-------------------------
-------------------------
local int,ceil,abs,rnd,max,min=math.floor,math.ceil,math.abs,math.random,math.max,math.min
local ins,rem=table.insert,table.remove
local gc=love.graphics
local Timer=love.timer.getTime
local format=string.format
local scr=scr--screen camera
--------------------------------------------------
--------------------------------------------------
local gameEnv0={
das=10,arr=2,
sddas=2,sdarr=2,
quickR=true,swap=true,
ghost=true,center=true,
grid=false,swap=true,
_20G=false,bone=false,
drop=60,lock=60,
wait=0,fall=0,
next=6,hold=true,oncehold=true,
sequence="bag7",
block=true,
visible="show",--keepVisible=visile~="show"
Fkey=NULL,puzzle=false,ospin=true,
freshLimit=1e99,easyFresh=true,
fine=false,fineKill=false,
target=1e99,dropPiece="null",
bg="none",bgm="race"
}
local renATK={[0]=0,0,0,1,1,2,2,3,3,4,4}--3 else
local b2bPoint={50,100,180}
local b2bATK={3,5,8}
local clearSCR={80,200,400}
local spinSCR={--[blockName][row]
{200,750,1600},--Z
{200,750,1600},--S
{220,700,1600},--L
{220,700,1600},--J
{250,800,1500},--T
{300,1000,2200},--O
{300,1000,1800},--I
}--MUL:1.2,2.0
--Techrash:1K;MUL:1.3,1.8
--Mini*=.5
local visible_opt={show=1e99,time=300,fast=20,none=5}
local reAtk={0,0,1,1,1,2,2,3,3}
local reDef={0,1,1,2,3,3,4,4,5}
local spinName={"zspin","sspin","lspin","jspin","tspin","ospin","ispin"}
local clearName={"single","double","triple"}
local spin_n={[0]="spin_0","spin_1","spin_2","spin_3"}
local clear_n={"clear_1","clear_2","clear_3","clear_4"}
local ren_n={}for i=1,11 do ren_n[i]="ren_"..i end
local blockPos={4,4,4,4,4,5,4}
local TMP1,TMP2,TMP3,TMP4={1,2},{2,1},{2,2},{1.5,1.5}----------"for save cache"
local scs={
{[0]=TMP1,TMP2,TMP3,TMP3},
{[0]=TMP1,TMP2,TMP3,TMP3},
{[0]=TMP1,TMP2,TMP3,TMP3},
{[0]=TMP1,TMP2,TMP3,TMP3},
{[0]=TMP1,TMP2,TMP3,TMP3},
{[0]=TMP4,TMP4,TMP4,TMP4},
{[0]={0.5,2.5},{2.5,0.5},{1.5,2.5},{2.5,1.5}},
}
local CCblockID={4,3,5,6,1,2,0}
TMP1={0,0}
local TRS={
[1]={
[01]={TMP1,{-1,0}, {-1,1}, {0,-2}, {-1,-2},{0,1} },
[10]={TMP1,{1,0}, {1,-1}, {0,2}, {1,2}, {0,-1} },
[03]={TMP1,{1,0}, {1,1}, {0,-2}, {1,-1}, {1,-2} },
[30]={TMP1,{-1,0}, {-1,-1},{0,2}, {-1,2}, {0,-1}},
[12]={TMP1,{1,0}, {1,-1}, {0,2}, {1,2} },
[21]={TMP1,{-1,0}, {-1,1}, {0,-2}, {-1,-2} },
[32]={TMP1,{-1,0}, {-1,-1},{0,2}, {-1,2} },
[23]={TMP1,{1,0}, {1,1}, {0,-2}, {1,-2} },
[02]={TMP1,{1,0}, {-1,0}, {0,-1}, {0,1} },
[20]={TMP1,{-1,0}, {1,0}, {0,1}, {0,-1} },
[13]={TMP1,{0,-1}, {0,1}, {-1,0}, {0,-2} },
[31]={TMP1,{0,1}, {0,-1}, {1,0}, {0,2} },
},--Z
[2]={
[01]={TMP1,{-1,0}, {-1,1}, {0,-2}, {-1,-1},{-1,-2} },
[10]={TMP1,{1,0}, {1,-1}, {0,2}, {1,2}, {0,-1}},
[03]={TMP1,{1,0}, {1,1}, {0,-2}, {1,-2}, {0,1} },
[30]={TMP1,{-1,0}, {-1,-1},{0,2}, {-1,2}, {0,-1} },
[12]={TMP1,{1,0}, {1,-1}, {0,2}, {1,2} },
[21]={TMP1,{-1,0}, {-1,1}, {0,-2}, {-1,-2} },
[32]={TMP1,{-1,0}, {-1,-1},{0,2}, {-1,2} },
[23]={TMP1,{1,0}, {1,1}, {0,-2}, {1,-2} },
[02]={TMP1,{-1,0}, {1,0}, {0,-1}, {0,1} },
[20]={TMP1,{1,0}, {-1,0}, {0,1}, {0,-1} },
