local mt=love.math local int,ceil,rnd=math.floor,math.ceil,math.random local max,min=math.max,math.min local ins,rem=table.insert,table.remove local PLY={ update=require("parts/player/update"), draw=require("parts/player/draw"), } local Player={}--Player class local gameEnv0=require("parts/player/gameEnv0") local prepareSequence=require("parts/player/prepareSequence") local kickList=require("parts/kickList") local scs=spinCenters ---------------------------------------------------- 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,finesseRate=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, maxCombo=0,maxFinesseCombo=0, } for i=1,25 do T.clear[i]={0,0,0,0,0,0} T.spin[i]={0,0,0,0,0,0,0} T.clears[i]=0 T.spins[i]=0 end return T end local function pressKey(P,keyID) if P.keyAvailable[keyID]then P.keyPressing[keyID]=true P.actList[keyID](P) if P.control then if P.keyRec then ins(P.keyTime,1,GAME.frame) P.keyTime[11]=nil end end P.stat.key=P.stat.key+1 end end local function releaseKey(P,keyID) P.keyPressing[keyID]=false end local function pressKey_Rec(P,keyID) if P.keyAvailable[keyID]then if GAME.recording then ins(GAME.rec,GAME.frame+1) ins(GAME.rec,keyID) end P.keyPressing[keyID]=true P.actList[keyID](P) if P.control then if P.keyRec then ins(P.keyTime,1,GAME.frame) P.keyTime[11]=nil end end P.stat.key=P.stat.key+1 end end local function releaseKey_Rec(P,keyID) if GAME.recording then ins(GAME.rec,GAME.frame+1) ins(GAME.rec,-keyID) end P.keyPressing[keyID]=false end local function loadGameEnv(P)--Load gameEnv P.gameEnv={}--Current game setting environment local ENV=P.gameEnv --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 if type(v)~="table"then--Default setting ENV[k]=v else ENV[k]=copyTable(v) end end end local function applyGameEnv(P)--Finish gameEnv processing local ENV=P.gameEnv P._20G=ENV.drop==0 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 P.keyAvailable={true,true,true,true,true,true,true,true,true,true,true,true,true,true,true,true,true,true,true,true} if ENV.noTele then for i=11,20 do if i~=14 then P.keyAvailable[i]=false virtualkey[i].ava=false end end end for _,v in next,ENV.keyCancel do P.keyAvailable[v]=false virtualkey[v].ava=false end if P._20G then P.keyAvailable[7]=false virtualkey[7].ava=false end if not ENV.hold then P.keyAvailable[8]=false virtualkey[8].ava=false end if type(ENV.mission)=="table"then P.curMission=1 end 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.next==0 then ENV.nextPos=false 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 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),AIdata.delta*rnd()*4) P.AI_delay0=AIdata.delta P.AIdata={ type=AIdata.type, delay=AIdata.delay, delta=AIdata.delta, next=AIdata.next, hold=AIdata.hold, _20G=P._20G, bag=AIdata.bag, node=AIdata.node, } if not CC then P.AI_mode="9S" P.AI_delay0=int(P.AI_delay0*.26) end if P.AI_mode=="CC"then P.RS=kickList.AIRS local opt,wei=CC.getConf() CC.fastWeights(wei) CC.setHold(opt,P.AIdata.hold) CC.set20G(opt,P.AIdata._20G) CC.setBag(opt,P.AIdata.bag=="bag") CC.setNode(opt,P.AIdata.node) P.AI_bot=CC.new(opt,wei) CC.free(opt)CC.free(wei) for i=1,AIdata.next do CC.addNext(P.AI_bot,P.next[i].id) end end 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=PLY.update.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=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=PLY.draw.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=PLY.draw.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.seqData={} P.freshTime=0 P.spinLast=false P.lastPiece={ id=0,name=0,--block id/name finePts=0,--finesse Points row=0,dig=0,--lines/garbage cleared score=0,--score gained atk=0,exblock=0,--lines attack/defend off=0,send=0,--lines offset/sent spin=false,mini=false,--if spin/mini pc=false,hpc=false,--if pc/hpc special=false,--if special clear (spin, >=4, pc) } 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.sound=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.finesseCombo=0 P.garbageBeneath=0 P.fieldBeneath=0 P.fieldUp=0 P.score1,P.b2b1=0,0 P.finesseComboTime=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 ---------------------------------------------------- ---------------------------------------------------- function Player.showText(P,text,dx,dy,font,style,spd,stop) if P.gameEnv.text then ins(P.bonus,TEXT.getText(text,150+dx,300+dy,font*P.size,style,spd,stop)) end 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 function Player.createLockFX(P) local BK=P.cur.bk local t=12-P.gameEnv.lockFX*2 for i=1,P.r do local y=P.curY+i-1 if without(P.clearedRow,y)then y=-30*y for j=1,P.c do if BK[i][j]then ins(P.lockFX,{30*(P.curX+j-2),y,0,t}) end end