player模块分文件,顺便把部分CC数据分离

This commit is contained in:
MrZ626
2020-11-11 15:18:36 +08:00
parent 809a6a7600
commit 558384727c
6 changed files with 1180 additions and 1169 deletions

View File

@@ -15,27 +15,27 @@ local Timer=love.timer.getTime
-- 11~13:LL,RR,DD
local blockPos={4,4,4,4,4,5,4}
-------------------------------------------------Cold clear
CC=LOADLIB("CC")
if CC then
local _CC=LOADLIB("CC")
if _CC then
local CCblockID={6,5,4,3,2,1,0}
CC={
getConf= CC.get_default_config ,--()options,weights
fastWeights=CC.fast_weights ,--(weights)
--setConf= CC.set_options ,--(options,hold,20g,bag7)
getConf= _CC.get_default_config ,--()options,weights
fastWeights=_CC.fast_weights ,--(weights)
--setConf= _CC.set_options ,--(options,hold,20g,bag7)
new= CC.launch_async ,--(options,weights)bot
addNext= CC.add_next_piece_async ,--(bot,piece)
update= CC.reset_async ,--(bot,field,b2b,combo)
think= CC.request_next_move ,--(bot)
getMove= CC.poll_next_move ,--(bot)success,dest,hold,move
destroy= CC.destroy_async ,--(bot)
new= _CC.launch_async ,--(options,weights)bot
addNext= function(bot,id)_CC.add_next_piece_async(bot,CCblockID[id])end ,--(bot,piece)
update= _CC.reset_async ,--(bot,field,b2b,combo)
think= _CC.request_next_move ,--(bot)
getMove= _CC.poll_next_move ,--(bot)success,dest,hold,move
destroy= _CC.destroy_async ,--(bot)
setHold= CC.set_hold ,--(opt,bool)
set20G= CC.set_20g ,--(opt,bool)
-- setPCLoop= CC.set_pcloop ,--(opt,bool)
setBag= CC.set_bag7 ,--(opt,bool)
setNode= CC.set_max_nodes ,--(opt,bool)
free= CC.free ,--(opt/wei)
setHold= _CC.set_hold ,--(opt,bool)
set20G= _CC.set_20g ,--(opt,bool)
-- setPCLoop= _CC.set_pcloop ,--(opt,bool)
setBag= _CC.set_bag7 ,--(opt,bool)
setNode= _CC.set_max_nodes ,--(opt,bool)
free= _CC.free ,--(opt/wei)
}
function CC.updateField(P)
local F,i={},1

625
parts/player/draw.lua Normal file
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@@ -0,0 +1,625 @@
local gc=love.graphics
local Timer=love.timer.getTime
local int,ceil,rnd=math.floor,math.ceil,math.random
local max,min,sin=math.max,math.min,math.sin
local format=string.format
local SCR=SCR
local setFont=setFont
local frameColorList={
[0]=COLOR.white,
COLOR.lGreen,
COLOR.lBlue,
COLOR.lPurple,
COLOR.lOrange,
}
--local function drawCell(y,x,id)gc.draw(SKIN.curText[id],30*x-30,-30*y)end
local function drawGrid(P)
local FBN,FUP=P.fieldBeneath,P.fieldUp
gc.setLineWidth(1)
gc.setColor(1,1,1,.2)
for x=1,9 do
gc.line(30*x,-10,30*x,600)
end
for y=0,19 do
y=30*(y-int((FBN+FUP)/30))+FBN+FUP
gc.line(0,y,300,y)
end
end
local function drawField(P)
local V,F=P.visTime,P.field
local start=int((P.fieldBeneath+P.fieldUp)/30+1)
local rep=GAME.replaying
local texture=SKIN.curText
if P.falling==-1 then--Blocks only
for j=start,min(start+21,#F)do
for i=1,10 do
if F[j][i]>0 then
if V[j][i]>0 then
gc.setColor(1,1,1,min(V[j][i]*.05,1))
gc.draw(texture[F[j][i]],30*i-30,-30*j)-- drawCell(j,i,F[j][i])
elseif rep then
gc.setColor(1,1,1,.3+.08*sin(.5*(j-i)+Timer()*4))
gc.rectangle("fill",30*i-30,-30*j,30,30)
end
end
end
end
else--With falling animation
