459 lines
14 KiB
Lua
459 lines
14 KiB
Lua
require 'funcs'
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local GameMode = require 'tetris.modes.gamemode'
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local Piece = require 'tetris.components.piece'
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local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
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local Marathon2020Game = GameMode:extend()
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Marathon2020Game.name = "Marathon 2020"
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Marathon2020Game.hash = "Marathon2020"
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Marathon2020Game.tagline = "2020 levels of pure pain! Can you achieve the World Master rank?"
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function Marathon2020Game:new()
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Marathon2020Game.super:new()
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self.lock_drop = true
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self.lock_hard_drop = true
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self.enable_hold = true
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self.next_queue_length = 3
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self.delay_level = 0
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self.roll_frames = 0
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self.no_roll_frames = 0
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self.combo = 1
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self.randomizer = History6RollsRandomizer()
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self.section_cool_count = 0
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self.section_status = { [0] = "none" }
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self.torikan_passed = {
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[500] = false, [900] = false,
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[1000] = false, [1500] = false, [1900] = false
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}
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self.torikan_hit = false
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self.grade = 0
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self.grade_points = 0
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self.grade_point_decay_counter = 0
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self.max_grade_points = 0
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end
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function Marathon2020Game:getARE()
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if self.delay_level < 1 then return 27
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elseif self.delay_level < 2 then return 24
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elseif self.delay_level < 3 then return 21
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elseif self.delay_level < 4 then return 18
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elseif self.delay_level < 5 then return 16
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elseif self.delay_level < 6 then return 14
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elseif self.delay_level < 7 then return 12
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elseif self.delay_level < 8 then return 10
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elseif self.delay_level < 9 then return 8
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elseif self.delay_level < 13 then return 6
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elseif self.delay_level < 15 then return 5
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else return 4 end
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end
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function Marathon2020Game:getLineARE()
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return self:getARE()
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end
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function Marathon2020Game:getDasLimit()
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if self.delay_level < 1 then return 15
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elseif self.delay_level < 3 then return 12
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elseif self.delay_level < 5 then return 9
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elseif self.delay_level < 8 then return 8
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elseif self.delay_level < 10 then return 7
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elseif self.delay_level < 13 then return 6
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elseif self.delay_level < 15 then return 5
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elseif self.delay_level < 20 then return 4
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else return 3 end
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end
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function Marathon2020Game:getLineClearDelay()
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if self.delay_level < 1 then return 40
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elseif self.delay_level < 3 then return 25
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elseif self.delay_level < 4 then return 20
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elseif self.delay_level < 5 then return 15
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elseif self.delay_level < 7 then return 12
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elseif self.delay_level < 9 then return 8
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elseif self.delay_level < 11 then return 6
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elseif self.delay_level < 14 then return 4
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else return 2 end
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end
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function Marathon2020Game:getLockDelay()
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if self.delay_level < 6 then return 30
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elseif self.delay_level < 7 then return 26
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elseif self.delay_level < 8 then return 22
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elseif self.delay_level < 9 then return 19
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elseif self.delay_level < 10 then return 17
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elseif self.delay_level < 16 then return 15
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elseif self.delay_level < 17 then return 13
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elseif self.delay_level < 18 then return 11
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elseif self.delay_level < 19 then return 10
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elseif self.delay_level < 20 then return 9
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else return 8 end
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end
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function Marathon2020Game:getGravity()
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if self.level < 30 then return 4/256
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elseif self.level < 35 then return 6/256
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elseif self.level < 40 then return 8/256
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elseif self.level < 50 then return 10/256
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elseif self.level < 60 then return 12/256
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elseif self.level < 70 then return 16/256
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elseif self.level < 80 then return 32/256
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elseif self.level < 90 then return 48/256
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elseif self.level < 100 then return 64/256
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elseif self.level < 120 then return 80/256
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elseif self.level < 140 then return 96/256
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elseif self.level < 160 then return 112/256
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elseif self.level < 170 then return 128/256
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elseif self.level < 200 then return 144/256
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elseif self.level < 220 then return 4/256
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elseif self.level < 230 then return 32/256
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elseif self.level < 233 then return 64/256
