local Player=require"parts.player.player" local seqGenerators=require"parts.player.seqGenerators" local gameEnv0=require"parts.player.gameEnv0" local rnd,max=math.random,math.max local ins=table.insert local ply_draw=require"parts.player.draw" local ply_update=require"parts.player.update" local PLY={draw=ply_draw} ---------------------------------------------------- local modeDataMeta do local rawset=rawset modeDataMeta={ __index=function(self,k)rawset(self,k,0)return 0 end, __newindex=function(self,k,v)rawset(self,k,v)end, } end local function getNewStatTable() local T={ time=0,frame=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=1,29 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]and P.alive then P.keyPressing[keyID]=true P.actList[keyID](P) 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]and P.alive then local L=GAME.rep ins(L,P.frameRun) ins(L,keyID) P.keyPressing[keyID]=true P.actList[keyID](P) P.stat.key=P.stat.key+1 end end local function releaseKey_Rec(P,keyID) local L=GAME.rep ins(L,P.frameRun) ins(L,32+keyID) P.keyPressing[keyID]=false end local function newEmptyPlayer(id,mini) local P={id=id} PLAYERS[id]=P PLY_ALIVE[id]=P --Inherit functions of Player class for k,v in next,Player do P[k]=v end --Set key/timer event 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 --Field position P.fieldOff={--Shake FX x=0,y=0, vx=0,vy=0, a=0,va=0, } P.x,P.y,P.size=0,0,1 P.frameColor=COLOR.Z --Set these at Player:setPosition() -- P.fieldX,P.fieldY=... -- P.centerX,P.centerY=... -- P.absFieldX,P.absFieldY=... --Minimode P.miniMode=mini if mini then P.canvas=love.graphics.newCanvas(60,120) P.frameWait=rnd(26,62) P.draw=ply_draw.small else P.draw=ply_draw.norm end --States P.type='none' P.sound=false P.alive=true P.control=false P.timing=false P.result=false--String: 'finish'|'win'|'lose' P.stat=getNewStatTable() P.modeData=setmetatable({},modeDataMeta)--Data use by mode P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end P.clearingRow,P.clearedRow={},{}--Clearing animation height,cleared row mark P.dropFX,P.moveFX,P.lockFX,P.clearFX={},{},{},{} P.tasks={} P.bonus={}--Texts --Times P.frameRun=GAME.frameStart--Frame run, mainly for replay P.endCounter=0--Used after gameover P.dropTime={}for i=1,10 do P.dropTime[i]=-1e99 end P.dropSpeed=0 --Randomizers P.seqRND=love.math.newRandomGenerator(GAME.seed) P.atkRND=love.math.newRandomGenerator(GAME.seed) P.holeRND=love.math.newRandomGenerator(GAME.seed) P.aiRND=love.math.newRandomGenerator(GAME.seed) --Field-related P.field,P.visTime={},{} P.keepVisible=true P.showTime=false P.garbageBeneath=0 P.fieldBeneath=0 P.fieldUp=0 --Attack-related P.atkBuffer={} P.atkBufferSum,P.atkBufferSum1=0,0 P.spike,P.spikeTime=0,0 P.spikeText=love.graphics.newText(getFont(100)) --Attacker-related P.badge,P.strength=0,0 P.atkMode,P.swappingAtkMode=1,20 P.atker,P.atking,P.lastRecv={} --User-related P.username="" P.uid=false P.sid=false --Block states --[[ P.curX,P.curY,P.ghoY,P.minY=0,0,0,0--x,y,ghostY P.cur={ id=shapeID, bk=matrix[2], sc=table[2], dir=direction, name=nameID color=colorID, } P.newNext=false--Warped coroutine to get new next, loaded in applyGameEnv() ]] P.movDir,P.moving,P.downing=0,0,0--Last move key,DAS charging,downDAS charging P.dropDelay,P.lockDelay=0,0 P.waiting,P.falling=-1,-1 P.freshTime=0 P.spinLast=false P.spinSeq=0--For Ospin, each digit mean a spin P.ctrlCount=0--Key press time, for finesse check --Game states P.combo=0 P.b2b,P.b2b1=0,0--B2B point & Displayed B2B point P.score1=0--Displayed score P.pieceCount=0--Count pieces from next, for drawing bagline P.finesseCombo,P.finesseComboTime=0,0 P.nextQueue={} P.holdQueue={} P.holdTime=0 P.lastPiece={ id=0,name=0,--block id/name curX=0,curY=0,--block position centX=0,centY=0,--center position dir=0,--direction frame=-1e99,--lock time autoLock=true,--if lock with gravity 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) } return P end local function loadGameEnv(P)--Load gameEnv P.gameEnv={}--Current game setting environment local ENV=P.gameEnv local GAME,SETTING=GAME,SETTING --Load game settings for k,v in next,gameEnv0 