mirror of
https://github.com/SashLilac/cambridge.git
synced 2024-11-22 09:39:02 -06:00
555 lines
14 KiB
Lua
555 lines
14 KiB
Lua
local Object = require 'libs.classic'
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local Grid = Object:extend()
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local empty = { skin = "", colour = "" }
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local oob = { skin = "", colour = "" }
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local block = { skin = "2tie", colour = "A" }
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function Grid:new(width, height)
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self.grid = {}
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self.grid_age = {}
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self.width = width
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self.height = height
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for y = 1, self.height do
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self.grid[y] = {}
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self.grid_age[y] = {}
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for x = 1, self.width do
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self.grid[y][x] = empty
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self.grid_age[y][x] = 0
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end
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end
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end
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function Grid:clear()
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for y = 1, self.height do
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for x = 1, self.width do
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self.grid[y][x] = empty
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self.grid_age[y][x] = 0
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end
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end
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end
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function Grid:getCell(x, y)
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if x < 1 or x > self.width or y > self.height then return oob
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elseif y < 1 then return empty
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else return self.grid[y][x]
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end
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end
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function Grid:isOccupied(x, y)
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return self:getCell(x+1, y+1) ~= empty
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end
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function Grid:isRowFull(row)
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for index, square in pairs(self.grid[row]) do
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if square == empty then return false end
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end
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return true
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end
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function Grid:canPlacePiece(piece)
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if piece.big then
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return self:canPlaceBigPiece(piece)
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end
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local offsets = piece:getBlockOffsets()
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for index, offset in pairs(offsets) do
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local x = piece.position.x + offset.x
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local y = piece.position.y + offset.y
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if self:isOccupied(x, y) then
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return false
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end
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end
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return true
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end
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function Grid:canPlaceBigPiece(piece)
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local offsets = piece:getBlockOffsets()
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for index, offset in pairs(offsets) do
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local x = piece.position.x + offset.x
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local y = piece.position.y + offset.y
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if (
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self:isOccupied(x * 2 + 0, y * 2 + 0)
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or self:isOccupied(x * 2 + 1, y * 2 + 0)
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or self:isOccupied(x * 2 + 0, y * 2 + 1)
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or self:isOccupied(x * 2 + 1, y * 2 + 1)
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) then
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return false
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end
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end
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return true
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end
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function Grid:canPlacePieceInVisibleGrid(piece)
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if piece.big then
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return self:canPlaceBigPiece(piece)
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-- forget canPlaceBigPieceInVisibleGrid for now
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end
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local offsets = piece:getBlockOffsets()
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for index, offset in pairs(offsets) do
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local x = piece.position.x + offset.x
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local y = piece.position.y + offset.y
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if y < 4 or self:isOccupied(x, y) ~= empty then
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return false
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end
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end
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return true
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end
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function Grid:getClearedRowCount()
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local count = 0
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local cleared_row_table = {}
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for row = 1, self.height do
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if self:isRowFull(row) then
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count = count + 1
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table.insert(cleared_row_table, row)
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end
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end
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return count, cleared_row_table
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end
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function Grid:markClearedRows()
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local block_table = {}
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for row = 1, self.height do
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if self:isRowFull(row) then
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block_table[row] = {}
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for x = 1, self.width do
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block_table[row][x] = {
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skin = self.grid[row][x].skin,
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colour = self.grid[row][x].colour,
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}
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self.grid[row][x] = {
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skin = self.grid[row][x].skin,
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colour = "X"
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}
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--self.grid_age[row][x] = 0
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end
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end
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end
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return block_table
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end
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function Grid:clearClearedRows()
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for row = 1, self.height do
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if self:isRowFull(row) then
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for above_row = row, 2, -1 do
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self.grid[above_row] = self.grid[above_row - 1]
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self.grid_age[above_row] = self.grid_age[above_row - 1]
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end
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self.grid[1] = {}
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self.grid_age[1] = {}
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for i = 1, self.width do
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self.grid[1][i] = empty
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self.grid_age[1][i] = 0
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end
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end
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end
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return true
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end
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function Grid:copyBottomRow()
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for row = 1, self.height - 1 do
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self.grid[row] = self.grid[row+1]
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self.grid_age[row] = self.grid_age[row+1]
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end
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self.grid[self.height] = {}
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self.grid_age[self.height] = {}
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for i = 1, self.width do
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self.grid[self.height][i] = (self.grid[self.height - 1][i] == empty) and empty or block
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self.grid_age[self.height][i] = 0
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end
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return true
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end
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function Grid:garbageRise(row_vals)
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for row = 1, self.height - 1 do
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self.grid[row] = self.grid[row+1]
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self.grid_age[row] = self.grid_age[row+1]
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end
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self.grid[self.height] = {}
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self.grid_age[self.height] = {}
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for i = 1, self.width do
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self.grid[self.height][i] = (row_vals[i] == "e") and empty or block
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self.grid_age[self.height][i] = 0
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end
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end
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function Grid:clearSpecificRow(row)
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for col = 1, self.width do
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self.grid[row][col] = empty