[13]={TMP1,{0,1}, {0,-1}, {-1,0}, {0,2} },
[31]={TMP1,{0,-1}, {0,1}, {1,0}, {0,-2} },
},--S
[3]={
[01]={TMP1,{-1,0}, {-1,1}, {0,-2}, {-1,-2},{-1,-1},{0,1} },
[10]={TMP1,{1,0}, {1,-1}, {0,2}, {1,2}, {0,-1}, {1,1} },
[03]={TMP1,{1,0}, {1,1}, {0,-2}, {-1,1} },
[30]={TMP1,{-1,0}, {-1,-1},{0,2}, {-1,2} },
[12]={TMP1,{1,0}, {1,-1}, {0,2}, {1,2}, {1,1} },
[21]={TMP1,{-1,0}, {-1,1}, {0,-2}, {-1,-2},{-1,-1} },
[32]={TMP1,{-1,0}, {-1,-1},{1,0}, {0,2}, {-1,2} },
[23]={TMP1,{1,0}, {1,1}, {-1,0}, {0,-2}, {1,-2} },
[02]={TMP1,{1,0}, {-1,0}, {0,-1}, {0,1} },
[20]={TMP1,{-1,0}, {1,0}, {0,1}, {0,-1} },
[13]={TMP1,{0,1}, {1,0}, {0,-1} },
[31]={TMP1,{0,-1}, {-1,0}, {0,1} },
},--L
[4]={
[01]={TMP1,{-1,0}, {-1,1}, {0,-2}, {1,1} },
[10]={TMP1,{1,0}, {1,-1}, {0,2}, {1,2} },
[03]={TMP1,{1,0}, {1,1}, {0,-2}, {1,-2}, {1,-1}, {0,1} },
[30]={TMP1,{-1,0}, {-1,-1},{0,2}, {-1,2}, {0,-1}, {-1,1} },
[12]={TMP1,{1,0}, {1,-1}, {-1,0}, {0,2}, {1,2} },
[21]={TMP1,{-1,0}, {-1,1}, {1,0}, {0,-2}, {-1,-2} },
[32]={TMP1,{-1,0}, {-1,-1},{0,2}, {-1,2}, {-1,1} },
[23]={TMP1,{1,0}, {1,1}, {0,-2}, {1,-2}, {1,-1} },
[02]={TMP1,{-1,0}, {1,0}, {0,-1}, {0,1} },
[20]={TMP1,{1,0}, {-1,0}, {0,1}, {0,-1} },
[13]={TMP1,{0,-1}, {1,0}, {0,1} },
[31]={TMP1,{0,1}, {-1,0}, {0,-1} },
},--J
[5]={
[01]={TMP1,{-1,0}, {-1,1}, {0,-2}, {-1,-2},{-1,-1} },
[10]={TMP1,{1,0}, {1,-1}, {0,2}, {1,2}, {0,-1}, {1,1}},
[03]={TMP1,{1,0}, {1,1}, {0,-2}, {1,-2} },
[30]={TMP1,{-1,0}, {-1,-1},{0,2}, {-1,2}, {0,-1} },
[12]={TMP1,{1,0}, {1,-1}, {0,-1}, {-1,-1},{0,2}, {1,2}},
[21]={TMP1,{-1,0}, {-1,1}, {0,-2}, {-1,-2},{1,1} },
[32]={TMP1,{-1,0}, {-1,-1},{0,-1}, {1,-1}, {0,2}, {-1,2}},
[23]={TMP1,{1,0}, {1,1}, {0,-2}, {1,-2}, {-1,1} },
[02]={TMP1,{-1,0}, {1,0}, {0,1} },
[20]={TMP1,{1,0}, {-1,0}, {0,-1} },
[13]={TMP1,{0,-1}, {0,1}, {1,0}, {0,-2}, {0,2}},
[31]={TMP1,{0,-1}, {0,1}, {-1,0}, {0,-2}, {0,2}},
},--T
[6]={},--O(special)
[7]={
[01]={TMP1,{0,1}, {1,0}, {-2,0}, {-2,-1},{1,2} },
[03]={TMP1,{0,1}, {-1,0}, {2,0}, {2,-1}, {-1,2} },
[10]={TMP1,{2,0}, {-1,0}, {-1,-2},{2,1}, {0,2} },
[30]={TMP1,{-2,0}, {1,0}, {1,-2}, {-2,1}, {0,2} },
[12]={TMP1,{-1,0}, {2,0}, {-1,2}, {2,-1} },
[32]={TMP1,{1,0}, {-2,0}, {1,-2}, {-2,-1} },
[21]={TMP1,{-2,0}, {1,0}, {1,-2}, {-2,1} },
[23]={TMP1,{2,0}, {-1,0}, {-1,-2},{2,1} },
[02]={TMP1,{-1,0}, {1,0}, {0,-1}, {0,1} },
[20]={TMP1,{1,0}, {-1,0}, {0,1}, {0,-1} },
[13]={TMP1,{0,-1}, {-1,0}, {1,0}, {0,1} },
[31]={TMP1,{1,0}, {-1,0}},
}
}
local AIRS={{
[01]={TMP1,{-1,0}, {-1,1}, {0,-2}, {-1,-2} },
[10]={TMP1,{1,0}, {1,-1}, {0,2}, {1,2} },
[03]={TMP1,{1,0}, {1,1}, {0,-2}, {1,-2} },
[30]={TMP1,{-1,0}, {-1,-1},{0,2}, {-1,2} },
[12]={TMP1,{1,0}, {1,-1}, {0,2}, {1,2} },
[21]={TMP1,{-1,0}, {-1,1}, {0,-2}, {-1,-2} },
[32]={TMP1,{-1,0}, {-1,-1},{0,2}, {-1,2} },
[23]={TMP1,{1,0}, {1,1}, {0,-2}, {1,-2} },
}}for i=2,6 do AIRS[i]=AIRS[1]end
AIRS[7]={
[01]={TMP1,{-2,0}, {1,0}, {-2,-1},{1,2} },
[10]={TMP1,{2,0}, {-1,0}, {2,1}, {-1,-2} },
[12]={TMP1,{-1,0}, {2,0}, {-1,2}, {2,-1} },
