------------------------------------------------- --Var P in other files represent Player object!-- ------------------------------------------------- local Player={}--Player class local int,ceil,rnd=math.floor,math.ceil,math.random local max,min,modf=math.max,math.min,math.modf local ins,rem=table.insert,table.remove local resume,yield,status=coroutine.resume,coroutine.yield,coroutine.status local kickList=require"parts.kickList" ---------------------------------------------------- function Player:showText(text,dx,dy,font,style,spd,stop) if self.gameEnv.text then ins(self.bonus,TEXT.getText(text,150+dx,300+dy,font*self.size,style,spd,stop)) end end function Player:showTextF(text,dx,dy,font,style,spd,stop) ins(self.bonus,TEXT.getText(text,150+dx,300+dy,font*self.size,style,spd,stop)) end function Player:createLockFX() local CB=self.cur.bk local t=12-self.gameEnv.lockFX*2 for i=1,#CB do local y=self.curY+i-1 local L=self.clearedRow for j=1,#L do if L[j]==y then goto CONTINUE_skip end end y=-30*y for j=1,#CB[1]do if CB[i][j]then ins(self.lockFX,{30*(self.curX+j-2),y,0,t}) end end ::CONTINUE_skip:: end end function Player:createDropFX(x,y,w,h) ins(self.dropFX,{x,y,w,h,0,13-2*self.gameEnv.dropFX}) end function Player:createMoveFX(dir) local T=10-1.5*self.gameEnv.moveFX local C=self.cur.color local CB=self.cur.bk local x=self.curX-1 local y=self.gameEnv.smooth and self.curY+self.dropDelay/self.gameEnv.drop-2 or self.curY-1 if dir=="left"then for i=1,#CB do for j=#CB[1],1,-1 do if self.cur.bk[i][j]then ins(self.moveFX,{C,x+j,y+i,0,T}) break end end end elseif dir=="right"then for i=1,#CB do for j=1,#CB[1]do if self.cur.bk[i][j]then ins(self.moveFX,{C,x+j,y+i,0,T}) break end end end elseif dir=="down"then for j=1,#CB[1]do for i=#CB,1,-1 do if self.cur.bk[i][j]then ins(self.moveFX,{C,x+j,y+i,0,T}) break end end end else for i=1,#CB do for j=1,#CB[1]do if self.cur.bk[i][j]then ins(self.moveFX,{C,x+j,y+i,0,T}) end end end end end function Player:createSplashFX(h) local L=self.field[h] local size=self.size local y=self.fieldY+size*(self.fieldOff.y+self.fieldBeneath+self.fieldUp+615) for x=1,10 do local c=L[x] if c>0 then SYSFX.newCell( 2.5-self.gameEnv.splashFX*.4, SKIN.curText[c], size, self.fieldX+(30*x-15)*size,y-30*h*size, rnd()*5-2.5,rnd()*-1, 0,.6 ) end end end function Player:createClearingFX(y,spd) ins(self.clearFX,{y,0,spd}) end function Player:createBeam(R,send,power,color) local x1,y1,x2,y2 if self.mini then x1,y1=self.centerX,self.centerY else x1,y1=self.x+(30*(self.curX+self.cur.sc[2])-30+15+150)*self.size,self.y+(600-30*(self.curY+self.cur.sc[1])+15)*self.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 local c=minoColor[color] local r,g,b=c[1]*2,c[2]*2,c[3]*2 local a=GAME.modeEnv.royaleMode and not(self.type=="human"or R.type=="human")and .2 or 1 SYSFX.newAttack(1-power*.1,x1,y1,x2,y2,int(send^.7*(4+power)),r,g,b,a*(power+2)*.0626) end ---------------------------------------------------- ---------------------------------------------------- function Player:RND(a,b) local R=self.randGen return R:random(a,b) end function Player:newTask(code,...) local thread=coroutine.create(code) resume(thread,self,...) if status(thread)~="dead"then self.tasks[#self.tasks+1]={ thread=thread, code=code, args={...}, } end end function Player:setPosition(x,y,size) size=size or 1 self.x,self.y,self.size=x,y,size if self.mini or self.demo then self.fieldX,self.fieldY=x,y self.centerX,self.centerY=x+300*size,y+600*size else self.fieldX,self.fieldY=x+150*size,y self.centerX,self.centerY=x+300*size,y+370*size self.absFieldX,self.absFieldY=x+150*size,y-10*size end end local function task_movePosition(self,x,y,size) local x1,y1,size1=self.x,self.y,self.size while true do yield() if (x1-x)^2+(y1-y)^2<1 then self:setPosition(x,y,size) return true else x1=x1+(x-x1)*.126 y1=y1+(y-y1)*.126 size1=size1+(size-size1)*.126 self:setPosition(x1,y1,size1) end end end local function checkPlayer(obj,Ptar) return obj.args[1]==Ptar end function Player:movePosition(x,y,size) TASK.removeTask_iterate(checkPlayer,self) TASK.new(task_movePosition,self,x,y,size or self.size) end function Player:switchKey(id,on) self.keyAvailable[id]=on if not on then self:releaseKey(id) end if self.type=="human"then virtualkey[id].ava=on end end function Player:set20G(if20g) self._20G=if20g self:switchKey(7,not if20g) if if20g and self.AI_mode=="CC"then CC.switch20G(self)end end function Player:setHold(count)--Set hold count (false/true as 0/1) if not count then count=0 elseif count==true then count=1 end self.gameEnv.holdCount=count self.holdTime=count while self.holdQueue[count+1]do rem(self.holdQueue)end end function Player:setNext(next,hidden)--Set next count (use hidden=true if set env.nextStartPos>1) self.gameEnv.nextCount=next if next==0 then self.drawNext=NULL elseif not hidden then self.drawNext=PLY.draw.drawNext_norm else self.drawNext=PLY.draw.drawNext_hidden end end function Player:setInvisible(time)--Time in frames if time<0 then self.keepVisible=true self.showTime=1e99 else self.keepVisible=false self.showTime=time end end function Player:setRS(RSname) self.RS=kickList[RSname] end function Player:setConf(confStr) confStr=JSON.decode(confStr) if confStr then for k,v in next,confStr do if not GAME.modeEnv[k]then self.gameEnv[k]=v end end else LOG.print("Bad conf from "..self.username.."