Add per-gamemode configuration screen

This commit is contained in:
Rin 2021-08-21 17:08:03 +01:00
parent 8bdd067978
commit 3a67e15966
10 changed files with 494 additions and 10 deletions

335
libs/inspect.lua Normal file
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@ -0,0 +1,335 @@
local inspect ={
_VERSION = 'inspect.lua 3.1.0',
_URL = 'http://github.com/kikito/inspect.lua',
_DESCRIPTION = 'human-readable representations of tables',
_LICENSE = [[
MIT LICENSE
Copyright (c) 2013 Enrique García Cota
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
}
local tostring = tostring
inspect.KEY = setmetatable({}, {__tostring = function() return 'inspect.KEY' end})
inspect.METATABLE = setmetatable({}, {__tostring = function() return 'inspect.METATABLE' end})
local function rawpairs(t)
return next, t, nil
end
-- Apostrophizes the string if it has quotes, but not aphostrophes
-- Otherwise, it returns a regular quoted string
local function smartQuote(str)
if str:match('"') and not str:match("'") then
return "'" .. str .. "'"
end
return '"' .. str:gsub('"', '\\"') .. '"'
end
-- \a => '\\a', \0 => '\\0', 31 => '\31'
local shortControlCharEscapes = {
["\a"] = "\\a", ["\b"] = "\\b", ["\f"] = "\\f", ["\n"] = "\\n",
["\r"] = "\\r", ["\t"] = "\\t", ["\v"] = "\\v"
}
local longControlCharEscapes = {} -- \a => nil, \0 => \000, 31 => \031
for i=0, 31 do
local ch = string.char(i)
if not shortControlCharEscapes[ch] then
shortControlCharEscapes[ch] = "\\"..i
longControlCharEscapes[ch] = string.format("\\%03d", i)
end
end
local function escape(str)
return (str:gsub("\\", "\\\\")
:gsub("(%c)%f[0-9]", longControlCharEscapes)
:gsub("%c", shortControlCharEscapes))
end
local function isIdentifier(str)
return type(str) == 'string' and str:match( "^[_%a][_%a%d]*$" )
end
local function isSequenceKey(k, sequenceLength)
return type(k) == 'number'
and 1 <= k
and k <= sequenceLength
and math.floor(k) == k
end
local defaultTypeOrders = {
['number'] = 1, ['boolean'] = 2, ['string'] = 3, ['table'] = 4,
['function'] = 5, ['userdata'] = 6, ['thread'] = 7
}
local function sortKeys(a, b)
local ta, tb = type(a), type(b)
-- strings and numbers are sorted numerically/alphabetically
if ta == tb and (ta == 'string' or ta == 'number') then return a < b end
local dta, dtb = defaultTypeOrders[ta], defaultTypeOrders[tb]
-- Two default types are compared according to the defaultTypeOrders table
if dta and dtb then return defaultTypeOrders[ta] < defaultTypeOrders[tb]
elseif dta then return true -- default types before custom ones
elseif dtb then return false -- custom types after default ones
end
-- custom types are sorted out alphabetically
return ta < tb
end
-- For implementation reasons, the behavior of rawlen & # is "undefined" when
-- tables aren't pure sequences. So we implement our own # operator.
local function getSequenceLength(t)
local len = 1
local v = rawget(t,len)
while v ~= nil do
len = len + 1
v = rawget(t,len)
end
return len - 1
end
local function getNonSequentialKeys(t)
local keys, keysLength = {}, 0
local sequenceLength = getSequenceLength(t)
for k,_ in rawpairs(t) do
if not isSequenceKey(k, sequenceLength) then
keysLength = keysLength + 1
keys[keysLength] = k
end
end
table.sort(keys, sortKeys)
return keys, keysLength, sequenceLength
end
local function countTableAppearances(t, tableAppearances)
tableAppearances = tableAppearances or {}
if type(t) == 'table' then
if not tableAppearances[t] then
tableAppearances[t] = 1
for k,v in rawpairs(t) do
countTableAppearances(k, tableAppearances)
countTableAppearances(v, tableAppearances)
end
countTableAppearances(getmetatable(t), tableAppearances)
else
tableAppearances[t] = tableAppearances[t] + 1
end
end
return tableAppearances
end
local copySequence = function(s)
local copy, len = {}, #s
for i=1, len do copy[i] = s[i] end
return copy, len
end
local function makePath(path, ...)
local keys = {...}
local newPath, len = copySequence(path)
for i=1, #keys do
newPath[len + i] = keys[i]
end
return newPath
end
