local tm,gc=love.timer,love.graphics local kb,data=love.keyboard,love.data local int,abs,rnd=math.floor,math.abs,math.random local max,min=math.max,math.min local sub,find=string.sub,string.find local char,byte=string.char,string.byte local ins,rem=table.insert,table.remove local default_setting={ "das","arr", "sddas","sdarr", "ihs","irs","ims", "maxNext", "swap", -- "face", } local function copyGameSetting() local S={face={}} for _,v in next,default_setting do S[v]=setting[v] end for i=1,25 do S.face[i]=setting.face[i] end return S end function destroyPlayers() for i=#players,1,-1 do local P=players[i] if P.canvas then P.canvas:release()end while P.field[1]do freeRow.discard(rem(P.field)) freeRow.discard(rem(P.visTime)) end if P.AI_mode=="CC"then BOT.free(P.bot_opt) BOT.free(P.bot_wei) BOT.destroy(P.AI_bot) P.AI_mode=nil end players[i]=nil end for i=#players.alive,1,-1 do players.alive[i]=nil end collectgarbage() end function restoreVirtualKey() for i=1,#VK_org do local B,O=virtualkey[i],VK_org[i] B.ava=O.ava B.x=O.x B.y=O.y B.r=O.r B.isDown=false B.pressTime=0 end if not modeEnv.Fkey then virtualkey[9].ava=false end end function copyBoard() local str="" local H=0 for y=20,1,-1 do for x=1,10 do if preField[y][x]~=0 then H=y goto topFound end end end ::topFound:: --Encode field for y=1,H do local S="" local L=preField[y] for x=1,10 do S=S..char(L[x]+1) end str=str..S end return data.encode("string","base64",data.compress("string","deflate",str)) end function pasteBoard(str) local _ --Decode _,str=pcall(data.decode,"string","base64",str) if not _ then return end _,str=pcall(data.decompress,"string","deflate",str) if not _ then return end local fX,fY=1,1--*ptr for Field(r*10+(c-1)) local p=1 while true do _=byte(str,p)--1byte --Str end if not _ then if fX~=1 then return else fY=fY+1 break end end __=_%32-1--Block id if __>17 then return end--Illegal blockid _=int(_/32)--Mode id preField[fY][fX]=__ if fX<10 then fX=fX+1 else fY=fY+1 if fY>20 then break end fX=1 end p=p+1 end for y=fY,20 do for x=1,10 do preField[y][x]=0 end end return true end function copySequence() local str="" for i=1,#preBag do str=str..char(preBag[i]-1) end return data.encode("string","base64",data.compress("string","deflate",str)) end function pasteSequence(str) local _ --Decode _,str=pcall(data.decode,"string","base64",str) if not _ then return end _,str=pcall(data.decompress,"string","deflate",str) if not _ then return end local bag={} for i=1,#str do _=byte(str,i) if _<25 then bag[i]=_+1 else return end end preBag=bag sceneTemp.cur=#preBag return true end function mergeStat(stat,delta) for k,v in next,delta do if type(v)=="table"then if type(stat[k])=="table"then mergeStat(stat[k],v) end else if stat[k]then stat[k]=stat[k]+v end end end end function randomTarget(P)--Return a random opponent for P if #players.alive>1 then local R repeat R=players.alive[rnd(#players.alive)] until R~=P return R end end function freshMostDangerous() game.mostDangerous,game.secDangerous=nil local m,m2=0,0 for i=1,#players.alive do local h=#players.alive[i].field if h>=m then game.mostDangerous,game.secDangerous=players.alive[i],game.mostDangerous m,m2=h,m elseif h>=m2 then game.secDangerous=players.alive[i] m2=h end end end function freshMostBadge() game.mostBadge,game.secBadge=nil local m,m2=0,0 for i=1,#players.alive do local h=players.alive[i].badge if h>=m then