local ENV=P.gameEnv
local stepY=ENV.smooth and(P.falling/(ENV.fall+1))^2.5*30 or 30
local A=P.falling/ENV.fall
local h=1
gc.push("transform")
for j=start,min(start+21,#F)do
while j==P.clearingRow[h]do
h=h+1
gc.translate(0,-stepY)
gc.setColor(1,1,1,A)
gc.rectangle("fill",0,30-30*j,300,stepY)
end
for i=1,10 do
if F[j][i]>0 then
if V[j][i]>0 then
gc.setColor(1,1,1,min(V[j][i]*.05,1))
gc.draw(texture[F[j][i]],30*i-30,-30*j)-- drawCell(j,i,F[j][i])
elseif rep then
gc.setColor(1,1,1,.2)
gc.rectangle("fill",30*i-30,-30*j,30,30)
end
end
end
end
gc.pop()
end
end
local function drawFXs(P)
--LockFX
for i=1,#P.lockFX do
local S=P.lockFX[i]
if S[3]<.5 then
gc.setColor(1,1,1,2*S[3])
gc.rectangle("fill",S[1],S[2],60*S[3],30)
else
gc.setColor(1,1,1,2-2*S[3])
gc.rectangle("fill",S[1]+30,S[2],60*S[3]-60,30)
end
end
--DropFX
for i=1,#P.dropFX do
local S=P.dropFX[i]
gc.setColor(1,1,1,.6-S[5]*.6)
local w=30*S[3]*(1-S[5]*.5)
gc.rectangle("fill",30*S[1]-30+15*S[3]-w*.5,-30*S[2],w,30*S[4])
end
--MoveFX
local texture=SKIN.curText
for i=1,#P.moveFX do
local S=P.moveFX[i]
gc.setColor(1,1,1,.6-S[4]*.6)
gc.draw(texture[S[1]],30*S[2]-30,-30*S[3])-- drawCell(S[3],S[2],S[1])
end
--ClearFX
for i=1,#P.clearFX do
local S=P.clearFX[i]
local t=S[2]
local x=t<.3 and 1-(3.3333*t-1)^2 or 1
local y=t<.2 and 5*t or 1-1.25*(t-.2)
gc.setColor(1,1,1,y)
gc.rectangle("fill",150-x*150,15-S[1]*30-y*15,300*x,y*30)
end
end
local function drawGhost(P,clr)
gc.setColor(1,1,1,P.gameEnv.ghost)
local texture=SKIN.curText
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
gc.draw(texture[clr],30*(j+P.curX-1)-30,-30*(i+P.imgY-1))-- drawCell(i+P.imgY-1,j+P.curX-1,clr)
end
end end
end
local function drawBlockOutline(P,texture,trans)
SHADER.alpha:send("a",trans)
gc.setShader(SHADER.alpha)
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
local x=30*(j+P.curX)-60-3
local y=30-30*(i+P.curY)-3
gc.draw(texture,x,y)
gc.draw(texture,x+6,y+6)
gc.draw(texture,x+6,y)
gc.draw(texture,x,y+6)
end
end end
gc.setShader()
end
local function drawBlock(P,clr)
gc.setColor(1,1,1)
local texture=SKIN.curText
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
gc.draw(texture[clr],30*(j+P.curX-1)-30,-30*(i+P.curY-1))-- drawCell(i+P.curY-1,j+P.curX-1,clr)
end
end end
end
local function drawNextPreview(P,B)
gc.setColor(1,1,1,.8)
local x=int(6-#B[1]*.5)
local y=21+ceil(P.fieldBeneath/30)
for i=1,#B do for j=1,#B[1]do
if B[i][j]then
gc.draw(puzzleMark[-1],30*(x+j-2),30*(1-y-i))
end
end end
end
local function drawHold(P,clr)
local B=P.hd.bk
local texture=SKIN.curText
for i=1,#B do for j=1,#B[1]do
if B[i][j]then
gc.draw(texture[clr],30*(j+2.06-#B[1]*.5)-30,-30*(i+1.36-#B*.5))-- drawCell(i+1.36-#B*.5,j+2.06-#B[1]*.5,clr)
end
end end
end
local draw={}
function draw.drawTargetLine(P,r)
if r<21+(P.fieldBeneath+P.fieldUp)/30 and r>0 then
gc.setLineWidth(4)
gc.setColor(1,r>10 and 0 or rnd(),.5)
local dx,dy=150+P.fieldOff.x,70+P.fieldOff.y+P.fieldBeneath+P.fieldUp
gc.line(dx,600-30*r+dy,300+dx,600-30*r+dy)
end
end
local attackColor={
{COLOR.dGrey,COLOR.white},
{COLOR.grey,COLOR.white},