[21]={TMP1,{1,0}, {-2,0}, {1,-2}, {-2,1} },
[23]={TMP1,{2,0}, {-1,0}, {2,1}, {-1,-2} },
[32]={TMP1,{-2,0}, {1,0}, {-2,-1},{1,2} },
[30]={TMP1,{1,0}, {-2,0}, {1,-2}, {-2,1} },
[03]={TMP1,{-1,0}, {2,0}, {-1,2}, {2,-1} },
}
local TMP1={
[1]={
{1,2,1,0,1,2,2,1},
{2,2,3,1,1,2,3,2,2},
},--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
}--SZI逆态视为顺态,JLT算法相同
TMP1[2]=TMP1[1]
TMP1[4]=TMP1[3]
TMP1[5]=TMP1[3]
local finesseCtrlPar=TMP1
TMP1,TMP2,TMP3,TMP4=nil----------"release cache"
local CCblockID={4,3,5,6,1,2,0}
local freshMethod={
none=NULL,
bag7=function(P)
if #P.next<6 then
local bag={1,2,3,4,5,6,7}
::L::P:newNext(rem(bag,rnd(#bag)))
if bag[1]then goto L end
end
end,
his4=function(P)
if #P.next<6 then
local j,i=0
repeat
i,j=rnd(7),j+1
until i~=P.his[1]and i~=P.his[2]and i~=P.his[3]and i~=P.his[4]
P:newNext(i)
rem(P.his,1)P.his[4]=i
end
end,
rnd=function(P)
::L::local i=rnd(7)
if i==P.next[5].id then goto L end
P:newNext(i)
end,--random
drought1=function(P)
if #P.next<6 then
local bag={1,2,3,4,5,6}
::L::P:newNext(rem(bag,rnd(#bag)))
if bag[1]then goto L end
end
end,
drought2=function(P)
if #P.next<6 then
local bag={1,1,1,1,2,2,2,2,6,6,6,6,3,3,4,4,5,7}
::L::P:newNext(rem(bag,rnd(#bag)))
if bag[1]then goto L end
end
end,
}
--------------------------------------------------
local frameColor={
[0]=color.white,
color.lightGreen,
color.lightBlue,
color.lightPurple,
color.lightOrange,
}
local attackColor={
{color.darkGrey,color.white},
{color.grey,color.white},
{color.lightPurple,color.white},
{color.lightRed,color.white},
{color.darkGreen,color.cyan},
}
local function drawPixel(y,x,id)
gc.draw(blockSkin[id],30*x-30,600-30*y)
end
local function drawDial(x,y,speed)
gc.setColor(1,1,1)
mStr(int(speed),x,y-18)
gc.draw(dialCircle,x,y,nil,nil,nil,32,32)
gc.setColor(1,1,1,.6)
gc.draw(dialNeedle,x,y,2.094+(speed<=175 and .02094*speed or 4.712-52.36/(speed-125)),nil,nil,5,4)
end
--------------Used in draw player↑
player={}local player=player
function newDemoPlayer(id,x,y,size)
local P={id=id}players[id]=P
P.invincible=true
for k,v in next,player do P[k]=v end
players.alive[#players.alive+1]=P
P.x,P.y,P.size=x,y,size
P.fieldOff={x=0,y=0,vx=0,vy=0}
P.small,P.keyRec=false,false
P.draw=P.draw_demo
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.alive=true
P.control=true
P.timing=false
P.stat={
time=0,score=0,
key=0,extraPiece=0,extraRate=0,
rotate=0,hold=0,piece=0,row=0,
atk=0,send=0,recv=0,pend=0,
clear_1=0,clear_2=0,clear_3=0,clear_4=0,
spin_0=0,spin_1=0,spin_2=0,spin_3=0,
pc=0,b2b=0,b3b=0,
}
P.modeData={point=0,event=0}
P.keyTime={}for i=1,10 do P.keyTime[i]=-1e5 end P.keySpeed=0
P.dropTime={}for i=1,10 do P.dropTime[i]=-1e5 end P.dropSpeed=0
P.atker={}
P.strength=0
P.field,P.visTime={},{}
P.atkBuffer={sum=0}
P.gameEnv={
das=5,arr=2,
sddas=2,sdarr=2,
_20G=false,bone=false,
drop=1e99,lock=1e99,
wait=10,fall=20,
next=6,hold=true,oncehold=true,
sequence="bag7",
block=true,
visible="show",
Fkey=NULL,puzzle=false,ospin=true,
freshLimit=1e99,easyFresh=true,