#"..self.uid) end end function Player:getHolePos()--Get a good garbage-line hole position if self.garbageBeneath==0 then return generateLine(self:RND(10)) else local p=self:RND(10) if self.field[1][p]<=0 then return generateLine(self:RND(10)) end return generateLine(p) end end function Player:garbageRelease()--Check garbage buffer and try to release them local n,flag=1 while true do local A=self.atkBuffer[n] if A and A.countdown<=0 and not A.sent then self:garbageRise(19+A.lv,A.amount,A.line) self.atkBuffer.sum=self.atkBuffer.sum-A.amount A.sent,A.time=true,0 self.stat.pend=self.stat.pend+A.amount n=n+1 flag=true else break end end if flag and self.AI_mode=="CC"and self.AI_bot then CC.updateField(self)end end function Player:garbageRise(color,amount,line)--Release n-lines garbage to field local _ local t=self.showTime*2 for _=1,amount do ins(self.field,1,FREEROW.get(0,true)) ins(self.visTime,1,FREEROW.get(t)) for i=1,10 do self.field[1][i]=bit.rshift(line,i-1)%2==1 and color or 0 end end self.fieldBeneath=self.fieldBeneath+amount*30 if self.cur then self.curY=self.curY+amount self.ghoY=self.ghoY+amount end self.garbageBeneath=self.garbageBeneath+amount for i=1,#self.clearingRow do self.clearingRow[i]=self.clearingRow[i]+amount end self:freshBlock("push") for i=1,#self.lockFX do _=self.lockFX[i] _[2]=_[2]-30*amount--Shift 30px per line cleared end for i=1,#self.dropFX do _=self.dropFX[i] _[3],_[5]=_[3]+amount,_[5]+amount end if #self.field>42 then self:lose()end end local invList={2,1,4,3,5,6,7} function Player:pushLineList(L,mir)--Push some lines to field local l=#L local S=self.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(self.field,1,r) ins(self.visTime,1,FREEROW.get(20)) end self.fieldBeneath=self.fieldBeneath+30*l self.curY=self.curY+l self.ghoY=self.ghoY+l self:freshBlock("push") end function Player:pushNextList(L,mir)--Push some nexts to nextQueue for i=1,#L do self:getNext(mir and invList[L[i]]or L[i]) end end function Player:getCenterX() return self.curX+self.cur.sc[2]-5.5 end function Player:solid(x,y) if x<1 or x>10 or y<1 then return true end if y>#self.field then return false end return self.field[y] [x]>0--to catch bug (nil[*]) end function Player:ifoverlap(bk,x,y) local C=#bk[1] if x<1 or x+C>11 or y<1 then return true end if y>#self.field then return end for i=1,#bk do if self.field[y+i-1]then for j=1,C do if bk[i][j]and self.field[y+i-1][x+j-1]>0 then return true end end end end end function Player:attack(R,send,time,line,fromStream) if GAME.net then if self.type=="human"then--Local player attack others ins(GAME.rep,GAME.frame) ins(GAME.rep, R.sid+ send*0x100+ time*0x10000+ line*0x100000000+ 0x2000000000000 ) end if fromStream and R.type=="human"then--Local player receiving lines ins(GAME.rep,GAME.frame) ins(GAME.rep, self.sid+ send*0x100+ time*0x10000+ line*0x100000000+ 0x1000000000000 ) R:receive(self,send,time,line) end else R:receive(self,send,time,line) end end function Player:receive(A,send,time,line) self.lastRecv=A local B=self.atkBuffer if B.sum<26 then if send>26-B.sum then send=26-B.sum end 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]={ line=line, 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 self.stat.recv=self.stat.recv+send if self.sound then SFX.play(send<4 and"blip_1"or"blip_2",min(send+1,5)*.1) end end end function Player:freshTarget() if self.atkMode==1 then if not self.atking or not self.atking.alive or rnd()<.1 then self:changeAtk(randomTarget(self)) end elseif self.atkMode==2 then self:changeAtk(self~=GAME.mostBadge and GAME.mostBadge or GAME.secBadge or randomTarget(self)) elseif self.atkMode==3 then self:changeAtk(self~=GAME.mostDangerous and GAME.mostDangerous or GAME.secDangerous or randomTarget(self)) elseif self.atkMode==4 then for i=1,#self.atker do if not self.atker[i].alive then rem(self.atker,i) return end end end end function Player:changeAtkMode(m) if self.atkMode==m then return end self.atkMode=m if m==1 then self:changeAtk(randomTarget(self)) elseif m==2 or m==3 then self:freshTarget() elseif m==4 then self:changeAtk() end end function Player:changeAtk(R) -- if self.type~="human"then R=PLAYERS[1]end--1vALL