修复CC死后不能正常复活

This commit is contained in:
MrZ626
2020-09-03 01:22:50 +08:00
parent ffbfa525d4
commit b730d5e485
2 changed files with 274 additions and 270 deletions

View File

@@ -1,4 +1,3 @@
local int=math.floor
local AISpeed={60,50,45,35,25,15,9,6,4,3}
return function(type,speedLV,next,hold,node)
if type=="CC"then
@@ -12,7 +11,7 @@ return function(type,speedLV,next,hold,node)
elseif type=="9S"then
return{
type="9S",
delta=int(AISpeed[speedLV]*.5),
delta=math.floor(AISpeed[speedLV]*.5),
}
end
end

View File

@@ -1027,6 +1027,274 @@ local function Pdraw_demo(P)
end
--------------------------</Paint>--------------------------
--------------------------<Lib Func>--------------------------
local function pressKey(P,i)
P.keyPressing[i]=true
P.act[i](P)
if P.control then
if P.keyRec then
ins(P.keyTime,1,game.frame)
P.keyTime[11]=nil
end
P.stat.key=P.stat.key+1
end
end
local function releaseKey(P,i)
P.keyPressing[i]=false
end
local function pressKey_Rec(P,i)
if game.recording then
ins(game.rec,game.frame)
ins(game.rec,i)
end
P.keyPressing[i]=true
P.act[i](P)
if P.control then
if P.keyRec then
ins(P.keyTime,1,game.frame)
P.keyTime[11]=nil
end
P.stat.key=P.stat.key+1
end
end
local function releaseKey_Rec(P,i)
if game.recording then
ins(game.rec,game.frame)
ins(game.rec,-i)
end
P.keyPressing[i]=false
end
local function without(L,e)
for i=1,#L do
if L[i]==e then return end
end
return true
end
local function getNewStatTable()
local T={
time=0,score=0,
key=0,rotate=0,hold=0,
extraPiece=0,extraRate=0,
piece=0,row=0,dig=0,
atk=0,digatk=0,
send=0,recv=0,pend=0,off=0,
clear={},clears={},spin={},spins={},
pc=0,hpc=0,b2b=0,b3b=0,
}
for i=1,25 do
T.clear[i]={0,0,0,0,0}
T.spin[i]={0,0,0,0,0}
T.clears[i]=0
T.spins[i]=0
end
return T
end
local function newEmptyPlayer(id,x,y,size)
local P={id=id}
players[id]=P
players.alive[id]=P
--Inherit functions of player class
for k,v in next,player do P[k]=v end
if P.id==1 and game.recording then
P.pressKey=pressKey_Rec
P.releaseKey=releaseKey_Rec
else
P.pressKey=pressKey
P.releaseKey=releaseKey
end
P.update=Pupdate_alive
P.fieldOff={x=0,y=0,vx=0,vy=0}--For shake FX
P.x,P.y,P.size=x,y,size or 1
P.frameColor=frameColor[0]
P.small=P.size<.1--If draw in small mode
if P.small then
P.centerX,P.centerY=P.x+300*P.size,P.y+600*P.size
P.canvas=love.graphics.newCanvas(60,120)
P.frameWait=rnd(30,120)
P.draw=Pdraw_small
else
P.keyRec=true--If calculate keySpeed
P.centerX,P.centerY=P.x+300*P.size,P.y+370*P.size
P.absFieldX=P.x+150*P.size
P.absFieldY=P.y+60*P.size
P.draw=Pdraw_norm
P.bonus={}--Text objects
end
P.randGen=mt.newRandomGenerator(game.seed)
P.small=false
P.alive=true
P.control=false
P.timing=false
P.stat=getNewStatTable()
P.modeData={point=0,event=0,counter=0}--Data use by mode
P.keyTime={}P.keySpeed=0
P.dropTime={}P.dropSpeed=0
for i=1,10 do P.keyTime[i]=-1e5 end
for i=1,10 do P.dropTime[i]=-1e5 end
P.field,P.visTime={},{}
P.atkBuffer={sum=0}
--Royale-related
P.badge,P.strength=0,0
P.atkMode,P.swappingAtkMode=1,20
