序列生成器改用协程实现,整理代码
This commit is contained in:
@@ -52,9 +52,8 @@
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highCam:是否开启超屏视野
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nextPos:是否开启生成预览
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sequence:序列模式,可以使用默认的几个函数用字符串表示,也可以自己写
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freshMethod=放一块后对next序列的刷新函数,不使用默认sequence的话就要自己写
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bag:一包的方块(本质是基准序列,不一定是包)
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sequence=序列模式,是放一块后对next序列的刷新函数,可以使用默认的几个函数用字符串表示。也可以自己写一个,注意:使用协程技术
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seqData:序列模式使用的"包"数据(本质是生成序列用的数据,会作为参数传进序列生成函数,不一定是包)
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mission:包含任务的table,说明暂时略
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life:生命数,
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14
parts/ai.lua
14
parts/ai.lua
@@ -1,6 +1,6 @@
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local int,ceil,min,abs,rnd,modf=math.floor,math.ceil,math.min,math.abs,math.random,math.modf
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local ins,rem=table.insert,table.remove
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local YIELD=YIELD
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local resume,yield=coroutine.resume,coroutine.yield
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-- controlname:
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-- 1~5:mL,mR,rR,rL,rF,
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-- 6~10:hD,sD,H,A,R,
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@@ -75,7 +75,7 @@ if _CC then
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P.cur=rem(P.nextQueue,1)
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P.curX,P.curY=blockPos[P.cur.id],int(P.gameEnv.fieldH+1-modf(P.cur.sc[1]))+ceil(P.fieldBeneath/30)
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P:newNext()
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assert(resume(P.newNext))
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local id=CCblockID[P.nextQueue[P.AIdata.next].id]
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if id then
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CC.addNext(P.AI_bot,id)
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@@ -201,7 +201,7 @@ return{
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["9S"]=function(P,keys)
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while true do
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--Thinking
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YIELD()
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yield()
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local Tfield={}--Test field
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local best={x=1,dir=0,hold=false,score=-1e99}--Best method
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local field_org=P.field
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@@ -268,7 +268,7 @@ return{
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ins(keys,6)
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--Check if time to change target
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YIELD()
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yield()
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if P:RND()<.00126 then
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P:changeAtkMode(rnd()<.85 and 1 or #P.atker>3 and 4 or rnd()<.3 and 2 or 3)
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end
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@@ -277,13 +277,13 @@ return{
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["CC"]=CC and function(P,keys)
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while true do
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--Start thinking
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YIELD()
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yield()
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if not pcall(CC.think,P.AI_bot)then break end
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--Poll keys
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local success,result,dest,hold,move
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repeat
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YIELD()
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yield()
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success,result,dest,hold,move=pcall(CC.getMove,P.AI_bot)
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until not success or result==0 or result==2
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if not success then break end
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@@ -308,7 +308,7 @@ return{
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end
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--Check if time to change target
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YIELD()
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yield()
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if P:RND()<.00126 then
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P:changeAtkMode(rnd()<.85 and 1 or #P.atker>3 and 4 or rnd()<.3 and 2 or 3)
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end
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@@ -583,9 +583,9 @@ function applyCustomGame()--Apply CUSTOMENV, BAG, MISSION
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GAME.modeEnv[k]=v
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end
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if BAG[1]then
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GAME.modeEnv.bag=BAG
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GAME.modeEnv.seqData=BAG
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else
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GAME.modeEnv.bag=nil
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GAME.modeEnv.seqData=nil
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end
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if MISSION[1]then
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GAME.modeEnv.mission=MISSION
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@@ -5,90 +5,91 @@ return{
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drop=20,lock=60,
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sequence=function(P)
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for _=1,3 do P:getNext(7)end
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end,
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freshMethod=function(P)
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if not P.nextQueue[1] then
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local height=FREEROW.get(0)
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local max=#P.field
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if max>0 then
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--Get heights
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for x=1,10 do
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local h=max
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while P.field[h][x]==0 and h>1 do
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h=h-1
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while true do
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YIELD()