mode? if self.atking then local K=self.atking.atker for i=1,#K do if K[i]==self then rem(K,i) break end end end if R then self.atking=R ins(R.atker,self) else self.atking=false end end function Player:freshBlock(mode)--string mode: push/move/fresh/newBlock local ENV=self.gameEnv --Fresh ghost if(mode=="move"or mode=="newBlock"or mode=="push")and self.cur then local CB=self.cur.bk self.ghoY=min(#self.field+1,self.curY) if self._20G or ENV.sdarr==0 and self.keyPressing[7]and self.downing>ENV.sddas then local _=self.ghoY --Move ghost to bottom while not self:ifoverlap(CB,self.curX,self.ghoY-1)do self.ghoY=self.ghoY-1 end --Cancel spinLast if _~=self.ghoY then self.spinLast=false end --Create FX if dropped if self.curY>self.ghoY then if ENV.dropFX and ENV.block and self.curY-self.ghoY-#CB>-1 then self:createDropFX(self.curX,self.curY-1,#CB[1],self.curY-self.ghoY-#CB+1) end if ENV.shakeFX then self.fieldOff.vy=ENV.shakeFX*.5 end self.curY=self.ghoY end else while not self:ifoverlap(CB,self.curX,self.ghoY-1)do self.ghoY=self.ghoY-1 end end end --Fresh delays if mode=="move"or mode=="newBlock"or mode=="fresh"then local d0,l0=ENV.drop,ENV.lock if ENV.easyFresh then if self.lockDelay0 then if mode~="newBlock"then self.freshTime=self.freshTime-1 end self.lockDelay=l0 self.dropDelay=d0 end if self.curY+self.cur.sc[1]0 then self.freshTime=self.freshTime-1 self.dropDelay=d0 self.lockDelay=l0 end end end end end function Player:lock() local dest=self.AI_dest local has_dest=dest~=nil local CB=self.cur.bk for i=1,#CB do local y=self.curY+i-1 if not self.field[y]then self.field[y],self.visTime[y]=FREEROW.get(0),FREEROW.get(0)end for j=1,#CB[1]do if CB[i][j]then self.field[y][self.curX+j-1]=self.cur.color self.visTime[y][self.curX+j-1]=self.showTime if dest then local x=self.curX+j-1 for k=1,#dest,2 do if x==dest[k]+1 and y==dest[k+1]+1 then rem(dest,k)rem(dest,k) goto BREAK_success end end dest=nil ::BREAK_success:: end end end end if has_dest and not dest and self.AI_mode=="CC"and self.AI_bot then CC.updateField(self) end end local spawnSFX_name={}for i=1,7 do spawnSFX_name[i]="spawn_"..i end function Player:resetBlock()--Reset Block's position and execute I*S local B=self.cur.bk self.curX=int(6-#B[1]*.5) local y=int(self.gameEnv.fieldH+1-modf(self.cur.sc[1]))+ceil(self.fieldBeneath/30) self.curY=y self.minY=y+self.cur.sc[1] local _=self.keyPressing --IMS if self.gameEnv.ims and(_[1]and self.movDir==-1 or _[2]and self.movDir==1)and self.moving>=self.gameEnv.das then local x=self.curX+self.movDir if not self:ifoverlap(B,x,y)then self.curX=x end end --IRS if self.gameEnv.irs then if _[5]then self:spin(2,true) else if _[3]then if _[4]then self:spin(2,true) else self:spin(1,true) end elseif _[4]then self:spin(3,true) end end end --DAS cut if self.gameEnv.dascut>0 then self.moving=self.moving-(self.moving>0 and 1 or -1)*self.gameEnv.dascut end --Spawn SFX if self.sound and self.cur.id<8 then SFX.fplay(spawnSFX_name[self.cur.id],SETTING.sfx_spawn) end end function Player:spin(d,ifpre) local kickData=self.RS[self.cur.id] if type(kickData)=="table"then local idir=(self.cur.dir+d)%4 kickData=kickData[self.cur.dir*10+idir] if not kickData then self:freshBlock("move") SFX.play(ifpre and"prerotate"or"rotate",nil,self:getCenterX()*.15) return end local icb=BLOCKS[self.cur.id][idir] local isc=SCS[self.cur.id][idir] local ix,iy=self.curX+self.cur.sc[2]-isc[2],self.curY+self.cur.sc[1]-isc[1] for test=1,#kickData do local x,y=ix+kickData[test][1],iy+kickData[test][2] if not self:ifoverlap(icb,x,y)and(self.freshTime>=0 or kickData[test][2]<0)then ix,iy=x,y if self.gameEnv.moveFX and self.gameEnv.block then self:createMoveFX() end self.curX,self.curY,self.cur.dir=ix,iy,idir self.cur.sc,self.cur.bk=isc,icb self.spinLast=test==2 and 0 or 1 local t=self.freshTime if not ifpre then self:freshBlock("move") end if kickData[test][2]>0 and self.freshTime~=t and self.curY~=self.imgY then self.freshTime=self.freshTime-1 end if self.sound then local sfx if ifpre then sfx="prerotate" elseif self:ifoverlap(icb,ix,iy+1)and self:ifoverlap(icb,ix-1,iy)and self:ifoverlap(icb,ix+1,iy)then sfx="rotatekick" if self.gameEnv.shakeFX then if d==1 or d==3 then self.fieldOff.va=self.fieldOff.va+(2-d)*self.gameEnv.shakeFX*6e-3 else self.fieldOff.va=self.fieldOff.va+self:getCenterX()*self.gameEnv.shakeFX*3e-3 end end else sfx="rotate" end SFX.play(sfx,nil,self:getCenterX()*.15) end self.stat.rotate=self.stat.rotate+1 return end end elseif kickData then kickData(self,d) else self:freshBlock("move") SFX.play(ifpre and"prerotate"or"rotate",nil,self:getCenterX()*.15) end end local phyHoldKickX={ [true]={0,-1,1},--X==?.0 tests [false]={-.5,.5},--X==?.5 tests } function Player:hold(ifpre) local ENV=self.gameEnv