require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Piece = require 'tetris.components.piece' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag' local MarathonA3Game = GameMode:extend() MarathonA3Game.name = "Marathon A3" MarathonA3Game.hash = "MarathonA3" MarathonA3Game.tagline = "The game gets faster way more quickly! Can you get all the Section COOLs?" function MarathonA3Game:new() MarathonA3Game.super:new() self.speed_level = 0 self.roll_frames = 0 self.combo = 1 self.grade_combo = 1 self.grade = 0 self.grade_points = 0 self.roll_points = 0 self.grade_point_decay_counter = 0 self.section_cool_grade = 0 self.section_status = { [0] = "none" } self.section_start_time = 0 self.secondary_section_times = { [0] = 0 } self.section_times = { [0] = 0 } self.section_cool = false self.randomizer = History6RollsRandomizer() self.SGnames = { "9", "8", "7", "6", "5", "4", "3", "2", "1", "S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9", "GM" } self.additive_gravity = false self.lock_drop = true self.lock_hard_drop = true self.enable_hold = true self.next_queue_length = 3 self.coolregret_message = "COOL!!" self.coolregret_timer = 0 self.torikan_passed = false end function MarathonA3Game:getARE() if self.speed_level < 700 then return 27 elseif self.speed_level < 800 then return 18 elseif self.speed_level < 1000 then return 14 elseif self.speed_level < 1100 then return 8 elseif self.speed_level < 1200 then return 7 else return 6 end end function MarathonA3Game:getLineARE() if self.speed_level < 600 then return 27 elseif self.speed_level < 700 then return 18 elseif self.speed_level < 800 then return 14 elseif self.speed_level < 1100 then return 8 elseif self.speed_level < 1200 then return 7 else return 6 end end function MarathonA3Game:getDasLimit() if self.speed_level < 500 then return 15 elseif self.speed_level < 900 then return 9 else return 7 end end function MarathonA3Game:getLineClearDelay() if self.speed_level < 500 then return 40 elseif self.speed_level < 600 then return 25 elseif self.speed_level < 700 then return 16 elseif self.speed_level < 800 then return 12 elseif self.speed_level < 1100 then return 6 elseif self.speed_level < 1200 then return 5 else return 4 end end function MarathonA3Game:getLockDelay() if self.speed_level < 900 then return 30 elseif self.speed_level < 1100 then return 17 else return 15 end end function MarathonA3Game:getGravity() if (self.speed_level < 30) then return 4/256 elseif (self.speed_level < 35) then return 6/256 elseif (self.speed_level < 40) then return 8/256 elseif (self.speed_level < 50) then return 10/256 elseif (self.speed_level < 60) then return 12/256 elseif (self.speed_level < 70) then return 16/256 elseif (self.speed_level < 80) then return 32/256 elseif (self.speed_level < 90) then return 48/256 elseif (self.speed_level < 100) then return 64/256 elseif (self.speed_level < 120) then return 80/256 elseif (self.speed_level < 140) then return 96/256 elseif (self.speed_level < 160) then return 112/256 elseif (self.speed_level < 170) then return 128/256 elseif (self.speed_level < 200) then return 144/256 elseif (self.speed_level < 220) then return 4/256 elseif (self.speed_level < 230) then return 32/256 elseif (self.speed_level < 233) then return 64/256 elseif (self.speed_level < 236) then return 96/256 elseif (self.speed_level < 239) then return 128/256 elseif (self.speed_level < 243) then return 160/256 elseif (self.speed_level < 247) then return 192/256 elseif (self.speed_level < 251) then return 224/256 elseif (self.speed_level < 300) then return 1 elseif (self.speed_level < 330) then return 2 elseif (self.speed_level < 360) then return 3 elseif (self.speed_level < 400) then return 4 elseif (self.speed_level < 420) then return 5 elseif (self.speed_level < 450) then return 4 elseif (self.speed_level < 500) then return 3 else return 20 end end function MarathonA3Game:advanceOneFrame() if self.clear then self.roll_frames = self.roll_frames + 1 if self.roll_frames < 0 then if self.roll_frames + 1 == 0 then switchBGM("credit_roll", "gm3") end return false elseif self.roll_frames > 3238 then if self:qualifiesForMRoll() then self.roll_points = self.roll_points + 160 else self.roll_points = self.roll_points + 50 end switchBGM(nil) self.completed = true end elseif self.ready_frames == 0 then self.frames = self.frames + 1 end return true end function MarathonA3Game:onPieceEnter() if (self.level % 100 ~= 99) and self.level ~= 998 and self.frames ~= 0 then self:updateSectionTimes(self.level, self.level + 1) self.level = self.level + 1 self.speed_level = self.speed_level + 1 self.torikan_passed = self.level >= 500 and true or false end end local cleared_row_levels = {1, 2, 4, 6} function MarathonA3Game:onLineClear(cleared_row_count) local advanced_levels = cleared_row_levels[cleared_row_count] self:updateSectionTimes(self.level, self.level + advanced_levels) if not self.clear then self.level = math.min(self.level + advanced_levels, 999) self.speed_level = self.speed_level + advanced_levels end if self.level == 999 and not self.clear then self.clear = true self.grid:clear() self.roll_frames = -150 end if not self.torikan_passed and self.level >= 500 and self.frames >= 25200 then self.level = 500 self.game_over = true end end local cool_cutoffs = { frameTime(0,52), frameTime(0,52), frameTime(0,49), frameTime(0,45), frameTime(0,45), frameTime(0,42), frameTime(0,42), frameTime(0,38), frameTime(0,38), } local regret_cutoffs = { frameTime(0,90), frameTime(0,75), frameTime(0,75), frameTime(0,68), frameTime(0,60), frameTime(0,60), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50), } function MarathonA3Game:updateSectionTimes(old_level, new_level) if self.clear then