local function processRecursive(process, item, path, visited)
if item == nil then return nil end
if visited[item] then return visited[item] end
local processed = process(item, path)
if type(processed) == 'table' then
local processedCopy = {}
visited[item] = processedCopy
local processedKey
for k,v in rawpairs(processed) do
processedKey = processRecursive(process, k, makePath(path, k, inspect.KEY), visited)
if processedKey ~= nil then
processedCopy[processedKey] = processRecursive(process, v, makePath(path, processedKey), visited)
end
end
local mt = processRecursive(process, getmetatable(processed), makePath(path, inspect.METATABLE), visited)
if type(mt) ~= 'table' then mt = nil end -- ignore not nil/table __metatable field
setmetatable(processedCopy, mt)
processed = processedCopy
end
return processed
end
-------------------------------------------------------------------
local Inspector = {}
local Inspector_mt = {__index = Inspector}
function Inspector:puts(...)
local args = {...}
local buffer = self.buffer
local len = #buffer
for i=1, #args do
len = len + 1
buffer[len] = args[i]
end
end
function Inspector:down(f)
self.level = self.level + 1
f()
self.level = self.level - 1
end
function Inspector:tabify()
self:puts(self.newline, string.rep(self.indent, self.level))
end
function Inspector:alreadyVisited(v)
return self.ids[v] ~= nil
end
function Inspector:getId(v)
local id = self.ids[v]
if not id then
local tv = type(v)
id = (self.maxIds[tv] or 0) + 1
self.maxIds[tv] = id
self.ids[v] = id
end
return tostring(id)
end
function Inspector:putKey(k)
if isIdentifier(k) then return self:puts(k) end
self:puts("[")
self:putValue(k)
self:puts("]")
end
function Inspector:putTable(t)
if t == inspect.KEY or t == inspect.METATABLE then
self:puts(tostring(t))
elseif self:alreadyVisited(t) then
self:puts('<table ', self:getId(t), '>')
elseif self.level >= self.depth then
self:puts('{...}')
else
if self.tableAppearances[t] > 1 then self:puts('<', self:getId(t), '>') end
local nonSequentialKeys, nonSequentialKeysLength, sequenceLength = getNonSequentialKeys(t)
local mt = getmetatable(t)
self:puts('{')
self:down(function()
local count = 0
for i=1, sequenceLength do
if count > 0 then self:puts(',') end
self:puts(' ')
self:putValue(t[i])
count = count + 1
end
for i=1, nonSequentialKeysLength do
local k = nonSequentialKeys[i]
if count > 0 then self:puts(',') end
self:tabify()
self:putKey(k)
self:puts(' = ')
self:putValue(t[k])
count = count + 1
end
if type(mt) == 'table' then
if count > 0 then self:puts(',') end
self:tabify()
self:puts('<metatable> = ')
self:putValue(mt)
end
end)
if nonSequentialKeysLength > 0 or type(mt) == 'table' then -- result is multi-lined. Justify closing }
self:tabify()
elseif sequenceLength > 0 then -- array tables have one extra space before closing }
self:puts(' ')
end
self:puts('}')
end
end
function Inspector:putValue(v)
local tv = type(v)
if tv == 'string' then
self:puts(smartQuote(escape(v)))
elseif tv == 'number' or tv == 'boolean' or tv == 'nil' or
tv == 'cdata' or tv == 'ctype' then
self:puts(tostring(v))
elseif tv == 'table' then
self:putTable(v)
else
self:puts('<', tv, ' ', self:getId(v), '>')
end
end
-------------------------------------------------------------------
function inspect.inspect(root, options)
options = options or {}
local depth = options.depth or math.huge
local newline = options.newline or '\n'
local indent = options.indent or ' '
local process = options.process
if process then
root = processRecursive(process, root, {}, {})
end
local inspector = setmetatable({
depth = depth,
level = 0,
buffer = {},
ids = {},
maxIds = {},
newline = newline,
indent = indent,
tableAppearances = countTableAppearances(root)
}, Inspector_mt)
inspector:putValue(root)
return table.concat(inspector.buffer)
end
setmetatable(inspect, { __call = function(_, ...) return inspect.inspect(...) end })
return inspect

1
load/inspect.lua Normal file
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@ -0,0 +1 @@
table.inspect = require "libs.inspect"