target=1e99,dropPiece="null",
}
P.cur={bk={{}},id=0,color=0,name=0}
P.sc,P.dir,P.r,P.c={0,0},0,0,0
P.curX,P.curY,P.y_img=0,0,0
P.hd={bk={{}},id=0,color=0,name=0}
P.holded=false
P.next={}
P.dropDelay,P.lockDelay=1e99,1e99
P.freshTime=0
P.spinLast,P.lastClear=false,nil
P.spinSeq=0
P.ctrlCount=0
local bag1={1,2,3,4,5,6,7}
for _=1,7 do
P:newNext(rem(bag1,rnd(#bag1)))
end
P.freshNext=freshMethod.bag7
if P.gameEnv.sequence==1 then P.bag={}--Bag7
elseif P.gameEnv.sequence==2 then P.his={}for i=1,4 do P.his[i]=P.next.id[i+3]end--History4
elseif P.gameEnv.sequence==3 then--Pure random
end
P.human=false
P.AI_mode="CC"
P.AI_stage=1
P.AI_needFresh=false
P.AI_keys={}
P.AI_delay,P.AI_delay0=3,3
P.AIdata={next=5,hold=true,_20G=false,bag7=true,node=80000}
if not BOT then P.AI_mode="9S"end
if P.AI_mode=="CC"then
P.RS=AIRS
local opt,wei=BOT.getConf()
BOT.setHold(opt,P.AIdata.hold)
BOT.set20G(opt,P.AIdata._20G)
BOT.setBag(opt,P.AIdata.bag7)
BOT.setNode(opt,P.AIdata.node)
P.AI_bot=BOT.new(opt,wei)
BOT.free(opt)BOT.free(wei)
local CCBID={4,3,5,6,1,2,0}
for i=1,5 do
BOT.addNext(P.AI_bot,CCBID[P.next[i].id])
end
elseif P.AI_mode=="9S"then
P.RS=TRS
end
P.showTime=1e99
P.keepVisible=true
P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
P.moving,P.downing=0,0
P.waiting,P.falling=-1,-1
P.clearing,P.cleared={},{}
P.combo,P.b2b=0,0
P.fieldBeneath=0
P.shade={}
P.score1,P.b2b1=0,0
P.bonus={}--texts
P:resetblock()
PTC.dust[1]=PTC.dust0:clone()
end
function newPlayer(id,x,y,size,AIdata)
players[id]={id=id}
local P=players[id]
for k,v in next,player do P[k]=v end--Class function
players.alive[#players.alive+1]=P
P.x,P.y,P.size=x,y,size or 1
P.fieldOff={x=0,y=0,vx=0,vy=0}--for shake FX
P.small=P.size<.1--if draw in small mode
P.keyRec=not P.small--if calculate keySpeed
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=P.draw_small
else
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=P.draw_norm
end
P.alive=true
P.control=false
P.timing=false
P.stat={
time=0,score=0,
key=0,extraPiece=0,extraRate=0,
rotate=0,hold=0,piece=0,row=0,
atk=0,send=0,recv=0,pend=0,
clear_1=0,clear_2=0,clear_3=0,clear_4=0,
spin_0=0,spin_1=0,spin_2=0,spin_3=0,
pc=0,b2b=0,b3b=0,
}--Current gamestat
P.modeData={point=0,event=0}--data use by mode
P.keyTime={}for i=1,10 do P.keyTime[i]=-1e5 end P.keySpeed=0
P.dropTime={}for i=1,10 do P.dropTime[i]=-1e5 end P.dropSpeed=0
P.field,P.visTime={},{}
P.atkBuffer={sum=0}
P.ko,P.badge,P.strength=0,0,0
P.atkMode,P.swappingAtkMode=1,20
P.atker,P.atking,P.lastRecv={}
--Royale-related
P.gameEnv={}--Current game setting environment
for k,v in next,gameEnv0 do
if modeEnv[k]~=nil then
P.gameEnv[k]=modeEnv[k]
elseif setting[k]~=nil then
P.gameEnv[k]=setting[k]
else
P.gameEnv[k]=v
end
end--reset current game settings
P.cur={bk={{}},id=0,color=0,name=0}
P.sc,P.dir,P.r,P.c={0,0},0,0,0
P.curX,P.curY,P.y_img=0,0,0
P.hd={bk={{}},id=0,color=0,name=0}
P.holded=false
P.next={}
P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock
P.freshTime=0
