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() self.super:new() self.big_mode = true self.roll_frames = 0 self.combo = 1 self.grade = 0 self.grade_points = 0 self.grade_point_decay_counter = 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 < 0 then return false end if self.roll_frames > 3694 then self.completed = true 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.level = math.min(self.level + cleared_row_count, 999) if self.level == 999 and not self.clear then self.clear = true self.grid:clear() self.roll_frames = -150 end if self.level >= 900 then self.lock_drop = true end end function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines) if not self.clear then cleared_lines = cleared_lines / 2 self:updateGrade(cleared_lines) if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end 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.bravo ) else self.combo = 1 end self.drop_bonus = 0 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 } 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 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) 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 function MarathonA2Game:drawGrid(ruleset) if self.clear and not (self.completed or self.game_over) then self.grid:drawInvisible(self.rollOpacityFunction) 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 .. " " .. 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("LEVEL", 240, 320, 40, "left") love.graphics.setFont(font_3x5_3) if self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1) elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left") love.graphics.setColor(1, 1, 1, 1) 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