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https://github.com/SashLilac/cambridge.git
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270 lines
7.8 KiB
Lua
270 lines
7.8 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 Grid = require 'tetris.components.grid'
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local History4RollsRandomizer = require 'tetris.randomizers.history_4rolls'
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local MarathonA1Game = GameMode:extend()
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MarathonA1Game.name = "Marathon A1"
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MarathonA1Game.hash = "MarathonA1"
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MarathonA1Game.tagline = "Can you score enough points to reach the title of Grand Master?"
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function MarathonA1Game:new(cfg)
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MarathonA1Game.super:new(cfg)
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self.roll_frames = 0
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self.combo = 1
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self.bravos = 0
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self.gm_conditions = {
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level300 = false,
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level500 = false,
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level999 = false
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}
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self.SGnames = {
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"9", "8", "7", "6", "5", "4", "3", "2", "1",
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"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
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"GM"
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}
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self.randomizer = History4RollsRandomizer()
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self.additive_gravity = false
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self.lock_drop = false
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self.enable_hard_drop = self.config.allowHardDrop == 2
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self.enable_hold = self.config.allowHold == 2
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self.next_queue_length = self.config.nextQueue == 2 and 3 or 1
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end
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function MarathonA1Game:getARE()
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return 30
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end
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function MarathonA1Game:getLineARE()
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return 27
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end
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function MarathonA1Game:getDasLimit()
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return 15
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end
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function MarathonA1Game:getLineClearDelay()
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return 44
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end
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function MarathonA1Game:getLockDelay()
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return 30
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end
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local function getRankForScore(score)
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if score < 400 then return {rank = "9", next = 400}
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elseif score < 800 then return {rank = "8", next = 800}
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elseif score < 1400 then return {rank = "7", next = 1400}
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elseif score < 2000 then return {rank = "6", next = 2000}
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elseif score < 3500 then return {rank = "5", next = 3500}
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elseif score < 5500 then return {rank = "4", next = 5500}
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elseif score < 8000 then return {rank = "3", next = 8000}
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elseif score < 12000 then return {rank = "2", next = 12000}
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elseif score < 16000 then return {rank = "1", next = 16000}
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elseif score < 22000 then return {rank = "S1", next = 22000}
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elseif score < 30000 then return {rank = "S2", next = 30000}
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elseif score < 40000 then return {rank = "S3", next = 40000}
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elseif score < 52000 then return {rank = "S4", next = 52000}
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elseif score < 66000 then return {rank = "S5", next = 66000}
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elseif score < 82000 then return {rank = "S6", next = 82000}
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elseif score < 100000 then return {rank = "S7", next = 100000}
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elseif score < 120000 then return {rank = "S8", next = 120000}
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else return {rank = "S9", next = "???"}
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end
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end
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function MarathonA1Game:getGravity()
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local level = self.level
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if (level < 30) then return 4/256
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elseif (level < 35) then return 6/256
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elseif (level < 40) then return 8/256
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elseif (level < 50) then return 10/256
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elseif (level < 60) then return 12/256
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elseif (level < 70) then return 16/256
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elseif (level < 80) then return 32/256
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elseif (level < 90) then return 48/256
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elseif (level < 100) then return 64/256
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elseif (level < 120) then return 80/256
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elseif (level < 140) then return 96/256
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elseif (level < 160) then return 112/256
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elseif (level < 170) then return 128/256
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elseif (level < 200) then return 144/256
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elseif (level < 220) then return 4/256
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elseif (level < 230) then return 32/256
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elseif (level < 233) then return 64/256
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elseif (level < 236) then return 96/256
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elseif (level < 239) then return 128/256
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elseif (level < 243) then return 160/256
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elseif (level < 247) then return 192/256
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elseif (level < 251) then return 224/256
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elseif (level < 300) then return 1
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elseif (level < 330) then return 2
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elseif (level < 360) then return 3
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elseif (level < 400) then return 4
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elseif (level < 420) then return 5
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elseif (level < 450) then return 4
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elseif (level < 500) then return 3
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else return 20
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end
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end
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function MarathonA1Game:advanceOneFrame()
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if self.clear then
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self.roll_frames = self.roll_frames + 1
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if self.roll_frames > 2968 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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function MarathonA1Game:onPieceEnter()
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if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
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self.level = self.level + 1
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end
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end
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function MarathonA1Game:onLineClear(cleared_row_count)
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self:checkGMRequirements(self.level, self.level + cleared_row_count)
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if not self.clear then
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local new_level = math.min(self.level + cleared_row_count, 999)
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if new_level == 999 then
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self.clear = true
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end
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self.level = new_level
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end
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end
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function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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if self.grid:checkForBravo(cleared_lines) then
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self.bravo = 4
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self.bravos = self.bravos + 1
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else self.bravo = 1 end
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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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 * self.combo * self.bravo
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)
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else
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self.combo = 1
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end
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self.drop_bonus = 0
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end
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end
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function MarathonA1Game:checkGMRequirements(old_level, new_level)
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if old_level < 300 and new_level >= 300 then
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if self.score >= 12000 and self.frames <= frameTime(4,15) then
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self.gm_conditions["level300"] = true
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end
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elseif old_level < 500 and new_level >= 500 then
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if self.score >= 40000 and self.frames <= frameTime(7,30) then
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self.gm_conditions["level500"] = true
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end
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elseif old_level < 999 and new_level >= 999 then
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if self.score >= 126000 and self.frames <= frameTime(13,30) then
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self.gm_conditions["level999"] = true
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end
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end
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end
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function MarathonA1Game:drawGrid()
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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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function MarathonA1Game:drawScoringInfo()
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MarathonA1Game.super.drawScoringInfo(self)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.setFont(font_3x5_2)
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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strTrueValues(self.prev_inputs)
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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("GRADE", 240, 120, 40, "left")
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love.graphics.printf("SCORE", 240, 200, 40, "left")
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love.graphics.printf("NEXT RANK", 240, 260, 90, "left")
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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local sg = self.grid:checkSecretGrade()
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if sg >= 5 then
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love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
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end
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if self.bravos > 0 then love.graphics.printf("BRAVO", 300, 120, 40, "left") end
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self.score, 240, 220, 90, "left")
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if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level999"] then
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love.graphics.printf("GM", 240, 140, 90, "left")
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else
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love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
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end
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love.graphics.printf(getRankForScore(self.score).next, 240, 280, 90, "left")
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love.graphics.printf(self.level, 240, 340, 40, "right")
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love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
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if sg >= 5 then
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love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
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end
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if self.bravos > 0 then love.graphics.printf(self.bravos, 300, 140, 40, "left") end
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love.graphics.setFont(font_8x11)
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love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
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end
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function MarathonA1Game:getSectionEndLevel()
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if self.level >= 900 then return 999
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else return math.floor(self.level / 100 + 1) * 100 end
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end
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function MarathonA1Game:getBackground()
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return math.floor(self.level / 100)
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end
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function MarathonA1Game:getHighscoreData()
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return {
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grade = self.grade,
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score = self.score,
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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 MarathonA1Game:provideSettings()
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local t = {
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{"allowHold", "Allow hold", {"No", "Yes"}},
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{"nextQueue", "Next pieces", {"One", "Three"}},
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{"allowHardDrop", "Allow hard drop", {"No", "Yes"}}
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}
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--[[
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local opts = {}
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for i=1, 10 do
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opts[i] = i
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end
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table.insert(t, {"manyOptions", "Many options", opts})
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]]
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return t
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end
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return MarathonA1Game
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