if self.holdTime>0 and(ifpre or self.waiting==-1)then if #self.holdQueue All test failed, interrupt with sound SFX.play("finesseError") do return end -- ::BREAK_success:: self.spinLast=false self.spinSeq=0 local hb=self:getBlock(C.id) hb.name=C.name hb.color=C.color ins(self.holdQueue,hb) self.cur=rem(self.holdQueue,1) self.curX,self.curY=x,y else--Normal hold self.spinLast=false self.spinSeq=0 if C then local hb=self:getBlock(C.id) hb.color=C.color hb.name=C.name ins(self.holdQueue,hb) end self.cur=rem(self.holdQueue,1) self:resetBlock() end self:freshBlock("move") self.dropDelay=ENV.drop self.lockDelay=ENV.lock if self:ifoverlap(self.cur.bk,self.curX,self.curY)then self:lock() self:lose() end end self.freshTime=int(min(self.freshTime+ENV.freshLimit*.25,ENV.freshLimit*((self.holdTime+1)/ENV.holdCount))) if not ENV.infHold then self.holdTime=self.holdTime-1 end if self.sound then SFX.play(ifpre and"prehold"or"hold") end if self.AI_mode=="CC"then local next=self.nextQueue[self.AIdata.nextCount] if next then CC.addNext(self.AI_bot,next.id) end end self.stat.hold=self.stat.hold+1 end end function Player:getBlock(n)--Get a block(id=n) object local E=self.gameEnv local dir=E.face[n] return{ id=n, bk=BLOCKS[n][dir], sc=SCS[n][dir], dir=dir, name=n, color=E.bone and 17 or E.skin[n], } end function Player:getNext(n)--Push a block(id=n) to nextQueue local E=self.gameEnv local dir=E.face[n] ins(self.nextQueue,{ id=n, bk=BLOCKS[n][dir], sc=SCS[n][dir], dir=dir, name=n, color=E.bone and 17 or E.skin[n], }) end function Player:popNext(ifhold)--Pop nextQueue to hand if not ifhold then self.holdTime=min(self.holdTime+1,self.gameEnv.holdCount) end self.spinLast=false self.spinSeq=0 self.ctrlCount=0 self.cur=rem(self.nextQueue,1) self.newNext() if self.cur then self.pieceCount=self.pieceCount+1 if self.AI_mode=="CC"then local next=self.nextQueue[self.AIdata.next] if next then CC.addNext(self.AI_bot,next.id) end end local _=self.keyPressing --IHS if not ifhold and _[8]and self.gameEnv.ihs then self:hold(true) _[8]=false else self:resetBlock() end self.dropDelay=self.gameEnv.drop self.lockDelay=self.gameEnv.lock self.freshTime=self.gameEnv.freshLimit if self.cur then if self:ifoverlap(self.cur.bk,self.curX,self.curY)then self:lock() self:lose() end self:freshBlock("newBlock") end --IHdS if _[6]and not ifhold then self.act_hardDrop(self) _[6]=false end else self:hold() end end function Player:cancel(N)--Cancel Garbage local off=0--Lines offseted local bf=self.atkBuffer for i=1,#bf do if bf.sum==0 or N==0 then break end local A=bf[i] if not A.sent then local O=min(A.amount,N)--Cur Offset if N2 then dospin=dospin+2 end end end end --Immovable spin check if self:ifoverlap(CB,CX,CY+1)and self:ifoverlap(CB,CX-1,CY)and self:ifoverlap(CB,CX+1,CY)then dospin=dospin+2 end --Lock block to field self:lock() --Clear list of cleared-rows if self.clearedRow[1]then self.clearedRow={}end --Check line clear for i=1,#CB do local h=CY+i-2 --Bomb trigger if h>0 and self.field[h]and self.clearedRow[cc]~=h then for x=1,#CB[1]do if CB[i][x]and self.field[h][CX+x-1]==19 then cc=cc+1 self.clearingRow[cc]=h-cc+1 self.clearedRow[cc]=h break end end end h=h+1 --Row filled for x=1,10 do if self.field[h][x]<=0 then goto CONTINUE_notFull end end cc=cc+1 self.clearingRow[cc]=h-cc+1 self.clearedRow[cc]=h ::CONTINUE_notFull:: end --Create clearing FX if cc>0 and ENV.clearFX then local t=7-ENV.clearFX*1 for i=1,cc do local y=self.clearedRow[i] self:createClearingFX(y,t) if ENV.splashFX then self:createSplashFX(y) end end end --Create locking FX if ENV.lockFX then if cc==0 then self:createLockFX() else _=#self.lockFX if _>0 then for _=1,_ do rem(self.lockFX) end end end end --Final spin check if dospin>0 then if cc>0 then dospin=dospin+(self.spinLast or 0) if dospin<3 then mini=C.id<6 and cc<#CB end end else dospin=false end --Finesse: roof check local finesse if CY>ENV.fieldH-2 then finesse=true else for x=1,#CB[1]do local y=#CB --Find the highest y of blocks' x-th column while not CB[y][x]do y=y-1 end local testX=CX+x-1--Optimize --Test the whole column of field to find roof for testY=CY+y,#self.field do if self:solid(testX,testY)then finesse=true goto BERAK_roofFound end end end ::BERAK_roofFound:: end --Remove rows need to be cleared if cc>0 then for i=cc,1,-1 do _=self.clearedRow[i] if self.field[_].garbage then self.garbageBeneath=self.garbageBeneath-1 gbcc=gbcc+1 end FREEROW.discard(rem(self.field,_)) FREEROW.discard(rem(self.visTime,_)) end end --Cancel no-sense clearing FX _=#self.clearingRow while _>0 and self.clearingRow[_]>#self.field do self.clearingRow[_]=nil _=_-1 end if self.clearingRow[1]then self.falling=ENV.fall elseif cc>=#C.bk then clear=true end --Finesse check (control) local finePts if