end end end function Player.createDropFX(P,x,y,w,h) ins(P.dropFX,{x,y,w,h,0,13-2*P.gameEnv.dropFX}) end function Player.createMoveFX(P,dir) local T=10-1.5*P.gameEnv.moveFX local C=P.cur.color local x=P.curX-1 local y=P.gameEnv.smooth and P.curY+P.dropDelay/P.gameEnv.drop-2 or P.curY-1 if dir=="left"then for i=1,P.r do for j=P.c,1,-1 do if P.cur.bk[i][j]then ins(P.moveFX,{C,x+j,y+i,0,T}) break end end end elseif dir=="right"then for i=1,P.r do for j=1,P.c do if P.cur.bk[i][j]then ins(P.moveFX,{C,x+j,y+i,0,T}) break end end end elseif dir=="down"then for j=1,P.c do for i=P.r,1,-1 do if P.cur.bk[i][j]then ins(P.moveFX,{C,x+j,y+i,0,T}) break end end end else for i=1,P.r do for j=1,P.c do if P.cur.bk[i][j]then ins(P.moveFX,{C,x+j,y+i,0,T}) end end end end end function Player.createClearingFX(P,y,spd) ins(P.clearFX,{y,0,spd}) end function Player.createBeam(P,R,send,color) local x1,y1,x2,y2 if P.small then x1,y1=P.centerX,P.centerY else x1,y1=P.x+(30*(P.curX+P.sc[2])-30+15+150)*P.size,P.y+(600-30*(P.curY+P.sc[1])+15+70)*P.size end if R.small then x2,y2=R.centerX,R.centerY else x2,y2=R.x+308*R.size,R.y+450*R.size end wid=int(send^.7*(4+SETTING.atkFX)) local r,g,b=unpack(SKIN.libColor[color]) r,g,b=r*2,g*2,b*2 local a=modeEnv.royaleMode and not(P.human or R.human)and .2 or 1 sysFX.newAttack(1-SETTING.atkFX*.1,x1,y1,x2,y2,wid,r,g,b,a*(SETTING.atkFX+2)*.0626) end ---------------------------------------------------- ---------------------------------------------------- function Player.RND(P,a,b) local R=P.randGen return R:random(a,b) end function Player.set20G(P,if20g,init) P._20G=if20g P.keyAvailable[7]=not if20g virtualkey[7].ava=not if20g if init and if20g and P.AI_mode=="CC"then CC.switch20G(P)end end function Player.setHold(P,ifhold) P.gameEnv.hold=ifhold P.keyAvailable[8]=not ifhold virtualkey[8].ava=not ifhold if not ifhold then P.hd=nil end end function Player.setNext(P,next) P.gameEnv.next=next end function Player.setInvisible(P,time) if time<0 then P.keepVisible=true else P.keepVisible=false P.showTime=time end end function Player.newTask(P,code,data) local L=P.tasks ins(L,{ code=code, data=data, }) 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 return P.field[y] [x]>0--to catch bug (nil[*]) end function Player.ifoverlap(P,bk,x,y) local C=#bk[1] if x<1 or x+C>11 or y<1 then return true end if y>#P.field then return end for i=1,#bk do if P.field[y+i-1]then for j=1,C do if bk[i][j]and P.field[y+i-1][x+j-1]>0 then return true end end end end end function Player.attack(P,R,send,time,...) if SETTING.atkFX>0 then P:createBeam(R,send,time,...) end R.lastRecv=P if R.atkBuffer.sum<20 then local B=R.atkBuffer if send>20-B.sum then send=20-B.sum end--No more then 20 local m,k=#B,1 while k<=m and time>B[k].countdown do k=k+1 end for i=m,k,-1 do B[i+1]=B[i] end B[k]={ pos=P:RND(10), amount=send, countdown=time, cd0=time, time=0, sent=false, lv=min(int(send^.69),5), }--Sorted insert(by time) B.sum=B.sum+send R.stat.recv=R.stat.recv+send if R.sound then SFX.play(send<4 and"blip_1"or"blip_2",min(send+1,5)*.1) end end end function Player.getHolePos(P) if P.garbageBeneath==0 then return P:RND(10) else local p=P:RND(10) if P.field[1][p]<=0 then return P:RND(10) end return p end end function Player.garbageRelease(P) local n,flag=1 while true do local A=P.atkBuffer[n] if A and A.countdown<=0 and not A.sent then P:garbageRise(19+A.lv,A.amount,A.pos) P.atkBuffer.sum=P.atkBuffer.sum-A.amount A.sent,A.time=true,0 P.stat.pend=P.stat.pend+A.amount n=n+1 flag=true else break end end if flag and P.AI_mode=="CC"then CC.updateField(P)end end function Player.garbageRise(P,color,amount,pos) local _ local t=P.showTime*2 for _=1,amount do ins(P.field,1,FREEROW.get(color,true)) ins(P.visTime,1,FREEROW.get(t)) P.field[1][pos]=0 end P.fieldBeneath=P.fieldBeneath+amount*30 if P.cur then P.curY=P.curY+amount P.imgY=P.imgY+amount end P.garbageBeneath=P.garbageBeneath+amount for i=1,#P.clearingRow do P.clearingRow[i]=P.clearingRow[i]+amount end P:freshBlock(false,false) for i=1,#P.lockFX do _=P.lockFX[i] _[2]=_[2]-30*amount--Shift 30px per line cleared end for i=1,#P.dropFX do _=P.dropFX[i] _[3],_[5]=_[3]+amount,_[5]+amount end if #P.field>42 then P:lose()end end local invList={2,1,4,3,5,6,7} function Player.pushLine(P,L,mir) local l=#L local S=P.gameEnv.skin for i=1,l do local r=FREEROW.get(0) if not mir then for j=1,10 do r[j]=S[L[i][j]]or 0 end else for j=1,10 do r[j]=S[invList[L[i][11-j]]]or 0 end end ins(P.field,1,r) ins(P.visTime,1,FREEROW.get(20)) end P.fieldBeneath=P.fieldBeneath+30*l P.curY=P.curY+l P.imgY=P.imgY+l P:freshBlock(false,false) end function Player.pushNext(P,L,mir) for i=1,#L do P:getNext(mir and