{COLOR.lPurple,COLOR.white},
{COLOR.lRed,COLOR.white},
{COLOR.dGreen,COLOR.cyan},
}
local RCPB={10,33,200,33,105,5,105,60}
local function drawDial(x,y,speed)
gc.setColor(1,1,1)
mStr(int(speed),x,y-18)
gc.setLineWidth(4)
gc.setColor(1,1,1,.4)
gc.circle("line",x,y,30,10)
gc.setLineWidth(2)
gc.setColor(1,1,1,.6)
gc.circle("line",x,y,30,10)
gc.setColor(1,1,1,.8)
gc.draw(IMG.dialNeedle,x,y,2.094+(speed<=175 and .02094*speed or 4.712-52.36/(speed-125)),nil,nil,5,4)
end
function draw.norm(P)
local _
local ENV=P.gameEnv
local FBN,FUP=P.fieldBeneath,P.fieldUp
gc.push("transform")
gc.translate(P.x,P.y)gc.scale(P.size)
--Field-related things
gc.push("transform")
gc.translate(150,70)
--Things shake with field
gc.push("transform")
gc.translate(P.fieldOff.x,P.fieldOff.y)
--Fill field
gc.setColor(0,0,0,.6)
gc.rectangle("fill",0,-10,300,610)
--Draw grid
if ENV.grid then drawGrid(P)end
--In-field things
gc.push("transform")
gc.translate(0,600+FBN+FUP)
gc.setScissor(SCR.x+(P.absFieldX+P.fieldOff.x)*SCR.k,SCR.y+(P.absFieldY+P.fieldOff.y)*SCR.k,300*P.size*SCR.k,610*P.size*SCR.k)
--Draw dangerous area
gc.setColor(1,0,0,.3)
gc.rectangle("fill",0,-600,300,-610-FUP-FBN)
--Draw field
drawField(P)
--Draw spawn line
gc.setColor(1,sin(Timer())*.4+.5,0,.5)
gc.setLineWidth(4)
gc.line(0,-600-FBN,300,-600-FBN)
--Draw FXs
drawFXs(P)
--Draw current block
if P.cur and P.waiting==-1 then
local curColor=P.cur.color
--Draw ghost
if ENV.ghost then drawGhost(P,curColor)end
local dy=ENV.smooth and P.imgY~=P.curY and(P.dropDelay/ENV.drop-1)*30 or 0
gc.translate(0,-dy)
local trans=P.lockDelay/ENV.lock
--Draw block
if ENV.block then
drawBlockOutline(P,SKIN.curText[curColor],trans)
drawBlock(P,curColor)
end
--Draw rotate center
local x=30*(P.curX+P.sc[2])-15
if ENV.center and ENV.block then
gc.setColor(1,1,1,ENV.center)
gc.draw(IMG.spinCenter,x,-30*(P.curY+P.sc[1])+15,nil,nil,nil,4,4)
end
gc.translate(0,dy)
if ENV.center and ENV.ghost then
gc.setColor(1,1,1,trans*ENV.center)
gc.draw(IMG.spinCenter,x,-30*(P.imgY+P.sc[1])+15,nil,nil,nil,4,4)
end
end
--Draw next preview
if ENV.nextPos and P.next[1]then
drawNextPreview(P,P.next[1].bk)
end
gc.setScissor()
gc.pop()
gc.setLineWidth(2)
gc.setColor(frameColorList[P.frameColor])
gc.rectangle("line",-1,-11,302,612)--Boarder
gc.rectangle("line",301,-3,15,604)--AtkBuffer boarder
gc.rectangle("line",-16,-3,15,604)--B2b bar boarder
--Buffer line
local h=0
for i=1,#P.atkBuffer do
local A=P.atkBuffer[i]
local bar=A.amount*30
if h+bar>600 then bar=600-h end
if not A.sent then
--Appear
if A.time<20 then
bar=bar*(20*A.time)^.5*.05
end
if A.countdown>0 then
--Timing
gc.setColor(attackColor[A.lv][1])
gc.rectangle("fill",303,599-h,11,-bar)
gc.setColor(attackColor[A.lv][2])
gc.rectangle("fill",303,599-h-bar,11,bar*(1-A.countdown/A.cd0))
else
--Warning
local t=math.sin((Timer()-i)*30)*.5+.5
local c1,c2=attackColor[A.lv][1],attackColor[A.lv][2]
gc.setColor(c1[1]*t+c2[1]*(1-t),c1[2]*t+c2[2]*(1-t),c1[3]*t+c2[3]*(1-t))
gc.rectangle("fill",303,599-h,11,-bar)
end
else
gc.setColor(attackColor[A.lv][1])
bar=bar*(20-A.time)*.05