not finesse then if dospin then self.ctrlCount=self.ctrlCount-2 end--Allow 2 more step for roof-less spin local id=C.id local d=self.ctrlCount-finesseList[id][self.cur.dir+1][CX] finePts=d<=0 and 5 or max(3-d,0) else finePts=5 end piece.finePts=finePts STAT.finesseRate=STAT.finesseRate+finePts if finePts<5 then STAT.extraPiece=STAT.extraPiece+1 if ENV.fineKill then finish=true end if self.sound then if ENV.fineKill then SFX.play("finesseError_long",.6) elseif ENV.fine then SFX.play("finesseError",.8) else SFX.play("lock",nil,self:getCenterX()*.15) end end elseif self.sound then SFX.play("lock",nil,self:getCenterX()*.15) end if finePts<=1 then self.finesseCombo=0 else self.finesseCombo=self.finesseCombo+1 if self.finesseCombo>2 then self.finesseComboTime=12 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[C.name]or spinSCR[8])[cc] if self.b2b>800 then self:showText(text.b3b..text.block[C.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 self.sound then VOC.play("b3b",CHN) end elseif self.b2b>=50 then self:showText(text.b2b..text.block[C.name]..text.spin.." "..text.clear[cc],0,-30,35,"spin") atk=b2bATK[cc] cscore=cscore*1.2 STAT.b2b=STAT.b2b+1 if self.sound then VOC.play("b2b",CHN) end else self:showText(text.block[C.name]..text.spin.." "..text.clear[cc],0,-30,45,"spin") atk=2*cc end sendTime=20+atk*20 if mini then self:showText(text.mini,0,-80,35,"appear") atk=atk*.25 sendTime=sendTime+60 cscore=cscore*.5 self.b2b=self.b2b+b2bPoint[cc]*.5 if self.sound then VOC.play("mini",CHN) end else self.b2b=self.b2b+b2bPoint[cc] end piece.mini=mini piece.special=true if self.sound then SFX.play(spinSFX[cc]or"spin_3") VOC.play(spinVoice[C.name],CHN) end elseif cc>=4 then cscore=cc==4 and 1000 or cc==5 and 1500 or 2000 if self.b2b>800 then self: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 self.sound then VOC.play("b3b",CHN) end elseif self.b2b>=50 then self: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 self.sound then VOC.play("b2b",CHN) end else self:showText(text.clear[cc],0,-30,70,"stretch") sendTime=60 atk=2*cc-4 end self.b2b=self.b2b+cc*100-300 piece.special=true else piece.special=false end if self.sound then VOC.play(clearVoice[cc],CHN) end --Normal clear,reduce B2B point if not piece.special then self.b2b=max(self.b2b-250,0) if self.b2b<50 and ENV.b2bKill then finish=true end self:showText(text.clear[cc],0,-30,35,"appear",(8-cc)*.3) atk=cc-.5 sendTime=20+int(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 self: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 --PC/HPC if clear and #self.field==0 then self:showText(text.PC,0,-80,50,"flicker") atk=max(atk,min(8+STAT.pc*2,16)) exblock=exblock+2 sendTime=sendTime+120 if STAT.row+cc>4 then self.b2b=1000 cscore=cscore+300*min(6+STAT.pc,10) else cscore=cscore+626 end STAT.pc=STAT.pc+1 if self.sound then SFX.play("clear") VOC.play("perfect_clear",CHN) end piece.pc=true piece.special=true elseif clear and(cc>1 or #self.field==self.garbageBeneath)then self: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 self.sound then SFX.play("clear") VOC.play("half_clear",CHN) end piece.hpc=true piece.special=true end if self.b2b>1000 then self.b2b=1000 end --Bonus atk/def when focused if GAME.modeEnv.royaleMode then local i=min(#self.atker,9) if i>1 then atk=atk+reAtk[i] exblock=exblock+reDef[i] end end --Send Lines atk=int(atk*(1+self.strength*.25))--Badge Buff send=atk if exblock>0 then exblock=int(exblock*(1+self.strength*.25))--Badge Buff self:showText("+"..exblock,0,53,20,"fly") off=off+self:cancel(exblock) end if send>=1 then self:showText(send,0,80,35,"zoomout") _=self:cancel(send) send=send-_ off=off+_ if send>0 then local T if GAME.modeEnv.royaleMode then if self.atkMode==4 then local M=#self.atker if M>0 then for i=1,M do self:attack(self.atker[i],send,sendTime,generateLine(self:RND(10))) if ENV.atkFX then self:createBeam(self.atker[i],send,ENV.atkFX,C.color) end end else T=randomTarget(self) end else T=self.atking self:freshTarget() end elseif #PLY_ALIVE>1 then T=randomTarget(self) end if T then self:attack(T,send,sendTime,generateLine(self:RND(10))) if ENV.atkFX then self:createBeam(T,send,ENV.atkFX,C.color) end end end if self.sound and send>3 then SFX.play("emit",min(send,7)*.1)end end --SFX & Vibrate if self.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 self:showText(text.block[C.name]..text.spin,0,-30,45,"appear") self.b2b=self.b2b+20 if self.sound then SFX.play("spin_0") VOC.play(spinVoice[C.name],CHN) end cscore=30 end if self.b2b>800 then self.b2b=max(self.b2b-40,800) end self:garbageRelease() end self.combo=cmb --DropSpeed bonus if self._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 self.dropSpeed>60 then cscore=cscore*(.9+self.dropSpeed/600) end cscore=int(cscore) if ENV.score then self:showText(cscore,(self.curX+self.cur.sc[2]-5.5)*30,(10-self.curY-self.cur.sc[1])*30+self.fieldBeneath+self.fieldUp,40-600/(cscore+20),"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 self.curMission then local t=ENV.mission[self.