P.spinLast,P.lastClear=false,nil
P.spinSeq=0--for Ospin,each digit mean a spin
P.ctrlCount=0--key press time,for finesse check
P.his={rnd(7),rnd(7),rnd(7),rnd(7)}
local s=P.gameEnv.sequence
if s=="bag7"or s=="his4"then
local bag1={1,2,3,4,5,6,7}
for _=1,7 do
P:newNext(rem(bag1,rnd(#bag1)))
end
elseif s=="rnd"then
for _=1,6 do
local r=rnd(7)
P:newNext(r)
end
elseif s=="drought1"then
local bag1={1,2,3,4,5,6}
for _=1,6 do
P:newNext(rem(bag1,rnd(#bag1)))
end
elseif s=="drought2"then
local bag1={1,2,3,4,6,6}
for _=1,6 do
P:newNext(rem(bag1,rnd(#bag1)))
end
end
P.freshNext=freshMethod[P.gameEnv.sequence]
if P.gameEnv.sequence==1 then P.bag={}--Bag7
elseif P.gameEnv.sequence==2 then P.his={}for i=1,4 do P.his[i]=P.next.id[i+3]end--History4
elseif P.gameEnv.sequence==3 then--Pure random
end
if AIdata then
P.human=false
P.AI_mode=AIdata.type
P.AI_stage=1
P.AI_needFresh=false
P.AI_keys={}
P.AI_delay=min(int(P.gameEnv.drop*.8),2*AIdata.delta)
P.AI_delay0=AIdata.delta
P.AIdata={
next=AIdata.next,
hold=AIdata.hold,
_20G=P.gameEnv._20G,
bag7=AIdata.bag7=="bag7",
node=AIdata.node,
}
if not BOT then P.AI_mode="9S"end
if P.AI_mode=="CC"then
P.RS=AIRS
local opt,wei=BOT.getConf()
BOT.setHold(opt,P.AIdata.hold)
BOT.set20G(opt,P.AIdata._20G)
BOT.setBag(opt,P.AIdata.bag7)
BOT.setNode(opt,P.AIdata.node)
P.AI_bot=BOT.new(opt,wei)
BOT.free(opt)BOT.free(wei)
for i=1,AIdata.next do
BOT.addNext(P.AI_bot,CCblockID[P.next[i].id])
end
elseif P.AI_mode=="9S"then
P.RS=TRS
P.AI_keys={}
end
else
P.human=true
P.RS=TRS
players.human=players.human+1
end
P.showTime=visible_opt[P.gameEnv.visible]
P.keepVisible=P.gameEnv.visible=="show"
P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
P.moving,P.downing=0,0
P.waiting,P.falling=-1,-1
P.clearing,P.cleared={},{}
P.combo,P.b2b=0,0
P.fieldBeneath=0
P.shade={}
P.score1,P.b2b1=0,0
P.bonus={}--texts
P.endCounter=0--used after gameover
P.counter=0--many usage
P.result=nil--string:win/lose
end
function player.update(P,dt)
if P.timing then P.stat.time=P.stat.time+dt end
if P.alive then
if P.keyRec then
local v=0
for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.keyTime[i])end P.keySpeed=P.keySpeed*.99+v*.1
v=0
for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.dropTime[i])end P.dropSpeed=P.dropSpeed*.99+v*.1
--Update speeds
if modeEnv.royaleMode then
if P.keyPressing[9]then
P.swappingAtkMode=min(P.swappingAtkMode+2,30)
else
P.swappingAtkMode=P.swappingAtkMode+((#P.field>15 and P.swappingAtkMode>4 or P.swappingAtkMode>8)and -1 or 1)
end
end
end
if not P.human and P.control and P.waiting==-1 then
local C=P.AI_keys
P.AI_delay=P.AI_delay-1
if not C[1]then
P.AI_stage=AI_think[P.AI_mode][P.AI_stage](P,C)
elseif P.AI_delay<=0 then
P:pressKey(C[1])P:releaseKey(C[1])
local k=#C for i=1,k do C[i]=C[i+1]end--table.remove(C,1)
P.AI_delay=P.AI_delay0*2
end
end
if not P.keepVisible then
for j=1,#P.field do for i=1,10 do
if P.visTime[j][i]>0 then P.visTime[j][i]=P.visTime[j][i]-1 end
end end
end--Fresh visible time
if P.moving<0 then
