mirror of
https://github.com/SashLilac/cambridge.git
synced 2025-05-13 20:21:25 -05:00
Merge branch 'master' into 3d_blocks
This commit is contained in:
@@ -232,12 +232,15 @@ function Grid:applyBigPiece(piece)
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end
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end
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function Grid:checkForBravo(cleared_row_count)
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for i = 0, self.height - 1 - cleared_row_count do
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for j = 0, self.width - 1 do
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if self:isOccupied(j, i) then return false end
|
||||
end
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||||
-- places where you see this take an argument used the old, buggy method
|
||||
function Grid:checkForBravo()
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for i = 0, self.height - 1 do
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if not self:isRowFull(i+1) then
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for j = 0, self.width - 1 do
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if self:isOccupied(j, i) then return false end
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end
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end
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end
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return true
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end
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@@ -10,41 +10,10 @@ BigA2Game.tagline = "Big blocks in the most celebrated TGM mode!"
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function BigA2Game:new()
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BigA2Game.super:new()
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self.big_mode = true
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end
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function BigA2Game:updateScore(level, drop_bonus, cleared_lines)
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cleared_lines = cleared_lines / 2
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if not self.clear then
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self:updateGrade(cleared_lines)
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if cleared_lines >= 4 then
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self.tetris_count = self.tetris_count + 1
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end
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if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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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 * self.combo * self.bravo
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)
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else
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self.combo = 1
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end
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self.drop_bonus = 0
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else self.lines = self.lines + cleared_lines end
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end
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function BigA2Game:onLineClear(cleared_row_count)
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cleared_row_count = cleared_row_count / 2
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self:updateSectionTimes(self.level, self.level + cleared_row_count)
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self.level = math.min(self.level + cleared_row_count, 999)
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if self.level == 999 and not self.clear then
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self.clear = true
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self.grid:clear()
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if self:qualifiesForMRoll() then self.grade = 32 end
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self.roll_frames = -150
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local getClearedRowCount = self.grid.getClearedRowCount
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self.grid.getClearedRowCount = function(self)
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return getClearedRowCount(self) / 2
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end
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self.lock_drop = self.level >= 900
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self.lock_hard_drop = self.level >= 900
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end
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return BigA2Game
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||||
@@ -136,25 +136,27 @@ function GameMode:saveReplay()
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replay["lines"] = self.lines
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replay["gamesettings"] = config.gamesettings
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replay["secret_inputs"] = self.secret_inputs
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replay["delayed_auto_shift"] = config.das
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replay["auto_repeat_rate"] = config.arr
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replay["das_cut_delay"] = config.dcd
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replay["timestamp"] = os.time()
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replay["pause_count"] = self.pause_count
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replay["pause_time"] = self.pause_time
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if love.filesystem.getInfo("replays") == nil then
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love.filesystem.createDirectory("replays")
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end
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local replay_files = love.filesystem.getDirectoryItems("replays")
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-- Select replay filename that doesn't collide with an existing one
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local init_name = string.format("replays/%s.crp", os.date("%Y-%m-%d_%H-%M-%S"))
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local replay_name = init_name
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local replay_number = 0
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local collision = true
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while collision do
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collision = false
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replay_number = replay_number + 1
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for key, file in pairs(replay_files) do
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if file == replay_number..".crp" then
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collision = true
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break
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end
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while true do
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if love.filesystem.getInfo(replay_name, "file") then
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replay_number = replay_number + 1
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replay_name = string.format("%s (%d)", init_name, replay_number)
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else
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break
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||||
end
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end
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love.filesystem.write("replays/"..replay_number..".crp", binser.serialize(replay))
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love.filesystem.write(replay_name, binser.serialize(replay))
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||||
end
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function GameMode:addReplayInput(inputs)
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@@ -178,6 +180,9 @@ function GameMode:update(inputs, ruleset)
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if self.game_over or self.completed then
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if self.save_replay and self.game_over_frames == 0 then
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self:saveReplay()
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-- ensure replays are only saved once per game, incase self.game_over_frames == 0 for longer than one frame
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self.save_replay = false
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end
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self.game_over_frames = self.game_over_frames + 1
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return
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@@ -399,6 +404,7 @@ end
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function GameMode:onGameOver()