invList[L[i]]or L[i]) end end function Player.freshTarget(P) if P.atkMode==1 then if not P.atking or not P.atking.alive or rnd()<.1 then P:changeAtk(randomTarget(P)) end elseif P.atkMode==2 then P:changeAtk(P~=GAME.mostBadge and GAME.mostBadge or GAME.secBadge or randomTarget(P)) elseif P.atkMode==3 then P:changeAtk(P~=GAME.mostDangerous and GAME.mostDangerous or GAME.secDangerous or randomTarget(P)) elseif P.atkMode==4 then for i=1,#P.atker do if not P.atker[i].alive then rem(P.atker,i) return end end end end function Player.changeAtkMode(P,m) if P.atkMode==m then return end P.atkMode=m if m==1 then P:changeAtk(randomTarget(P)) elseif m==2 or m==3 then P:freshTarget() elseif m==4 then P:changeAtk() end end function Player.changeAtk(P,R) -- if not P.human then R=PLAYERS[1]end--1vALL mode? if P.atking then local K=P.atking.atker for i=1,#K do if K[i]==P then rem(K,i) break end end end if R then P.atking=R ins(R.atker,P) else P.atking=nil end end function Player.freshBlock(P,keepGhost,control,system) local ENV=P.gameEnv if not keepGhost and P.cur then P.imgY=min(#P.field+1,P.curY) if P._20G or P.keyPressing[7]and ENV.sdarr==0 then local _=P.imgY --Move ghost to bottom while not P:ifoverlap(P.cur.bk,P.curX,P.imgY-1)do P.imgY=P.imgY-1 end --Cancel spinLast if _~=P.imgY then P.spinLast=false end --Create FX if dropped if P.curY>P.imgY then if ENV.dropFX and ENV.block and P.curY-P.imgY-P.r>-1 then P:createDropFX(P.curX,P.curY-1,P.c,P.curY-P.imgY-P.r+1) end if ENV.shakeFX then P.fieldOff.vy=ENV.shakeFX*.5 end P.curY=P.imgY end else while not P:ifoverlap(P.cur.bk,P.curX,P.imgY-1)do P.imgY=P.imgY-1 end end end if control then if ENV.easyFresh then local d0=ENV.lock if P.lockDelay=P.gameEnv.das then local x=P.curX+P.movDir if not P:ifoverlap(C.bk,x,y)then P.curX=x end end --IRS if P.gameEnv.irs then if _[5]then P:spin(2,true) else if _[3]then if _[4]then P:spin(2,true) else P:spin(1,true) end elseif _[4]then P:spin(3,true) end end end --Spawn SFX if P.sound and id<8 then SFX.fplay(spawnSFX_name[id],SETTING.spawn) end end function Player.spin(P,d,ifpre) local iki=P.RS[P.cur.id] if type(iki)=="table"then local idir=(P.dir+d)%4 local icb=BLOCKS[P.cur.id][idir] local isc=scs[P.cur.id][idir] local ir,ic=#icb,#icb[1] local ix,iy=P.curX+P.sc[2]-isc[2],P.curY+P.sc[1]-isc[1] iki=iki[P.dir*10+idir] if not iki then if P.gameEnv.easyFresh then P:freshBlock(false,true) end SFX.fieldPlay(ifpre and"prerotate"or"rotate",nil,P) return end for test=1,#iki do local x,y=ix+iki[test][1],iy+iki[test][2] if not P:ifoverlap(icb,x,y)and(P.freshTime<=P.gameEnv.freshLimit or iki[test][2]<0)then ix,iy=x,y if P.gameEnv.moveFX and P.gameEnv.block then P:createMoveFX() end P.curX,P.curY,P.dir=ix,iy,idir P.sc,P.cur.bk=scs[P.cur.id][idir],icb P.r,P.c=ir,ic P.spinLast=test==2 and 0 or 1 if not ifpre then P:freshBlock(false,true) end if iki[test][2]>0 and not P.gameEnv.easyFresh then P.freshTime=P.freshTime+1 end if P.sound then SFX.fieldPlay(ifpre and"prerotate"or P:ifoverlap(P.cur.bk,P.curX,P.curY+1)and P:ifoverlap(P.cur.bk,P.curX-1,P.curY)and P:ifoverlap(P.cur.bk,P.curX+1,P.curY)and"rotatekick"or"rotate",nil,P) end P.stat.rotate=P.stat.rotate+1 return end end else iki(P,d) end end function Player.hold(P,ifpre) if not P.holded and (ifpre or P.waiting==-1) and P.gameEnv.hold then local H,C=P.hd,P.cur if not(H or C)then return end --Finesse check if H and C and H.id==C.id and H.name==C.name then P.ctrlCount=P.ctrlCount+1 elseif P.ctrlCount<=1 then P.ctrlCount=0 end P.spinLast=false P.spinSeq=0 P.cur,P.hd=H,C--Swap hold H,C=P.hd,P.cur if P.next[1]or C then--Make hold available in fixed sequence P.holded=P.gameEnv.oncehold end if H then local hid=P.hd.id P.hd.bk=BLOCKS[hid][P.gameEnv.face[hid]] end if not C then C=rem(P.next,1) P:newNext() if C then P.cur=C P.pieceCount=P.pieceCount+1 if P.AI_mode=="CC"then local next=P.next[P.AIdata.next] if next then CC.addNext(P.AI_bot,next.id) end end else P.holded=false end end if C then P:resetBlock() P:freshBlock(false,true) P.dropDelay=P.gameEnv.drop P.lockDelay=P.gameEnv.lock P.freshTime=max(P.freshTime-5,0) if P:ifoverlap(P.cur.bk,P.curX,P.curY)then P:lock()P:lose()end end if P.sound then SFX.play(ifpre and"prehold"or"hold") end P.stat.hold=P.stat.hold+1 end end function Player.getNext(P,n) local E=P.gameEnv ins(P.next,{bk=BLOCKS[n][E.face[n]],id=n,color=E.bone and 17 or E.skin[n],name=n}) end function Player.popNext(P)--Pop next queue to hand P.holded=false P.spinLast=false P.spinSeq=0 P.ctrlCount=0 P.cur=rem(P.next,1) P:newNext() if P.cur then P.pieceCount=P.pieceCount+1 if P.AI_mode=="CC"then local next=P.next[P.AIdata.next] if next then CC.addNext(P.AI_bot,next.id) end end local _=P.keyPressing --IHS if _[8]and P.gameEnv.hold and P.gameEnv.ihs then P:hold(true) _[8]=false else P:resetBlock() end P.dropDelay=P.gameEnv.drop P.lockDelay=P.gameEnv.lock P.freshTime=0 if P.cur then if P:ifoverlap(P.cur.bk,P.curX,P.curY)then P:lock() P:lose() end P:freshBlock(false,true,true) end --IHdS if _[6]then P.act_hardDrop(P) _[6]=false end end end function Player.cancel(P,N)--Cancel Garbage local k=0 --Pointer, attack bar selected local off=0 --Lines offseted local bf=P.atkBuffer ::R:: if bf.sum>0 then local A repeat k=k+1 A=bf[k] if not A then return off end until not A.sent if N>=A.amount then local O=A.amount--Cur Offset N=N-O off=off+O bf.sum=bf.sum-O A.sent,A.time=true,0 if N>0 then goto R end else off=off+N A.amount=A.amount-N bf.sum=bf.sum-N end end return off end do--player:drop()--Place piece local clearSCR={80,200,400}--Techrash:1K; B2Bmul:1.3/1.8 local spinSCR={ {200,750,1300,2000},--Z {200,750,1300,2000},--S {220,700,1300,2000},--L {220,700,1300,2000},--J {250,800,1400,2000},--T {260,900,1600,4500,7000},--O {300,1200,1700,4000,6000},--I {220,800,2000,3000,8000,26000},--Else }--B2Bmul:1.2/2.0; Mini*=.6 local b2bPoint={50,100,180,1000,1200,9999} local b2bATK={3,5,8,12,18} local reAtk={0,0,1,1,1,2,2,3,3} local reDef={0,1,1,2,3,3,4,4,5} local spinVoice={"zspin","sspin","jspin","lspin","tspin","ospin","ispin","zspin","sspin","pspin","qspin","fspin","espin","tspin","uspin","vspin","wspin","xspin","jspin","lspin","rspin","yspin","hspin","nspin","ispin"} local clearVoice={"single","double","triple","techrash","pentcrash","hexcrash"} local spinSFX={[0]="spin_0","spin_1","spin_2"} local clearSFX={"clear_1","clear_2","clear_3"} local renSFX={}for i=1,11 do renSFX[i]="ren_"..i end local finesseList={ [1]={ {1,2,1,0,1,2,2,1}, {2,2,2,1,1,2,3,2,2}, },--Z [3]={ {1,2,1,0,1,2,2,1}, {2,2,3,2,1,2,3,3,2}, {3,4,3,2,3,4,4,3}, {2,3,2,1,2,3,3,2,2}, },--L [6]={ {1,2,2,1,0,1,2,2,1}, },--O [7]={ {1,2,1,0,1,2,1}, {2,2,2,2,1,1,2,2,2,2}, },--I } finesseList[1][3],finesseList[1][4],finesseList[7][3],finesseList[7][4]=finesseList[1][1],finesseList[1][2],finesseList[7][1],finesseList[7][2]--"2-phase" SZI finesseList[2]=finesseList[1]--S=Z finesseList[4],finesseList[5]=finesseList[3],finesseList[3]--J=L=T function Player.drop(P) local _ local CHN=VOC.getFreeChannel() P.dropTime[11]=ins(P.dropTime,1,GAME.frame)--Update speed dial local ENV=P.gameEnv local STAT=P.stat local piece=P.lastPiece local cmb=P.combo local CB,CX,CY=P.cur,P.curX,P.curY local clear--If clear with no line fall local cc,gbcc=0,0--Row/garbage-row cleared,full-part local atk,exblock=0,0--Attack & extra defense local send,off=0,0--Sending lines remain & offset local cscore,sendTime=10,0--Score & send Time local dospin,mini=0 piece.id,piece.name=CB.id,CB.name P.waiting=ENV.wait --Tri-corner spin check if P.spinLast then if CB.id<6 then local x,y=CX+P.sc[2],CY+P.sc[1] local c=0 if P:solid(x-1,y+1)then c=c+1 end if P:solid(x+1,y+1)then c=c+1 end if c==0 then goto NTC end if P:solid(x-1,y-1)then c=c+1 end if P:solid(x+1,y-1)then c=c+1 end if c>2 then dospin=dospin+2 end end ::NTC:: end --Immovable spin check if P:ifoverlap(CB.bk,CX,CY+1)and P:ifoverlap(CB.bk,CX-1,CY)and P:ifoverlap(CB.bk,CX+1,CY)then dospin=dospin+2 end --Lock block to field P:lock() --Clear list of cleared-rows if P.clearedRow[1]then P.clearedRow={}end --Check line clear for i=1,P.r do local h=CY+i-2 --Bomb trigger if h>0 and P.field[h]and P.clearedRow[cc]~=h then for x=1,P.c do if CB.bk[i][x]and P.field[h][CX+x-1]==19 then cc=cc+1 P.clearingRow[cc]=h-cc+1 P.clearedRow[cc]=h break end end end h=h+1 --Row filled for x=1,10 do if P.field[h][x]<=0 then goto notFull end end cc=cc+1 P.clearingRow[cc]=h-cc+1 P.clearedRow[cc]=h ::notFull:: end --Create clearing FX if cc>0 and ENV.clearFX then local t=7-ENV.clearFX*1 for i=1,cc do P:createClearingFX(P.clearedRow[i],t) end end --Create locking FX if ENV.lockFX then if cc==0 then P:createLockFX() else _=#P.lockFX if _>0 then for _=1,_ do rem(P.lockFX) end end end end --Final spin check if dospin>0 then if cc>0 then dospin=dospin+(P.spinLast or 0) if dospin<3 then mini=CB.id<6 and cc7 then finesse=true elseif CY<=18 then local y0=CY local c=P.c local B=CB.bk for x=1,c do local y for i=#B,1,-1 do if B[i][x]then y=i goto L1 end end goto L2 ::L1:: if y then x=CX+x-1 for y1=y0+y,#P.field do --Roof=finesse if P:solid(x,y1)then finesse=true goto L2 end end end end else finesse=true end ::L2:: --Remove rows need to be cleared if cc>0 then for i=cc,1,-1 do _=P.clearedRow[i] if P.field[_][11]then P.garbageBeneath=P.garbageBeneath-1 gbcc=gbcc+1 end FREEROW.discard(rem(P.field,_)) FREEROW.discard(rem(P.visTime,_)) end end --Cancel no-sense clearing