return end local section = math.floor(old_level / 100) + 1 if math.floor(old_level / 100) < math.floor(new_level / 100) or new_level >= 999 then -- record new section section_time = self.frames - self.section_start_time table.insert(self.section_times, section_time) if new_level < 999 then self.section_start_time = self.frames end self.speed_level = self.section_cool and self.speed_level + 100 or self.speed_level if section_time > regret_cutoffs[section] then self.section_cool_grade = self.section_cool_grade - 1 table.insert(self.section_status, "regret") self.coolregret_message = "REGRET!!" self.coolregret_timer = 300 elseif self.section_cool then self.section_cool_grade = self.section_cool_grade + 1 table.insert(self.section_status, "cool") else table.insert(self.section_status, "none") end self.section_cool = false elseif old_level % 100 < 70 and new_level % 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) if section <= 9 and self.secondary_section_times[section] < cool_cutoffs[section] and (section == 1 or self.secondary_section_times[section] <= self.secondary_section_times[section - 1] + 120) then self.section_cool = true self.coolregret_message = "COOL!!" self.coolregret_timer = 300 end end end function MarathonA3Game:updateScore(level, drop_bonus, cleared_lines) self:updateGrade(cleared_lines) if not self.clear then if cleared_lines > 0 then self.combo = self.combo + (cleared_lines - 1) * 2 if cleared_lines > 1 then self.grade_combo = self.grade_combo + 1 end self.score = self.score + ( (math.ceil((level + cleared_lines) / 4) + drop_bonus) * cleared_lines * self.combo ) else self.combo = 1 self.grade_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}, {1.0, 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}, } local roll_points = {4, 8, 12, 26} local mroll_points = {10, 20, 30, 100} 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 MarathonA3Game:whilePieceActive() 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 end function MarathonA3Game:updateGrade(cleared_lines) if cleared_lines == 0 then return else if self.clear then if self:qualifiesForMRoll() then self.roll_points = self.roll_points + mroll_points[cleared_lines] else self.roll_points = self.roll_points + roll_points[cleared_lines] end else self.grade_points = self.grade_points + ( math.ceil( grade_point_bonuses[self.grade + 1][cleared_lines] * combo_multipliers[math.min(self.grade_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 end function MarathonA3Game:qualifiesForMRoll() return self.grade >= 27 and self.section_cool_grade >= 9 end function MarathonA3Game:getAggregateGrade() return math.min( self.section_cool_grade + math.floor(self.roll_points / 100) + grade_conversion[self.grade] ) end local master_grades = { "M", "MK", "MV", "MO", "MM" } function MarathonA3Game:getLetterGrade() local grade = self:getAggregateGrade() if grade < 9 then return tostring(9 - grade) elseif grade < 18 then return "S" .. tostring(grade - 8) elseif grade < 27 then return "M" .. tostring(grade - 17) elseif grade < 32 then return master_grades[grade - 26] else return "GM" end end function MarathonA3Game: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 MarathonA3Game.rollOpacityFunction = function(age) if age < 240 then return 1 elseif age > 300 then return 0 else return 1 - (age - 240) / 60 end end MarathonA3Game.mRollOpacityFunction = function(age) if age > 4 then return 0 else return 1 - age / 4 end end function MarathonA3Game:sectionColourFunction(section) if self.section_status[section] == "cool" then return { 0, 1, 0, 1 } elseif self.section_status[section] == "regret" then return { 1, 0, 0, 1 } else return { 1, 1, 1, 1 } end end function MarathonA3Game: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") local sg = self.grid:checkSecretGrade() if sg >= 5 then love.graphics.printf("SECRET GRADE", 240, 430, 180, "left") end -- draw section time data current_section = self.level >= 999 and 11 or math.floor(self.level / 100) + 1 self:drawSectionTimesWithSecondary(current_section, 10) --[[ section_x = 530 section_70_x = 440 for section, time in pairs(self.section_times) do if section > 0 then love.graphics.printf(formatTime(time), section_x, 40 + 20 * section, 90, "left") end end for section, time in pairs(self.secondary_section_times) do if section > 0 then love.graphics.printf(formatTime(time), section_70_x, 40 + 20 * section, 90, "left") end end local current_x if table.getn(self.section_times) < table.getn(self.secondary_section_times) then current_x = section_x else current_x = section_70_x end if not self.clear then love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left") end ]]-- if(self.coolregret_timer > 0) then love.graphics.printf(self.coolregret_message, 64, 400, 160, "center") self.coolregret_timer = self.coolregret_timer - 1 end love.graphics.setFont(font_3x5_3) love.graphics.printf(self.score, 240, 220, 90, "left") if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1) elseif self.level >= 999 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.level, 240, 340, 40, "right") love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right") if sg >= 5 then love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left") end love.graphics.setFont(font_8x11) love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center") end function MarathonA3Game:getHighscoreData() return { grade = self:getAggregateGrade(), level = self.level, frames = self.frames, } end function MarathonA3Game:getSectionEndLevel() if self.level >= 900 then return 999 else return math.floor(self.level / 100 + 1) * 100 end end function MarathonA3Game:getBackground() return math.floor(self.speed_level / 100) end return MarathonA3Game