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switchBGM(nil)
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pitchBGM(1)
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local alpha = 0
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local animation_length = 120
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if self.game_over_frames < animation_length then
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@@ -981,12 +987,10 @@ function GameMode:drawSectionTimesWithSplits(current_section, section_limit)
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end
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function GameMode:drawBackground()
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local id = self:getBackground()
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if type(id) == "number" then id = clamp(id, 0, #backgrounds) end
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(
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backgrounds[self:getBackground()],
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0, 0, 0,
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0.5, 0.5
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||||
)
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drawBackground(id)
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end
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function GameMode:drawFrame()
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@@ -283,7 +283,7 @@ function Marathon2020Game:sectionPassed(old_level, new_level)
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)
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else
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return (
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(new_level < 2001 and math.floor(old_level / 100) < math.floor(new_level / 100)) or
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(new_level < 2000 and math.floor(old_level / 100) < math.floor(new_level / 100)) or
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(new_level >= 2020)
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)
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end
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@@ -353,15 +353,10 @@ function Marathon2020Game:updateSectionTimes(old_level, new_level)
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self.section_start_time = self.frames
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if (
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self.section_status[section - 1] == "cool" and
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self.secondary_section_times[section] <= self.secondary_section_times[section - 1] + 120 and
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self.secondary_section_times[section] < cool_cutoffs[self.delay_level]
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(self.secondary_section_times[section] < cool_cutoffs[self.delay_level]) and
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||||
(section == 1 or self.secondary_section_times[section] <= self.secondary_section_times[section - 1] + 120)
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) then
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sectionCool(section)
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elseif self.section_status[section - 1] == "cool" then
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table.insert(self.section_status, "none")
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elseif self.secondary_section_times[section] < cool_cutoffs[self.delay_level] then
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sectionCool(section)
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else
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table.insert(self.section_status, "none")
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end
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@@ -249,10 +249,13 @@ local grade_conversion = {
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}
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function MarathonA2Game:whilePieceActive()
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self.grade_point_decay_counter = self.grade_point_decay_counter + 1
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if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then
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self.grade_point_decay_counter = 0
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self.grade_points = math.max(0, self.grade_points - 1)
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if self.clear then return
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else
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self.grade_point_decay_counter = self.grade_point_decay_counter + 1
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if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then
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self.grade_point_decay_counter = 0
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||||
self.grade_points = math.max(0, self.grade_points - 1)
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end
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||||
end
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end
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||||
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||||
@@ -26,7 +26,9 @@ function MarathonA3Game:new()
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self.roll_points = 0
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||||
self.grade_point_decay_counter = 0
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self.section_cool_grade = 0
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self.section_status = { [0] = "none" }
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--self.section_status = { [0] = "none" }
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self.section_cools = { [0] = 0 }
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self.section_regrets = { [0] = 0 }
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self.section_start_time = 0
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self.secondary_section_times = { [0] = 0 }
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self.section_times = { [0] = 0 }
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@@ -201,15 +203,23 @@ function MarathonA3Game:updateSectionTimes(old_level, new_level)
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self.speed_level = self.section_cool and self.speed_level + 100 or self.speed_level
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if section_time > regret_cutoffs[section] then
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self.section_cool_grade = self.section_cool_grade - 1
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table.insert(self.section_status, "regret")
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if self.grade > 0 then
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--this happens after the points are added, intentionally
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local currentgrade = self:getAggregateGrade()
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while self:getAggregateGrade() >= currentgrade do
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self.grade = self.grade - 1
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end
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self.grade_points = 0
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end
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table.insert(self.section_regrets, 1)
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self.coolregret_message = "REGRET!!"
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self.coolregret_timer = 300
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elseif self.section_cool then
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self.section_cool_grade = self.section_cool_grade + 1
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table.insert(self.section_status, "cool")
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else
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table.insert(self.section_status, "none")
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table.insert(self.section_regrets, 0)
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end
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||||
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if self.section_cool then
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self.section_cool_grade = self.section_cool_grade + 1
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end
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||||
self.section_cool = false
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@@ -223,6 +233,9 @@ function MarathonA3Game:updateSectionTimes(old_level, new_level)
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self.section_cool = true
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self.coolregret_message = "COOL!!"