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if not P.nextQueue[1] then
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local height=FREEROW.get(0)
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local max=#P.field
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if max>0 then
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--Get heights
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for x=1,10 do
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local h=max
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while P.field[h][x]==0 and h>1 do
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h=h-1
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end
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height[x]=h
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end
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else
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for x=1,10 do
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height[x]=0
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end
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height[x]=h
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end
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else
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for x=1,10 do
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height[x]=0
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end
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end
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height[11]=999
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height[11]=999
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local res={1,1,2,2,3,4}
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local d=0
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local A
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for i=1,10 do
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d=d+height[i]
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end
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if d<40 or P.stat.row>2*42 then
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A=#res+1
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for _=1,4 do
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res[A]=1
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res[A+1]=2
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local res={1,1,2,2,3,4}
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local d=0
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local A
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for i=1,10 do
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d=d+height[i]
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end
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if d<40 or P.stat.row>2*42 then
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A=#res+1
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for _=1,4 do
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res[A]=1
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res[A+1]=2
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res[A+2]=6
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A=A+3
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end
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goto END
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end
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--Give I when no hole
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d=-999--Height difference
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--A=hole mark
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for x=2,11 do
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local _=height[x]-height[x-1]
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if d<-2 and _>2 then
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A=true
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end
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d=_
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end
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if not A then
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A=#res+1
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res[A]=7
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res[A+1]=7
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res[A+2]=7
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end
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--Give O when no d=0/give T when no d=1
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d=0--d=0 count
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A=0--d=1 count
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for x=2,10 do
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local _=height[x]-height[x-1]
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if _==0 then
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d=d+1
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elseif _==1 or _==-1 then
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A=A+1
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end
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end
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if d<3 then
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A=#res+1
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res[A]=6
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res[A+1]=6
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res[A+2]=6
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A=A+3
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end
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goto END
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end
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--Give I when no hole
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d=-999--Height difference
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--A=hole mark
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for x=2,11 do
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local _=height[x]-height[x-1]
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if d<-2 and _>2 then
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A=true
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if A<3 then
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A=#res+1
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res[A]=5
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res[A+1]=5
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res[A+2]=5
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res[A+3]=5
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res[A+4]=5
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end
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d=_
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end
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if not A then
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A=#res+1
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res[A]=7
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res[A+1]=7
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res[A+2]=7
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end
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--Give O when no d=0/give T when no d=1
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d=0--d=0 count
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A=0--d=1 count