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@ -35,6 +35,27 @@ function initConfig()
if config.secret == nil then config.secret = false end if config.secret == nil then config.secret = false end
if not config.gamesettings then config.gamesettings = {} end if not config.gamesettings then config.gamesettings = {} end
if not config.gamemodesettings then config.gamemodesettings = {} end
--[[
{
marathonA1 = {
allowHold = 1,
...
}
}
]]
for _, a in ipairs(game_modes) do
-- load config options for every mode
local mc = {}
local conf = a:provideSettings()
for i, j in pairs(conf) do
mc[j[1]] = (config.gamemodesettings[a.hash] or {})[j[1]] or 1
end
config.gamemodesettings[a.hash] = mc
end
for _, option in ipairs(GameConfigScene.options) do for _, option in ipairs(GameConfigScene.options) do
if not config.gamesettings[option[1]] then if not config.gamesettings[option[1]] then
config.gamesettings[option[1]] = 1 config.gamesettings[option[1]] = 1

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@ -9,6 +9,7 @@ function love.load()
require "load.save" require "load.save"
require "load.bigint" require "load.bigint"
require "load.version" require "load.version"
require "load.inspect"
loadSave() loadSave()
require "funcs" require "funcs"
require "scene" require "scene"
@ -30,14 +31,19 @@ function love.load()
-- used for screenshots -- used for screenshots
GLOBAL_CANVAS = love.graphics.newCanvas() GLOBAL_CANVAS = love.graphics.newCanvas()
-- import custom modules
initModules()
-- it is IMPORTANT that this comes before initConfig,
-- because modules' configuration options need to be
-- known at load-time!!! this will crash if this
-- is put back the way it used to be.
-- init config -- init config
initConfig() initConfig()
love.window.setFullscreen(config["fullscreen"]) love.window.setFullscreen(config["fullscreen"])
if config.secret then playSE("welcome") end if config.secret then playSE("welcome") end
-- import custom modules
initModules()
end end
function initModules() function initModules()

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@ -19,3 +19,4 @@ TuningScene = require "scene.tuning"
SettingsScene = require "scene.settings" SettingsScene = require "scene.settings"
CreditsScene = require "scene.credits" CreditsScene = require "scene.credits"
TitleScene = require "scene.title" TitleScene = require "scene.title"
GamemodeConfigScene = require "scene.gamemode_config"

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@ -8,7 +8,7 @@ function GameScene:new(game_mode, ruleset, inputs)
self.retry_mode = game_mode self.retry_mode = game_mode
self.retry_ruleset = ruleset self.retry_ruleset = ruleset
self.secret_inputs = inputs self.secret_inputs = inputs
self.game = game_mode(self.secret_inputs) self.game = game_mode(config.gamemodesettings[game_mode.hash], self.secret_inputs)
self.ruleset = ruleset(self.game) self.ruleset = ruleset(self.game)
self.game:initialize(self.ruleset) self.game:initialize(self.ruleset)
self.inputs = { self.inputs = {

98
scene/gamemode_config.lua Normal file
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@ -0,0 +1,98 @@
local GamemodeConfigScene = Scene:extend()
GamemodeConfigScene.title = "Gamemode Configuration"
local selected_mode = {}
local mode_config = {}
local new_config = {}
local optioncount = 1
function GamemodeConfigScene:new(gamemode)
selected_mode = gamemode
mode_config = gamemode:provideSettings() or {}
optioncount = #mode_config
self.highlight = 1
for i, j in pairs(mode_config) do
new_config[j[1]] = config.gamemodesettings[selected_mode.hash][j[1]] or 1
end
DiscordRPC:update({
details = "In menus",
state = "Configuring "..selected_mode.name,
})
end
function GamemodeConfigScene:save()
config.gamemodesettings[selected_mode.hash] = new_config
end
function GamemodeConfigScene:render()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
backgrounds["game_config"],
0, 0, 0,
0.5, 0.5
)
love.graphics.setFont(font_3x5_4)
love.graphics.print(string.upper(selected_mode.name).." SETTINGS", 80, 40)
love.graphics.setFont(font_3x5_2)
if #mode_config == 0 then
love.graphics.print("This mode does not offer any settings.\n"..
"Press Backspace to return to mode select.", 40, 100)
return
end
love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.rectangle("fill", 25, 98 + self.highlight * 20, 170, 22)
for i, option in ipairs(mode_config) do
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(option[2], 40, 100 + i * 20, 150, "left")
if #option[3] <= 4 then
for j, setting in ipairs(option[3]) do
love.graphics.setColor(1, 1, 1, new_config[option[1]] == j and 1 or 0.5)
love.graphics.printf(setting, 100 + 110 * j, 100 + i * 20, 100, "center")
end
else
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(option[3][new_config[option[1]]], -- what an indexer
100 + 110 * 1, 100 + i * 20, 100, 'center')
end
end
end
function GamemodeConfigScene:onInputPress(e)
if e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
scene = ModeSelectScene()
elseif e.input == "menu_decide" then
playSE("mode_decide")
self:save()
saveConfig()
scene = ModeSelectScene()
end
if #mode_config == 0 then return end
if e.input == "up" or e.scancode == "up" then
playSE("cursor")
self.highlight = Mod1(self.highlight-1, optioncount)
elseif e.input == "down" or e.scancode == "down" then
playSE("cursor")
self.highlight = Mod1(self.highlight+1, optioncount)
elseif e.input == "left" or e.scancode == "left" then
playSE("cursor_lr")
local option = mode_config[self.highlight]
new_config[option[1]] = Mod1(new_config[option[1]]-1, #option[3])
elseif e.input == "right" or e.scancode == "right" then
playSE("cursor_lr")
local option = mode_config[self.highlight]
new_config[option[1]] = Mod1(new_config[option[1]]+1, #option[3])
end
end
return GamemodeConfigScene