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||||
self.coolregret_timer = 300
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table.insert(self.section_cools, 1)
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else
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table.insert(self.section_cools, 0)
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||||
end
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||||
end
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||||
end
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@@ -402,9 +415,11 @@ MarathonA3Game.mRollOpacityFunction = function(age)
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end
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function MarathonA3Game:sectionColourFunction(section)
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||||
if self.section_status[section] == "cool" then
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||||
if self.section_cools[section] == 1 and self.section_regrets[section] == 1 then
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return { 1, 1, 0, 1 }
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||||
elseif self.section_cools[section] == 1 then
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||||
return { 0, 1, 0, 1 }
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||||
elseif self.section_status[section] == "regret" then
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||||
elseif self.section_regrets[section] == 1 then
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return { 1, 0, 0, 1 }
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||||
else
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return { 1, 1, 1, 1 }
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|
||||
@@ -28,7 +28,6 @@ function PhantomManiaGame:new()
|
||||
self.combo = 1
|
||||
self.tetrises = 0
|
||||
self.section_tetrises = {[0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
|
||||
self.section_req = true
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||||
self.randomizer = History6RollsRandomizer()
|
||||
end
|
||||
|
||||
@@ -55,7 +54,7 @@ function PhantomManiaGame:getDasLimit()
|
||||
end
|
||||
|
||||
function PhantomManiaGame:getLineClearDelay()
|
||||
return self:getLineARE()
|
||||
return self:getLineARE() - 2
|
||||
end
|
||||
|
||||
function PhantomManiaGame:getLockDelay()
|
||||
@@ -120,11 +119,6 @@ function PhantomManiaGame:onLineClear(cleared_row_count)
|
||||
self.level = 999
|
||||
end
|
||||
self.clear = true
|
||||
for i = 0, 9 do
|
||||
if self.section_tetrises[i] < (i == 9 and 1 or 2) then
|
||||
self.section_req = false
|
||||
end
|
||||
end
|
||||
else
|
||||
self.level = new_level
|
||||
end
|
||||
@@ -175,6 +169,10 @@ local function getLetterGrade(level, clear)
|
||||
end
|
||||
end
|
||||
|
||||
function PhantomManiaGame:qualifiesForGM()
|
||||
return true
|
||||
end
|
||||
|
||||
function PhantomManiaGame:drawScoringInfo()
|
||||
PhantomManiaGame.super.drawScoringInfo(self)
|
||||
|
||||
@@ -195,7 +193,7 @@ function PhantomManiaGame:drawScoringInfo()
|
||||
if getLetterGrade(self.level, self.clear) ~= "" then
|
||||
if self.roll_frames > 1982 then love.graphics.setColor(1, 0.5, 0, 1)
|
||||
elseif self.level == 999 and self.clear then love.graphics.setColor(0, 1, 0, 1) end
|
||||
if self.level == 999 and self.section_req and self.tetrises >= 31 then
|
||||
if self.level == 999 and self:qualifiesForGM() then
|
||||
love.graphics.printf("GM", text_x, 140, 90, "left")
|
||||
else
|
||||
love.graphics.printf(getLetterGrade(self.level, self.clear), text_x, 140, 90, "left")
|
||||
|
||||
@@ -41,6 +41,7 @@ function PhantomMania2Game:new()
|
||||
|
||||
self.coolregret_message = ""
|
||||
self.coolregret_timer = 0
|
||||
self.coolregrets = { [0] = 0 }
|
||||
end
|
||||
|
||||
function PhantomMania2Game:getARE()
|
||||
@@ -202,13 +203,13 @@ end
|
||||
local cool_cutoffs = {
|
||||
frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36),
|
||||
frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30),
|
||||
frameTime(0,27), frameTime(0,27), frameTime(0,27),
|
||||
frameTime(0,30), frameTime(0,30), frameTime(0,30),
|
||||
}
|
||||
|
||||
local regret_cutoffs = {
|
||||
frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50),
|
||||
frameTime(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40),
|
||||
frameTime(0,35), frameTime(0,35), frameTime(0,35),
|
||||
frameTime(0,42), frameTime(0,42), frameTime(0,42), frameTime(0,42), frameTime(0,42),
|
||||
frameTime(0,42), frameTime(0,42), frameTime(0,42),
|
||||
}
|
||||
|
||||
function PhantomMania2Game:updateSectionTimes(old_level, new_level)
|
||||
@@ -219,11 +220,14 @@ function PhantomMania2Game:updateSectionTimes(old_level, new_level)
|
||||
self.section_start_time = self.frames
|
||||
if section_time <= cool_cutoffs[section] then
|
||||
self.grade = self.grade + 2
|
||||
table.insert(self.coolregrets, 2)
|
||||
self.coolregret_message = "COOL!!"
