require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Piece = require 'tetris.components.piece' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls' local Marathon2020Game = GameMode:extend() Marathon2020Game.name = "Marathon 2020" Marathon2020Game.hash = "Marathon2020" Marathon2020Game.tagline = "2020 levels of pure pain! Can you achieve the World Master rank?" function Marathon2020Game:new() Marathon2020Game.super:new() self.lock_drop = true self.lock_hard_drop = true self.enable_hold = true self.next_queue_length = 3 self.delay_level = 0 self.roll_frames = 0 self.no_roll_frames = 0 self.combo = 1 self.randomizer = History6RollsRandomizer() self.section_cool_count = 0 self.section_status = { [0] = "none" } self.torikan_passed = { [500] = false, [900] = false, [1000] = false, [1500] = false, [1900] = false } self.torikan_hit = false self.grade = 0 self.grade_points = 0 self.grade_point_decay_counter = 0 self.max_grade_points = 0 self.cool_timer = 0 end function Marathon2020Game:getARE() if self.delay_level < 1 then return 27 elseif self.delay_level < 2 then return 24 elseif self.delay_level < 3 then return 21 elseif self.delay_level < 4 then return 18 elseif self.delay_level < 5 then return 16 elseif self.delay_level < 6 then return 14 elseif self.delay_level < 7 then return 12 elseif self.delay_level < 8 then return 10 elseif self.delay_level < 9 then return 8 elseif self.delay_level < 13 then return 6 elseif self.delay_level < 15 then return 5 else return 4 end end function Marathon2020Game:getLineARE() return self:getARE() end function Marathon2020Game:getDasLimit() if self.delay_level < 1 then return 15 elseif self.delay_level < 3 then return 12 elseif self.delay_level < 5 then return 9 elseif self.delay_level < 8 then return 8 elseif self.delay_level < 10 then return 7 elseif self.delay_level < 13 then return 6 elseif self.delay_level < 15 then return 5 elseif self.delay_level < 20 then return 4 else return 3 end end function Marathon2020Game:getLineClearDelay() if self.delay_level < 1 then return 40 elseif self.delay_level < 3 then return 25 elseif self.delay_level < 4 then return 20 elseif self.delay_level < 5 then return 15 elseif self.delay_level < 7 then return 12 elseif self.delay_level < 9 then return 8 elseif self.delay_level < 11 then return 6 elseif self.delay_level < 14 then return 4 else return 2 end end function Marathon2020Game:getLockDelay() if self.delay_level < 6 then return 30 elseif self.delay_level < 7 then return 26 elseif self.delay_level < 8 then return 22 elseif self.delay_level < 9 then return 19 elseif self.delay_level < 10 then return 17 elseif self.delay_level < 16 then return 15 elseif self.delay_level < 17 then return 13 elseif self.delay_level < 18 then return 11 elseif self.delay_level < 19 then return 10 elseif self.delay_level < 20 then return 9 else return 8 end end function Marathon2020Game: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 local cleared_row_levels = {1, 2, 4, 6} function Marathon2020Game:advanceOneFrame() if self.torikan_hit then self.no_roll_frames = self.no_roll_frames + 1 if self.no_roll_frames > 120 then self.completed = true end return false elseif self.clear then self.roll_frames = self.roll_frames + 1 if self.roll_frames < 0 then return false elseif self.roll_frames > 4000 then if self.grade >= 30 and self.section_cool_count >= 20 then self.grade = 31 end self.completed = true end elseif self.ready_frames == 0 then self.frames = self.frames + 1 end return true end local cool_cutoffs = { frameTime(0,45,00), frameTime(0,41,50), frameTime(0,38,50), frameTime(0,35,00), frameTime(0,32,50), frameTime(0,29,20), frameTime(0,27,20), frameTime(0,24,80), frameTime(0,22,80), frameTime(0,20,60), frameTime(0,19,60), frameTime(0,19,40), frameTime(0,19,40), frameTime(0,18,40), frameTime(0,18,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,15,20) } local levels_for_cleared_rows = { 1, 2, 4, 6 } function Marathon2020Game:onPieceEnter() self:updateLevel(1, false) end function Marathon2020Game:whilePieceActive() if not self.clear then self.grade_point_decay_counter = self.grade_point_decay_counter + self.grade + 2 end if self.grade_point_decay_counter > 240 then self.grade_point_decay_counter = 0 self.grade_points = math.max(0, self.grade_points - 1) end end function Marathon2020Game:onLineClear(cleared_row_count) self:updateLevel(levels_for_cleared_rows[cleared_row_count], true) self:updateGrade(cleared_row_count) end function Marathon2020Game:updateLevel(increment, line_clear) local new_level if self.torikan_passed[900] == false then if line_clear == false and ( math.floor((self.level + increment) / 100) > math.floor(self.level / 100) or self.level == 998 ) then new_level = math.min(998, self.level + (99 - self.level % 100)) else new_level = math.min(999, self.level + increment) end elseif self.torikan_passed[1900] == false then if line_clear == false and ( math.floor((self.level + increment) / 100) > math.floor(self.level / 100) or self.level == 1999 ) then new_level = math.min(1999, self.level + (99 - self.level % 100)) else new_level = math.min(2000, self.level + increment) end else if line_clear == false and ( self.level < 1900 and math.floor((self.level + increment) / 100) > math.floor(self.level / 100) ) then new_level = self.level + (99 - self.level % 100) elseif line_clear == false and self.level + increment > 2019 then new_level = 2019 else new_level = math.min(2020, self.level + increment) end end if not self.clear then self:updateSectionTimes(self.level, new_level) if not self.clear then self.level = new_level end end end local low_cleared_line_points = {10, 20, 30, 40} local mid_cleared_line_points = {2, 6, 12, 24} local high_cleared_line_points = {1, 4, 9, 20} local function getGradeForGradePoints(points) return math.floor(math.sqrt((points / 50) * 8 + 1) / 2 - 0.5) -- Don't be afraid of the above function. All it does is make it so that -- you need 50 points to get to grade 1, 100 points to grade 2, etc. end function Marathon2020Game:updateGrade(cleared_lines) -- update grade points and max grade points local point_level = math.floor(self.level / 100) + self.delay_level local plus_points = math.max( low_cleared_line_points[cleared_lines], mid_cleared_line_points[cleared_lines] * (1 + point_level / 2), high_cleared_line_points[cleared_lines] * (point_level - 2), (self.level >= 1000 and cleared_lines == 4) and self.grade * 30 or 0 ) self.grade_points = self.grade_points + plus_points if self.grade_points > self.max_grade_points then self.max_grade_points = self.grade_points end self.grade = getGradeForGradePoints(self.max_grade_points) end function Marathon2020Game:getTotalGrade() if self.grade + self.section_cool_count > 50 then return "GM" end return self.grade + self.section_cool_count end local function getSectionForLevel(level) if level < 2001 then return math.floor(level / 100) + 1 else return 20 end end function Marathon2020Game:getEndOfSectionForSection(section) if self.torikan_passed[900] == false and section == 10 then return 999 elseif self.torikan_passed[1900] == false and section == 20 then return 2000 elseif section == 20 then return 2020 else return section * 100 end end function Marathon2020Game:sectionPassed(old_level, new_level) if self.torikan_passed[900] == false then return ( (math.floor(old_level / 100) < math.floor(new_level / 100)) or (new_level >= 999) ) elseif self.torikan_passed[1900] == false then return ( (math.floor(old_level / 100) < math.floor(new_level / 100)) or (new_level >= 2000) ) else return ( (new_level < 2001 and math.floor(old_level / 100) < math.floor(new_level / 100)) or (new_level >= 2020) ) end end function Marathon2020Game:checkTorikan(section) if section == 5 and self.frames < frameTime(6,00,00) then self.torikan_passed[500] = true end if section == 9 and self.frames < frameTime(8,30,00) then self.torikan_passed[900] = true end if section == 10 and self.frames < frameTime(8,45,00) then self.torikan_passed[1000] = true end if section == 15 and self.frames < frameTime(11,30,00) then self.torikan_passed[1500] = true end if section == 19 and self.frames < frameTime(13,15,00) then self.torikan_passed[1900] = true end end function Marathon2020Game:checkClear(level) if ( self.torikan_passed[500] == false and level >= 500 or self.torikan_passed[900] == false and level >= 999 or self.torikan_passed[1000] == false and level >= 1000 or self.torikan_passed[1500] == false and level >= 1500 or self.torikan_passed[1900] == false and level >= 2000 or level >= 2020 ) then if self.torikan_passed[500] == false then self.level = 500 elseif self.torikan_passed[900] == false then self.level = 999 elseif self.torikan_passed[1000] == false then self.level = 1000 elseif self.torikan_passed[1500] == false then self.level = 1500 elseif self.torikan_passed[1900] == false then self.level = 2000 else self.level = 2020 end self.clear = true self.grid:clear() if ( self.torikan_passed[900] == false and level >= 999 or level >= 2020 ) then self.roll_frames = -150 else self.torikan_hit = true self.no_roll_frames = -150 end end end function Marathon2020Game:updateSectionTimes(old_level, new_level) function sectionCool(section) self.section_cool_count = self.section_cool_count + 1 self.delay_level = math.min(20, self.delay_level + 1) if section < 10 then table.insert(self.section_status, "cool") end self.cool_timer = 300 end local section = getSectionForLevel(old_level) if section <= 19 and old_level % 100 < 70 and new_level >= math.floor(old_level / 100) * 100 + 70 then -- record section 70 time section_70_time = self.frames - self.section_start_time table.insert(self.secondary_section_times, section_70_time) end if self:sectionPassed(old_level, new_level) then -- record new section section_time = self.frames - self.section_start_time table.insert(self.section_times, section_time) self.section_start_time = self.frames if section > 5 then self.delay_level = math.min(20, self.delay_level + 1) end self:checkTorikan(section) self:checkClear(new_level) if ( section <= 19 and self.section_status[section - 1] == "cool" and self.secondary_section_times[section] < self.secondary_section_times[section - 1] + 120 and self.secondary_section_times[section] < cool_cutoffs[section] ) then sectionCool(section) elseif self.section_status[section - 1] == "cool" then table.insert(self.section_status, "none") elseif section <= 19 and self.secondary_section_times[section] < cool_cutoffs[section] then sectionCool(section) else table.insert(self.section_status, "none") end end end function Marathon2020Game: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 Marathon2020Game.rollOpacityFunction = function(age) if age > 300 then return 0 elseif age < 240 then return 1 else return (300 - age) / 60 end end Marathon2020Game.mRollOpacityFunction = function(age) if age > 4 then return 0 else return 1 - age / 4 end end function Marathon2020Game:qualifiesForMRoll() --[[ GM-roll requirements You qualify for the GM roll if you: - Reach level 2020 - with a grade of 50 - in less than 13:30.00 total. ]]-- return self.level >= 2020 and self:getTotalGrade() == 50 and self.frames <= frameTime(13,30) end function Marathon2020Game:drawGrid() 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 Marathon2020Game:drawScoringInfo() Marathon2020Game.super.drawScoringInfo(self) local current_section = getSectionForLevel(self.level) local text_x = config["side_next"] and 320 or 240 love.graphics.setFont(font_3x5_2) love.graphics.printf("GRADE", text_x, 100, 40, "left") love.graphics.printf("GRADE PTS.", text_x, 200, 90, "left") love.graphics.printf("LEVEL", text_x, 320, 40, "left") self:drawSectionTimesWithSecondary(current_section) if (self.cool_timer > 0) then love.graphics.printf("COOL!!", 64, 400, 160, "center") self.cool_timer = self.cool_timer - 1 end love.graphics.setFont(font_3x5_3) love.graphics.printf(self:getTotalGrade(), text_x, 120, 90, "left") love.graphics.printf(self.grade_points, 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(self:getEndOfSectionForSection(current_section), text_x, 370, 50, "right") end end function Marathon2020Game:getHighscoreData() return { grade = self.grade, level = self.level, frames = self.frames, } end function Marathon2020Game:getBackground() return math.min(19, math.floor(self.level / 100)) end return Marathon2020Game