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 self.curMission=self.curMission+1 SFX.play("reach") if self.curMission>#ENV.mission then self.curMission=false if not finish then finish="finish"end end elseif ENV.missionKill then self:showText(text.missionFailed,0,140,40,"flicker",.5) SFX.play("finesseError_long",.6) finish=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,self.finesseCombo) STAT.maxCombo=max(STAT.maxCombo,self.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 if atk>0 then STAT.digatk=STAT.digatk+atk*gbcc/cc end end local n=C.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 if finish then if finish==true then self:lose()end _=ENV.dropPiece if _ then _(self)end if finish then self:win(finish)end else _=ENV.dropPiece if _ then _(self)end end end end function Player:loadAI(data)--Load AI params if not CC then data.type="9S" data.delta=int(data.delta*.3) end self.AI_mode=data.type self.AI_keys={} self.AI_delay=min(int(self.gameEnv.drop*.8),data.delta*rnd()*4) self.AI_delay0=data.delta self.AIdata={ type=data.type, delay=data.delay, delta=data.delta, next=data.next, hold=data.hold, _20G=self._20G, bag=data.bag, node=data.node, } if self.AI_mode=="CC"then self:setRS("SRS") local opt,wei=CC.getConf() CC.fastWeights(wei) CC.setHold(opt,self.AIdata.hold) CC.set20G(opt,self.AIdata._20G) CC.setBag(opt,self.AIdata.bag=="bag") CC.setNode(opt,self.AIdata.node) self.AI_bot=CC.new(opt,wei) CC.free(opt)CC.free(wei) for i=1,self.AIdata.next do CC.addNext(self.AI_bot,self.nextQueue[i].id) end if self.gameEnv.holdCount and self.gameEnv.holdCount>1 then self:setHold(1) end else self:setRS("TRS") end self.AI_thread=coroutine.wrap(AIFUNC[data.type]) self.AI_thread(self,self.AI_keys) end ---------------------------------------------------- ---------------------------------------------------- local function tick_throwBadge(ifAI,sender,time) while true do yield() time=time-1 if time%4==0 then local S,R=sender,sender.lastRecv local x1,y1,x2,y2 if S.small then x1,y1=S.centerX,S.centerY else x1,y1=S.x+308*S.size,S.y+450*S.size end if R.small then x2,y2=R.centerX,R.centerY else x2,y2=R.x+66*R.size,R.y+344*R.size end --Generate badge object SYSFX.newBadge(x1,y1,x2,y2) if not ifAI and time%8==0 then SFX.play("collect") end end if time<=0 then return end end end local function tick_finish(self) while true do yield() self.endCounter=self.endCounter+1 if self.endCounter<40 then --Make field visible for j=1,#self.field do for i=1,10 do if self.visTime[j][i]<20 then self.visTime[j][i]=self.visTime[j][i]+.5 end end end elseif self.endCounter==60 then return end end end local function tick_lose(self) while true do yield() self.endCounter=self.endCounter+1 if self.endCounter<40 then --Make field visible for j=1,#self.field do for i=1,10 do if self.visTime[j][i]<20 then self.visTime[j][i]=self.visTime[j][i]+.5 end end end elseif self.endCounter>80 then for i=1,#self.field do for j=1,10 do if self.visTime[i][j]>0 then self.visTime[i][j]=self.visTime[i][j]-1 end end end if self.endCounter==120 then for _=#self.field,1,-1 do FREEROW.discard(self.field[_]) FREEROW.discard(self.visTime[_]) self.field[_],self.visTime[_]=nil end return end end if not GAME.modeEnv.royaleMode and #PLAYERS>1 then self.y=self.y+self.endCounter*.26 self.absFieldY=self.absFieldY+self.endCounter*.26 end end end function tick_autoPause() local time=0 while true do yield() time=time+1 if SCN.cur~="play"or GAME.frame<180 then return elseif time==120 then pauseGame() return end end end ---------------------------------------------------- ---------------------------------------------------- local function gameOver()--Save record if GAME.replaying then return end FILE.save(STAT,"conf/data") local M=GAME.curMode local R=M.getRank if R then local P=PLAYERS[1] R=R(P)--New rank if R then if R>0 then GAME.rank=R end if scoreValid()and M.score then if RANKS[M.name]then--Old rank exist local needSave if R>RANKS[M.name]then RANKS[M.name]=R needSave=true end if R>0 then 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].getRank and 0 or 6 needSave=true end end end end if needSave then FILE.save(RANKS,"conf/unlock","q") end 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.save(L,"record/"..M.name..".rec","lq") end end end end end function Player:die()--Called both when win/lose! self.alive=false self.timing=false self.control=false self.update=PLY.update.dead self.waiting=1e99 self.b2b=0 self.tasks={} for i=1,#self.atkBuffer do