cambridge/tetris/modes/marathon_a3.lua

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require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
local MarathonA3Game = GameMode:extend()
MarathonA3Game.name = "Marathon A3"
MarathonA3Game.hash = "MarathonA3"
MarathonA3Game.tagline = "The game gets faster way more quickly! Can you get all the Section COOLs?"
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function MarathonA3Game:new()
MarathonA3Game.super:new()
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self.speed_level = 0
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self.roll_frames = 0
self.combo = 1
self.grade_combo = 1
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self.grade = 0
self.grade_points = 0
self.roll_points = 0
self.grade_point_decay_counter = 0
self.section_cool_grade = 0
self.section_status = { [0] = "none" }
self.section_start_time = 0
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self.secondary_section_times = { [0] = 0 }
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self.section_times = { [0] = 0 }
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self.section_cool = false
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self.randomizer = History6RollsRandomizer()
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self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
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self.additive_gravity = false
self.lock_drop = true
self.lock_hard_drop = true
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self.enable_hold = true
self.next_queue_length = 3
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self.coolregret_message = "COOL!!"
self.coolregret_timer = 0
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self.torikan_passed = false
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end
function MarathonA3Game:getARE()
if self.speed_level < 700 then return 27
elseif self.speed_level < 800 then return 18
elseif self.speed_level < 1000 then return 14
elseif self.speed_level < 1100 then return 8
elseif self.speed_level < 1200 then return 7
else return 6 end
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end
function MarathonA3Game:getLineARE()
if self.speed_level < 600 then return 27
elseif self.speed_level < 700 then return 18
elseif self.speed_level < 800 then return 14
elseif self.speed_level < 1100 then return 8
elseif self.speed_level < 1200 then return 7
else return 6 end
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end
function MarathonA3Game:getDasLimit()
if self.speed_level < 500 then return 15
elseif self.speed_level < 900 then return 9
else return 7 end
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end
function MarathonA3Game:getLineClearDelay()
if self.speed_level < 500 then return 40
elseif self.speed_level < 600 then return 25
elseif self.speed_level < 700 then return 16
elseif self.speed_level < 800 then return 12
elseif self.speed_level < 1100 then return 6
elseif self.speed_level < 1200 then return 5
else return 4 end
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end
function MarathonA3Game:getLockDelay()
if self.speed_level < 900 then return 30
elseif self.speed_level < 1100 then return 17
else return 15 end
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end
function MarathonA3Game:getGravity()
if (self.speed_level < 30) then return 4/256
elseif (self.speed_level < 35) then return 6/256
elseif (self.speed_level < 40) then return 8/256
elseif (self.speed_level < 50) then return 10/256
elseif (self.speed_level < 60) then return 12/256
elseif (self.speed_level < 70) then return 16/256
elseif (self.speed_level < 80) then return 32/256
elseif (self.speed_level < 90) then return 48/256
elseif (self.speed_level < 100) then return 64/256
elseif (self.speed_level < 120) then return 80/256
elseif (self.speed_level < 140) then return 96/256
elseif (self.speed_level < 160) then return 112/256
elseif (self.speed_level < 170) then return 128/256
elseif (self.speed_level < 200) then return 144/256
elseif (self.speed_level < 220) then return 4/256
elseif (self.speed_level < 230) then return 32/256
elseif (self.speed_level < 233) then return 64/256
elseif (self.speed_level < 236) then return 96/256
elseif (self.speed_level < 239) then return 128/256
elseif (self.speed_level < 243) then return 160/256
elseif (self.speed_level < 247) then return 192/256
elseif (self.speed_level < 251) then return 224/256
elseif (self.speed_level < 300) then return 1
elseif (self.speed_level < 330) then return 2
elseif (self.speed_level < 360) then return 3
elseif (self.speed_level < 400) then return 4
elseif (self.speed_level < 420) then return 5
elseif (self.speed_level < 450) then return 4
elseif (self.speed_level < 500) then return 3
else return 20
end
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end
function MarathonA3Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then
if self.roll_frames + 1 == 0 then
switchBGM("credit_roll", "gm3")
end
return false
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elseif self.roll_frames > 3238 then
if self:qualifiesForMRoll() then
self.roll_points = self.roll_points + 160
else
self.roll_points = self.roll_points + 50
end
switchBGM(nil)
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function MarathonA3Game:onPieceEnter()
if (self.level % 100 ~= 99) and self.level ~= 998 and self.frames ~= 0 then
self:updateSectionTimes(self.level, self.level + 1)
self.level = self.level + 1
self.speed_level = self.speed_level + 1