if P.keyPressing[1]then
if -P.moving<=P.gameEnv.das then
P.moving=P.moving-1
elseif P.waiting==-1 then
local x=P.curX
if P.gameEnv.arr>0 then
P.act.moveLeft(P,true)
else
P.act.insLeft(P,true)
end
if x~=P.curX then
P.moving=P.moving+P.gameEnv.arr-1
elseif not P.small then
P.fieldOff.vx=-setting.shakeFX*.5
end
end
else
P.moving=0
end
elseif P.moving>0 then
if P.keyPressing[2]then
if P.moving<=P.gameEnv.das then
P.moving=P.moving+1
elseif P.waiting==-1 then
local x=P.curX
if P.gameEnv.arr>0 then
P.act.moveRight(P,true)
else
P.act.insRight(P,true)
end
if x~=P.curX then
P.moving=P.moving-P.gameEnv.arr+1
elseif not P.small then
P.fieldOff.vx=setting.shakeFX*.5
end
end
else
P.moving=0
end
end
if P.keyPressing[7]and not P.keyPressing[9]then
local d=P.downing-P.gameEnv.sddas
P.downing=P.downing+1
if d>1 then
if P.gameEnv.sdarr>0 then
if d%P.gameEnv.sdarr==0 then
P.act.down1(P)
end
else
P.act.insDown(P)
end
if not P.small then
P.fieldOff.vy=setting.shakeFX*.3
end
end
else
P.downing=0
end
if P.falling>=0 then
P.falling=P.falling-1
if P.falling>=0 then
goto stop
else
local L=#P.clearing
if P.human and P.gameEnv.fall>0 and #P.field+L>P.clearing[L]then SFX("fall")end
P.clearing,P.cleared={},{}
end
end
if not P.control then goto stop end
if P.waiting>=0 then
P.waiting=P.waiting-1
if P.waiting==-1 then P:resetblock()end
goto stop
end
if P.curY~=P.y_img then
if P.dropDelay>=0 then
P.dropDelay=P.dropDelay-1
if P.dropDelay>0 then goto stop end
end
P.curY=P.curY-1
P.spinLast=false
if P.y_img~=P.curY then
P.dropDelay=P.gameEnv.drop
elseif P.AI_mode=="CC"then
P.AI_needFresh=true
if not P.AIdata._20G and P.gameEnv.drop=0 then goto stop end
P:drop()
if P.AI_mode=="CC"then
P.AI_needFresh=true
end
end
::stop::
if P.b2b1==P.b2b then
elseif P.b2b1=0 then
P.falling=P.falling-1
if P.falling>=0 then
goto stop
else
local L=#P.clearing
if P.human and P.gameEnv.fall>0 and #P.field+L>P.clearing[L]then SFX("fall")end
P.clearing,P.cleared={},{}
end
end::stop::
if P.endCounter<40 then
for j=1,#P.field do for i=1,10 do
if P.visTime[j][i]<20 then P.visTime[j][i]=P.visTime[j][i]+.5 end
end end--Make field visible
end
if P.b2b1>0 then P.b2b1=max(0,P.b2b1*.92-1)end
--Dead
end
if P.stat.score>P.score1 then
if P.stat.score-P.score1<10 then
P.score1=P.score1+1
else
P.score1=int(min(P.score1*.9+P.stat.score*.1+1))
end
end
for i=#P.shade,1,-1 do
local S=P.shade[i]
S[1]=S[1]-1+setting.dropFX*.15
if S[1]<=0 then
rem(P.shade,i)
end
end
if setting.shakeFX>0 then
local O=P.fieldOff
O.vx,O.vy=O.vx*.8-abs(O.x)^1.2*(O.x>0 and .1 or -.1),O.vy*.8-abs(O.y)^1.2*(O.y>0 and .1 or -.1)
O.x,O.y=O.x+O.vx,O.y+O.vy
if abs(O.x)<1 then O.x=0 end
if abs(O.y)<1 then O.y=0 end
end--field shaking
updateText(P.bonus)
for i=#P.atkBuffer,1,-1 do
local A=P.atkBuffer[i]
A.time=A.time+1
if not A.sent then
if A.countdown>0 then
A.countdown=max(A.countdown-garbageSpeed,0)
end
else
if A.time>20 then
rem(P.atkBuffer,i)
end
end
end
if P.fieldBeneath>0 then P.fieldBeneath=max(P.fieldBeneath-pushSpeed,0)end