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@ -87,6 +87,12 @@ function ModeSelectScene:onInputPress(e)
playSE("cursor_lr") playSE("cursor_lr")
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
scene = TitleScene() scene = TitleScene()
elseif e.input == "hold" or e.scancode == "tab" then
current_mode = self.menu_state.mode
current_ruleset = self.menu_state.ruleset
config.current_mode = current_mode
config.current_ruleset = current_ruleset
scene = GamemodeConfigScene(game_modes[self.menu_state.mode])
elseif e.input then elseif e.input then
self.secret_inputs[e.input] = true self.secret_inputs[e.input] = true
end end

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@ -15,7 +15,7 @@ GameMode.hash = ""
GameMode.tagline = "" GameMode.tagline = ""
GameMode.rollOpacityFunction = function(age) return 0 end GameMode.rollOpacityFunction = function(age) return 0 end
function GameMode:new(secret_inputs) function GameMode:new(config, secret_inputs)
self.grid = Grid(10, 24) self.grid = Grid(10, 24)
self.randomizer = Randomizer() self.randomizer = Randomizer()
self.piece = nil self.piece = nil
@ -72,6 +72,8 @@ function GameMode:new(secret_inputs)
self.section_start_time = 0 self.section_start_time = 0
self.section_times = { [0] = 0 } self.section_times = { [0] = 0 }
self.secondary_section_times = { [0] = 0 } self.secondary_section_times = { [0] = 0 }
self.config = config
end end
function GameMode:getARR() return 1 end function GameMode:getARR() return 1 end
@ -946,4 +948,8 @@ function GameMode:draw(paused)
end end
end end
function GameMode:provideSettings()
return {}
end
return GameMode return GameMode

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@ -14,8 +14,8 @@ MarathonA1Game.tagline = "Can you score enough points to reach the title of Gran
function MarathonA1Game:new() function MarathonA1Game:new(cfg)
MarathonA1Game.super:new() MarathonA1Game.super:new(cfg)
self.roll_frames = 0 self.roll_frames = 0
self.combo = 1 self.combo = 1
@ -35,9 +35,9 @@ function MarathonA1Game:new()
self.additive_gravity = false self.additive_gravity = false
self.lock_drop = false self.lock_drop = false
self.enable_hard_drop = false self.enable_hard_drop = self.config.allowHardDrop == 2
self.enable_hold = false self.enable_hold = self.config.allowHold == 2
self.next_queue_length = 1 self.next_queue_length = self.config.nextQueue == 2 and 3 or 1
end end
function MarathonA1Game:getARE() function MarathonA1Game:getARE()
@ -247,4 +247,14 @@ function MarathonA1Game:getHighscoreData()
} }
end end
function MarathonA1Game:provideSettings()
local t = {
{"allowHold", "Allow hold", {"No", "Yes"}},
{"nextQueue", "Next pieces", {"One", "Three"}},
{"allowHardDrop", "Allow hard drop", {"No", "Yes"}}
}
return t
end
return MarathonA1Game return MarathonA1Game