FX _=#P.clearingRow while _>0 and P.clearingRow[_]>#P.field do P.clearingRow[_]=nil _=_-1 end if P.clearingRow[1]then P.falling=ENV.fall elseif cc==P.r then clear=true end --Finesse check (control) local finePts if not finesse then if dospin then P.ctrlCount=P.ctrlCount-2 end--Allow 2 more step for roof-less spin local id=CB.id local d=P.ctrlCount-finesseList[id][P.dir+1][CX] finePts=d<=0 and 5 or max(3-d,0) else finePts=5 end piece.finePts=finePts P.stat.finesseRate=P.stat.finesseRate+finePts if finePts<5 then P.stat.extraPiece=P.stat.extraPiece+1 if ENV.fineKill then P:lose() end if P.sound then if ENV.fineKill then SFX.play("finesseError_long",.6) elseif ENV.fine then SFX.play("finesseError",.8) end end end if finePts<=1 then P.finesseCombo=0 else P.finesseCombo=P.finesseCombo+1 if P.finesseCombo>2 then P.finesseComboTime=12 end if P.sound then SFX.fieldPlay("lock",nil,P)end end piece.spin,piece.mini=dospin,false piece.pc,piece.hpc=false,false piece.special=false if cc>0 then--If lines cleared, about 200 lines below cmb=cmb+1 if dospin then cscore=(spinSCR[CB.name]or spinSCR[8])[cc] if P.b2b>1000 then P:showText(text.b3b..text.block[CB.name]..text.spin.." "..text.clear[cc],0,-30,35,"stretch") atk=b2bATK[cc]+cc*.5 exblock=exblock+1 cscore=cscore*2 STAT.b3b=STAT.b3b+1 if P.sound then VOC.play("b3b",CHN) end elseif P.b2b>=50 then P:showText(text.b2b..text.block[CB.name]..text.spin.." "..text.clear[cc],0,-30,35,"spin") atk=b2bATK[cc] cscore=cscore*1.2 STAT.b2b=STAT.b2b+1 if P.sound then VOC.play("b2b",CHN) end else P:showText(text.block[CB.name]..text.spin.." "..text.clear[cc],0,-30,45,"spin") atk=2*cc end sendTime=20+atk*20 if mini then P:showText(text.mini,0,-80,35,"appear") atk=atk*.25 sendTime=sendTime+60 cscore=cscore*.5 P.b2b=P.b2b+b2bPoint[cc]*.5 if P.sound then VOC.play("mini",CHN) end else P.b2b=P.b2b+b2bPoint[cc] end piece.mini=mini piece.special=true if P.sound then SFX.play(spinSFX[cc]or"spin_3") VOC.play(spinVoice[CB.name],CHN) end elseif cc>=4 then cscore=cc==4 and 1000 or cc==5 and 1500 or 2000 if P.b2b>1000 then P:showText(text.b3b..text.clear[cc],0,-30,50,"fly") atk=4*cc-10 sendTime=100 exblock=exblock+1 cscore=cscore*1.8 STAT.b3b=STAT.b3b+1 if P.sound then VOC.play("b3b",CHN) end elseif P.b2b>=50 then P:showText(text.b2b..text.clear[cc],0,-30,50,"drive") sendTime=80 atk=3*cc-7 cscore=cscore*1.3 STAT.b2b=STAT.b2b+1 if P.sound then VOC.play("b2b",CHN) end else P:showText(text.clear[cc],0,-30,70,"stretch") sendTime=60 atk=2*cc-4 end P.b2b=P.b2b+cc*100-300 piece.special=true else piece.special=false end if P.sound then VOC.play(clearVoice[cc],CHN) end --PC/HPC bonus if clear and #P.field==0 then P:showText(text.PC,0,-80,50,"flicker") atk=atk*.5+min(8+STAT.pc*2,20) exblock=exblock+2 sendTime=sendTime+120 if STAT.row+cc>4 then P.b2b=1200 cscore=cscore+300*min(6+STAT.pc,10) else cscore=cscore+626 end STAT.pc=STAT.pc+1 if P.sound then SFX.play("clear") VOC.play("perfect_clear",CHN) end piece.pc=true piece.special=true elseif clear and(cc>1 or #P.field==P.garbageBeneath)then P:showText(text.HPC,0,-80,50,"fly") atk=atk+2 exblock=exblock+2 sendTime=sendTime+60 cscore=cscore+626 STAT.hpc=STAT.hpc+1 if P.sound then SFX.play("clear") VOC.play("half_clear",CHN) end piece.hpc=true piece.special=true end --Normal clear, reduce B2B point if not piece.special then P.b2b=max(P.b2b-250,0) P:showText(text.clear[cc],0,-30,35,"appear",(8-cc)*.3) atk=cc-.5 sendTime=20+atk*20 cscore=cscore+clearSCR[cc] end --Combo bonus sendTime=sendTime+25*cmb if cmb>1 then atk=atk*(1+(cc==1 and .15 or .25)*min(cmb-1,12)) if cmb>=3 then atk=atk+1 end P:showText(text.cmb[min(cmb,21)],0,25,15+min(cmb,15)*5,cmb<10 and"appear"or"flicker") cscore=cscore+min(50*cmb,500)*(2*cc-1) end if P.b2b>1200 then P.b2b=1200 end --Bonus atk/def when focused if modeEnv.royaleMode then local i=min(#P.atker,9) if i>1 then atk=atk+reAtk[i] exblock=exblock+reDef[i] end end --Send Lines send=atk if send>0 then if exblock>0 then exblock=int(exblock*(1+P.strength*.25))--Badge Buff P:showText("+"..exblock,0,53,20,"fly") off=off+P:cancel(exblock) end send=int(send*(1+P.strength*.25))--Badge Buff if send>0 then P:showText(send,0,80,35,"zoomout") _=P:cancel(send) send=send-_ off=off+_ if send>0 then local T if modeEnv.royaleMode then if P.atkMode==4 then local M=#P.atker if M>0 then for i=1,M do P:attack(P.atker[i],send,CB.color) end else T=randomTarget(P) end else P:freshTarget() T=P.atking end elseif #PLAYERS.alive>1 then T=randomTarget(P) end if T then P:attack(T,send,CB.color) end end if P.sound and send>3 then SFX.play("emit",min(send,7)*.1)end end end --SFX & Vibrate if P.sound then SFX.play(clearSFX[cc]or"clear_4") SFX.play(renSFX[min(cmb,11)]) if