gc.rectangle("fill",303,599-h,11,-bar)
--Disappear
end
h=h+bar
end
--B2B indictator
local a,b=P.b2b,P.b2b1 if a>b then a,b=b,a end
gc.setColor(.8,1,.2)
gc.rectangle("fill",-14,599,11,-b*.5)
gc.setColor(P.b2b<40 and COLOR.white or P.b2b<=1e3 and COLOR.lRed or COLOR.lBlue)
gc.rectangle("fill",-14,599,11,-a*.5)
gc.setColor(1,1,1)
if Timer()%.5<.3 then
gc.rectangle("fill",-15,b<40 and 578.5 or 98.5,13,3)
end
--LockDelay indicator
if ENV.easyFresh then
gc.setColor(1,1,1)
else
gc.setColor(1,.26,.26)
end
if P.lockDelay>=0 then
gc.rectangle("fill",0,602,300*P.lockDelay/ENV.lock,6)--Lock delay indicator
end
local x=3
for _=1,min(ENV.freshLimit-P.freshTime,15)do
gc.rectangle("fill",x,615,14,5)
x=x+20
end
--Draw Hold
if ENV.hold then
gc.push("transform")
gc.translate(-140,116)
gc.setColor(0,0,0,.4)gc.rectangle("fill",0,-80,124,80)
gc.setColor(1,1,1)gc.rectangle("line",0,-80,124,80)
if P.holded then gc.setColor(.6,.4,.4)end
mText(drawableText.hold,62,-131)
if P.hd then drawHold(P,P.hd.color)end
gc.pop()
end
--Draw Next(s)
local N=ENV.next*72
if ENV.next>0 then
gc.setColor(0,0,0,.4)gc.rectangle("fill",316,36,124,N)
gc.setColor(1,1,1)gc.rectangle("line",316,36,124,N)
mText(drawableText.next,378,-15)
N=1
local texture=SKIN.curText
while N<=ENV.next and P.next[N]do
local bk,clr=P.next[N].bk,P.next[N].color
for i=1,#bk do for j=1,#bk[1] do
if bk[i][j]then
gc.draw(texture[clr],30*(j+12.6-#bk[1]*.5)-30,-30*(i-2.4*N-#bk*.5))-- drawCell(i-2.4*N-#bk*.5,j+12.6-#bk[1]*.5,clr)
end
end end
N=N+1
end
end
--Draw Bagline(s)
if ENV.bagLine then
local L=ENV.bagLen
local C=-P.pieceCount%L--Phase
gc.setColor(.8,.5,.5)
for i=C,N-1,L do
local y=72*i+36
gc.line(318+P.fieldOff.x,y,438,y)
end
end
--Draw target selecting pad
if modeEnv.royaleMode then
if P.atkMode then
gc.setColor(1,.8,0,P.swappingAtkMode*.02)
gc.rectangle("fill",RCPB[2*P.atkMode-1],RCPB[2*P.atkMode],90,35,8,4)
end
gc.setColor(1,1,1,P.swappingAtkMode*.025)
setFont(18)
for i=1,4 do
gc.rectangle("line",RCPB[2*i-1],RCPB[2*i],90,35,8,4)
mStr(text.atkModeName[i],RCPB[2*i-1]+45,RCPB[2*i]+3)
end
end
gc.pop()
--Bonus texts
TEXT.draw(P.bonus)
--Display Ys
-- gc.setLineWidth(6)
-- if P.curY then gc.setColor(1,.4,0,.42)gc.line(0,611-P.curY*30,300,611-P.curY*30)end
-- if P.imgY then gc.setColor(0,1,.4,.42)gc.line(0,615-P.imgY*30,300,615-P.imgY*30)end
-- if P.minY then gc.setColor(0,.4,1,.42)gc.line(0,619-P.minY*30,300,619-P.minY*30)end
-- gc.setColor(0,.4,1,.42)gc.line(0,600-P.garbageBeneath*30,300,600-P.garbageBeneath*30)
gc.pop()
--Speed dials
setFont(25)
drawDial(510,580,P.dropSpeed)
drawDial(555,635,P.keySpeed)
gc.setColor(1,1,1)
gc.draw(drawableText.bpm,540,550)
gc.draw(drawableText.kpm,494,643)
--Score & Time
setFont(25)
gc.setColor(0,0,0,.3)
gc.print(P.score1,18,579)
gc.print(format("%.2f",P.stat.time),18,609)
gc.setColor(COLOR.lYellow)gc.print(P.score1,20,580)
gc.setColor(COLOR.sky)gc.print(format("%.2f",P.stat.time),20,610)
--FinesseCombo
if P.finesseCombo>2 then
_=P.finesseComboTime
local T=P.finesseCombo.."x"
if _>0 then
gc.setColor(1,1,1,_*.2)
gc.print(T,20,640)
gc.setColor(1,1,1,1.2-_*.1)