P.atker,P.atking,P.lastRecv={}
P.dropDelay,P.lockDelay=0,0
P.color={}
P.showTime=nil
P.keepVisible=true
--P.cur={bk=matrix[2], id=shapeID, color=colorID, name=nameID}
--P.sc,P.dir={0,0},0--SpinCenterCoord, direction
--P.r,P.c=0,0--row, col
--P.hd={...},same as P.cur
-- P.curX,P.curY,P.imgY,P.minY=0,0,0,0--x,y,ghostY
P.holded=false
P.next={}
P.freshTime=0
P.spinLast,P.lastClear=false,nil
P.spinSeq=0--For Ospin, each digit mean a spin
P.ctrlCount=0--Key press time, for finesse check
P.pieceCount=0--Count pieces from next, for drawing bagline
P.human=false
P.RS=kickList.TRS
-- P.newNext=nil--Call prepareSequence()to get a function to get new next
P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
P.movDir,P.moving,P.downing=0,0,0--Last move key,DAS charging,downDAS charging
P.waiting,P.falling=-1,-1
P.clearingRow,P.clearedRow={},{}--Clearing animation height,cleared row mark
P.combo,P.b2b=0,0
P.garbageBeneath=0
P.fieldBeneath=0
P.score1,P.b2b1=0,0
P.dropFX,P.moveFX,P.lockFX,P.clearFX={},{},{},{}
P.tasks={}--Tasks
P.bonus={}--Texts
P.endCounter=0--Used after gameover
P.result=nil--String:"WIN"/"K.O."
return P
end
local function loadGameEnv(P)--Load gameEnv
P.gameEnv={}--Current game setting environment
local ENV=P.gameEnv
local E
--Load game settings
for k,v in next,gameEnv0 do
if modeEnv[k]~=nil then
v=modeEnv[k] --Mode setting
-- DBP("mode-"..k..":"..tostring(v))
elseif game.setting[k]~=nil then
v=game.setting[k] --Game setting
-- DBP("game-"..k..":"..tostring(v))
elseif setting[k]~=nil then
v=setting[k] --Global setting
-- DBP("global-"..k..":"..tostring(v))
-- else
-- DBP("default-"..k..":"..tostring(v))
end
ENV[k]=v --Default setting
end
end
local function applyGameEnv(P)--Finish gameEnv processing
local ENV=P.gameEnv
P.dropDelay=ENV.drop
P.lockDelay=ENV.lock
P.color={}
for _=1,7 do
P.color[_]=SKIN.libColor[ENV.skin[_]]
end
P.keepVisible=ENV.visible=="show"
P.showTime=
ENV.visible=="show"and 1e99 or
ENV.visible=="time"and 300 or
ENV.visible=="fast"and 20 or
ENV.visible=="none"and 0
P.life=ENV.life
ENV.das=max(ENV.das,ENV.mindas)
ENV.arr=max(ENV.arr,ENV.minarr)
ENV.sdarr=max(ENV.sdarr,ENV.minsdarr)
ENV.next=min(ENV.next,setting.maxNext)
if ENV.sequence~="bag"and ENV.sequence~="loop"then
ENV.bagLine=false
else
ENV.bagLen=#ENV.bag
end
if ENV.lockFX==0 then ENV.lockFX=nil end
if ENV.dropFX==0 then ENV.dropFX=nil end
if ENV.moveFX==0 then ENV.moveFX=nil end
if ENV.clearFX==0 then ENV.clearFX=nil end
if ENV.shakeFX==0 then ENV.shakeFX=nil end
if ENV.ghost==0 then ENV.ghost=nil end
if ENV.center==0 then ENV.center=nil end
end
local function prepareSequence(P)--Call freshPrepare and set newNext
local ENV=P.gameEnv
if type(ENV.sequence)=="string"then
freshPrepare[ENV.sequence](P)
P.newNext=freshMethod[ENV.sequence]
else
assert(type(ENV.sequence)=="function"and type(ENV.freshMethod)=="function","wrong sequence generator code")
ENV.sequence(P)
P.newNext=ENV.freshMethod
end
end
local function loadAI(P,AIdata)--Load AI params