|
||||
self.coolregret_timer = 300
|
||||
elseif section_time <= regret_cutoffs[section] then
|
||||
self.grade = self.grade + 1
|
||||
table.insert(self.coolregrets, 1)
|
||||
else
|
||||
table.insert(self.coolregrets, 0)
|
||||
self.coolregret_message = "REGRET!!"
|
||||
self.coolregret_timer = 300
|
||||
end
|
||||
@@ -292,6 +296,16 @@ function PhantomMania2Game:setHoldOpacity()
|
||||
end
|
||||
end
|
||||
|
||||
function PhantomMania2Game:sectionColourFunction(section)
|
||||
if self.coolregrets[section] == 2 then
|
||||
return { 0, 1, 0, 1 }
|
||||
elseif self.coolregrets[section] == 0 then
|
||||
return { 1, 0, 0, 1 }
|
||||
else
|
||||
return { 1, 1, 1, 1 }
|
||||
end
|
||||
end
|
||||
|
||||
function PhantomMania2Game:drawScoringInfo()
|
||||
PhantomMania2Game.super.drawScoringInfo(self)
|
||||
|
||||
|
||||
@@ -13,4 +13,14 @@ function PhantomManiaNGame:new()
|
||||
self.enable_hold = true
|
||||
end
|
||||
|
||||
function PhantomManiaNGame:qualifiesForGM()
|
||||
if self.tetrises < 31 then return false end
|
||||
for i = 0, 9 do
|
||||
if self.section_tetrises[i] < (i == 9 and 1 or 2) then
|
||||
return false
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
return PhantomManiaNGame
|
||||
|
||||
@@ -143,7 +143,7 @@ end
|
||||
function Survival2020Game:onPieceEnter()
|
||||
if not self.clear and (
|
||||
(self.level < 1900 and self.level % 100 ~= 99) or
|
||||
self.level == 2019
|
||||
(1900 <= self.level and self.level < 2019)
|
||||
) then
|
||||
self.level = self.level + 1
|
||||
end
|
||||
@@ -201,7 +201,7 @@ end
|
||||
|
||||
Survival2020Game.opacityFunction = function(age)
|
||||
if age > 300 then return 0
|
||||
else return 1 - Math.max(age - 240, 0) / 60 end
|
||||
else return 1 - math.max(age - 240, 0) / 60 end
|
||||
end
|
||||
|
||||
function Survival2020Game:drawGrid()
|
||||
@@ -249,7 +249,7 @@ function Survival2020Game:drawScoringInfo()
|
||||
end
|
||||
|
||||
function Survival2020Game:getBackground()
|
||||
return math.floor(self.level / 100)
|
||||
return math.min(19, math.floor(self.level / 100))
|
||||
end
|
||||
|
||||
function Survival2020Game:getHighscoreData()
|
||||
|
||||
49
tetris/rulesets/arika_exp.lua
Normal file
49
tetris/rulesets/arika_exp.lua
Normal file
@@ -0,0 +1,49 @@
|
||||
local Piece = require 'tetris.components.piece'
|
||||
local Ruleset = require 'tetris.rulesets.arika_ace2'
|
||||
|
||||
local ARS = Ruleset:extend()
|
||||
|
||||
ARS.name = "ARS-X"
|
||||
ARS.hash = "ArikaEXP"
|
||||
|
||||
ARS.MANIPULATIONS_MAX = 24
|
||||
ARS.ROTATIONS_MAX = 12
|
||||
|
||||
function ARS:onPieceCreate(piece, grid)
|
||||
piece.manipulations = 0
|
||||
piece.rotations = 0
|
||||
piece.lowest_y = -math.huge
|
||||
end
|
||||
|
||||
function ARS:checkNewLow(piece)
|
||||
for _, block in pairs(piece:getBlockOffsets()) do
|
||||
local y = piece.position.y + block.y
|
||||
if y > piece.lowest_y then
|
||||
piece.manipulations = 0
|
||||
piece.rotations = 0
|
||||
piece.lowest_y = y
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function ARS:onPieceMove(piece, grid)
|
||||
piece.lock_delay = 0 -- move reset
|
||||
if piece:isDropBlocked(grid) then
|
||||
