199 lines
5.6 KiB
Lua
199 lines
5.6 KiB
Lua
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require 'funcs'
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local GameMode = require 'tetris.modes.gamemode'
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local Piece = require 'tetris.components.piece'
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local History4RollsRandomizer = require 'tetris.randomizers.history_4rolls'
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local SurvivalA1Game = GameMode:extend()
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SurvivalA1Game.name = "Survival A1"
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SurvivalA1Game.hash = "SurvivalA1"
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SurvivalA1Game.tagline = "The game starts fast and only gets faster!"
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SurvivalA1Game.arr = 1
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SurvivalA1Game.drop_speed = 1
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function SurvivalA1Game:new()
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SurvivalA1Game.super:new()
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self.roll_frames = 0
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self.combo = 1
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self.gm_conditions = {
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level300 = false,
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level500 = false,
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level999 = false
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}
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self.randomizer = History4RollsRandomizer()
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self.lock_drop = false
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self.enable_hard_drop = false
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self.enable_hold = false
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self.next_queue_length = 1
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end
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function SurvivalA1Game:getARE()
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return 25
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end
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function SurvivalA1Game:getLineARE()
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return 25
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end
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function SurvivalA1Game:getDasLimit()
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return 15
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end
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function SurvivalA1Game:getLineClearDelay()
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return 40
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end
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function SurvivalA1Game:getLockDelay()
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return 30
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end
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function SurvivalA1Game:getGravity()
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return 20
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end
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local function getRankForScore(score)
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if score < 400 then return {rank = "9", next = 400}
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elseif score < 800 then return {rank = "8", next = 800}
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elseif score < 1400 then return {rank = "7", next = 1400}
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elseif score < 2000 then return {rank = "6", next = 2000}
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elseif score < 3500 then return {rank = "5", next = 3500}
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elseif score < 5500 then return {rank = "4", next = 5500}
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elseif score < 8000 then return {rank = "3", next = 8000}
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elseif score < 12000 then return {rank = "2", next = 12000}
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elseif score < 16000 then return {rank = "1", next = 16000}
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elseif score < 22000 then return {rank = "S1", next = 22000}
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elseif score < 30000 then return {rank = "S2", next = 30000}
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elseif score < 40000 then return {rank = "S3", next = 40000}
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elseif score < 52000 then return {rank = "S4", next = 52000}
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elseif score < 66000 then return {rank = "S5", next = 66000}
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elseif score < 82000 then return {rank = "S6", next = 82000}
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elseif score < 100000 then return {rank = "S7", next = 100000}
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elseif score < 120000 then return {rank = "S8", next = 120000}
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else return {rank = "S9", next = "???"}
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end
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end
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function SurvivalA1Game: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 > 2968 then
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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 SurvivalA1Game:onPieceEnter()
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if (self.level % 100 ~= 99 and self.level ~= 998) 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 SurvivalA1Game:onLineClear(cleared_row_count)
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self:checkGMRequirements(self.level, self.level + cleared_row_count)
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if not self.clear then
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local new_level = math.min(self.level + cleared_row_count, 999)
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if self.level == 999 then
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self.clear = true
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else
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self.level = new_level
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end
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end
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end
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function SurvivalA1Game:updateScore(level, drop_bonus, cleared_lines)
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if cleared_lines > 0 then
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * (cleared_lines * 2 - 1) * self.combo
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)
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self.lines = self.lines + cleared_lines
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self.combo = self.combo + (cleared_lines - 1) * 2
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else
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self.drop_bonus = 0
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self.combo = 1
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end
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end
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function SurvivalA1Game:checkGMRequirements(old_level, new_level)
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if old_level < 300 and new_level >= 300 then
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if self.score > 12000 and self.frames <= sp(4,15) then
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self.gm_conditions["level300"] = true
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end
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elseif old_level < 500 and new_level >= 500 then
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if self.score > 40000 and self.frames <= sp(7,30) then
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self.gm_conditions["level500"] = true
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end
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elseif old_level < 999 and new_level >= 999 then
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if self.score > 126000 and self.frames <= sp(13,30) then
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self.gm_conditions["level900"] = true
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end
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end
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end
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function SurvivalA1Game:drawGrid()
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self.grid:draw()
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if self.piece ~= nil and self.level < 100 then
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self:drawGhostPiece(ruleset)
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end
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end
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function SurvivalA1Game:drawScoringInfo()
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SurvivalA1Game.super.drawScoringInfo(self)
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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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st(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("SCORE", 240, 200, 40, "left")
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love.graphics.printf("NEXT RANK", 240, 260, 90, "left")
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self.score, 240, 220, 90, "left")
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if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level900"] then
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love.graphics.printf("GM", 240, 140, 90, "left")
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else
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love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
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end
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love.graphics.printf(getRankForScore(self.score).next, 240, 280, 90, "left")
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love.graphics.printf(self.level, 240, 340, 40, "right")
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love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "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 SurvivalA1Game:getSectionEndLevel()
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if self.level > 900 then return 999
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else return math.floor(self.level / 100 + 1) * 100 end
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end
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function SurvivalA1Game:getBackground()
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return math.floor(self.level / 100)
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end
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function SurvivalA1Game:getHighscoreData()
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return {
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grade = self.grade,
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score = self.score,
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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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return SurvivalA1Game
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