gc.push("transform")
gc.translate(20,670)
gc.scale(1+_*.08)
gc.print(T,0,-30)
gc.pop()
else
gc.setColor(1,1,1)
gc.print(T,20,640)
end
end
--Lives
if P.life>0 then
gc.setColor(1,1,1)
if P.life<=3 then
for i=1,P.life do
gc.draw(IMG.lifeIcon,450+25*i,665,nil,.8)
end
else
gc.draw(IMG.lifeIcon,475,665,nil,.8)
setFont(20)
gc.print("x",503,665)
gc.print(P.life,517,665)
end
end
--Other messages
gc.setColor(1,1,1)
if CURMODE.mesDisp then
CURMODE.mesDisp(P)
end
--Missions
if P.curMission then
local missionEnum=missionEnum
local L=ENV.mission
--Draw current mission
setFont(35)
if ENV.missionKill then
gc.setColor(1,.7+.2*sin(Timer()*6.26),.4)
else
gc.setColor(1,1,1)
end
gc.print(missionEnum[L[P.curMission]],85,180)
--Draw next mission
setFont(17)
for i=1,3 do
local t=L[P.curMission+i]
if t then
t=missionEnum[t]
gc.print(t,87-26*i,187)
else
break
end
end
end
--Draw starting counter
gc.setColor(1,1,1)
if GAME.frame<180 then
local count=179-GAME.frame
gc.push("transform")
gc.translate(305,290)
setFont(95)
if count%60>45 then gc.scale(1+(count%60-45)^2*.01,1)end
mStr(int(count/60+1),0,0)
gc.pop()
end
gc.pop()
end
function draw.small(P)
--Draw content
P.frameWait=P.frameWait-1
if P.frameWait==0 then
P.frameWait=10
gc.setCanvas(P.canvas)
gc.clear(0,0,0,.4)
gc.push("transform")
gc.origin()
gc.setColor(1,1,1,P.result and max(20-P.endCounter,0)*.05 or 1)
--Field
local F=P.field
local texture=SKIN.curTextMini
for j=1,#F do
for i=1,10 do if F[j][i]>0 then
gc.draw(texture[F[j][i]],6*i-6,120-6*j)
end end
end
--Draw boarder
if P.alive then
gc.setLineWidth(2)
gc.setColor(frameColorList[P.frameColor])
gc.rectangle("line",0,0,60,120)
end
--Draw badge
if modeEnv.royaleMode then
gc.setColor(1,1,1)
for i=1,P.strength do
gc.draw(IMG.badgeIcon,12*i-7,4,nil,.5)
end
end
--Draw result
if P.result then
gc.setColor(1,1,1,min(P.endCounter,60)*.01)
setFont(17)mStr(P.result,32,47)
setFont(15)mStr(P.modeData.event,30,82)
end
gc.pop()
gc.setCanvas()
end
--Draw Canvas
gc.setColor(1,1,1)
gc.draw(P.canvas,P.x,P.y,nil,P.size*10)
if P.killMark then
gc.setLineWidth(3)
gc.setColor(1,0,0,min(P.endCounter,25)*.04)
gc.circle("line",P.centerX,P.centerY,(840-20*min(P.endCounter,30))*P.size)
end
setFont(30)
end
function draw.demo(P)
local _
local ENV=P.gameEnv
local curColor=P.cur.color
--Camera
gc.push("transform")
gc.translate(P.x,P.y)gc.scale(P.size)
gc.push("transform")
gc.translate(P.fieldOff.x,P.fieldOff.y)
--Frame
gc.setColor(0,0,0,.6)
gc.rectangle("fill",0,0,300,600)
gc.setLineWidth(2)
gc.setColor(1,1,1)
gc.rectangle("line",-1,-1,302,602)
gc.push("transform")
gc.translate(0,600)
drawField(P)
drawFXs(P)
if P.cur and P.waiting==-1 then
if ENV.ghost then drawGhost(P,curColor)end
if ENV.block then
drawBlockOutline(P,SKIN.curText[curColor],P.lockDelay/ENV.lock)
drawBlock(P,curColor)
end
end
gc.pop()
--Draw hold
local blockImg=TEXTURE.miniBlock
if P.hd then
local id=P.hd.id
_=P.color[id]
gc.setColor(_[1],_[2],_[3],.3)
_=blockImg[id]
gc.draw(_,15,30,nil,16,nil,0,_:getHeight()*.5)
end
--Draw next
local N=1
while N<=ENV.next and P.next[N]do
local id=P.next[N].id