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self.torikan_passed = self.level >= 500 and true or false
end
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end
local cleared_row_levels = {1, 2, 4, 6}
function MarathonA3Game:onLineClear(cleared_row_count)
local advanced_levels = cleared_row_levels[cleared_row_count]
self:updateSectionTimes(self.level, self.level + advanced_levels)
if not self.clear then
self.level = math.min(self.level + advanced_levels, 999)
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self.speed_level = self.speed_level + advanced_levels
end
if self.level == 999 and not self.clear then
self.clear = true
self.grid:clear()
self.roll_frames = -150
end
if not self.torikan_passed and self.level >= 500 and self.frames >= 25200 then
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self.level = 500
self.game_over = true
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end
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end
local cool_cutoffs = {
frameTime(0,52), frameTime(0,52), frameTime(0,49), frameTime(0,45), frameTime(0,45),
frameTime(0,42), frameTime(0,42), frameTime(0,38), frameTime(0,38),
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}
local regret_cutoffs = {
frameTime(0,90), frameTime(0,75), frameTime(0,75), frameTime(0,68), frameTime(0,60),
frameTime(0,60), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50),
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}
function MarathonA3Game:updateSectionTimes(old_level, new_level)
if self.clear then return end
local section = math.floor(old_level / 100) + 1
if math.floor(old_level / 100) < math.floor(new_level / 100) or
new_level >= 999 then
-- record new section
section_time = self.frames - self.section_start_time
table.insert(self.section_times, section_time)
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if new_level < 999 then self.section_start_time = self.frames end
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self.speed_level = self.section_cool and self.speed_level + 100 or self.speed_level
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if section_time > regret_cutoffs[section] then
self.section_cool_grade = self.section_cool_grade - 1
table.insert(self.section_status, "regret")
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self.coolregret_message = "REGRET!!"
self.coolregret_timer = 300
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elseif self.section_cool then
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self.section_cool_grade = self.section_cool_grade + 1
table.insert(self.section_status, "cool")
else
table.insert(self.section_status, "none")
end
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self.section_cool = false
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elseif old_level % 100 < 70 and new_level % 100 >= 70 then
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-- record section 70 time
section_70_time = self.frames - self.section_start_time
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table.insert(self.secondary_section_times, section_70_time)
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if section <= 9 and self.secondary_section_times[section] < cool_cutoffs[section] and
(section == 1 or self.secondary_section_times[section] <= self.secondary_section_times[section - 1] + 120) then
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self.section_cool = true
self.coolregret_message = "COOL!!"
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self.coolregret_timer = 300
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end
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end
end
function MarathonA3Game:updateScore(level, drop_bonus, cleared_lines)
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self:updateGrade(cleared_lines)
if not self.clear then
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if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
if cleared_lines > 1 then
self.grade_combo = self.grade_combo + 1
end
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self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
else
self.combo = 1
self.grade_combo = 1
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end
self.drop_bonus = 0
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end
end
local grade_point_bonuses = {
{10, 20, 40, 50},
{10, 20, 30, 40},
{10, 20, 30, 40},
{10, 15, 30, 40},
{10, 15, 20, 40},
{5, 15, 20, 30},
{5, 10, 20, 30},
{5, 10, 15, 30},
{5, 10, 15, 30},
{5, 10, 15, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
}
local grade_point_decays = {
125, 80, 80, 50, 45, 45, 45,
40, 40, 40, 40, 40, 30, 30, 30,
20, 20, 20, 20, 20,
15, 15, 15, 15, 15, 15, 15, 15, 15, 15,
10, 10
}
local combo_multipliers = {
{1.0, 1.0, 1.0, 1.0},
{1.0, 1.2, 1.4, 1.5},
{1.0, 1.2, 1.5, 1.8},
{1.0, 1.4, 1.6, 2.0},
{1.0, 1.4, 1.7, 2.2},
{1.0, 1.4, 1.8, 2.3},
{1.0, 1.4, 1.9, 2.4},
{1.0, 1.5, 2.0, 2.5},
{1.0, 1.5, 2.1, 2.6},
{1.0, 2.0, 2.5, 3.0},
}
local roll_points = {4, 8, 12, 26}
local mroll_points = {10, 20, 30, 100}
local grade_conversion = {
[0] = 0,
1, 2, 3, 4, 5, 5, 6, 6, 7, 7,
7, 8, 8, 8, 9, 9, 9, 10, 11, 12, 12,
12, 12, 13, 13, 14, 14, 15, 15, 16, 16,
17
}
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function MarathonA3Game:whilePieceActive()
self.grade_point_decay_counter = self.grade_point_decay_counter + 1
if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then
self.grade_point_decay_counter = 0
self.grade_points = math.max(0, self.grade_points - 1)