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elseif self.level < 236 then return 96/256
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elseif self.level < 239 then return 128/256
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elseif self.level < 243 then return 160/256
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elseif self.level < 247 then return 192/256
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elseif self.level < 251 then return 224/256
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elseif self.level < 300 then return 1
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elseif self.level < 330 then return 2
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elseif self.level < 360 then return 3
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elseif self.level < 400 then return 4
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elseif self.level < 420 then return 5
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elseif self.level < 450 then return 4
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elseif self.level < 500 then return 3
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else return 20 end
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end
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local cleared_row_levels = {1, 2, 4, 6}
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function Marathon2020Game:advanceOneFrame()
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if self.torikan_hit then
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self.no_roll_frames = self.no_roll_frames + 1
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if self.no_roll_frames > 120 then
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self.completed = true
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end
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return false
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elseif self.clear then
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self.roll_frames = self.roll_frames + 1
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if self.roll_frames < 0 then
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return false
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elseif self.roll_frames > 4000 then
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self.completed = true
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end
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elseif self.ready_frames == 0 then
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self.frames = self.frames + 1
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end
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return true
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end
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local cool_cutoffs = {
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frameTime(0,45,00), frameTime(0,41,50), frameTime(0,38,50), frameTime(0,35,00), frameTime(0,32,50),
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frameTime(0,29,20), frameTime(0,27,20), frameTime(0,24,80), frameTime(0,22,80), frameTime(0,20,60),
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frameTime(0,19,60), frameTime(0,19,40), frameTime(0,19,40), frameTime(0,18,40), frameTime(0,18,20),
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frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20),
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frameTime(0,15,20)
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}
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local levels_for_cleared_rows = { 1, 2, 4, 6 }
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function Marathon2020Game:onPieceEnter()
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self:updateLevel(1, false)
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end
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function Marathon2020Game:whilePieceActive()
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if not self.clear then
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self.grade_point_decay_counter = self.grade_point_decay_counter + self.grade + 2
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end
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if self.grade_point_decay_counter > 240 then
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self.grade_point_decay_counter = 0
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self.grade_points = math.max(0, self.grade_points - 1)
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end
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end
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function Marathon2020Game:onLineClear(cleared_row_count)
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self:updateLevel(levels_for_cleared_rows[cleared_row_count], true)
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self:updateGrade(cleared_row_count)
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end
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function Marathon2020Game:updateLevel(increment, line_clear)
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local new_level
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if self.torikan_passed[900] == false then
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if line_clear == false and (
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math.floor((self.level + increment) / 100) > math.floor(self.level / 100) or
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self.level == 998
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) then
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new_level = math.min(998, self.level + (99 - self.level % 100))
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else
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new_level = math.min(999, self.level + increment)
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end
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elseif self.torikan_passed[1900] == false then
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if line_clear == false and (
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math.floor((self.level + increment) / 100) > math.floor(self.level / 100) or
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self.level == 1999
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) then
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new_level = math.min(1999, self.level + (99 - self.level % 100))
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else
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new_level = math.min(2000, self.level + increment)
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end
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else
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if line_clear == false and (
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self.level < 1900 and
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math.floor((self.level + increment) / 100) > math.floor(self.level / 100)
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) then
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new_level = self.level + (99 - self.level % 100)
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elseif line_clear == false and self.level + increment > 2019 then
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new_level = 2019
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else
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new_level = math.min(2020, self.level + increment)
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end
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end
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if not self.clear then
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self:updateSectionTimes(self.level, new_level)
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if not self.clear then
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self.level = new_level
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end
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end
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end
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local low_cleared_line_points = {10, 20, 30, 40}
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local mid_cleared_line_points = {2, 6, 12, 24}
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local high_cleared_line_points = {1, 4, 9, 20}
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local function getGradeForGradePoints(points)
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return math.floor(math.sqrt((points / 50) * 8 + 1) / 2 - 0.5)
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-- Don't be afraid of the above function. All it does is make it so that
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-- you need 50 points to get to grade 1, 100 points to grade 2, etc.