_=P.color[id]
gc.setColor(_[1],_[2],_[3],.3)
_=blockImg[id]
gc.draw(_,285,40*N-10,nil,16,nil,_:getWidth(),_:getHeight()*.5)
N=N+1
end
gc.pop()
TEXT.draw(P.bonus)
gc.pop()
end
return draw

47
parts/player/gameEnv0.lua Normal file
View File

@@ -0,0 +1,47 @@
return{
das=10,arr=2,sddas=2,sdarr=2,
ihs=true,irs=true,ims=true,
swap=true,
ghost=.3,center=1,
smooth=false,grid=false,
bagLine=false,
text=true,
score=true,
lockFX=2,
dropFX=2,
moveFX=2,
clearFX=2,
shakeFX=3,
highCam=false,
nextPos=false,
drop=60,lock=60,
wait=0,fall=0,
bone=false,
next=6,
hold=true,oncehold=true,
ospin=true,
sequence="bag",
freshMethod=NULL,
bag={1,2,3,4,5,6,7},
face=NULL,skin=NULL,
mission=NULL,
life=0,
pushSpeed=3,
block=true,
noTele=false,
visible="show",
freshLimit=1e99,easyFresh=true,
Fkey=NULL,
keyCancel={},
fine=false,fineKill=false,
missionKill=false,
target=1e99,dropPiece=NULL,
mindas=0,minarr=0,minsdarr=0,
bg="none",bgm="race"
}

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local rnd=math.random
local ins,rem=table.insert,table.remove
local freshMethod
local freshPrepare={
rnd=function(P)
local bag=P.gameEnv.bag
P:getNext(bag[rnd(#bag)])
freshMethod.rnd(P)
end,
fixed=function(P)
local bag=P.gameEnv.bag
local L=#bag
for i=1,L do
P.seqData[i]=bag[L+1-i]
end
while #P.next<6 do
if P.seqData[1]then
P:getNext(rem(P.seqData))
else
break
end
end
end,
}
freshMethod={
none=NULL,
bag=function(P)
local bag=P.seqData
while #P.next<6 do
if #bag==0 then--Copy a new bag
local bag0=P.gameEnv.bag
for i=1,#bag0 do bag[i]=bag0[i]end
end
P:getNext(rem(bag,P:RND(#bag)))
end
end,
his4=function(P)
while #P.next<6 do
local bag=P.gameEnv.bag
local L=#bag
for n=1,4 do
local j,i=0
repeat
i=bag[P:RND(L)]
j=j+1
until i~=P.seqData[1]and i~=P.seqData[2]and i~=P.seqData[3]and i~=P.seqData[4]or j==4
P.seqData[n]=i
P:getNext(i)
end
end
end,
rnd=function(P)
while #P.next<6 do
local bag=P.gameEnv.bag
local L=#bag
for i=1,4 do
local count=0
repeat
i=bag[P:RND(L)]
count=count+1
until i~=P.next[#P.next].id or count>=L
P:getNext(i)
end
end
end,
reverb=function(P)
local seq=P.seqData
while #P.next<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
repeat
ins(bag,r)
p=p-.15-P:RND()
until p<0
until #seq==0
for i=1,#bag do
seq[i]=bag[i]
end
end
P:getNext(rem(seq))
end
end,
loop=function(P)
while #P.next<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]
end
end
P:getNext(rem(P.seqData))
end
end,
fixed=function(P)
while #P.next<6 do
if P.seqData[1]then
P:getNext(rem(P.seqData))
else
if not(P.cur or P.hd)then P:lose(true)end
return
end
end
end,
}
local function prepareSequence(P)--Call freshPrepare and set newNext
local ENV=P.gameEnv
if type(ENV.sequence)=="string"then
P.newNext=freshMethod[ENV.sequence]
if freshPrepare[ENV.sequence]then
freshPrepare[ENV.sequence](P)
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")
ENV.sequence="bag"
prepareSequence(P)
end
end
end
return prepareSequence

338
parts/player/update.lua Normal file
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local int,max,min,abs=math.floor,math.max,math.min,math.abs
