require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Piece = require 'tetris.components.piece' local History4RollsRandomizer = require 'tetris.randomizers.history_4rolls' local MarathonA1Game = GameMode:extend() MarathonA1Game.name = "Marathon A1" MarathonA1Game.hash = "MarathonA1" MarathonA1Game.tagline = "Can you score enough points to reach the title of Grand Master?" function MarathonA1Game:new() MarathonA1Game.super:new() self.roll_frames = 0 self.combo = 1 self.gm_conditions = { level300 = false, level500 = false, level999 = false } self.randomizer = History4RollsRandomizer() self.lock_drop = false self.enable_hard_drop = false self.enable_hold = false self.next_queue_length = 1 end function MarathonA1Game:getARE() return 30 end function MarathonA1Game:getLineARE() return 27 end function MarathonA1Game:getDasLimit() return 15 end function MarathonA1Game:getLineClearDelay() return 44 end function MarathonA1Game:getLockDelay() return 30 end local function getRankForScore(score) if score < 400 then return {rank = "9", next = 400} elseif score < 800 then return {rank = "8", next = 800} elseif score < 1400 then return {rank = "7", next = 1400} elseif score < 2000 then return {rank = "6", next = 2000} elseif score < 3500 then return {rank = "5", next = 3500} elseif score < 5500 then return {rank = "4", next = 5500} elseif score < 8000 then return {rank = "3", next = 8000} elseif score < 12000 then return {rank = "2", next = 12000} elseif score < 16000 then return {rank = "1", next = 16000} elseif score < 22000 then return {rank = "S1", next = 22000} elseif score < 30000 then return {rank = "S2", next = 30000} elseif score < 40000 then return {rank = "S3", next = 40000} elseif score < 52000 then return {rank = "S4", next = 52000} elseif score < 66000 then return {rank = "S5", next = 66000} elseif score < 82000 then return {rank = "S6", next = 82000} elseif score < 100000 then return {rank = "S7", next = 100000} elseif score < 120000 then return {rank = "S8", next = 120000} else return {rank = "S9", next = "???"} end end function MarathonA1Game:getGravity() local level = self.level if (level < 30) then return 4/256 elseif (level < 35) then return 6/256 elseif (level < 40) then return 8/256 elseif (level < 50) then return 10/256 elseif (level < 60) then return 12/256 elseif (level < 70) then return 16/256 elseif (level < 80) then return 32/256 elseif (level < 90) then return 48/256 elseif (level < 100) then return 64/256 elseif (level < 120) then return 80/256 elseif (level < 140) then return 96/256 elseif (level < 160) then return 112/256 elseif (level < 170) then return 128/256 elseif (level < 200) then return 144/256 elseif (level < 220) then return 4/256 elseif (level < 230) then return 32/256 elseif (level < 233) then return 64/256 elseif (level < 236) then return 96/256 elseif (level < 239) then return 128/256 elseif (level < 243) then return 160/256 elseif (level < 247) then return 192/256 elseif (level < 251) then return 224/256 elseif (level < 300) then return 1 elseif (level < 330) then return 2 elseif (level < 360) then return 3 elseif (level < 400) then return 4 elseif (level < 420) then return 5 elseif (level < 450) then return 4 elseif (level < 500) then return 3 else return 20 end end function MarathonA1Game:advanceOneFrame() if self.clear then self.roll_frames = self.roll_frames + 1 if self.roll_frames > 2968 then self.completed = true end elseif self.ready_frames == 0 then self.frames = self.frames + 1 end return true end function MarathonA1Game: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 MarathonA1Game:onLineClear(cleared_row_count) self:checkGMRequirements(self.level, self.level + cleared_row_count) if not self.clear then local new_level = math.min(self.level + cleared_row_count, 999) if self.level == 999 then self.clear = true else self.level = new_level end end end function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines) if cleared_lines > 0 then self.combo = self.combo + (cleared_lines - 1) * 2 self.score = self.score + ( (math.ceil((level + cleared_lines) / 4) + drop_bonus) * cleared_lines * self.combo ) self.lines = self.lines + cleared_lines else self.drop_bonus = 0 self.combo = 1 end end function MarathonA1Game:checkGMRequirements(old_level, new_level) if old_level < 300 and new_level >= 300 then if self.score > 12000 and self.frames <= frameTime(4,15) then self.gm_conditions["level300"] = true end elseif old_level < 500 and new_level >= 500 then if self.score > 40000 and self.frames <= frameTime(7,30) then self.gm_conditions["level500"] = true end elseif old_level < 999 and new_level >= 999 then if self.score > 126000 and self.frames <= frameTime(13,30) then self.gm_conditions["level900"] = true end end end function MarathonA1Game:drawGrid() self.grid:draw() if self.piece ~= nil and self.level < 100 then self:drawGhostPiece(ruleset) end end function MarathonA1Game:drawScoringInfo() MarathonA1Game.super.drawScoringInfo(self) love.graphics.setColor(1, 1, 1, 1) love.graphics.setFont(font_3x5_2) love.graphics.print( self.das.direction .. " " .. self.das.frames .. " " .. strTrueValues(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("NEXT RANK", 240, 260, 90, "left") love.graphics.printf("LEVEL", 240, 320, 40, "left") love.graphics.setFont(font_3x5_3) love.graphics.printf(self.score, 240, 220, 90, "left") if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level900"] then love.graphics.printf("GM", 240, 140, 90, "left") else love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left") end love.graphics.printf(getRankForScore(self.score).next, 240, 280, 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 MarathonA1Game:getSectionEndLevel() if self.level >= 900 then return 999 else return math.floor(self.level / 100 + 1) * 100 end end function MarathonA1Game:getBackground() return math.floor(self.level / 100) end function MarathonA1Game:getHighscoreData() return { grade = self.grade, score = self.score, level = self.level, frames = self.frames, } end return MarathonA1Game