From d602fdfc7eff62c4272ac40334f612422e10deeb Mon Sep 17 00:00:00 2001 From: Ishaan Bhardwaj Date: Mon, 5 Oct 2020 11:11:46 -0400 Subject: [PATCH] TAP big mode added --- tetris/modes/big_a2.lua | 365 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 365 insertions(+) create mode 100755 tetris/modes/big_a2.lua diff --git a/tetris/modes/big_a2.lua b/tetris/modes/big_a2.lua new file mode 100755 index 0000000..51d5f3a --- /dev/null +++ b/tetris/modes/big_a2.lua @@ -0,0 +1,365 @@ +require 'funcs' + +local GameMode = require 'tetris.modes.gamemode' +local Piece = require 'tetris.components.piece' + +local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls' + +local MarathonA2Game = GameMode:extend() + +MarathonA2Game.name = "Big A2" +MarathonA2Game.hash = "BigA2" +MarathonA2Game.tagline = "The points don't matter! Can you reach the invisible roll? Big mode too!" + + + + +function MarathonA2Game:new() + MarathonA2Game.super:new() + self.big_mode = true + self.roll_frames = 0 + self.combo = 1 + self.randomizer = History6RollsRandomizer() + self.grade = 0 + self.grade_points = 0 + self.grade_point_decay_counter = 0 + self.section_start_time = 0 + self.section_times = { [0] = 0 } + self.section_tetrises = { [0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } + + self.randomizer = History6RollsRandomizer() + + self.lock_drop = false + self.enable_hold = false + self.next_queue_length = 1 +end + +function MarathonA2Game:getARE() + if self.level < 700 then return 27 + elseif self.level < 800 then return 18 + else return 14 end +end + +function MarathonA2Game:getLineARE() + if self.level < 600 then return 27 + elseif self.level < 700 then return 18 + elseif self.level < 800 then return 14 + else return 8 end +end + +function MarathonA2Game:getDasLimit() + if self.level < 500 then return 15 + elseif self.level < 900 then return 9 + else return 7 end +end + +function MarathonA2Game:getLineClearDelay() + if self.level < 500 then return 40 + elseif self.level < 600 then return 25 + elseif self.level < 700 then return 16 + elseif self.level < 800 then return 12 + else return 6 end +end + +function MarathonA2Game:getLockDelay() + if self.level < 900 then return 30 + else return 17 end +end + +function MarathonA2Game:getGravity() + if (self.level < 30) then return 4/256 + elseif (self.level < 35) then return 6/256 + elseif (self.level < 40) then return 8/256 + elseif (self.level < 50) then return 10/256 + elseif (self.level < 60) then return 12/256 + elseif (self.level < 70) then return 16/256 + elseif (self.level < 80) then return 32/256 + elseif (self.level < 90) then return 48/256 + elseif (self.level < 100) then return 64/256 + elseif (self.level < 120) then return 80/256 + elseif (self.level < 140) then return 96/256 + elseif (self.level < 160) then return 112/256 + elseif (self.level < 170) then return 128/256 + elseif (self.level < 200) then return 144/256 + elseif (self.level < 220) then return 4/256 + elseif (self.level < 230) then return 32/256 + elseif (self.level < 233) then return 64/256 + elseif (self.level < 236) then return 96/256 + elseif (self.level < 239) then return 128/256 + elseif (self.level < 243) then return 160/256 + elseif (self.level < 247) then return 192/256 + elseif (self.level < 251) then return 224/256 + elseif (self.level < 300) then return 1 + elseif (self.level < 330) then return 2 + elseif (self.level < 360) then return 3 + elseif (self.level < 400) then return 4 + elseif (self.level < 420) then return 5 + elseif (self.level < 450) then return 4 + elseif (self.level < 500) then return 3 + else return 20 + end +end + +function MarathonA2Game:advanceOneFrame() + if self.clear then + self.roll_frames = self.roll_frames + 1 + if self.roll_frames > 3694 then + self.completed = true + if self.grade == 32 then + self.grade = 33 + end + end + elseif self.ready_frames == 0 then + self.frames = self.frames + 1 + end + return true +end + +function MarathonA2Game:onPieceEnter() + if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then + self.level = self.level + 1 + end +end + +function MarathonA2Game:onLineClear(cleared_row_count) + cleared_row_count = cleared_row_count / 2 + self:updateSectionTimes(self.level, self.level + cleared_row_count) + self.level = math.min(self.level + cleared_row_count, 999) + if self.level == 999 and not self.clear then + self.clear = true + if self:qualifiesForMRoll() then + self.grade = 32 + end + self.grid:clear() + self.roll_frames = -150 + end +end + +function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines) + cleared_lines = cleared_lines / 2 + self:updateGrade(cleared_lines) + if cleared_lines > 0 then + self.score = self.score + ( + (math.ceil((level + cleared_lines) / 4) + drop_bonus) * + cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1) + ) + self.lines = self.lines + cleared_lines + self.combo = self.combo + cleared_lines - 1 + else + self.drop_bonus = 0 + self.combo = 1 + end +end + +function MarathonA2Game:updateSectionTimes(old_level, new_level) + if self.clear then return end + 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 + self.section_times[math.floor(old_level / 100)] = section_time + self.section_start_time = self.frames + 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}, + {1.2, 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, 1.0}, +} + +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, 13, 13, 14, 14, 15, 15, 16, 16, + 17, 18, 19 +} + +function MarathonA2Game:updateGrade(cleared_lines) + if self.clear then return end + if cleared_lines == 0 then + 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 + else + self.grade_points = self.grade_points + ( + math.ceil( + grade_point_bonuses[self.grade + 1][cleared_lines] * + combo_multipliers[math.min(self.combo, 10)][cleared_lines] + ) * (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 + +local tetris_requirements = { [0] = 2, 2, 2, 2, 2, 1, 1, 1, 1, 1 } + +function MarathonA2Game:qualifiesForMRoll() + if not self.clear then return false end + -- tetris requirements + for section = 0, 9 do + if self.section_tetrises[section] < tetris_requirements[section] then + return false + end + end + -- section time requirements + local section_average = 0 + for section = 0, 4 do + section_average = section_average + self.section_times[section] + if self.section_times[section] > sp(1,05) then + return false + end + end + -- section time average requirements + if self.section_times[5] > section_average / 5 then + return false + end + for section = 6, 9 do + if self.section_times[section] > self.section_times[section - 1] + 120 then + return false + end + end + if self.grade < 17 or self.frames > sp(8,45) then + return false + end + return true +end + +function MarathonA2Game:getLetterGrade() + local grade = grade_conversion[self.grade] + if grade < 9 then + return tostring(9 - grade) + elseif grade < 18 then + return "S" .. tostring(grade - 8) + elseif grade == 18 then + return "M" + else + return "GM" + end +end + +MarathonA2Game.rollOpacityFunction = function(age) + if age < 240 then return 1 + elseif age > 300 then return 0 + else return 1 - (age - 240) / 60 end +end + +MarathonA2Game.mRollOpacityFunction = function(age) + if age > 4 then return 0 + else return 1 - age / 4 end +end + +function MarathonA2Game:drawGrid(ruleset) + 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 + end +end + +function MarathonA2Game:drawScoringInfo() + love.graphics.setColor(1, 1, 1, 1) + + love.graphics.setFont(font_3x5_2) + love.graphics.print( + self.das.direction .. " " .. + self.das.frames .. " " .. + st(self.prev_inputs) + ) + 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") + + love.graphics.setFont(font_3x5_3) + love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left") + love.graphics.printf(self.score, 240, 220, 90, "left") + love.graphics.printf(self.level, 240, 340, 40, "right") + love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right") + + love.graphics.setFont(font_8x11) + love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center") +end + +function MarathonA2Game:getHighscoreData() + return { + grade = grade_conversion[self.grade], + score = self.score, + level = self.level, + frames = self.frames, + } +end + +function MarathonA2Game:getSectionEndLevel() + if self.level >= 900 then return 999 + else return math.floor(self.level / 100 + 1) * 100 end +end + +function MarathonA2Game:getBackground() + return math.floor(self.level / 100) +end + +return MarathonA2Game