local ENV=P.gameEnv
P.AI_mode=AIdata.type
P.AI_stage=1
P.AI_keys={}
P.AI_delay=AIdata.delay or min(int(ENV.drop*.8),2*AIdata.delta)
P.AI_delay0=AIdata.delta
P.AIdata={
type=AIdata.type,
delay=AIdata.delay,
delta=AIdata.delta,
next=AIdata.next,
hold=AIdata.hold,
_20G=ENV._20G,
bag=AIdata.bag,
node=AIdata.node,
}
if not BOT then P.AI_mode="9S"end
if P.AI_mode=="CC"then
P.RS=kickList.AIRS
local opt,wei=BOT.getConf()
BOT.setHold(opt,P.AIdata.hold)
BOT.set20G(opt,P.AIdata._20G)
BOT.setBag(opt,P.AIdata.bag=="bag")
BOT.setNode(opt,P.AIdata.node)
P.AI_bot=BOT.new(opt,wei)
BOT.free(opt)BOT.free(wei)
for i=1,AIdata.next do
BOT.addNext(P.AI_bot,CCblockID[P.next[i].id])
end
elseif P.AI_mode=="9S"then
P.RS=kickList.TRS
end
end
--------------------------</Lib Func>--------------------------
--------------------------<FX>--------------------------
function player.showText(P,text,dx,dy,font,style,spd,stop)
if P.gameEnv.text then
@@ -1036,12 +1304,6 @@ end
function player.showTextF(P,text,dx,dy,font,style,spd,stop)
ins(P.bonus,TEXT.getText(text,150+dx,300+dy,font*P.size,style,spd,stop))
end
local function without(L,e)
for i=1,#L do
if L[i]==e then return end
end
return true
end
function player.createLockFX(P)
local BK=P.cur.bk
local t=12-P.gameEnv.lockFX*2
@@ -1166,25 +1428,6 @@ function player.RND(P,a,b)
return R:random(a,b)
end
local function getNewStatTable()
local T={
time=0,score=0,
key=0,rotate=0,hold=0,
extraPiece=0,extraRate=0,
piece=0,row=0,dig=0,
atk=0,digatk=0,
send=0,recv=0,pend=0,off=0,
clear={},clears={},spin={},spins={},
pc=0,hpc=0,b2b=0,b3b=0,
}
for i=1,25 do
T.clear[i]={0,0,0,0,0}
T.spin[i]={0,0,0,0,0}
T.clears[i]=0
T.spins[i]=0
end
return T
end
function player.solid(P,x,y)
if x<1 or x>10 or y<1 then return true end
if y>#P.field then return false end
@@ -2108,46 +2351,6 @@ function player.drop(P)--Place piece
end
--------------------------</Methods>--------------------------
--------------------------<Abstract Methods>--------------------------
local AM={}
function AM.pressKey(P,i)
P.keyPressing[i]=true
P.act[i](P)
if P.control then
if P.keyRec then
ins(P.keyTime,1,game.frame)
P.keyTime[11]=nil
end
P.stat.key=P.stat.key+1
end
end
function AM.releaseKey(P,i)
P.keyPressing[i]=false
end
function AM.pressKey_Rec(P,i)
if game.recording then
ins(game.rec,game.frame)
ins(game.rec,i)
end
P.keyPressing[i]=true
P.act[i](P)
if P.control then
if P.keyRec then
ins(P.keyTime,1,game.frame)
P.keyTime[11]=nil
end
P.stat.key=P.stat.key+1
end
end
function AM.releaseKey_Rec(P,i)
if game.recording then
ins(game.rec,game.frame)
ins(game.rec,-i)
end
P.keyPressing[i]=false
end
--------------------------</Abstract Methods>--------------------------
--------------------------<Events>--------------------------
local function gameOver()--Save record
if game.replaying then return end
@@ -2253,10 +2456,13 @@ function player.lose(P)
end
if P.AI_mode=="CC"then
CC_updateField(P)
P.hd=nil
loadAI(P,P.AIdata)
P:popNext()
end
P.life=P.life-1
P.fieldBeneath=0
P.b2b=0