self.atkBuffer[i].sent=true self.atkBuffer[i].time=0 end for i=1,#self.field do for j=1,10 do self.visTime[i][j]=min(self.visTime[i][j],20) end end if GAME.net then if self.id==1 then ins(GAME.rep,GAME.frame) ins(GAME.rep,0) else if self.lastRecv and self.lastRecv.id==1 then SFX.play("collect") end end end end function Player:win(result) if self.result then return end self:die() self.result="WIN" if GAME.modeEnv.royaleMode then self.modeData.place=1 self:changeAtk() end if self.type=="human"then GAME.result=result or"win" SFX.play("win") VOC.play("win") if GAME.modeEnv.royaleMode then BGM.play("8-bit happiness") end end if GAME.curMode.id=="custom_puzzle"then self:showTextF(text.win,0,0,90,"beat",.4) else self:showTextF(text.win,0,0,90,"beat",.5,.2) end if self.type=="human"then gameOver() TASK.new(tick_autoPause) end self:newTask(tick_finish) end function Player:lose(force) if self.result then return end if self.life>0 and not force then self.waiting=62 local h=#self.field for _=h,1,-1 do FREEROW.discard(self.field[_]) FREEROW.discard(self.visTime[_]) self.field[_],self.visTime[_]=nil end self.garbageBeneath=0 if self.AI_mode=="CC"then CC.destroy(self.AI_bot) TABLE.clear(self.holdQueue) self:loadAI(self.AIdata) end self.life=self.life-1 self.fieldBeneath=0 self.b2b=0 for i=1,#self.atkBuffer do local A=self.atkBuffer[i] if not A.sent then A.sent=true A.time=0 end end self.atkBuffer.sum=0 for i=1,h do self:createClearingFX(i,1.5) end SYSFX.newShade(1.4,self.fieldX,self.fieldY,300*self.size,610*self.size) SYSFX.newRectRipple(2,self.fieldX,self.fieldY,300*self.size,610*self.size) SYSFX.newRipple(2,self.x+(475+25*(self.life<3 and self.life or 0)+12)*self.size,self.y+(665+12)*self.size,20) SFX.play("clear_3") SFX.play("emit") return end self:die() for i=1,#PLY_ALIVE do if PLY_ALIVE[i]==self then rem(PLY_ALIVE,i) break end end self.result="K.O." if GAME.modeEnv.royaleMode then self:changeAtk() self.modeData.place=#PLY_ALIVE+1 self.strength=0 if self.lastRecv then local A,i=self,0 repeat A,i=A.lastRecv,i+1 until not A or A.alive or A==self or i==3 if A and A.alive then if self.id==1 or A.id==1 then self.killMark=A.id==1 end A.modeData.ko,A.badge=A.modeData.ko+1,A.badge+self.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 self.lastRecv=A if self.id==1 or A.id==1 then TASK.new(tick_throwBadge,not A.type=="human",self,max(3,self.badge)*4) end end else self.badge=-1 end freshMostBadge() freshMostDangerous() if #PLY_ALIVE==royaleData.stage[GAME.stage]then royaleLevelup() end self:showTextF(self.modeData.place,0,120,60,"appear",.26,.9) end self.gameEnv.keepVisible=self.gameEnv.visible~="show" self:showTextF(text.gameover,0,0,60,"appear",.26,.9) if self.type=="human"then GAME.result="gameover" SFX.play("fail") VOC.play("lose") if GAME.modeEnv.royaleMode then BGM.play("end") end gameOver() self:newTask(#PLAYERS>1 and tick_lose or tick_finish) if GAME.net then NET.signal_die() else TASK.new(tick_autoPause) end else self:newTask(tick_lose) end if #PLY_ALIVE==1 then PLY_ALIVE[1]:win() end end --------------------------<\Events>-------------------------- ---------------------------------------------------- function Player:act_moveLeft(auto) if not auto then self.ctrlCount=self.ctrlCount+1 end self.movDir=-1 if self.keyPressing[9]then if self.gameEnv.swap then self:changeAtkMode(1) self.keyPressing[1]=false end elseif self.control and self.waiting==-1 then if self.cur and not self:ifoverlap(self.cur.bk,self.curX-1,self.curY)then if self.gameEnv.moveFX and self.gameEnv.block then self:createMoveFX("left") end self.curX=self.curX-1 self:freshBlock("move") if self.sound and self.curY==self.ghoY then SFX.play("move")end if not auto then self.moving=0 end self.spinLast=false else self.moving=self.gameEnv.das end else self.moving=0 end end function Player:act_moveRight(auto) if not auto then self.ctrlCount=self.ctrlCount+1 end self.movDir=1 if self.keyPressing[9]then if self.gameEnv.swap then self:changeAtkMode(2) self.keyPressing[2]=false end elseif self.control and self.waiting==-1 then if self.cur and not self:ifoverlap(self.cur.bk,self.curX+1,self.curY)then if self.gameEnv.moveFX and self.gameEnv.block then self:createMoveFX("right") end self.curX=self.curX+1 self:freshBlock("move") if self.sound and self.curY==self.ghoY then SFX.play("move")end if not auto then self.moving=0 end self.spinLast=false else self.moving=self.gameEnv.das end else self.moving=0 end end function Player:act_rotRight() if self.control and self.waiting==-1 and self.cur then self.ctrlCount=self.ctrlCount+1 self:spin(1) self.keyPressing[3]=false end end function Player:act_rotLeft() if self.control and self.waiting==-1 and self.cur then self.ctrlCount=self.ctrlCount+1 self:spin(3) self.keyPressing[4]=false end