do if GAME.modeEnv[k]~=nil then v=GAME.modeEnv[k] --Mode setting -- print("mode-"..k..":"..tostring(v)) elseif GAME.setting[k]~=nil then v=GAME.setting[k] --Game setting -- print("game-"..k..":"..tostring(v)) elseif SETTING[k]~=nil then v=SETTING[k] --Global setting -- print("global-"..k..":"..tostring(v)) -- else -- print("default-"..k..":"..tostring(v)) end if type(v)~='table'then--Default setting ENV[k]=v else ENV[k]=TABLE.copy(v) end end if ENV.allowMod then for _,M in next,GAME.mod do M.func(P,M.list and M.list[M.sel]) end end end local function loadRemoteEnv(P,confStr)--Load gameEnv confStr=JSON.decode(confStr) if not confStr then confStr={} MES.new('warn',"Bad conf from "..P.username.."#"..P.uid) end P.gameEnv={}--Current game setting environment local ENV=P.gameEnv local GAME,SETTING=GAME,SETTING --Load game settings for k,v in next,gameEnv0 do if GAME.modeEnv[k]~=nil then v=GAME.modeEnv[k] --Mode setting elseif confStr[k]~=nil then v=confStr[k] --Game setting elseif SETTING[k]~=nil then v=SETTING[k] --Global setting end if type(v)~='table'then--Default setting ENV[k]=v else ENV[k]=TABLE.copy(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.freshTime=ENV.freshLimit 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 end end end if not ENV.fkey1 then P.keyAvailable[9]=false end if not ENV.fkey2 then P.keyAvailable[10]=false end for _,v in next,ENV.keyCancel do P.keyAvailable[v]=false end P.skinLib=SKIN.lib[ENV.skinSet] P:setInvisible( ENV.visible=='show'and -1 or ENV.visible=='easy'and 300 or ENV.visible=='slow'and 100 or ENV.visible=='medium'and 60 or ENV.visible=='fast'and 20 or ENV.visible=='none'and 0 ) P:set20G(P._20G) P:setHold(ENV.holdCount) P:setNext(ENV.nextCount,ENV.nextStartPos>1) P:setRS(ENV.RS) 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.bagLine=(ENV.sequence=='bag'or ENV.sequence=='loop')and #ENV.seqData if ENV.nextCount==0 then ENV.nextPos=false end P.newNext=coroutine.wrap(seqGenerators(P)) P:newNext(P.gameEnv.seqData) if ENV.noInitSZO then for _=1,5 do local C=P.nextQueue[1] if C and(C.id==1 or C.id==2 or C.id==6)then table.remove(P.nextQueue,1) else break end end P:newNext() end if P.miniMode then ENV.lockFX=false ENV.dropFX=false ENV.moveFX=false ENV.clearFX=false ENV.splashFX=false ENV.shakeFX=false ENV.text=false end if ENV.lockFX==0 then ENV.lockFX=false end if ENV.dropFX==0 then ENV.dropFX=false end if ENV.moveFX==0 then ENV.moveFX=false end if ENV.clearFX==0 then ENV.clearFX=false end if ENV.splashFX==0 then ENV.splashFX=false end if ENV.shakeFX==0 then ENV.shakeFX=false end if ENV.atkFX==0 then ENV.atkFX=false end if ENV.ghost==0 then ENV.ghost=false end if ENV.grid==0 then ENV.grid=false end if ENV.center==0 then ENV.center=false end if ENV.lineNum==0 then ENV.lineNum=false end end ---------------------------------------------------- ---------------------------------------------------- local DemoEnv={ face={0,0,0,0,0,0,0}, das=10,arr=2,sddas=2,sdarr=2, drop=60,lock=60, wait=10,fall=20, highCam=false, life=1e99, allowMod=false, fine=false, } function PLY.newDemoPlayer(id) local P=newEmptyPlayer(id) P.type='computer' P.sound=true P.demo=true P.frameRun=180 P.draw=ply_draw.demo P.control=true GAME.modeEnv=DemoEnv loadGameEnv(P) applyGameEnv(P) P:loadAI{ type='CC', next=5, hold=true, delay=30, delta=6, bag='bag', node=100000, } P:popNext() end function PLY.newRemotePlayer(id,mini,ply) local P=newEmptyPlayer(id,mini) P.type='remote' P.update=ply_update.remote_alive P.draw=ply_draw.norm P.stream={} P.streamProgress=1 netPLY.setPlayerObj(ply,P) P.uid=ply.uid P.username=ply.username P.sid=ply.sid loadRemoteEnv(P,ply.config) applyGameEnv(P) end function PLY.newAIPlayer(id,AIdata,mini) local P=newEmptyPlayer(id,mini) P.type='computer' loadGameEnv(P) local ENV=P.gameEnv ENV.face={0,0,0,0,0,0,0} ENV.skin={1,7,11,3,14,4,9} applyGameEnv(P) P:loadAI(AIdata) end function PLY.newPlayer(id,mini) local P=newEmptyPlayer(id,mini) P.type='human' P.sound=true P.uid=USER.uid P.username=USERS.getUsername(USER.uid) loadGameEnv(P) applyGameEnv(P) end ---------------------------------------------------- return PLY