for i=1,#P.atkBuffer do
local A=P.atkBuffer[i]
@@ -2272,7 +2478,7 @@ function player.lose(P)
end
sysFX.newShade(.5,1,1,1,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size)
sysFX.newRectRipple(.3,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size)
sysFX.newRipple(.3,P.x+(300+25+25*P.life+12)*P.size,P.y+(595+12)*P.size,20)
sysFX.newRipple(.3,P.x+(450+25+25*P.life+12)*P.size,P.y+(665+12)*P.size,20)
--300+25*i,595
SFX.play("clear_3")
SFX.play("emit")
@@ -2626,207 +2832,6 @@ end
--------------------------</Control>--------------------------
--------------------------<Generator>--------------------------
local function newEmptyPlayer(id,x,y,size)
local P={id=id}
players[id]=P
players.alive[id]=P
--Inherit functions of player class
for k,v in next,player do P[k]=v end
if P.id==1 and game.recording then
P.pressKey=AM.pressKey_Rec
P.releaseKey=AM.releaseKey_Rec
else
P.pressKey=AM.pressKey
P.releaseKey=AM.releaseKey
end
P.update=Pupdate_alive
P.fieldOff={x=0,y=0,vx=0,vy=0}--For shake FX
P.x,P.y,P.size=x,y,size or 1
P.frameColor=frameColor[0]
P.small=P.size<.1--If draw in small mode
if P.small then
P.centerX,P.centerY=P.x+300*P.size,P.y+600*P.size
P.canvas=love.graphics.newCanvas(60,120)
P.frameWait=rnd(30,120)
P.draw=Pdraw_small
else
P.keyRec=true--If calculate keySpeed
P.centerX,P.centerY=P.x+300*P.size,P.y+370*P.size
P.absFieldX=P.x+150*P.size
P.absFieldY=P.y+60*P.size
P.draw=Pdraw_norm
P.bonus={}--Text objects
end
P.randGen=mt.newRandomGenerator(game.seed)
P.small=false
P.alive=true
P.control=false
P.timing=false
P.stat=getNewStatTable()
P.modeData={point=0,event=0,counter=0}--Data use by mode
P.keyTime={}P.keySpeed=0
P.dropTime={}P.dropSpeed=0
for i=1,10 do P.keyTime[i]=-1e5 end
for i=1,10 do P.dropTime[i]=-1e5 end
P.field,P.visTime={},{}
P.atkBuffer={sum=0}
--Royale-related
P.badge,P.strength=0,0
P.atkMode,P.swappingAtkMode=1,20
P.atker,P.atking,P.lastRecv={}
P.dropDelay,P.lockDelay=0,0
P.color={}
P.showTime=nil
P.keepVisible=true
--P.cur={bk=matrix[2], id=shapeID, color=colorID, name=nameID}
--P.sc,P.dir={0,0},0--SpinCenterCoord, direction
--P.r,P.c=0,0--row, col
--P.hd={...},same as P.cur
-- P.curX,P.curY,P.imgY,P.minY=0,0,0,0--x,y,ghostY
P.holded=false
P.next={}
P.freshTime=0
P.spinLast,P.lastClear=false,nil
P.spinSeq=0--For Ospin, each digit mean a spin
P.ctrlCount=0--Key press time, for finesse check
P.pieceCount=0--Count pieces from next, for drawing bagline
P.human=false
P.RS=kickList.TRS
-- P.newNext=nil--Call prepareSequence()to get a function to get new next
P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
P.movDir,P.moving,P.downing=0,0,0--Last move key,DAS charging,downDAS charging
P.waiting,P.falling=-1,-1
P.clearingRow,P.clearedRow={},{}--Clearing animation height,cleared row mark
P.combo,P.b2b=0,0
P.garbageBeneath=0
P.fieldBeneath=0
P.score1,P.b2b1=0,0
P.dropFX,P.moveFX,P.lockFX,P.clearFX={},{},{},{}
P.tasks={}--Tasks
P.bonus={}--Texts
P.endCounter=0--Used after gameover
P.result=nil--String:"WIN"/"K.O."