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end
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end
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function Grid:clearBlock(x, y)
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self.grid[x+1][y+1] = empty
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end
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function Grid:clearBottomRows(num)
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local old_isRowFull = self.isRowFull
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self.isRowFull = function(self, row)
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return row >= self.height + 1 - num
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end
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self:clearClearedRows()
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self.isRowFull = old_isRowFull
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end
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function Grid:applyPiece(piece)
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if piece.big then
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self:applyBigPiece(piece)
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return
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end
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offsets = piece:getBlockOffsets()
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for index, offset in pairs(offsets) do
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x = piece.position.x + offset.x
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y = piece.position.y + offset.y
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if y + 1 > 0 and y < self.height then
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self.grid[y+1][x+1] = {
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skin = piece.skin,
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colour = piece.colour
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}
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end
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end
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end
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function Grid:applyBigPiece(piece)
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offsets = piece:getBlockOffsets()
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for index, offset in pairs(offsets) do
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x = piece.position.x + offset.x
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y = piece.position.y + offset.y
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for a = 1, 2 do
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for b = 1, 2 do
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if y*2+a > 0 and y*2 < self.height then
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self.grid[y*2+a][x*2+b] = {
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skin = piece.skin,
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colour = piece.colour
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}
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end
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end
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end
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end
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end
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-- places where you see this take an argument used the old, buggy method
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function Grid:checkForBravo()
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for i = 0, self.height - 1 do
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if not self:isRowFull(i+1) then
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for j = 0, self.width - 1 do
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if self:isOccupied(j, i) then return false end
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end
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end
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end
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return true
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end
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function Grid:checkStackHeight()
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for i = 0, self.height - 1 do
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for j = 0, self.width - 1 do
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if self:isOccupied(j, i) then return self.height - i end
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end
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end
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return 0
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end
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function Grid:checkSecretGrade()
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local sgrade = 0
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for i=23,5,-1 do
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local validLine = true
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local emptyCell = 0
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if i > 13 then
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emptyCell = 23-i
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end
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if i <= 13 then
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emptyCell = i-5
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end
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for j=0,9 do
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if (not self:isOccupied(j,i) and j ~= emptyCell) or (j == emptyCell and self:isOccupied(j,i)) then
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validLine = false
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end
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end
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if not self:isOccupied(emptyCell,i-1) then
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validLine = false
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end
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if(validLine) then
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sgrade = sgrade + 1
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else
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return sgrade
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end
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end
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--[[
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if(sgrade == 0) then return ""
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elseif(sgrade < 10) then return 10-sgrade
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elseif(sgrade < 19) then return "S"..(sgrade-9) end
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return "GM"
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--]]
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return sgrade
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end
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function Grid:hasGemBlocks()
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for y = 1, self.height do
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for x = 1, self.width do
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if self.grid[y][x].skin == "gem" then
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return true
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end
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end
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end
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return false
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end
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function Grid:mirror()
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local new_grid = {}
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for y = 1, self.height do
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new_grid[y] = {}
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for x = 1, self.width do
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new_grid[y][x] = empty
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end
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end
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for y = 1, self.height do
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for x = 1, self.width do
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new_grid[y][x] = self.grid[y][self.width + 1 - x]
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end
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end
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self.grid = new_grid
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end
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function Grid:applyMap(map)
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for y, row in pairs(map) do
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for x, block in pairs(row) do
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self.grid_age[y][x] = 0
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self.grid[y][x] = block
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end
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end
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end
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-- inefficient algorithm for squares
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function Grid:markSquares()
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-- goes up by 1 for silver, 2 for gold
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local square_count = 0
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for i = 1, 2 do
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for y = 5, self.height - 3 do
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for x = 1, self.width - 3 do
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local age_table = {}
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local age_count = 0
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local colour_table = {}
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local is_square = true
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for j = 0, 3 do
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for k = 0, 3 do
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if self.grid[y+j][x+k].skin == "" or self.grid[y+j][x+k].skin == "square" then
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is_square = false
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end
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if age_table[self.grid_age[y+j][x+k]] == nil then
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age_table[self.grid_age[y+j][x+k]] = 1
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age_count = age_count + 1
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else
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age_table[self.grid_age[y+j][x+k]] = age_table[self.grid_age[y+j][x+k]] + 1
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end
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if age_count > 4 or age_table[self.grid_age[y+j][x+k]] > 4 then
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is_square = false
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end
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if not table.contains(colour_table, self.grid[y+j][x+k].colour) then
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table.insert(colour_table, self.grid[y+j][x+k].colour)
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end
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end
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end
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if is_square then
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if i == 1 and #colour_table == 1 then
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for j = 0, 3 do
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for k = 0, 3 do
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self.grid[y+j][x+k].colour = "Y"
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self.grid[y+j][x+k].skin = "square"
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end
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end
