes.gamemode'
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local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
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local MarathonSTGame = GameMode:extend()
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MarathonSTGame.name = "Marathon ST"
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MarathonSTGame.hash = "MarathonST"
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MarathonSTGame.tagline = "Grade points are heavily boosted! Can you make it to the end?"
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function MarathonSTGame:new()
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self.super:new()
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self.roll_frames = 0
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self.combo = 1
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self.randomizer = History6RollsRandomizer()
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self.grade = 0
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self.grade_points = 0
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self.grade_point_decay_counter = 0
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self.grade_point_multiplier = 100
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self.section_start_time = 0
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self.section_boosts = 0
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self.section_boost_status = { [0] = false }
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self.boost_message_time = 0
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self.lock_drop = true
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self.lock_hard_drop = true
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self.enable_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 MarathonSTGame:getSpeedLevel()
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return self.level + self.section_boosts * 100
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end
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function MarathonSTGame:getARE()
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local speed_level = self:getSpeedLevel()
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if speed_level < 800 then return 27
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elseif speed_level < 1000 then return 18
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elseif speed_level < 1800 then return 14
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elseif speed_level < 2000 then return 8
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elseif speed_level < 2200 then return 7
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else return 6 end
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end
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function MarathonSTGame:getLineARE()
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local speed_level = self:getSpeedLevel()
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if speed_level < 600 then return 27
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elseif speed_level < 800 then return 18
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elseif speed_level < 1000 then return 14
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elseif speed_level < 2000 then return 8
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elseif speed_level < 2200 then return 7
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else return 6 end
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end
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function MarathonSTGame:getDasLimit()
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local speed_level = self:getSpeedLevel()
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if speed_level < 500 then return 14
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elseif speed_level < 2000 then return 9
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else return 7 end
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end
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function MarathonSTGame:getLockDelay()
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local speed_level = self:getSpeedLevel()
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if speed_level < 1200 then return 30
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elseif speed_level < 1400 then return 26
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elseif speed_level < 1600 then return 22
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elseif speed_level < 1800 then return 18
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elseif speed_level < 2000 then return 17
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else return 15 end
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end
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function MarathonSTGame:getLineClearDelay()
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local speed_level = self:getSpeedLevel()
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if speed_level < 500 then return 40
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elseif speed_level < 600 then return 25
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elseif speed_level < 800 then return 16
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elseif speed_level < 1000 then return 12
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elseif speed_level < 2000 then return 6
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elseif speed_level < 2200 then return 5
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else return 4 end
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end
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function MarathonSTGame:getGravity()
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if (self.level < 30) then return 4/256
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elseif (self.level < 35) then return 6/256
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elseif (self.level < 40) then return 8/256
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elseif (self.level < 50) then return 10/256
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elseif (self.level < 60) then return 12/256
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elseif (self.level < 70) then return 16/256
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elseif (self.level < 80) then return 32/256
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elseif (self.level < 90) then return 48/256
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elseif (self.level < 100) then return 64/256
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elseif (self.level < 120) then return 80/256
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elseif (self.level < 140) then return 96/256
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elseif (self.level < 160) then return 112/256
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elseif (self.level < 170) then return 128/256
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elseif (self.level < 200) then return 144/256
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elseif (self.level < 220) then return 4/256
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elseif (self.level < 230) then return 32/256
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elseif (self.level < 233) then return 64/256
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elseif (self.level < 236) then return 96/256
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elseif (self.level < 239) then return 128/256
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elseif (self.level < 243) then return 160/256
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elseif (self.level < 247) then return 192/256
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elseif (self.level < 251) then return 224/256
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elseif (self.level < 300) then return 1
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elseif (self.level < 330) then return 2
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elseif (self.level < 360) then return 3
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elseif (self.level < 400) then return 4
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elseif (self.level < 420) then return 5
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elseif (self.level < 450) then return 4