piece.manipulations = piece.manipulations + 1
|
||||
if piece.manipulations >= ARS.MANIPULATIONS_MAX then
|
||||
piece.locked = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function ARS:onPieceRotate(piece, grid, upward)
|
||||
piece.lock_delay = 0 -- rotate reset
|
||||
if upward or piece:isDropBlocked(grid) then
|
||||
piece.rotations = piece.rotations + 1
|
||||
if piece.rotations >= ARS.ROTATIONS_MAX and piece:isDropBlocked(grid) then
|
||||
piece.locked = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return ARS
|
||||
@@ -1,5 +1,5 @@
|
||||
local Piece = require 'tetris.components.piece'
|
||||
local Ruleset = require 'tetris.rulesets.standard_exp'
|
||||
local Ruleset = require 'tetris.rulesets.standard_ace'
|
||||
|
||||
local SRS = Ruleset:extend()
|
||||
|
||||
@@ -8,6 +8,8 @@ SRS.hash = "Standard"
|
||||
SRS.softdrop_lock = false
|
||||
SRS.harddrop_lock = true
|
||||
|
||||
SRS.enable_IRS_wallkicks = true
|
||||
|
||||
SRS.MANIPULATIONS_MAX = 15
|
||||
|
||||
SRS.wallkicks_line = {
|
||||
@@ -33,8 +35,8 @@ SRS.wallkicks_line = {
|
||||
},
|
||||
};
|
||||
|
||||
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
|
||||
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
local kicks
|
||||
if piece.shape == "O" then
|
||||
return
|
||||
@@ -69,6 +71,12 @@ function SRS:checkNewLow(piece)
|
||||
end
|
||||
end
|
||||
|
||||
function SRS:onPieceCreate(piece, grid)
|
||||
piece.manipulations = 0
|
||||
piece.rotations = 0
|
||||
piece.lowest_y = -math.huge
|
||||
end
|
||||
|
||||
function SRS:onPieceDrop(piece, grid)
|
||||
self:checkNewLow(piece)
|
||||
if piece.manipulations >= self.MANIPULATIONS_MAX and piece:isDropBlocked(grid) then
|
||||
@@ -85,6 +93,8 @@ function SRS:onPieceMove(piece, grid)
|
||||
if piece.manipulations >= SRS.MANIPULATIONS_MAX then
|
||||
piece.locked = true
|
||||
end
|
||||
else
|
||||
piece.locked = false
|
||||
end
|
||||
end
|
||||
|
||||
@@ -102,4 +112,6 @@ end
|
||||
|
||||
function SRS:canPieceRotate() return true end
|
||||
|
||||
function SRS:get180RotationValue() return 2 end
|
||||
|
||||
return SRS
|
||||
|
||||
2
tetris/rulesets/arika_srs.lua → tetris/rulesets/standard_ace.lua
Executable file → Normal file
2
tetris/rulesets/arika_srs.lua → tetris/rulesets/standard_ace.lua
Executable file → Normal file
@@ -1,5 +1,5 @@
|
||||
local Piece = require 'tetris.components.piece'
|
||||
local Ruleset = require 'tetris.rulesets.ti_srs'
|
||||
local Ruleset = require 'tetris.rulesets.standard_ti'
|
||||
|
||||
local SRS = Ruleset:extend()
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
local Piece = require 'tetris.components.piece'
|
||||
local Ruleset = require 'tetris.rulesets.arika_srs'
|
||||
local Ruleset = require 'tetris.rulesets.standard_ti'
|
||||
|
||||
local SRS = Ruleset:extend()
|
||||
|
||||
@@ -27,8 +27,6 @@ function SRS:checkNewLow(piece)
|
||||
for _, block in pairs(piece:getBlockOffsets()) do
|
||||
local y = piece.position.y + block.y
|
||||
if y > piece.lowest_y then
|
||||
--piece.manipulations = 0
|
||||
--piece.rotations = 0
|
||||
piece.lowest_y = y
|
||||
end
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user