cmb>14 then SFX.play("ren_mega",(cmb-10)*.1)end VIB(cc+1) end else--No lines clear cmb=0 --Spin bonus if dospin then P:showText(text.block[CB.name]..text.spin,0,-30,45,"appear") P.b2b=P.b2b+20 if P.sound then SFX.play("spin_0") VOC.play(spinVoice[CB.name],CHN) end cscore=30 end if P.b2b>1000 then P.b2b=max(P.b2b-40,1000) end P:garbageRelease() end P.combo=cmb --DropSpeed bonus if P._20G then cscore=cscore*2 elseif ENV.drop<1 then cscore=cscore*1.5 elseif ENV.drop<3 then cscore=cscore*1.2 end --Speed bonus if P.dropSpeed>60 then cscore=cscore*(.9+P.dropSpeed/600) end cscore=int(cscore) if ENV.score then P:showText(cscore,(P.curX+P.sc[2]-5.5)*30,(10-P.curY-P.sc[1])*30+P.fieldBeneath+P.fieldUp,int(8-120/(cscore+20))*5,"score",2) end piece.row,piece.dig=cc,gbcc piece.score=cscore piece.atk,piece.exblock=atk,exblock piece.off,piece.send=off,send --Check clearing task if cc>0 and P.curMission then local t=ENV.mission[P.curMission] local success if t<5 then if piece.row==t and not piece.spin then success=true end elseif t<9 then if piece.row==t-4 and piece.spin then success=true end elseif t==9 then if piece.pc then success=true end elseif t<90 then if piece.row==t%10 and piece.name==int(t/10)and piece.spin then success=true end end if success then P.curMission=P.curMission+1 SFX.play("reach") if P.curMission>#ENV.mission then P.curMission=nil P:win("finish") end elseif ENV.missionKill then P:showText(text.missionFailed,0,140,40,"flicker",.5) SFX.play("finesseError_long",.6) P:lose(true) end end --Update stat STAT.score=STAT.score+cscore STAT.piece=STAT.piece+1 STAT.row=STAT.row+cc STAT.maxFinesseCombo=max(STAT.maxFinesseCombo,P.finesseCombo) STAT.maxCombo=max(STAT.maxCombo,P.combo) if atk>0 then STAT.atk=STAT.atk+atk if send>0 then STAT.send=STAT.send+int(send) end if off>0 then STAT.off=STAT.off+off end end if gbcc>0 then STAT.dig=STAT.dig+gbcc STAT.digatk=STAT.digatk+atk*gbcc/cc end local n=CB.name if dospin then _=STAT.spin[n] _[cc+1]=_[cc+1]+1--Spin[1~25][0~4] _=STAT.spins _[cc+1]=_[cc+1]+1--Spin[0~4] elseif cc>0 then _=STAT.clear[n] _[cc]=_[cc]+1--Clear[1~25][1~5] _=STAT.clears _[cc]=_[cc]+1--Clear[1~5] end --Drop event _=ENV.dropPiece if _ then _(P)end end end ---------------------------------------------------- ---------------------------------------------------- local function gameOver()--Save record if GAME.replaying then return end FILE.saveData() local M=CURMODE local R=M.getRank if R then local P=PLAYERS[1] R=R(P)--New rank if R then local r=RANKS[M.name]--Old rank local needSave if R>r then RANKS[M.name]=R needSave=true end if R>0 then GAME.rank=R if M.unlock then for i=1,#M.unlock do local m=M.unlock[i] local n=MODES[m].name if not RANKS[n]then RANKS[n]=MODES[m].score and 0 or 6 needSave=true end end end end if needSave then FILE.saveUnlock() end local D=M.score(P) local L=M.records local p=#L--Rank-1 if p>0 then while M.comp(D,L[p])do--If higher rank p=p-1 if p==0 then break end end end if p<10 then if p==0 then P:showTextF(text.newRecord,0,-100,100,"beat",.5) end D.date=os.date("%Y/%m/%d %H:%M") ins(L,p+1,D) if L[11]then L[11]=nil end FILE.saveRecord(M.name,L) end end end end function Player.die(P)--Called both when win/lose! P.alive=false P.timing=false P.control=false P.update=PLY.update.dead P.waiting=1e99 P.b2b=0 P.tasks={} for i=1,#P.atkBuffer do P.atkBuffer[i].sent=true P.atkBuffer[i].time=0 end for i=1,#P.field do for j=1,10 do P.visTime[i][j]=min(P.visTime[i][j],20) end end end function Player.win(P,result) if P.result then return end P:die() P.result="WIN" if modeEnv.royaleMode then P.modeData.event=1 P:changeAtk() end if P.human then GAME.result=result or"win" SFX.play("win") VOC.play("win") if modeEnv.royaleMode then BGM.play("8-bit happiness") end end if CURMODE.id=="custom_puzzle"then P:showTextF(text.win,0,0,90,"beat",.4) else P:showTextF(text.win,0,0,90,"beat",.5,.2) end if P.human then gameOver() TASK.new(TICK.autoPause,{0}) if MARKING then P:showTextF(text.marking,0,-226,25,"appear",.4,.0626) end end P:newTask(TICK.finish) end function Player.lose(P,force) if P.result then return end if P.life>0 and not force then P.waiting=62 for _=#P.field,1,-1 do FREEROW.discard(P.field[_]) FREEROW.discard(P.visTime[_]) P.field[_],P.visTime[_]=nil end P.garbageBeneath=0 if P.AI_mode=="CC"then CC.destroy(P.AI_bot) P.hd=nil loadAI(P,P.AIdata) end P.life=P.life-1 P.fieldBeneath=0 P.b2b=0 for i=1,#P.atkBuffer do local A=P.atkBuffer[i] if not A.sent then A.sent=true A.time=0 end end P.atkBuffer.sum=0 for i=1,21 do P:createClearingFX(i,1.5) end sysFX.newShade(.7,1,1,1,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size) sysFX.newRectRipple(.5,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size) sysFX.newRipple(.5,P.x+(475+25*(P.life<3 