end
end
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function MarathonA3Game:updateGrade(cleared_lines)
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if cleared_lines == 0 then return
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else
if self.clear then
if self:qualifiesForMRoll() then
self.roll_points = self.roll_points + mroll_points[cleared_lines]
else
self.roll_points = self.roll_points + roll_points[cleared_lines]
end
else
self.grade_points = self.grade_points + (
math.ceil(
grade_point_bonuses[self.grade + 1][cleared_lines] *
combo_multipliers[math.min(self.grade_combo, 10)][cleared_lines]
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) * (1 + math.floor(self.level / 250))
)
if self.grade_points >= 100 and self.grade < 31 then
self.grade_points = 0
self.grade = self.grade + 1
end
end
end
end
function MarathonA3Game:qualifiesForMRoll()
return self.grade >= 27 and self.section_cool_grade >= 9
end
function MarathonA3Game:getAggregateGrade()
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return math.min(
self.section_cool_grade +
math.floor(self.roll_points / 100) +
grade_conversion[self.grade],
self.roll_frames > 3238 and 32 or 31
)
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end
local master_grades = { "M", "MK", "MV", "MO", "MM" }
function MarathonA3Game:getLetterGrade()
local grade = self:getAggregateGrade()
if grade < 9 then
return tostring(9 - grade)
elseif grade < 18 then
return "S" .. tostring(grade - 8)
elseif grade < 27 then
return "M" .. tostring(grade - 17)
elseif grade < 32 then
return master_grades[grade - 26]
else
return "GM"
end
end
function MarathonA3Game:drawGrid()
if self.clear and not (self.completed or self.game_over) then
if self:qualifiesForMRoll() then
self.grid:drawInvisible(self.mRollOpacityFunction)
else
self.grid:drawInvisible(self.rollOpacityFunction)
end
else
self.grid:draw()
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
end
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end
end
MarathonA3Game.rollOpacityFunction = function(age)
if age < 240 then return 1
elseif age > 300 then return 0
else return 1 - (age - 240) / 60 end
end
MarathonA3Game.mRollOpacityFunction = function(age)
if age > 4 then return 0
else return 1 - age / 4 end
end
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function MarathonA3Game:sectionColourFunction(section)
if self.section_status[section] == "cool" then
return { 0, 1, 0, 1 }
elseif self.section_status[section] == "regret" then
return { 1, 0, 0, 1 }
else
return { 1, 1, 1, 1 }
end
end
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function MarathonA3Game:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
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)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
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local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
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-- draw section time data
current_section = self.level >= 999 and 11 or math.floor(self.level / 100) + 1
self:drawSectionTimesWithSecondary(current_section, 10)
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--[[
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section_x = 530
section_70_x = 440
for section, time in pairs(self.section_times) do
if section > 0 then
love.graphics.printf(formatTime(time), section_x, 40 + 20 * section, 90, "left")
end
end
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for section, time in pairs(self.secondary_section_times) do
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if section > 0 then
love.graphics.printf(formatTime(time), section_70_x, 40 + 20 * section, 90, "left")
end
end
local current_x
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if table.getn(self.section_times) < table.getn(self.secondary_section_times) then
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current_x = section_x
else
current_x = section_70_x
end
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if not self.clear then love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left") end
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]]--
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if(self.coolregret_timer > 0) then
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
self.coolregret_timer = self.coolregret_timer - 1
end
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love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left")
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if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
elseif self.level >= 999 then love.graphics.setColor(0, 1, 0, 1) end
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love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
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if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
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love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function MarathonA3Game:getHighscoreData()
return {
grade = self:getAggregateGrade(),
level = self.level,
frames = self.frames,
}
end
function MarathonA3Game:getSectionEndLevel()
if self.level >= 900 then return 999
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else return math.floor(self.level / 100 + 1) * 100 end
end
function MarathonA3Game:getBackground()
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return math.floor(self.speed_level / 100)
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end
return MarathonA3Game