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elseif (self.level < 500) then return 3
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else return 20 end
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end
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function MarathonSTGame: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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end
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if self.roll_frames > 3694 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 MarathonSTGame:onPieceEnter()
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if self.level % 100 ~= 99 and not self.clear 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 MarathonSTGame:onPieceLock(piece, cleared_row_count)
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MarathonSTGame.super:onPieceLock(piece, cleared_row_count)
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self:updateGrade(cleared_row_count)
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self:updateSectionTimes(self.level, self.level + cleared_row_count)
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self.level = math.min(self.level + cleared_row_count, 1500)
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if self.level == 1500 and not self.clear then
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self.clear = true
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self.grid:clear()
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self.roll_frames = -150
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switchBGM(nil)
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end
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end
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local section_boost_requirements = {
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[0] = frameTime(0,60), frameTime(0,57), frameTime(0,54), frameTime(0,51), frameTime(0,48),
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frameTime(0,45), frameTime(0,42), frameTime(0,39), frameTime(0,36)
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}
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function MarathonSTGame:updateSectionTimes(old_level, new_level)
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if self.clear then return end
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if math.floor(old_level / 100) < math.floor(new_level / 100) then
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-- record new section
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local section_time = self.frames - self.section_start_time
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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 (
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old_level >= 600 and
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math.floor(self:getSpeedLevel() / 100) % 2 == 0 and
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section_time <= section_boost_requirements[self.section_boosts]
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) then
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self.section_boosts = self.section_boosts + 1
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table.insert(self.section_boost_status, true)
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self.grade_point_multiplier = self.grade_point_multiplier + (
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self.section_boosts == 9 and 12 or 11
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)
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self.boost_message_time = 180
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else
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table.insert(self.section_boost_status, false)
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end
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end
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end
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local grade_point_bonuses = {
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{10, 20, 40, 50},
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{10, 20, 30, 40},
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{10, 20, 30, 40},
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{10, 15, 30, 40},
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{10, 15, 20, 40},
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{5, 15, 20, 30},
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{5, 10, 20, 30},
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{5, 10, 15, 30},
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{5, 10, 15, 30},
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{5, 10, 15, 30},
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{2, 12, 13, 30},
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}
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local grade_point_decays = {
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125, 80, 80, 50, 45, 45, 45,
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40, 40, 40, 40, 40, 30, 30, 30,
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20, 20, 20, 20, 20,
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15, 15, 15, 15, 15, 15, 15, 15, 15, 15,
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10, 10
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}
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local combo_multipliers = {
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{1.0, 1.0, 1.0, 1.0},
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{1.0, 1.2, 1.4, 1.5},
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{1.0, 1.2, 1.5, 1.8},
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{1.0, 1.4, 1.6, 2.0},
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{1.0, 1.4, 1.7, 2.2},
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{1.0, 1.4, 1.8, 2.3},
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{1.0, 1.4, 1.9, 2.4},
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{1.0, 1.5, 2.0, 2.5},
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{1.0, 1.5, 2.1, 2.6},
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{1.0, 2.0, 2.5, 3.0},
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}
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function MarathonSTGame:whilePieceActive()
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if self.clear then return end
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if self.combo <= 1 then
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self.grade_point_decay_counter = self.grade_point_decay_counter + 1
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end
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if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then
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self.grade_point_decay_counter = 0
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self.grade_points = math.max(0, self.grade_points - 1)
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end
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end
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function MarathonSTGame:updateGrade(cleared_lines)
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if cleared_lines == 0 then
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self.combo = 1
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else
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self.grade_points = self.grade_points + (
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math.ceil(
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grade_point_bonuses[math.min(self.grade + 1, 11)][math.min(cleared_lines, 4)] *
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combo_multipliers[math.min(self.combo, 10)][math.min(cleared_lines, 4)] *
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(self.grade_point_multiplier / 100) ^ (self.section_boosts == 9 and 2 or 1) *
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(self.clear and 2 or 1)
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)
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)
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if self.grade_points >= 100 and self.grade < 33 then
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self.grade_points = 0
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self.grade = self.grade + 1
