Replay system v3 + love.math.random migration

This commit is contained in:
Ishaan Bhardwaj 2021-12-08 21:23:00 -05:00
parent 9b41e56135
commit 89c7205347
11 changed files with 50 additions and 44 deletions

View File

@ -6,13 +6,15 @@ ReplayScene.title = "Replay"
function ReplayScene:new(replay, game_mode, ruleset, inputs) function ReplayScene:new(replay, game_mode, ruleset, inputs)
config.gamesettings = replay["gamesettings"] config.gamesettings = replay["gamesettings"]
love.math.setRandomSeed(replay["random_low"], replay["random_high"])
love.math.setRandomState(replay["random_state"])
self.retry_replay = replay
self.retry_mode = game_mode
self.retry_ruleset = ruleset
self.secret_inputs = inputs self.secret_inputs = inputs
self.game = game_mode(self.secret_inputs) self.game = game_mode(self.secret_inputs)
self.ruleset = ruleset(self.game) self.ruleset = ruleset(self.game)
-- Replace piece randomizer with replay piece sequence self.game:initialize(self.ruleset, true)
local randomizer = Sequence()
randomizer.sequence = replay["pieces"]
self.game:initializeReplay(self.ruleset, randomizer)
self.inputs = { self.inputs = {
left=false, left=false,
right=false, right=false,
@ -26,7 +28,7 @@ function ReplayScene:new(replay, game_mode, ruleset, inputs)
hold=false, hold=false,
} }
self.paused = false self.paused = false
self.replay = replay self.replay = deepcopy(replay)
self.replay_index = 1 self.replay_index = 1
DiscordRPC:update({ DiscordRPC:update({
details = "Viewing a replay", details = "Viewing a replay",
@ -56,15 +58,27 @@ end
function ReplayScene:render() function ReplayScene:render()
self.game:draw(self.paused) self.game:draw(self.paused)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
love.graphics.printf("REPLAY", 0, 0, 635, "right") love.graphics.printf("REPLAY", 0, 0, 635, "right")
end end
function ReplayScene:onInputPress(e) function ReplayScene:onInputPress(e)
if (e.input == "menu_back") then if (
e.input == "menu_back" or
e.input == "menu_decide" or
e.input == "retry"
) then
self.game:onExit() self.game:onExit()
loadSave() loadSave()
scene = ReplaySelectScene() love.math.setRandomSeed(os.time())
scene = (
(e.input == "retry") and
ReplayScene(
self.retry_replay, self.retry_mode,
self.retry_ruleset, self.secret_inputs
) or ReplaySelectScene()
)
elseif e.input == "pause" and not (self.game.game_over or self.game.completed) then elseif e.input == "pause" and not (self.game.game_over or self.game.completed) then
self.paused = not self.paused self.paused = not self.paused
if self.paused then pauseBGM() if self.paused then pauseBGM()

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@ -20,7 +20,7 @@ function SettingsScene:new()
self.menu_state = 1 self.menu_state = 1
DiscordRPC:update({ DiscordRPC:update({
details = "In settings", details = "In settings",
state = settingsidle[math.random(#settingsidle)], state = settingsidle[love.math.random(#settingsidle)],
largeImageKey = "settings", largeImageKey = "settings",
}) })
end end

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@ -44,7 +44,7 @@ function TitleScene:new()
self.text_flag = false self.text_flag = false
DiscordRPC:update({ DiscordRPC:update({
details = "In menus", details = "In menus",
state = mainmenuidle[math.random(#mainmenuidle)], state = mainmenuidle[love.math.random(#mainmenuidle)],
largeImageKey = "1year", largeImageKey = "1year",
largeImageText = version.." | Thanks for 1 year!" largeImageText = version.." | Thanks for 1 year!"
}) })

