Fixed randomisers in A1-A4 modes:

- History 4-rolls, history 6-rolls and history 6-rolls 35-bag no longer deal S, Z or O as their first piece
- Added a 7-bag randomiser with the same behaviour (bag7noSZOstart)
- Tweaked the "35-bag" part of the history 6-rolls 35-bag randomiser to work closer to what it's supposed to be
- Switched Marathon AX4's randomiser from history 6-rolls to 7-bag no SZO start
This commit is contained in:
Oshisaure 2020-10-09 04:34:11 +01:00
parent 6b624b9853
commit 1366451a3d
5 changed files with 118 additions and 43 deletions

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@ -3,7 +3,7 @@ require 'funcs'
local GameMode = require 'tetris.modes.gamemode' local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece' local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls' local Bag7NoSZOStartRandomizer = require 'tetris.randomizers.bag7noSZOstart'
local MarathonAX4Game = GameMode:extend() local MarathonAX4Game = GameMode:extend()
@ -16,7 +16,7 @@ function MarathonAX4Game:new()
MarathonAX4Game.super:new() MarathonAX4Game.super:new()
self.roll_frames = 0 self.roll_frames = 0
self.randomizer = History6RollsRandomizer() self.randomizer = Bag7NoSZOStartRandomizer()
self.section_time_limit = 3600 self.section_time_limit = 3600
self.section_start_time = 0 self.section_start_time = 0

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@ -0,0 +1,31 @@
local Randomizer = require 'tetris.randomizers.randomizer'
local Bag7NoSZOStartRandomizer = Randomizer:extend()
function Bag7NoSZOStartRandomizer:shuffleBag()
local b = self.bag
local ln = #b
for i = 1, ln do
local j = math.random(i, ln)
b[i], b[j] = b[j], b[i]
end
end
local function isnotSZO(x) return not(x == "S" or x == "Z" or x == "O") end
function Bag7NoSZOStartRandomizer:initialize()
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
repeat
self:shuffleBag()
until isnotSZO(self.bag[7])
end
function Bag7NoSZOStartRandomizer:generatePiece()
if #self.bag == 0 then
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
self:shuffleBag()
end
return table.remove(self.bag)
end
return Bag7NoSZOStartRandomizer

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@ -3,17 +3,23 @@ local Randomizer = require 'tetris.randomizers.randomizer'
local History4RollsRandomizer = Randomizer:extend() local History4RollsRandomizer = Randomizer:extend()
function History4RollsRandomizer:initialize() function History4RollsRandomizer:initialize()
self.history = {"Z", "S", "Z", "S"} self.history = {"Z", "Z", "Z", "Z"}
self.first = true
end end
function History4RollsRandomizer:generatePiece() function History4RollsRandomizer:generatePiece()
local shapes = {"I", "J", "L", "O", "S", "T", "Z"} if self.first then
for i = 1, 4 do self.first = false
local x = math.random(7) return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)])
if not inHistory(shapes[x], self.history) or i == 4 then else
return self:updateHistory(shapes[x]) local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
end for i = 1, 4 do
end local x = math.random(7)
if not inHistory(shapes[x], self.history) or i == 4 then
return self:updateHistory(shapes[x])
end
end
end
end end
function History4RollsRandomizer:updateHistory(shape) function History4RollsRandomizer:updateHistory(shape)

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@ -4,16 +4,22 @@ local History6RollsRandomizer = Randomizer:extend()
function History6RollsRandomizer:initialize() function History6RollsRandomizer:initialize()
self.history = {"Z", "S", "Z", "S"} self.history = {"Z", "S", "Z", "S"}
self.first = true
end end
function History6RollsRandomizer:generatePiece() function History6RollsRandomizer:generatePiece()
local shapes = {"I", "J", "L", "O", "S", "T", "Z"} if self.first then
for i = 1, 6 do self.first = false
local x = math.random(7) return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)])
if not inHistory(shapes[x], self.history) or i == 6 then else
return self:updateHistory(shapes[x]) local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
end for i = 1, 6 do
end local x = math.random(7)
if not inHistory(shapes[x], self.history) or i == 6 then
return self:updateHistory(shapes[x])
end
end
end
end end
function History6RollsRandomizer:updateHistory(shape) function History6RollsRandomizer:updateHistory(shape)

View File

@ -1,38 +1,70 @@
local Randomizer = require 'tetris.randomizers.randomizer' local Randomizer = require 'tetris.randomizers.randomizer'
local History6RollsRandomizer = Randomizer:extend() local History6Rolls35PoolRandomizer = Randomizer:extend()
function History6RollsRandomizer:initialize() function History6Rolls35PoolRandomizer:initialize()
self.first = true
self.history = {"Z", "S", "Z", "S"} self.history = {"Z", "S", "Z", "S"}
self.bag_counts = { self.pool = {
I = 5, J = 5, L = 5, O = 5, S = 3, T = 5, Z = 3 "I", "I", "I", "I", "I",
"T", "T", "T", "T", "T",
"L", "L", "L", "L", "L",
"J", "J", "J", "J", "J",
"S", "S", "S", "S", "S",
"Z", "Z", "Z", "Z", "Z",
"O", "O", "O", "O", "O",
} }
self.droughts = {
I = 0,
T = 0,
L = 0,
J = 0,
S = 0,
Z = 0,
O = 0,
}
end end
function History6RollsRandomizer:getBagPiece(n) function History6Rolls35PoolRandomizer:generatePiece()
for shape, count in pairs(self.bag_counts) do local index, x
n = n - count if self.first then
if n <= 0 then local prevent = {"S", "Z", "O"}
return shape repeat
end index = math.random(#self.pool)
end x = self.pool[index]
until not inHistory(x, prevent)
self.first = false
else
for i = 1, 6 do
index = math.random(#self.pool)
x = self.pool[index]
if not inHistory(x, self.history) or i == 6 then
break
end
end
end
self.pool[index] = self:updateHistory(x)
return x
end end
function History6RollsRandomizer:generatePiece() function History6Rolls35PoolRandomizer:updateHistory(shape)
for i = 1, 6 do table.remove(self.history, 1)
local x = self:getBagPiece(math.random(31))
if not inHistory(x, self.history) or i == 6 then
return self:updateHistory(x)
end
end
end
function History6RollsRandomizer:updateHistory(shape)
self.bag_counts[shape] = self.bag_counts[shape] - 1
local replaced_piece = table.remove(self.history, 1)
table.insert(self.history, shape) table.insert(self.history, shape)
self.bag_counts[replaced_piece] = self.bag_counts[replaced_piece] + 1
return shape local highdrought
local highdroughtcount = 0
for k, v in pairs(self.droughts) do
if k == shape then
self.droughts[k] = 0
else
self.droughts[k] = v + 1
if v >= highdroughtcount then
highdrought = k
highdroughtcount = v
end
end
end
return highdrought
end end
function inHistory(piece, history) function inHistory(piece, history)
@ -44,4 +76,4 @@ function inHistory(piece, history)
return false return false
end end
return History6RollsRandomizer return History6Rolls35PoolRandomizer