and P.life or 0)+12)*P.size,P.y+(665+12)*P.size,20) --300+25*i,595 SFX.play("clear_3") SFX.play("emit") return end P:die() for i=1,#PLAYERS.alive do if PLAYERS.alive[i]==P then rem(PLAYERS.alive,i) break end end P.result="K.O." if modeEnv.royaleMode then P:changeAtk() P.modeData.event=#PLAYERS.alive+1 P.strength=0 if P.lastRecv then local A,i=P,0 repeat A,i=A.lastRecv,i+1 until not A or A.alive or A==P or i==3 if A and A.alive then if P.id==1 or A.id==1 then P.killMark=A.id==1 end A.modeData.point,A.badge=A.modeData.point+1,A.badge+P.badge+1 for j=A.strength+1,4 do if A.badge>=royaleData.powerUp[j]then A.strength=j A.frameColor=A.strength end end P.lastRecv=A if P.id==1 or A.id==1 then TASK.new(TICK.throwBadge,{A.ai,P,max(3,P.badge)*4}) end end else P.badge=-1 end freshMostBadge() freshMostDangerous() if #PLAYERS.alive==royaleData.stage[GAME.stage]then royaleLevelup() end P:showTextF(P.modeData.event,0,120,60,"appear",.26,.9) end P.gameEnv.keepVisible=P.gameEnv.visible~="show" P:showTextF(text.gameover,0,0,60,"appear",.26,.9) if P.human then GAME.result="gameover" SFX.play("fail") VOC.play("lose") if modeEnv.royaleMode then if P.modeData.event==2 then BGM.play("hay what kind of feeling") else BGM.play("end") end end gameOver() P:newTask(#PLAYERS>1 and TICK.lose or TICK.finish) TASK.new(TICK.autoPause,{0}) if MARKING then P:showTextF(text.marking,0,-226,25,"appear",.4,.0626) end else P:newTask(TICK.lose) end if #PLAYERS.alive==1 then PLAYERS.alive[1]:win() end end --------------------------<\Events>-------------------------- ---------------------------------------------------- function Player.act_moveLeft(P,auto) if not auto then P.ctrlCount=P.ctrlCount+1 end P.movDir=-1 if P.keyPressing[9]then if P.gameEnv.swap then P:changeAtkMode(1) P.keyPressing[1]=false end elseif P.control and P.waiting==-1 then if P.cur and not P:ifoverlap(P.cur.bk,P.curX-1,P.curY)then if P.gameEnv.moveFX and P.gameEnv.block then P:createMoveFX("left") end P.curX=P.curX-1 P:freshBlock(false,true) if P.sound and P.curY==P.imgY then SFX.play("move")end if not auto then P.moving=0 end P.spinLast=false else P.moving=P.gameEnv.das end else P.moving=0 end end function Player.act_moveRight(P,auto) if not auto then P.ctrlCount=P.ctrlCount+1 end P.movDir=1 if P.keyPressing[9]then if P.gameEnv.swap then P:changeAtkMode(2) P.keyPressing[2]=false end elseif P.control and P.waiting==-1 then if P.cur and not P:ifoverlap(P.cur.bk,P.curX+1,P.curY)then if P.gameEnv.moveFX and P.gameEnv.block then P:createMoveFX("right") end P.curX=P.curX+1 P:freshBlock(false,true) if P.sound and P.curY==P.imgY then SFX.play("move")end if not auto then P.moving=0 end P.spinLast=false else P.moving=P.gameEnv.das end else P.moving=0 end end function Player.act_rotRight(P) if P.control and P.waiting==-1 and P.cur then P.ctrlCount=P.ctrlCount+1 P:spin(1) P.keyPressing[3]=false end end function Player.act_rotLeft(P) if P.control and P.waiting==-1 and P.cur then P.ctrlCount=P.ctrlCount+1 P:spin(3) P.keyPressing[4]=false end end function Player.act_rot180(P) if P.control and P.waiting==-1 and P.cur then P.ctrlCount=P.ctrlCount+2 P:spin(2) P.keyPressing[5]=false end end function Player.act_hardDrop(P) if P.keyPressing[9]then if P.gameEnv.swap then P:changeAtkMode(3) end P.keyPressing[6]=false elseif P.control and P.waiting==-1 and P.cur then if P.curY>P.imgY then if P.gameEnv.dropFX and P.gameEnv.block and P.curY-P.imgY-P.r>-1 then P:createDropFX(P.curX,P.curY-1,P.c,P.curY-P.imgY-P.r+1) end P.curY=P.imgY P.spinLast=false if P.gameEnv.shakeFX then P.fieldOff.vy=P.gameEnv.shakeFX*.6 end if P.sound then SFX.fieldPlay("drop",nil,P) VIB(1) end end P.lockDelay=-1 P:drop() P.keyPressing[6]=false end end function Player.act_softDrop(P) if P.keyPressing[9]then if P.gameEnv.swap then P:changeAtkMode(4) end else P.downing=1 if P.control and P.waiting==-1 and P.cur then if P.curY>P.imgY then P.curY=P.curY-1 P:freshBlock(true,true) P.spinLast=false end end end end function Player.act_hold(P) if P.control and P.waiting==-1 then P:hold() end end function Player.act_func(P) P.gameEnv.Fkey(P) end function Player.act_restart() if GAME.frame<240 or GAME.result then resetPartGameData() else LOG.print(text.holdR,20,COLOR.orange) end end function Player.act_insLeft(P,auto) if not P.cur then return end local x0=P.curX while not P:ifoverlap(P.cur.bk,P.curX-1,P.curY)do if P.gameEnv.moveFX and P.gameEnv.block then P:createMoveFX("left") end P.curX=P.curX-1 P:freshBlock(false,true) end if P.curX~=x0 then P.spinLast=false end if P.gameEnv.shakeFX then P.fieldOff.vx=-P.gameEnv.shakeFX*.5 end if auto