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square_count = square_count + 2
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elseif i == 2 then
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for j = 0, 3 do
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for k = 0, 3 do
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self.grid[y+j][x+k].colour = "W"
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self.grid[y+j][x+k].skin = "square"
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end
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end
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square_count = square_count + 1
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end
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end
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end
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end
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end
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return square_count
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end
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-- square scan
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function Grid:scanForSquares()
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local table = {}
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for row = 1, self.height do
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local silver = 0
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local gold = 0
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for col = 1, self.width do
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local colour = self.grid[row][col].colour
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if self.grid[row][col].skin == "square" then
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if colour == "Y" then gold = gold + 1
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else silver = silver + 1 end
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end
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end
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table[row] = gold * 2.5 + silver * 1.25
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end
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return table
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end
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function Grid:update()
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for y = 1, self.height do
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for x = 1, self.width do
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if self.grid[y][x] ~= empty then
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self.grid_age[y][x] = self.grid_age[y][x] + 1
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end
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end
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end
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end
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function Grid:draw()
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for y = 5, self.height do
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for x = 1, self.width do
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if blocks[self.grid[y][x].skin] and
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blocks[self.grid[y][x].skin][self.grid[y][x].colour] then
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if self.grid_age[y][x] < 2 then
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(blocks[self.grid[y][x].skin]["F"], 48+x*16, y*16)
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else
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if self.grid[y][x].colour == "X" then
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love.graphics.setColor(0, 0, 0, 0)
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elseif self.grid[y][x].skin == "bone" then
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love.graphics.setColor(1, 1, 1, 1)
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else
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love.graphics.setColor(0.5, 0.5, 0.5, 1)
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end
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love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
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end
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if self.grid[y][x].skin ~= "bone" and self.grid[y][x].colour ~= "X" then
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love.graphics.setColor(0.8, 0.8, 0.8, 1)
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love.graphics.setLineWidth(1)
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if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
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love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
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end
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if y < self.height and self.grid[y+1][x] == empty or
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(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
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love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
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end
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if x > 1 and self.grid[y][x-1] == empty then
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love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
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end
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if x < self.width and self.grid[y][x+1] == empty then
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love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
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end
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end
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end
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end
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end
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end
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function Grid:drawOutline()
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for y = 5, self.height do
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for x = 1, self.width do
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if self.grid[y][x] ~= empty and self.grid[y][x].colour ~= "X" then
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love.graphics.setColor(0.8, 0.8, 0.8, 1)
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love.graphics.setLineWidth(1)
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if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
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love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
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end
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if y < self.height and self.grid[y+1][x] == empty or
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(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
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love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
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end
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if x > 1 and self.grid[y][x-1] == empty then
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love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
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end
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if x < self.width and self.grid[y][x+1] == empty then
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love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
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end
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end
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end
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end
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end
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function Grid:drawInvisible(opacity_function, garbage_opacity_function, lock_flash, brightness)
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lock_flash = lock_flash == nil and true or lock_flash
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brightness = brightness == nil and 0.5 or brightness
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for y = 5, self.height do
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for x = 1, self.width do
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if self.grid[y][x] ~= empty then
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if self.grid[y][x].colour == "X" then
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opacity = 0
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elseif garbage_opacity_function and self.grid[y][x].colour == "A" then
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opacity = garbage_opacity_function(self.grid_age[y][x])
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else
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opacity = opacity_function(self.grid_age[y][x])
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end
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love.graphics.setColor(brightness, brightness, brightness, opacity)
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love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
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if lock_flash then
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if opacity > 0 and self.grid[y][x].colour ~= "X" then
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love.graphics.setColor(0.64, 0.64, 0.64)
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love.graphics.setLineWidth(1)
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if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
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love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
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end
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if y < self.height and self.grid[y+1][x] == empty or
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(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
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love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
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end
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if x > 1 and self.grid[y][x-1] == empty then
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love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
|
|
end
|
|
if x < self.width and self.grid[y][x+1] == empty then
|
|
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function Grid:drawCustom(colour_function, gamestate)
|
|
--[[
|
|
colour_function: (game, block, x, y, age) -> (R, G, B, A, outlineA)
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|
When called, calls the supplied function on every block passing the block itself as argument
|
|
as well as coordinates and the grid_age value of the same cell.
|
|
Should return a RGBA colour for the block, as well as the opacity of the stack outline (0 for no outline).
|
|
|
|
gamestate: the gamemode instance itself to pass in colour_function
|
|
]]
|
|
for y = 5, self.height do
|
|
for x = 1, self.width do
|
|
local block = self.grid[y][x]
|
|
if block ~= empty then
|
|
local R, G, B, A, outline = colour_function(gamestate, block, x, y, self.grid_age[y][x])
|
|
if self.grid[y][x].colour == "X" then
|
|
A = 0
|
|
end
|
|
love.graphics.setColor(R, G, B, A)
|
|
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
|
|
if outline > 0 and self.grid[y][x].colour ~= "X" then
|
|
love.graphics.setColor(0.64, 0.64, 0.64, outline)
|
|
love.graphics.setLineWidth(1)
|
|
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
|
|
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
|
|
end
|
|
if y < self.height and self.grid[y+1][x] == empty or
|
|
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
|
|
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
|
|
end
|
|
if x > 1 and self.grid[y][x-1] == empty then
|
|
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
|
|
end
|
|
if x < self.width and self.grid[y][x+1] == empty then
|
|
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return Grid
|