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end
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if cleared_lines > 1 then
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self.combo = self.combo + 1
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end
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end
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end
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local master_grades = { "M", "MK", "MJ", "MV", "MO", "MM" }
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function MarathonSTGame:getLetterGrade()
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if self.grade < 9 then
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return tostring(9 - self.grade)
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elseif self.grade < 18 then
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return "S" .. tostring(self.grade - 8)
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elseif self.grade < 27 then
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return "M" .. tostring(self.grade - 17)
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elseif self.grade < 33 then
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return master_grades[self.grade - 26]
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elseif self.grade >= 33 and (not self.completed or self.section_boosts < 9) then
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return "MM+"
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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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local function rollOpacityFunction(game, block, x, y, age)
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if game.section_boosts == 9 then
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return 0.5, 0.5, 0.5, 1 - age / 4, age >= 4 and 0 or 0.64
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else
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local fade_out_frames = 300 - game.section_boosts * 30
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if age < fade_out_frames then
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return 0.5, 0.5, 0.5, 1, 0.64
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elseif age >= fade_out_frames + 60 then
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return 0.5, 0.5, 0.5, 0, 0
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else
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return 0.5, 0.5, 0.5, 1 - (age - fade_out_frames) / 60, 0.64
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end
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end
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end
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function MarathonSTGame:swapMusic(level)
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if self.ready_frames ~= 0 then return end
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local bgm_table = {
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0, 480, 500, 680,
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700, 880, 900, 1080,
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1100, 1280, 1300, 1480
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}
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for entry, lvl in ipairs(bgm_table) do
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if (level >= lvl and self.bgm_progression < entry) then
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if entry % 2 == 0 then
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fadeoutBGM(0.5)
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else
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switchBGMLoop(0.5 * (entry - 1) + 1)
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end
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self.bgm_progression = entry
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end
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end
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end
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function MarathonSTGame:drawGrid()
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if self.clear and not (self.game_over or self.completed) then
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self.grid:drawCustom(rollOpacityFunction, self)
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else
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self.grid:draw()
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end
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if self.level < 100 then
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self:drawGhostPiece()
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end
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end
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function MarathonSTGame:sectionColourFunction(section)
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if self.section_boost_status[section] then
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return {0, 1, 0, 1}
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else
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return {1, 1, 1, 1}
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end
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end
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function MarathonSTGame: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("GRADE", 240, 120, 40, "left")
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love.graphics.printf("GRADE POINTS", 240, 180, 120, "left")
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if self.level >= 600 then
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love.graphics.printf("MULTIPLIER", 240, 240, 80, "left")
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end
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if self.boost_message_time > 0 then
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love.graphics.setColor(
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self.boost_message_time % 4 < 2 and
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{0.3, 1, 0.3, 1} or
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{1, 1, 1, 1}
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)
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love.graphics.printf("BOOSTED!!", 310, 263, 120, "left")
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love.graphics.setColor(1, 1, 1, 1)
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self.boost_message_time = self.boost_message_time - 1
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end
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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local current_section = math.floor(self.level / 100) + 1
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self:drawSectionTimesWithSplits(current_section, 15)
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
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love.graphics.printf(self.grade_points, 240, 200, 90, "left")
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if self.level >= 600 then
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love.graphics.printf(string.format("%.02f", self.grade_point_multiplier / 100) .. "x", 240, 260, 90, "left")
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end
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love.graphics.printf(self.level, 240, 340, 50, "right")
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love.graphics.printf(self.clear and self.level or 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 MarathonSTGame:getHighscoreData()
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return {
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grade = self.grade,
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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 MarathonSTGame:getSectionEndLevel()
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return math.floor(self.level / 100 + 1) * 100
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end
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function MarathonSTGame:getBackground()
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return math.floor(self.level / 100)
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end
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return MarathonSTGame |