game.mostBadge,game.secBadge=players.alive[i],game.mostBadge m,m2=h,m elseif h>=m2 then game.secBadge=players.alive[i] m2=h end end end function royaleLevelup() game.stage=game.stage+1 local spd TEXT.show(text.royale_remain(#players.alive),640,200,40,"beat",.3) if game.stage==2 then spd=30 elseif game.stage==3 then spd=15 game.garbageSpeed=.6 if players[1].alive then BGM.play("cruelty")end elseif game.stage==4 then spd=10 local _=players.alive for i=1,#_ do _[i].gameEnv.pushSpeed=3 end elseif game.stage==5 then spd=5 game.garbageSpeed=1 elseif game.stage==6 then spd=3 if players[1].alive then BGM.play("final")end end for i=1,#players.alive do players.alive[i].gameEnv.drop=spd end if curMode.lv==3 then for i=1,#players.alive do local P=players.alive[i] P.gameEnv.drop=int(P.gameEnv.drop*.3) if P.gameEnv.drop==0 then P.curY=P.imgY P.gameEnv._20G=true if P.AI_mode=="CC"then CC_switch20G(P)end end end end end function pauseGame() if not SCN.swapping then restartCount=0--Avoid strange darkness if not game.result then game.pauseCount=game.pauseCount+1 end if not game.replaying then for i=1,#players do local l=players[i].keyPressing for j=1,#l do if l[j]then players[i]:releaseKey(j) end end end end SCN.swapTo("pause","none") end end function resumeGame() SCN.swapTo("play","none") end function loadGame(M,ifQuickPlay) stat.lastPlay=M curMode=Modes[M] local lang=setting.lang drawableText.modeName:set(text.modes[M][1]) drawableText.levelName:set(text.modes[M][2]) needResetGameData=true SCN.swapTo("play",ifQuickPlay and"swipe"or"fade_togame") SFX.play("enter") end function resetGameData() if players[1]and not game.replaying then mergeStat(stat,players[1].stat) end game.frame=150-setting.reTime*15 game.result=false game.pauseTime=0 game.pauseCount=0 game.garbageSpeed=1 game.warnLVL0=0 game.warnLVL=0 game.recording=true game.replaying=false game.setting=copyGameSetting() game.rec={} math.randomseed(tm.getTime()) game.seed=rnd(261046101471026) destroyPlayers() modeEnv=curMode.env curMode.load()--BG/BGM need redefine in custom,so up here if modeEnv.task then for i=1,#players do players[i]:newTask(modeEnv.task) end end BG.set(modeEnv.bg) BGM.play(modeEnv.bgm) TEXT.clear() if modeEnv.royaleMode then for i=1,#players do players[i]:changeAtk(randomTarget(players[i])) end game.stage=1 game.garbageSpeed=.3 end restoreVirtualKey() stat.game=stat.game+1 freeRow.reset(30*#players) SFX.play("ready") collectgarbage() end function resetPartGameData(replaying) if players[1]and not game.replaying then mergeStat(stat,players[1].stat) end game.result=false game.garbageSpeed=1 game.warnLVL0=0 game.warnLVL=0 if replaying then game.frame=0 game.recording=false game.replaying=1 else game.frame=150-setting.reTime*15 game.pauseTime=0 game.pauseCount=0 game.recording=true game.replaying=false game.setting=copyGameSetting() game.rec={} math.randomseed(tm.getTime()) game.seed=rnd(1046101471,2662622626) end destroyPlayers() modeEnv=curMode.env curMode.load() if modeEnv.task then for i=1,#players do players[i]:newTask(modeEnv.task) end end BG.set(modeEnv.bg) BGM.play(modeEnv.bgm) TEXT.clear() if modeEnv.royaleMode then for i=1,#players do players[i]:changeAtk(randomTarget(players[i])) end game.stage=1 game.garbageSpeed=.3 end restoreVirtualKey() collectgarbage() end function gameStart() SFX.play("start") for P=1,#players do P=players[P] P.control=true P.timing=true P:popNext() end end