then if P.ctrlCount==0 then P.ctrlCount=1 end else P.ctrlCount=P.ctrlCount+1 end end function Player.act_insRight(P,auto) if not P.cur then return end local x0=P.curX while not P:ifoverlap(P.cur.bk,P.curX+1,P.curY)do if P.gameEnv.moveFX and P.gameEnv.block then P:createMoveFX("right") end P.curX=P.curX+1 P:freshBlock(false,true) end if P.curX~=x0 then P.spinLast=false end if P.gameEnv.shakeFX then P.fieldOff.vx=P.gameEnv.shakeFX*.5 end if auto then if P.ctrlCount==0 then P.ctrlCount=1 end else P.ctrlCount=P.ctrlCount+1 end end function Player.act_insDown(P) if P.cur and P.curY>P.imgY then if P.gameEnv.dropFX and P.gameEnv.block and P.curY-P.imgY-P.r>-1 then P:createDropFX(P.curX,P.curY-1,P.c,P.curY-P.imgY-P.r+1) end if P.gameEnv.shakeFX then P.fieldOff.vy=P.gameEnv.shakeFX*.5 end P.curY=P.imgY P.lockDelay=P.gameEnv.lock P.spinLast=false P:freshBlock(true,true) end end function Player.act_down1(P) if P.cur and P.curY>P.imgY then if P.gameEnv.moveFX and P.gameEnv.block then P:createMoveFX("down") end P.curY=P.curY-1 P:freshBlock(true,true) P.spinLast=false end end function Player.act_down4(P) if P.cur and P.curY>P.imgY then local y=max(P.curY-4,P.imgY) if P.gameEnv.dropFX and P.gameEnv.block and P.curY-y-P.r>-1 then P:createDropFX(P.curX,P.curY-1,P.c,P.curY-y-P.r+1) end P.curY=y P:freshBlock(true,true) P.spinLast=false end end function Player.act_down10(P) if P.cur and P.curY>P.imgY then local y=max(P.curY-10,P.imgY) if P.gameEnv.dropFX and P.gameEnv.block and P.curY-y-P.r>-1 then P:createDropFX(P.curX,P.curY-1,P.c,P.curY-y-P.r+1) end P.curY=y P:freshBlock(true,true) P.spinLast=false end end function Player.act_dropLeft(P) if not P.cur then return end P:act_insLeft() P:act_hardDrop() end function Player.act_dropRight(P) if not P.cur then return end P:act_insRight() P:act_hardDrop() end function Player.act_zangiLeft(P) if not P.cur then return end P:act_insLeft() P:act_insDown() P:act_insRight() P:act_hardDrop() end function Player.act_zangiRight(P) if not P.cur then return end P:act_insRight() P:act_insDown() P:act_insLeft() P:act_hardDrop() end Player.actList={ Player.act_moveLeft, --1 Player.act_moveRight, --2 Player.act_rotRight, --3 Player.act_rotLeft, --4 Player.act_rot180, --5 Player.act_hardDrop, --6 Player.act_softDrop, --7 Player.act_hold, --8 Player.act_func, --9 Player.act_restart, --10 Player.act_insLeft, --11 Player.act_insRight, --12 Player.act_insDown, --13 Player.act_down1, --14 Player.act_down4, --15 Player.act_down10, --16 Player.act_dropLeft, --17 Player.act_dropRight, --18 Player.act_zangiLeft, --19 Player.act_zangiRight, --20 } ---------------------------------------------------- ---------------------------------------------------- function PLY.check_lineReach(P) if P.stat.row>=P.gameEnv.target then P:win("finish") end end function PLY.check_attackReach(P) if P.stat.atk>=P.gameEnv.target then P:win("finish") end end function PLY.newDemoPlayer(id,x,y,size) local P=newEmptyPlayer(id,x,y,size) P.sound=true -- rewrite some args P.small=false P.centerX,P.centerY=P.x+300*P.size,P.y+600*P.size P.absFieldX=P.x+150*P.size P.absFieldY=P.y+60*P.size P.draw=PLY.draw.demo P.control=true P.gameEnv={ das=10,arr=2,sddas=2,sdarr=2, swap=true, ghost=SETTING.ghost, center=SETTING.center, smooth=SETTING.smooth, grid=SETTING.grid, text=SETTING.text, score=SETTING.score, lockFX=SETTING.lockFX, dropFX=SETTING.dropFX, moveFX=SETTING.moveFX, clearFX=SETTING.clearFX, shakeFX=SETTING.shakeFX, drop=1e99,lock=1e99, wait=10,fall=20, bone=false, next=6, hold=true,oncehold=true, ospin=true, sequence="bag", bag={1,2,3,4,5,6,7}, face={0,0,0,0,0,0,0}, skin=copyTable(SETTING.skin), mission=false, life=1e99, pushSpeed=3, block=true, noTele=false, visible="show", freshLimit=1e99,easyFresh=true, keyCancel={}, mindas=0,minarr=0,minsdarr=0, } applyGameEnv(P) prepareSequence(P) loadAI(P,{ type="CC", next=5, hold=true, delay=30, delta=4, bag="bag", node=100000, }) P:popNext() end function PLY.newRemotePlayer(id,x,y,size) local P=newEmptyPlayer(id,x,y,size) P.remote=true -- P.updateAction=buildActionFunctionFromActions(P, actions) loadGameEnv(P) applyGameEnv(P) prepareSequence(P) end function PLY.newAIPlayer(id,x,y,size,AIdata) local P=newEmptyPlayer(id,x,y,size) loadGameEnv(P) local ENV=P.gameEnv ENV.face={0,0,0,0,0,0,0} ENV.skin={1,7,11,3,14,4,9} if P.small then ENV.text=false ENV.lockFX=nil ENV.dropFX=nil ENV.moveFX=nil ENV.shakeFX=nil end applyGameEnv(P) prepareSequence(P) loadAI(P,AIdata) end function PLY.newPlayer(id,x,y,size) local P=newEmptyPlayer(id,x,y,size) P.human=true P.sound=true loadGameEnv(P) applyGameEnv(P) prepareSequence(P) end ---------------------------------------------------- return PLY