local rem=table.remove
local function updateLine(P)--Attacks, line pushing, cam moving
local bf=P.atkBuffer
for i=#bf,1,-1 do
local A=bf[i]
A.time=A.time+1
if not A.sent then
if A.countdown>0 then
A.countdown=max(A.countdown-GAME.garbageSpeed,0)
end
else
if A.time>20 then
rem(bf,i)
end
end
end
local y=P.fieldBeneath
if y>0 then
P.fieldBeneath=max(y-P.gameEnv.pushSpeed,0)
end
if P.gameEnv.highCam then
local f=P.fieldUp
if not P.alive then
y=0
else
y=30*max(min(#P.field-19.5-P.fieldBeneath/30,P.imgY-17),0)
end
if f~=y then
P.fieldUp=f>y and max(f*.95+y*.05-2,y)or min(f*.97+y*.03+1,y)
end
end
end
local function updateFXs(P,dt)
if P.stat.score>P.score1 then
if P.stat.score-P.score1<10 then
P.score1=P.score1+1
else
P.score1=int(min(P.score1*.9+P.stat.score*.1+1))
end
end
--LockFX
for i=#P.lockFX,1,-1 do
local S=P.lockFX[i]
S[3]=S[3]+S[4]*dt
if S[3]>1 then
rem(P.lockFX,i)
end
end
--DropFX
for i=#P.dropFX,1,-1 do
local S=P.dropFX[i]
S[5]=S[5]+S[6]*dt
if S[5]>1 then
rem(P.dropFX,i)
end
end
--MoveFX
for i=#P.moveFX,1,-1 do
local S=P.moveFX[i]
S[4]=S[4]+S[5]*dt
if S[4]>1 then
rem(P.moveFX,i)
end
end
--ClearFX
for i=#P.clearFX,1,-1 do
local S=P.clearFX[i]
S[2]=S[2]+S[3]*dt
if S[2]>1 then
rem(P.clearFX,i)
end
end
--Field shaking
if P.gameEnv.shakeFX then
local O=P.fieldOff
O.vx,O.vy=O.vx*.8-abs(O.x)^1.2*(O.x>0 and .1 or -.1),O.vy*.8-abs(O.y)^1.2*(O.y>0 and .1 or -.1)
O.x,O.y=O.x+O.vx,O.y+O.vy
if abs(O.x)<.3 then O.x=0 end
if abs(O.y)<.3 then O.y=0 end
end
if P.bonus then
TEXT.update(P.bonus)
end
end
local function updateTasks(P)
local L=P.tasks
for i=#L,1,-1 do
if L[i].code(P,L[i].data)then rem(L,i)end
end
end
local update={}
function update.alive(P,dt)
if P.timing then P.stat.time=P.stat.time+dt end
if P.keyRec then--Update speeds
local _=GAME.frame
local v=0
for i=2,10 do v=v+i*(i-1)*7.2/(_-P.keyTime[i]+1)end
P.keySpeed=P.keySpeed*.99+v*.1
v=0
for i=2,10 do v=v+i*(i-1)*7.2/(_-P.dropTime[i])end
P.dropSpeed=P.dropSpeed*.99+v*.1
if modeEnv.royaleMode then
if P.keyPressing[9]then
P.swappingAtkMode=min(P.swappingAtkMode+2,30)
else
P.swappingAtkMode=P.swappingAtkMode+((#P.field>15 and P.swappingAtkMode>4 or P.swappingAtkMode>8)and -1 or 1)
end
end
end
if not P.human and P.control and P.waiting==-1 then
local C=P.AI_keys
P.AI_delay=P.AI_delay-1
if not C[1]then
P.AI_stage=AIFUNC[P.AI_mode][P.AI_stage](P,C)
elseif P.AI_delay<=0 then
P:pressKey(C[1])P:releaseKey(C[1])
if P.AI_mode~="CC"or C[1]>3 then
P.AI_delay=P.AI_delay0*2
else
P.AI_delay=P.AI_delay0*.5
end
rem(C,1)
end
end
--Fresh visible time
if not P.keepVisible then
for j=1,#P.field do for i=1,10 do
if P.visTime[j][i]>0 then P.visTime[j][i]=P.visTime[j][i]-1 end
end end
end
--Moving pressed
if P.movDir~=0 then
local das,arr=P.gameEnv.das,P.gameEnv.arr
local mov=P.moving
if P.waiting==-1 then
if P.movDir==1 then
if P.keyPressing[2]then
if arr>0 then
if mov==das+arr or mov==das then
if not P.cur or P:ifoverlap(P.cur.bk,P.curX+1,P.curY)then
mov=das+arr-1
else
P:act_moveRight(true)
mov=das
end
end
mov=mov+1
else
if mov==das then
P:act_insRight(true)
else
mov=mov+1
end
end