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@ -17,6 +17,12 @@ GameMode.tagline = ""
GameMode.rollOpacityFunction = function(age) return 0 end GameMode.rollOpacityFunction = function(age) return 0 end
function GameMode:new(secret_inputs) function GameMode:new(secret_inputs)
self.replay_inputs = {}
self.random_low, self.random_high = love.math.getRandomSeed()
self.random_state = love.math.getRandomState()
self.secret_inputs = secret_inputs
self.save_replay = true
self.grid = Grid(10, 24) self.grid = Grid(10, 24)
self.randomizer = Randomizer() self.randomizer = Randomizer()
self.piece = nil self.piece = nil
@ -73,10 +79,6 @@ 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.replay_inputs = {}
self.secret_inputs = secret_inputs
self.replay_pieces = {}
self.save_replay = true
end end
function GameMode:getARR() return 1 end function GameMode:getARR() return 1 end
@ -91,9 +93,6 @@ function GameMode:getGravity() return 1/64 end
function GameMode:getNextPiece(ruleset) function GameMode:getNextPiece(ruleset)
local shape = self.used_randomizer:nextPiece() local shape = self.used_randomizer:nextPiece()
if self.save_replay then
self.replay_pieces[#self.replay_pieces + 1] = shape
end
return { return {
skin = self:getSkin(), skin = self:getSkin(),
shape = shape, shape = shape,
@ -105,16 +104,7 @@ function GameMode:getSkin()
return "2tie" return "2tie"
end end
function GameMode:sharedInitialize(ruleset) function GameMode:initialize(ruleset, replay)
self.ruleset = ruleset
for i = 1, math.max(self.next_queue_length, 1) do
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true})[config.gamesettings.manlock]
self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock]
end
function GameMode:initialize(ruleset)
-- generate next queue -- generate next queue
self.used_randomizer = ( self.used_randomizer = (
table.equalvalues( table.equalvalues(
@ -123,20 +113,22 @@ function GameMode:initialize(ruleset)
) and ) and
self.randomizer or BagRandomizer(table.keys(ruleset.colourscheme)) self.randomizer or BagRandomizer(table.keys(ruleset.colourscheme))
) )
self:sharedInitialize(ruleset) self.ruleset = ruleset
self.save_replay = not replay
for i = 1, math.max(self.next_queue_length, 1) do
table.insert(self.next_queue, self:getNextPiece(ruleset))
end end
self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true})[config.gamesettings.manlock]
function GameMode:initializeReplay(ruleset, randomizer) self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock]
self.used_randomizer = randomizer
self.save_replay = false
self:sharedInitialize(ruleset)
end end
function GameMode:saveReplay() function GameMode:saveReplay()
-- Save replay. -- Save replay.
local replay = {} local replay = {}
replay["inputs"] = self.replay_inputs replay["inputs"] = self.replay_inputs
replay["pieces"] = self.replay_pieces replay["random_low"] = self.random_low
replay["random_high"] = self.random_high
replay["random_state"] = self.random_state
replay["mode"] = self.name replay["mode"] = self.name
replay["ruleset"] = self.ruleset.name replay["ruleset"] = self.ruleset.name
replay["timer"] = self.frames replay["timer"] = self.frames

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@ -13,7 +13,7 @@ function BagRandomizer:generatePiece()
table.insert(self.bag, v) table.insert(self.bag, v)
end end
end end
local x = math.random(table.getn(self.bag)) local x = love.math.random(table.getn(self.bag))
return table.remove(self.bag, x) return table.remove(self.bag, x)
end end

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@ -10,7 +10,7 @@ function Bag7Randomizer:generatePiece()
if next(self.bag) == nil then if next(self.bag) == nil then
self.bag = {"I", "J", "L", "O", "S", "T", "Z"} self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
end end
local x = math.random(table.getn(self.bag)) local x = love.math.random(table.getn(self.bag))
return table.remove(self.bag, x) return table.remove(self.bag, x)
end end

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@ -6,7 +6,7 @@ function Bag7NoSZOStartRandomizer:shuffleBag()
local b = self.bag local b = self.bag
local ln = #b local ln = #b
for i = 1, ln do for i = 1, ln do
local j = math.random(i, ln) local j = love.math.random(i, ln)
b[i], b[j] = b[j], b[i] b[i], b[j] = b[j], b[i]
end end
end end

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@ -10,11 +10,11 @@ end
function History4RollsRandomizer:generatePiece() function History4RollsRandomizer:generatePiece()
if self.first then if self.first then
self.first = false self.first = false
return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)]) return self:updateHistory(({"L", "J", "I", "T"})[love.math.random(4)])
else else
local shapes = {"I", "J", "L", "O", "S", "T", "Z"} local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
for i = 1, 4 do for i = 1, 4 do
local x = math.random(7) local x = love.math.random(7)
if not inHistory(shapes[x], self.history) or i == 4 then if not inHistory(shapes[x], self.history) or i == 4 then
return self:updateHistory(shapes[x]) return self:updateHistory(shapes[x])
end end

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@ -10,11 +10,11 @@ end
function History6RollsRandomizer:generatePiece() function History6RollsRandomizer:generatePiece()
if self.first then if self.first then
self.first = false self.first = false
return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)]) return self:updateHistory(({"L", "J", "I", "T"})[love.math.random(4)])
else else
local shapes = {"I", "J", "L", "O", "S", "T", "Z"} local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
for i = 1, 6 do for i = 1, 6 do
local x = math.random(7) local x = love.math.random(7)
if not inHistory(shapes[x], self.history) or i == 6 then if not inHistory(shapes[x], self.history) or i == 6 then
return self:updateHistory(shapes[x]) return self:updateHistory(shapes[x])
end end

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@ -28,12 +28,12 @@ end
function History6Rolls35PoolRandomizer:generatePiece() function History6Rolls35PoolRandomizer:generatePiece()
local index, x local index, x
if self.first then if self.first then
index = math.random(20) index = love.math.random(20)
x = self.pool[index] x = self.pool[index]
self.first = false self.first = false
else else
for i = 1, 6 do for i = 1, 6 do
index = math.random(#self.pool) index = love.math.random(#self.pool)
x = self.pool[index] x = self.pool[index]
if not inHistory(x, self.history) or i == 6 then if not inHistory(x, self.history) or i == 6 then
break break

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@ -16,7 +16,7 @@ function Randomizer:initialize()
end end
function Randomizer:generatePiece() function Randomizer:generatePiece()
return self.possible_pieces[math.random(7)] return self.possible_pieces[love.math.random(7)]
end end
return Randomizer return Randomizer