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for x=2,10 do
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local _=height[x]-height[x-1]
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if _==0 then
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d=d+1
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elseif _==1 or _==-1 then
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A=A+1
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end
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::END::
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FREEROW.discard(height)
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P:getNext(res[P:RND(#res)])
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end
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if d<3 then
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A=#res+1
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res[A]=6
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res[A+1]=6
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res[A+2]=6
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end
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if A<3 then
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A=#res+1
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res[A]=5
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res[A+1]=5
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res[A+2]=5
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res[A+3]=5
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res[A+4]=5
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end
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::END::
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FREEROW.discard(height)
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P:getNext(res[P:RND(#res)])
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end
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end,
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target=100,dropPiece=PLY.check_lineReach,
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@@ -4,7 +4,7 @@ return{
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env={
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drop=20,lock=60,
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sequence="bag",
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bag={1,1,2,2,3,3,4,4,5,5,6,6},
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seqData={1,1,2,2,3,3,4,4,5,5,6,6},
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target=100,dropPiece=PLY.check_lineReach,
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nextCount=3,
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ospin=false,
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@@ -2,7 +2,7 @@ return{
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color=COLOR.green,
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env={
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drop=60,lock=60,
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sequence="bag",bag={8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25},
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sequence="bag",seqData={8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25},
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target=40,dropPiece=PLY.check_lineReach,
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bg="aura",bgm="waterfall",
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},
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@@ -37,8 +37,7 @@ return{
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ospin=true,deepDrop=false,
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RS="TRS",
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sequence="bag",
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freshMethod=NULL,
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bag={1,2,3,4,5,6,7},
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seqData={1,2,3,4,5,6,7},
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face=NULL,skin=NULL,
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mission=NULL,
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@@ -142,7 +142,6 @@ local function newEmptyPlayer(id,mini)
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P.holdQueue={}
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P.holdTime=0
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P.nextQueue={}
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P.seqData={}
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P.freshTime=0
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P.spinLast=false
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@@ -296,10 +295,11 @@ local function applyGameEnv(P)--Finish gameEnv processing
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if ENV.sequence~="bag"and ENV.sequence~="loop"then
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ENV.bagLine=false
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else
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ENV.bagLen=#ENV.bag
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ENV.bagLen=#ENV.seqData
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end
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if ENV.nextCount==0 then ENV.nextPos=false end
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prepareSequence(P)
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if P.mini then
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ENV.lockFX=false
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@@ -355,7 +355,6 @@ function PLY.newDemoPlayer(id)
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GAME.modeEnv=DemoEnv
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loadGameEnv(P)
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applyGameEnv(P)
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prepareSequence(P)
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P:loadAI{
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type="CC",
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next=5,
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@@ -385,7 +384,6 @@ function PLY.newRemotePlayer(id,mini,playerData)
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loadRemoteEnv(P,playerData.conf)
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applyGameEnv(P)
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prepareSequence(P)
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end
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function PLY.newAIPlayer(id,AIdata,mini)
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@@ -397,7 +395,6 @@ function PLY.newAIPlayer(id,AIdata,mini)
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ENV.face={0,0,0,0,0,0,0}
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ENV.skin={1,7,11,3,14,4,9}
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applyGameEnv(P)
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prepareSequence(P)
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P:loadAI(AIdata)
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end
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function PLY.newPlayer(id,mini)
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@@ -407,7 +404,6 @@ function PLY.newPlayer(id,mini)
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loadGameEnv(P)
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applyGameEnv(P)