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end
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function Marathon2020Game:updateGrade(cleared_lines)
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-- update grade points and max grade points
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local point_level = math.floor(self.level / 100) + self.delay_level
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local plus_points = math.max(
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low_cleared_line_points[cleared_lines],
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mid_cleared_line_points[cleared_lines] * (1 + point_level / 2),
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high_cleared_line_points[cleared_lines] * (point_level - 2),
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(self.level >= 1000 and cleared_lines == 4) and self.grade * 30 or 0
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)
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self.grade_points = self.grade_points + plus_points
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if self.grade_points > self.max_grade_points then
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self.max_grade_points = self.grade_points
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end
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self.grade = getGradeForGradePoints(self.max_grade_points)
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end
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function Marathon2020Game:getTotalGrade()
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return self.grade + self.section_cool_count
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end
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local function getSectionForLevel(level)
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if level < 2001 then
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return math.floor(level / 100) + 1
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else
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return 20
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end
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end
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function Marathon2020Game:getEndOfSectionForSection(section)
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if self.torikan_passed[900] == false and section == 10 then return 999
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elseif self.torikan_passed[1900] == false and section == 20 then return 2000
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elseif section == 20 then return 2020
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else return section * 100 end
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end
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function Marathon2020Game:sectionPassed(old_level, new_level)
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if self.torikan_passed[900] == false then
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return (
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(math.floor(old_level / 100) < math.floor(new_level / 100)) or
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(new_level >= 999)
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)
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elseif self.torikan_passed[1900] == false then
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return (
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(math.floor(old_level / 100) < math.floor(new_level / 100)) or
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(new_level >= 2000)
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)
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else
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return (
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(new_level < 2001 and math.floor(old_level / 100) < math.floor(new_level / 100)) or
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(new_level >= 2020)
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)
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end
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end
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function Marathon2020Game:checkTorikan(section)
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if section == 5 and self.frames < frameTime(6,00,00) then self.torikan_passed[500] = true end
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if section == 9 and self.frames < frameTime(8,30,00) then self.torikan_passed[900] = true end
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if section == 10 and self.frames < frameTime(8,45,00) then self.torikan_passed[1000] = true end
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if section == 15 and self.frames < frameTime(11,30,00) then self.torikan_passed[1500] = true end
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if section == 19 and self.frames < frameTime(13,15,00) then self.torikan_passed[1900] = true end
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end
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function Marathon2020Game:checkClear(level)
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if (
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self.torikan_passed[500] == false and level >= 500 or
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self.torikan_passed[900] == false and level >= 999 or
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self.torikan_passed[1000] == false and level >= 1000 or
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self.torikan_passed[1500] == false and level >= 1500 or
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self.torikan_passed[1900] == false and level >= 2000 or
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level >= 2020
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) then
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if self.torikan_passed[500] == false then self.level = 500
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elseif self.torikan_passed[900] == false then self.level = 999
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elseif self.torikan_passed[1000] == false then self.level = 1000
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elseif self.torikan_passed[1500] == false then self.level = 1500
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elseif self.torikan_passed[1900] == false then self.level = 2000
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else self.level = 2020 end
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self.clear = true
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self.grid:clear()
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if (
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self.torikan_passed[900] == false and level >= 999 or
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level >= 2020
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) then
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self.roll_frames = -150
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else
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self.torikan_hit = true
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self.no_roll_frames = -150
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end
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end
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end
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function Marathon2020Game:updateSectionTimes(old_level, new_level)
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function sectionCool()
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self.section_cool_count = self.section_cool_count + 1
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self.delay_level = math.min(20, self.delay_level + 1)
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table.insert(self.section_status, "cool")
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end
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local section = getSectionForLevel(old_level)
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if section <= 19 and old_level % 100 < 70 and new_level >= math.floor(old_level / 100) * 100 + 70 then
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-- record section 70 time
