require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Piece = require 'tetris.components.piece' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls' local StrategyGame = GameMode:extend() StrategyGame.name = "Strategy" StrategyGame.hash = "Strategy" StrategyGame.tagline = "You have lots of time to think! Can you use it to place a piece fast?" StrategyGame.arr = 1 StrategyGame.drop_speed = 1 function StrategyGame:new() StrategyGame.super:new() self.level = 0 self.clear = false self.completed = false self.roll_frames = 0 self.combo = 1 self.randomizer = History6RollsRandomizer() self.enable_hold = false self.next_queue_length = 1 end function StrategyGame:getARE() if self.level < 100 then return 60 elseif self.level < 200 then return 54 elseif self.level < 300 then return 48 elseif self.level < 400 then return 42 elseif self.level < 500 then return 36 elseif self.level < 600 then return 30 elseif self.level < 700 then return 24 elseif self.level < 800 then return 21 elseif self.level < 900 then return 18 else return 15 end end function StrategyGame:getLineARE() return self:getARE() end function StrategyGame:getDasLimit() return 6 end function StrategyGame:getLineClearDelay() return self:getARE() end function StrategyGame:getLockDelay() if self.level < 500 then return 8 elseif self.level < 700 then return 6 else return 4 end end function StrategyGame:getGravity() return 20 end function StrategyGame:getNextPiece(ruleset) return { skin = "2tie", shape = self.randomizer:nextPiece(), orientation = ruleset:getDefaultOrientation(), } end function StrategyGame:advanceOneFrame() if self.clear then self.roll_frames = self.roll_frames + 1 if self.roll_frames > 1936 then switchBGM(nil) self.completed = true end elseif self.ready_frames == 0 then self.frames = self.frames + 1 end return true end function StrategyGame:onPieceEnter() if (self.level % 100 ~= 99) and not self.clear and self.frames ~= 0 then self.level = self.level + 1 end end function StrategyGame:onLineClear(cleared_row_count) if not self.clear then self.level = math.min(999, self.level + cleared_row_count) if self.level == 999 then self.clear = true end end end function StrategyGame:updateScore(level, drop_bonus, 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 StrategyGame:setNextOpacity(i) if self.are == 0 then love.graphics.setColor(1, 1, 1, 1) else love.graphics.setColor(1, 1, 1, self.are / self:getARE()) end end function StrategyGame:drawGrid() self.grid:draw() end function StrategyGame:drawScoringInfo() StrategyGame.super.drawScoringInfo(self) love.graphics.setColor(1, 1, 1, 1) local text_x = config["side_next"] and 320 or 240 love.graphics.setFont(font_3x5_2) love.graphics.printf("SCORE", text_x, 200, 40, "left") love.graphics.printf("LEVEL", text_x, 320, 40, "left") love.graphics.setFont(font_3x5_3) love.graphics.printf(self.score, text_x, 220, 90, "left") love.graphics.printf(self.level, text_x, 340, 50, "right") if self.clear then love.graphics.printf(self.level, text_x, 370, 50, "right") else love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right") end end function StrategyGame:getBackground() return math.floor(self.level / 100) end function StrategyGame:getHighscoreData() return { level = self.level, frames = self.frames, } end return StrategyGame