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prepareSequence(P)
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end
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--------------------------</Public>--------------------------
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return PLY
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@@ -1,13 +1,13 @@
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------------------------------------------------------
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--Notice: anything in this file or in any other file,
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--var P stands for Player object. Don't forget that.
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--local var P stands for Player object. Don't forget it.
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------------------------------------------------------
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local Player={}--Player class
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local int,ceil,rnd=math.floor,math.ceil,math.random
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local max,min,modf=math.max,math.min,math.modf
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local ins,rem=table.insert,table.remove
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local YIELD=YIELD
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local resume,yield=coroutine.resume,coroutine.yield
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local kickList=require"parts.kickList"
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@@ -147,7 +147,7 @@ end
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local function task_movePosition(P,x,y,size)
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local x1,y1,size1=P.x,P.y,P.size
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while true do
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YIELD()
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yield()
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if (x1-x)^2+(y1-y)^2<1 then
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P:setPosition(x,y,size)
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return true
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@@ -750,7 +750,7 @@ function Player.popNext(P,ifhold)--Pop nextQueue to hand
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P.ctrlCount=0
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P.cur=rem(P.nextQueue,1)
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P:newNext()
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assert(resume(P.newNext))
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if P.cur then
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P.pieceCount=P.pieceCount+1
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if P.AI_mode=="CC"then
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@@ -1516,7 +1516,7 @@ end
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--------------------------<Ticks>--------------------------
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local function tick_throwBadge(ifAI,sender,time)
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while true do
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YIELD()
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yield()
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time=time-1
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if time%4==0 then
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local S,R=sender,sender.lastRecv
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@@ -1544,7 +1544,7 @@ local function tick_throwBadge(ifAI,sender,time)
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end
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local function tick_finish(P)
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while true do
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YIELD()
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yield()
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P.endCounter=P.endCounter+1
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if P.endCounter<40 then
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--Make field visible
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@@ -1558,7 +1558,7 @@ local function tick_finish(P)
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end
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local function tick_lose(P)
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while true do
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YIELD()
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yield()
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P.endCounter=P.endCounter+1
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if P.endCounter<40 then
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--Make field visible
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@@ -1591,7 +1591,7 @@ end
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function tick_autoPause()
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local time=0
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while true do
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YIELD()
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yield()
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time=time+1
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if SCN.cur~="play"or GAME.frame<180 then
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return
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@@ -1,132 +1,130 @@
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local rnd=math.random
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local ins,rem=table.insert,table.remove
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local yield=coroutine.yield
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local freshMethod
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local freshPrepare={
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rnd=function(P)
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local bag=P.gameEnv.bag
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P:getNext(bag[rnd(#bag)])
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freshMethod.rnd(P)
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end,
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fixed=function(P)
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local bag=P.gameEnv.bag
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local L=#bag
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for i=1,L do
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P.seqData[i]=bag[L+1-i]
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end
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while #P.nextQueue<6 do
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if P.seqData[1]then
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P:getNext(rem(P.seqData))
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else
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break
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local sequenceModes={
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none=function() while true do yield()end end,
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bag=function(P,seq0)
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local len=#seq0