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section_70_time = self.frames - self.section_start_time
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table.insert(self.secondary_section_times, section_70_time)
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end
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if self:sectionPassed(old_level, new_level) then
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-- record new section
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section_time = self.frames - self.section_start_time
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table.insert(self.section_times, section_time)
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self.section_start_time = self.frames
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if section > 4 then self.delay_level = math.min(20, self.delay_level + 1) end
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self:checkTorikan(section)
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self:checkClear(new_level)
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if (
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section <= 19 and self.section_status[section - 1] == "cool" and
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self.secondary_section_times[section] < self.secondary_section_times[section - 1] + 120 and
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self.secondary_section_times[section] < cool_cutoffs[section]
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) then
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sectionCool()
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elseif self.section_status[section - 1] == "cool" then
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table.insert(self.section_status, "none")
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elseif section <= 19 and self.secondary_section_times[section] < cool_cutoffs[section] then
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sectionCool()
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else
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table.insert(self.section_status, "none")
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end
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end
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end
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function Marathon2020Game:updateScore(level, drop_bonus, cleared_lines)
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if cleared_lines > 0 then
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
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)
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self.lines = self.lines + cleared_lines
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self.combo = self.combo + cleared_lines - 1
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else
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self.drop_bonus = 0
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self.combo = 1
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end
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end
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Marathon2020Game.rollOpacityFunction = function(age)
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if age > 300 then return 0
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elseif age < 240 then return 1
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else return (300 - age) / 60 end
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end
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Marathon2020Game.mRollOpacityFunction = function(age)
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if age > 4 then return 0
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else return 1 - age / 4 end
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end
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function Marathon2020Game:qualifiesForMRoll()
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return false -- until I actually have grading working
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--[[
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GM-roll requirements
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You qualify for the GM roll if you:
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- Reach level 2020
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- with a grade of 50
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- in less than 13:30.00 total.
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]]--
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end
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function Marathon2020Game:drawGrid()
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if self.clear and not (self.completed or self.game_over) then
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if self:qualifiesForMRoll() then
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self.grid:drawInvisible(self.mRollOpacityFunction)
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else
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self.grid:drawInvisible(self.rollOpacityFunction)
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end
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else
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self.grid:draw()
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if self.piece ~= nil and self.level < 100 then
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self:drawGhostPiece(ruleset)
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end
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end
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end
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function Marathon2020Game:drawScoringInfo()
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Marathon2020Game.super.drawScoringInfo(self)
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local current_section = getSectionForLevel(self.level)
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local text_x = config["side_next"] and 320 or 240
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love.graphics.setFont(font_3x5_2)
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love.graphics.printf("GRADE", text_x, 100, 40, "left")
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love.graphics.printf("GRADE PTS.", text_x, 200, 90, "left")
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love.graphics.printf("LEVEL", text_x, 320, 40, "left")
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self:drawSectionTimesWithSecondary(current_section)
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self:getTotalGrade(), text_x, 120, 90, "left")
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love.graphics.printf(self.grade_points, text_x, 220, 90, "left")
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love.graphics.printf(self.level, text_x, 340, 50, "right")
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if self.clear then
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love.graphics.printf(self.level, text_x, 370, 50, "right")
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else
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love.graphics.printf(self:getEndOfSectionForSection(current_section), text_x, 370, 50, "right")
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end
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end
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function Marathon2020Game:getHighscoreData()
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return {
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grade = self.grade,
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level = self.level,
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frames = self.frames,
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}
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end
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function Marathon2020Game:getBackground()
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return math.min(19, math.floor(self.level / 100))
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end
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return Marathon2020Game
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