if not P.small then
PTC.dust[P.id]:update(dt)
end
end
function player.draw_norm(P)
gc.push("transform")
gc.translate(P.x,P.y)gc.scale(P.size)
--Camera
gc.setColor(0,0,0,.6)gc.rectangle("fill",0,0,600,690)
gc.setLineWidth(7)gc.setColor(frameColor[P.strength])gc.rectangle("line",0,0,600,690)
--Boarder
gc.translate(150+P.fieldOff.x,70+P.fieldOff.y)
if P.gameEnv.grid then
gc.setLineWidth(1)
gc.setColor(1,1,1,.2)
for x=1,9 do gc.line(30*x,-10,30*x,600)end
for y=0,19 do
y=30*(y-int(P.fieldBeneath/30))+P.fieldBeneath
gc.line(0,y,300,y)
end
end--Grid
gc.translate(0,P.fieldBeneath)
gc.setScissor(scr.x+(P.absFieldX+P.fieldOff.x)*scr.k,scr.y+(P.absFieldY+P.fieldOff.y)*scr.k,300*P.size*scr.k,610*P.size*scr.k)
if P.falling==-1 then
for j=int(P.fieldBeneath/30+1),#P.field do
for i=1,10 do
if P.field[j][i]>0 then
gc.setColor(1,1,1,min(P.visTime[j][i]*.05,1))
drawPixel(j,i,P.field[j][i])
end
end
end
else--field block only
local dy,stepY=0,setting.smo and(P.falling/(P.gameEnv.fall+1))^2.5*30 or 30
local A=P.falling/P.gameEnv.fall
local h,H=1,#P.field
for j=int(P.fieldBeneath/30+1),H do
while j==P.clearing[h]do
h=h+1
dy=dy+stepY
gc.translate(0,-stepY)
gc.setColor(1,1,1,A)
gc.rectangle("fill",0,630-30*j,300,stepY)
end
for i=1,10 do
if P.field[j][i]>0 then
gc.setColor(1,1,1,min(P.visTime[j][i]*.05,1))
drawPixel(j,i,P.field[j][i])
end
end
end
gc.translate(0,dy)
end--Field with falling animation
for i=1,#P.shade do
local S=P.shade[i]
gc.setColor(1,1,1,S[1]*.12)
for x=S[3],S[5]do
for y=S[6],S[4]do
drawPixel(y,x,S[2])
end
end
end--shade FX
if P.waiting==-1 then
if P.gameEnv.ghost then
gc.setColor(1,1,1,.3)
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
drawPixel(i+P.y_img-1,j+P.curX-1,P.cur.color)
end
end end
end--Ghost
-- local dy=setting.smo and(P.y_img~=P.curY and or 1)^4*30 or 0
local dy
if setting.smo then
if P.y_img~=P.curY then
dy=(min(P.dropDelay,1e99)/P.gameEnv.drop-1)*30
else
dy=0
end
--[[
if P.y_img~=P.curY then
dy=(min(P.dropDelay,8e98)/P.gameEnv.drop)^4*30
else
dy=(min(P.lockDelay,8e98)/P.gameEnv.lock)^(P.gameEnv._20G and 3 or 7)*30
end
]]
else
dy=0
end
gc.translate(0,-dy)
local trans=P.lockDelay/P.gameEnv.lock
if P.gameEnv.block then
gc.setColor(1,1,1,trans)
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
gc.rectangle("fill",30*(j+P.curX-1)-33,597-30*(i+P.curY-1),36,36)
end
end end--BlockShade(lockdelay indicator)
gc.setColor(1,1,1)
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
drawPixel(i+P.curY-1,j+P.curX-1,P.cur.color)
end
end end--Block
end
if P.gameEnv.center then
gc.setColor(1,1,1,trans)
local x=30*(P.curX+P.sc[2]-1)-15
gc.draw(spinCenter,x,600-30*(P.curY+P.sc[1]-1)+15,nil,nil,nil,4,4)
gc.translate(0,dy)
gc.setColor(1,1,1,.5)
gc.draw(spinCenter,x,600-30*(P.y_img+P.sc[1]-1)+15,nil,nil,nil,4,4)
goto E
end--Rotate center
gc.translate(0,dy)
end
::E::
gc.setScissor()--In-playField things
gc.setColor(1,1,1)
gc.draw(PTC.dust[P.id])
gc.translate(0,-P.fieldBeneath)
gc.setBlendMode("replace","alphamultiply")--SPEED UPUP(?)