if mov>=das and P.gameEnv.shakeFX and P.cur and P:ifoverlap(P.cur.bk,P.curX+1,P.curY)then
P.fieldOff.vx=P.gameEnv.shakeFX*.5
end
else
P.movDir=0
end
else
if P.keyPressing[1]then
if arr>0 then
if mov==das+arr or mov==das then
if not P.cur or P:ifoverlap(P.cur.bk,P.curX-1,P.curY)then
mov=das+arr-1
else
P:act_moveLeft(true)
mov=das
end
end
mov=mov+1
else
if mov==das then
P:act_insLeft(true)
else
mov=mov+1
end
end
if mov>=das and P.gameEnv.shakeFX and P.cur and P:ifoverlap(P.cur.bk,P.curX-1,P.curY)then
P.fieldOff.vx=-P.gameEnv.shakeFX*.5
end
else
P.movDir=0
end
end
elseif mov<das then
mov=mov+1
end
P.moving=mov
end
--Drop pressed
if P.keyPressing[7]and not P.keyPressing[9]then
local d=P.downing-P.gameEnv.sddas
P.downing=P.downing+1
if d>1 then
if P.gameEnv.sdarr>0 then
if d%P.gameEnv.sdarr==0 then
P:act_down1()
end
else
P:act_insDown()
end
if P.gameEnv.shakeFX then
P.fieldOff.vy=P.gameEnv.shakeFX*.3
end
end
else
P.downing=0
end
--Falling animation
if P.falling>=0 then
P.falling=P.falling-1
if P.falling>=0 then
goto stop
else
local L=#P.clearingRow
if P.sound and P.gameEnv.fall>0 and #P.field+L>P.clearingRow[L]then SFX.play("fall")end
P.clearingRow={}
end
end
--Try spawn new block
if not P.control then goto stop end
if P.waiting>=0 then
P.waiting=P.waiting-1
if P.waiting<0 then P:popNext()end
goto stop
end
--Natural block falling
if P.cur then
if P.curY>P.imgY then
local D=P.dropDelay
if D>1 then
P.dropDelay=D-1
goto stop
end
if D==1 then
if P.gameEnv.moveFX and P.gameEnv.block then
P:createMoveFX("down")
end
P.curY=P.curY-1
else
D=1/D--Fall dist
if D>P.curY-P.imgY then D=P.curY-P.imgY end
if P.gameEnv.moveFX and P.gameEnv.block then
for _=1,D do
P:createMoveFX("down")
P.curY=P.curY-1
end
else
P.curY=P.curY-D
end
end
P:freshBlock(true,true)
P.spinLast=false
if P.imgY~=P.curY then
P.dropDelay=P.gameEnv.drop
elseif P.AI_mode=="CC"then
CC.updateField(P)
if not P.AIdata._20G and P.gameEnv.drop<P.AI_delay0*.5 then
CC.switch20G(P)
end
end
else
P.lockDelay=P.lockDelay-1
if P.lockDelay>=0 then goto stop end
P:drop()
if P.AI_mode=="CC"then
CC.updateField(P)
end
end
end
::stop::
if P.b2b1==P.b2b then
elseif P.b2b1<P.b2b then
P.b2b1=min(P.b2b1*.98+P.b2b*.02+.4,P.b2b)
else
P.b2b1=max(P.b2b1*.95+P.b2b*.05-.6,P.b2b)
end
if P.finesseComboTime>0 then
P.finesseComboTime=P.finesseComboTime-1
end
updateLine(P)
updateFXs(P,dt)
updateTasks(P)
end
function update.dead(P,dt)
if P.timing then P.stat.time=P.stat.time+dt end
if P.keyRec then
P.keySpeed=P.keySpeed*.96+P.stat.key/P.stat.time*60*.04
P.dropSpeed=P.dropSpeed*.96+P.stat.piece/P.stat.time*60*.04
--Final average speeds
if modeEnv.royaleMode then
P.swappingAtkMode=min(P.swappingAtkMode+2,30)
end
end
if P.falling>=0 then
P.falling=P.falling-1
if P.falling<0 then
local L=#P.clearingRow
if P.sound and P.gameEnv.fall>0 and #P.field+L>P.clearingRow[L]then SFX.play("fall")end
P.clearingRow={}
end
end
if P.b2b1>0 then
P.b2b1=max(0,P.b2b1*.92-1)
end
if P.finesseComboTime>0 then
P.finesseComboTime=P.finesseComboTime-1
end
updateLine(P)
updateFXs(P,dt)
updateTasks(P)
end
return update