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local bag={}
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while true do
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while #P.nextQueue<6 do
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if #bag==0 then
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for i=1,len do
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bag[i]=seq0[len-i+1]
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end
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end
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P:getNext(rem(bag,rnd(#bag)))
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end
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yield()
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end
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end,
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}
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freshMethod={
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none=NULL,
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bag=function(P)
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local bag=P.seqData
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while #P.nextQueue<6 do
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if #bag==0 then--Copy a new bag
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local bag0=P.gameEnv.bag
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for i=1,#bag0 do bag[i]=bag0[i]end
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end
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P:getNext(rem(bag,P:RND(#bag)))
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end
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end,
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his4=function(P)
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while #P.nextQueue<6 do
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local bag=P.gameEnv.bag
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local L=#bag
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for n=1,4 do
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local j,i=0
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repeat
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i=bag[P:RND(L)]
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j=j+1
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until i~=P.seqData[1]and i~=P.seqData[2]and i~=P.seqData[3]and i~=P.seqData[4]or j==4
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P.seqData[n]=i
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P:getNext(i)
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end
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end
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end,
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rnd=function(P)
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while #P.nextQueue<6 do
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local bag=P.gameEnv.bag
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local L=#bag
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for i=1,4 do
|
||||
local count=0
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repeat
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i=bag[P:RND(L)]
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count=count+1
|
||||
until i~=P.nextQueue[#P.nextQueue].id or count>=L
|
||||
P:getNext(i)
|
||||
end
|
||||
end
|
||||
end,
|
||||
reverb=function(P)
|
||||
local seq=P.seqData
|
||||
while #P.nextQueue<6 do
|
||||
if #seq==0 then
|
||||
local bag0=P.gameEnv.bag
|
||||
for i=1,#bag0 do seq[i]=bag0[i]end
|
||||
local bag={}
|
||||
repeat
|
||||
local r=rem(seq,P:RND(#bag))
|
||||
local p=1
|
||||
his4=function(P,seq0)
|
||||
local len=#seq0
|
||||
while true do
|
||||
while #P.nextQueue<6 do
|
||||
for n=1,4 do
|
||||
local j,i=0
|
||||
repeat
|
||||
ins(bag,r)
|
||||
p=p-.15-P:RND()
|
||||
until p<0
|
||||
until #seq==0
|
||||
for i=1,#bag do
|
||||
seq[i]=bag[i]
|
||||
i=seq0[P:RND(len)]
|
||||
j=j+1
|
||||
until i~=seq0[1]and i~=seq0[2]and i~=seq0[3]and i~=seq0[4]or j==4
|
||||
seq0[n]=i
|
||||
P:getNext(i)
|
||||
end
|
||||
end
|
||||
P:getNext(rem(seq))
|
||||
yield()
|
||||
end
|
||||
end,
|
||||
loop=function(P)
|
||||
while #P.nextQueue<6 do
|
||||
if #P.seqData==0 then
|
||||
local bag=P.gameEnv.bag
|
||||
local L=#bag
|
||||
for i=1,L do
|
||||
P.seqData[i]=bag[L+1-i]
|
||||
rnd=function(P,seq0)
|
||||
P:getNext(seq0[rnd(#seq0)])
|
||||
while true do
|
||||
while #P.nextQueue<6 do
|
||||
local len=#seq0
|
||||
for i=1,4 do
|
||||
local count=0
|
||||
repeat
|
||||
i=seq0[P:RND(len)]
|
||||
count=count+1
|
||||
until i~=P.nextQueue[#P.nextQueue].id or count>=len
|
||||
P:getNext(i)
|
||||
end
|
||||
end
|
||||
P:getNext(rem(P.seqData))
|
||||
yield()
|
||||
end
|
||||
end,
|
||||
fixed=function(P)
|
||||
while #P.nextQueue<6 do
|
||||
if P.seqData[1]then
|
||||
P:getNext(rem(P.seqData))
|
||||
else
|
||||
if not(P.cur or P.holdQueue[1])then P:lose(true)end
|
||||
return
|
||||
reverb=function(P,seq0)
|
||||
local bufferSeq,bag={},{}
|
||||
while true do
|
||||
while #P.nextQueue<6 do
|
||||
if #bag==0 then
|
||||
for i=1,#seq0 do bufferSeq[i]=seq0[i]end
|
||||
repeat
|
||||
local r=rem(bufferSeq,P:RND(#bag))
|
||||
local p=1
|
||||
repeat
|
||||
ins(bag,r)
|
||||
p=p-.15-P:RND()
|
||||
until p<0
|
||||
until #bufferSeq==0
|
||||
for i=1,#bag do
|
||||
bufferSeq[i]=bag[i]
|
||||
end
|
||||
end
|
||||
P:getNext(rem(bag,rnd(#bag)))
|
||||
end
|
||||
yield()
|
||||
end
|
||||
end,
|
||||
loop=function(P,seq0)
|
||||
local len=#seq0
|
||||
local bag={}
|
||||
while true do
|
||||
while #P.nextQueue<6 do
|
||||
if #bag==0 then
|
||||
for i=1,len do
|
||||
bag[i]=seq0[len-i+1]
|
||||
end
|
||||
end
|
||||
P:getNext(rem(bag))
|
||||
end
|
||||
yield()
|
||||
end
|
||||
end,
|
||||
fixed=function(P,seq0)
|
||||
local seq={}
|
||||
for i=#seq0,1,-1 do
|
||||
ins(seq,seq0[i])
|
||||
end
|
||||
while true do
|
||||
while #P.nextQueue<6 do
|
||||
if not(seq[1]or P.cur or P.holdQueue[1])then
|
||||
P:lose(true)
|
||||
break
|
||||
end
|
||||
P:getNext(rem(seq))
|
||||
end
|
||||
yield()
|
||||
end
|
||||
end,
|
||||
}
|
||||
local function prepareSequence(P)--Call freshPrepare and set newNext
|
||||
return function(P)--Set newNext funtion for player P
|
||||
local ENV=P.gameEnv
|
||||
::tryAgain::
|
||||
if type(ENV.sequence)=="string"then
|
||||
P.newNext=freshMethod[ENV.sequence]
|
||||
if freshPrepare[ENV.sequence]then
|
||||
freshPrepare[ENV.sequence](P)
|
||||
if sequenceModes[ENV.sequence]then
|
||||
P.newNext=coroutine.create(sequenceModes[ENV.sequence])
|
||||
else
|
||||
P:newNext()
|
||||
end
|
||||
else
|
||||
if type(ENV.freshMethod)=="function"then
|
||||
if ENV.sequence then ENV.sequence(P)end
|
||||
P.newNext=ENV.freshMethod
|
||||
else
|
||||
LOG.print("Wrong sequence generator code","warn")
|
||||
LOG.print("No sequence mode called "..ENV.sequence,"warn")
|
||||
ENV.sequence="bag"
|
||||
prepareSequence(P)
|
||||
goto tryAgain
|
||||
end
|
||||
elseif type(ENV.sequence)=="function"then
|
||||
P.newNext=coroutine.create(ENV.sequence)
|
||||
else
|
||||
LOG.print("Wrong sequence generator","warn")
|
||||
ENV.sequence="bag"
|
||||
goto tryAgain
|
||||
end
|
||||
end
|
||||
return prepareSequence
|
||||
assert(coroutine.resume(P.newNext,P,ENV.seqData))
|
||||
end
|
||||
Reference in New Issue
Block a user