end function Player:act_rot180() if self.control and self.waiting==-1 and self.cur then self.ctrlCount=self.ctrlCount+2 self:spin(2) self.keyPressing[5]=false end end function Player:act_hardDrop() if self.keyPressing[9]then if self.gameEnv.swap then self:changeAtkMode(3) end self.keyPressing[6]=false elseif self.control and self.waiting==-1 and self.cur then if self.curY>self.ghoY then local CB=self.cur.bk if self.gameEnv.dropFX and self.gameEnv.block and self.curY-self.ghoY-#CB>-1 then self:createDropFX(self.curX,self.curY-1,#CB[1],self.curY-self.ghoY-#CB+1) end self.curY=self.ghoY self.spinLast=false if self.sound then SFX.play("drop",nil,self:getCenterX()*.15) VIB(1) end end if self.gameEnv.shakeFX then self.fieldOff.vy=self.gameEnv.shakeFX*.6 self.fieldOff.va=self.fieldOff.va+self:getCenterX()*self.gameEnv.shakeFX*6e-4 end self.lockDelay=-1 self:drop() self.keyPressing[6]=false end end function Player:act_softDrop() local ENV=self.gameEnv if self.keyPressing[9]then if ENV.swap then self:changeAtkMode(4) end else self.downing=1 if self.control and self.waiting==-1 and self.cur then if self.curY>self.ghoY then self.curY=self.curY-1 self:freshBlock("fresh") self.spinLast=false elseif ENV.deepDrop then local CB=self.cur.bk local y=self.curY-1 while self:ifoverlap(CB,self.curX,y)and y>0 do y=y-1 end if y>0 then if ENV.dropFX and ENV.block and self.curY-y-#CB>-1 then self:createDropFX(self.curX,self.curY-1,#CB[1],self.curY-y-#CB+1) end self.curY=y self:freshBlock("move") SFX.play("swipe") end end end end end function Player:act_hold() if self.control and self.waiting==-1 then self:hold() end end function Player:act_func1() self.gameEnv.fkey1(self) end function Player:act_func2() self.gameEnv.fkey2(self) end function Player:act_insLeft(auto) if not self.cur then return end local x0=self.curX while not self:ifoverlap(self.cur.bk,self.curX-1,self.curY)do if self.gameEnv.moveFX and self.gameEnv.block then self:createMoveFX("left") end self.curX=self.curX-1 self:freshBlock("move") end if self.curX~=x0 then self.spinLast=false end if self.gameEnv.shakeFX then self.fieldOff.vx=-self.gameEnv.shakeFX*.5 end if auto then if self.ctrlCount==0 then self.ctrlCount=1 end else self.ctrlCount=self.ctrlCount+1 end end function Player:act_insRight(auto) if not self.cur then return end local x0=self.curX while not self:ifoverlap(self.cur.bk,self.curX+1,self.curY)do if self.gameEnv.moveFX and self.gameEnv.block then self:createMoveFX("right") end self.curX=self.curX+1 self:freshBlock("move") end if self.curX~=x0 then self.spinLast=false end if self.gameEnv.shakeFX then self.fieldOff.vx=self.gameEnv.shakeFX*.5 end if auto then if self.ctrlCount==0 then self.ctrlCount=1 end else self.ctrlCount=self.ctrlCount+1 end end function Player:act_insDown() if self.cur and self.curY>self.ghoY then local ENV=self.gameEnv local CB=self.cur.bk if ENV.dropFX and ENV.block and self.curY-self.ghoY-#CB>-1 then self:createDropFX(self.curX,self.curY-1,#CB[1],self.curY-self.ghoY-#CB+1) end if ENV.shakeFX then self.fieldOff.vy=ENV.shakeFX*.5 end self.curY=self.ghoY self.lockDelay=ENV.lock self.spinLast=false self:freshBlock("fresh") end end function Player:act_down1() if self.cur and self.curY>self.ghoY then if self.gameEnv.moveFX and self.gameEnv.block then self:createMoveFX("down") end self.curY=self.curY-1 self:freshBlock("fresh") self.spinLast=false end end function Player:act_down4() if self.cur and self.curY>self.ghoY then local y=max(self.curY-4,self.ghoY) local CB=self.cur.bk if self.gameEnv.dropFX and self.gameEnv.block and self.curY-y-#CB>-1 then self:createDropFX(self.curX,self.curY-1,#CB[1],self.curY-y-#CB+1) end self.curY=y self:freshBlock("fresh") self.spinLast=false end end function Player:act_down10() if self.cur and self.curY>self.ghoY then local y=max(self.curY-10,self.ghoY) local CB=self.cur.bk if self.gameEnv.dropFX and self.gameEnv.block and self.curY-y-#CB>-1 then self:createDropFX(self.curX,self.curY-1,#CB[1],self.curY-y-#CB+1) end self.curY=y self:freshBlock("fresh") self.spinLast=false end end function Player:act_dropLeft() if not self.cur then return end self:act_insLeft() self:act_hardDrop() end function Player:act_dropRight() if not self.cur then return end self:act_insRight() self:act_hardDrop() end function Player:act_zangiLeft() if not self.cur then return end self:act_insLeft() self:act_insDown() self:act_insRight() self:act_hardDrop() end function Player:act_zangiRight() if not self.cur then return end self:act_insRight() self:act_insDown() self:act_insLeft() self: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_func1, --9 Player.act_func2, --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 } ---------------------------------------------------- return Player