return P
end
local function loadGameEnv(P)--Load gameEnv
P.gameEnv={}--Current game setting environment
local ENV=P.gameEnv
local E
--Load game settings
for k,v in next,gameEnv0 do
if modeEnv[k]~=nil then
v=modeEnv[k] --Mode setting
-- DBP("mode-"..k..":"..tostring(v))
elseif game.setting[k]~=nil then
v=game.setting[k] --Game setting
-- DBP("game-"..k..":"..tostring(v))
elseif setting[k]~=nil then
v=setting[k] --Global setting
-- DBP("global-"..k..":"..tostring(v))
-- else
-- DBP("default-"..k..":"..tostring(v))
end
ENV[k]=v --Default setting
end
end
local function applyGameEnv(P)--Finish gameEnv processing
local ENV=P.gameEnv
P.dropDelay=ENV.drop
P.lockDelay=ENV.lock
P.color={}
for _=1,7 do
P.color[_]=SKIN.libColor[ENV.skin[_]]
end
P.keepVisible=ENV.visible=="show"
P.showTime=
ENV.visible=="show"and 1e99 or
ENV.visible=="time"and 300 or
ENV.visible=="fast"and 20 or
ENV.visible=="none"and 0
P.life=ENV.life
ENV.das=max(ENV.das,ENV.mindas)
ENV.arr=max(ENV.arr,ENV.minarr)
ENV.sdarr=max(ENV.sdarr,ENV.minsdarr)
ENV.next=min(ENV.next,setting.maxNext)
if ENV.sequence~="bag"and ENV.sequence~="loop"then
ENV.bagLine=false
else
ENV.bagLen=#ENV.bag
end
if ENV.lockFX==0 then ENV.lockFX=nil end
if ENV.dropFX==0 then ENV.dropFX=nil end
if ENV.moveFX==0 then ENV.moveFX=nil end
if ENV.clearFX==0 then ENV.clearFX=nil end
if ENV.shakeFX==0 then ENV.shakeFX=nil end
if ENV.ghost==0 then ENV.ghost=nil end
if ENV.center==0 then ENV.center=nil end
end
local function prepareSequence(P)--Call freshPrepare and set newNext
local ENV=P.gameEnv
if type(ENV.sequence)=="string"then
freshPrepare[ENV.sequence](P)
P.newNext=freshMethod[ENV.sequence]
else
assert(type(ENV.sequence)=="function"and type(ENV.freshMethod)=="function","wrong sequence generator code")
ENV.sequence(P)
P.newNext=ENV.freshMethod
end
end
local function loadAI(P,AIdata)--Load AI params
local ENV=P.gameEnv
P.AI_mode=AIdata.type
P.AI_stage=1
P.AI_keys={}
P.AI_delay=AIdata.delay or min(int(ENV.drop*.8),2*AIdata.delta)
P.AI_delay0=AIdata.delta
P.AIdata={
next=AIdata.next,
hold=AIdata.hold,
_20G=ENV._20G,
bag=AIdata.bag=="bag",
node=AIdata.node,
}
if not BOT then P.AI_mode="9S"end
if P.AI_mode=="CC"then
P.RS=kickList.AIRS
local opt,wei=BOT.getConf()
BOT.setHold(opt,P.AIdata.hold)
BOT.set20G(opt,P.AIdata._20G)
BOT.setBag(opt,P.AIdata.bag)
BOT.setNode(opt,P.AIdata.node)
P.AI_bot=BOT.new(opt,wei)
BOT.free(opt)BOT.free(wei)
for i=1,AIdata.next do
BOT.addNext(P.AI_bot,CCblockID[P.next[i].id])
end
elseif P.AI_mode=="9S"then
P.RS=kickList.TRS
end
end
function PLY.newDemoPlayer(id,x,y,size)
local P=newEmptyPlayer(id,x,y,size)