gc.setLineWidth(2)
gc.rectangle("line",-1,-11,302,612)--Draw boarder
gc.rectangle("line",301,0,15,601)--Draw atkBuffer boarder
local h=0
for i=1,#P.atkBuffer do
local A=P.atkBuffer[i]
local bar=A.amount*30
if h+bar>600 then bar=600-h end
if not A.sent then
if A.time<20 then
bar=bar*(20*A.time)^.5*.05
--Appear
end
if A.countdown>0 then
gc.setColor(attackColor[A.lv][1])
gc.rectangle("fill",303,599-h,11,-bar+3)
gc.setColor(attackColor[A.lv][2])
gc.rectangle("fill",303,599-h+(-bar+3),11,-(-bar+3)*(1-A.countdown/A.cd0))
--Timing
else
local t=math.sin((Timer()-i)*30)*.5+.5
local c1,c2=attackColor[A.lv][1],attackColor[A.lv][2]
gc.setColor(c1[1]*t+c2[1]*(1-t),c1[2]*t+c2[2]*(1-t),c1[3]*t+c2[3]*(1-t))
gc.rectangle("fill",303,599-h,11,-bar+3)
--Warning
end
else
gc.setColor(attackColor[A.lv][1])
bar=bar*(20-A.time)*.05
gc.rectangle("fill",303,599-h,11,-bar+2)
--Disappear
end
h=h+bar
end--Buffer line
local a,b=P.b2b,P.b2b1 if a>b then a,b=b,a end
gc.setColor(.8,1,.2)
gc.rectangle("fill",-14,599,11,-b*.5)
gc.setColor(P.b2b<40 and color.white or P.b2b<=1e3 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-14,599,11,-a*.5)
gc.setColor(1,1,1)
if Timer()%.5<.3 then
gc.rectangle("fill",-15,b<40 and 578.5 or 98.5,13,3)
end
gc.rectangle("line",-16,-3,15,604)--Draw b2b bar boarder
--B2B indictator
gc.translate(-P.fieldOff.x,-P.fieldOff.y)
gc.setBlendMode("alpha")
if P.gameEnv.hold then
mDraw(drawableText.hold,-82,-10)
if P.holded then gc.setColor(.6,.5,.5)end
local B=P.hd.bk
for i=1,#B do for j=1,#B[1]do
if B[i][j]then
drawPixel(i+17.5-#B*.5,j-2.7-#B[1]*.5,P.hd.color)
end
end end
end--Hold
gc.setColor(1,1,1)
mDraw(drawableText.next,381,-10)
local N=1
::L::
if N<=P.gameEnv.next and P.next[N]then
local b,c=P.next[N].bk,P.next[N].color
for i=1,#b do for j=1,#b[1] do
if b[i][j]then
drawPixel(i+20-2.4*N-#b*.5,j+12.7-#b[1]*.5,c)
end
end end
N=N+1
goto L
end
--Next
gc.setColor(.8,.8,.8)
gc.draw(drawableText.modeName,-135,-65)
gc.draw(drawableText.levelName,437-drawableText.levelName:getWidth(),-65)
gc.setColor(1,1,1)
if frame<180 then
local count=179-frame
gc.push("transform")
gc.translate(155,220)
setFont(95)
if count%60>45 then gc.scale(1+(count%60-45)^2*.01,1)end
mStr(int(count/60+1),0,0)
gc.pop()
end--Draw starting counter
drawTexts(P.bonus)--Bonus texts
setFont(25)
drawDial(360,520,P.dropSpeed)
drawDial(405,575,P.keySpeed)
gc.setColor(1,1,1)
mStr(format("%.2f",P.stat.time),-82,518)--Time
mStr(P.score1,-82,560)--Score
gc.draw(drawableText.bpm,390,490)
gc.draw(drawableText.kpm,344,583)
--Speed dials
gc.setColor(1,1,1)
modes[curMode.id].mesDisp(P,P.fieldOff.x,P.fieldOff.y)--Other messages
if modeEnv.royaleMode then
if P.atkMode then
gc.setColor(1,.8,0,P.swappingAtkMode*.02)
gc.rectangle("fill",RCPB[2*P.atkMode-1],RCPB[2*P.atkMode],90,35,8,4)
end
gc.setColor(1,1,1,P.swappingAtkMode*.025)
gc.draw(royaleCtrlPad)
end
gc.pop()
end
function player.draw_small(P)
P.frameWait=P.frameWait-1
if P.frameWait==0 then
P.frameWait=8
gc.setCanvas(P.canvas)
gc.clear(0,0,0,.4)
gc.push("transform")
gc.origin()
gc.setColor(1,1,1,P.result and max(20-P.endCounter,0)*.05 or 1)
local F=P.field
for j=1,#F do
for i=1,10 do if F[j][i]>0 then
gc.draw(blockSkinmini[F[j][i]],6*i-6,120-6*j)
end end
end--Field
if P.alive then
gc.setLineWidth(2)
gc.setColor(frameColor[P.strength])gc.rectangle("line",1,1,58,118)
end--Draw boarder
if modeEnv.royaleMode then
gc.setColor(1,1,1)
for i=1,P.strength do
gc.draw(badgeIcon,12*i-7,4,nil,.5)
end
end
if P.result then
gc.setColor(1,1,1,min(P.endCounter,60)*.01)
setFont(17)mStr(P.result,32,47)
setFont(15)mStr(P.rank,30,82)
end
gc.pop()
gc.setCanvas()
--draw content
end
gc.setColor(1,1,1)
gc.draw(P.canvas,P.x,P.y,nil,P.size*10)
--draw Canvas
if P.killMark then
gc.setLineWidth(3)
gc.setColor(1,0,0,min(P.endCounter,25)*.04)
gc.circle("line",P.centerX,P.centerY,(840-20*min(P.endCounter,30))*P.size)
end
end
function player.draw_demo(P)
gc.push("transform")
gc.translate(P.x,P.y)gc.scale(P.size)gc.translate(P.fieldOff.x,P.fieldOff.y)
--Camera
gc.setColor(.1,.1,.1,.8)gc.rectangle("fill",0,0,300,600)
gc.setLineWidth(2)gc.setColor(1,1,1)gc.rectangle("line",-1,-1,302,602)
--Frame
if P.falling==-1 then
for j=int(P.fieldBeneath/30+1),#P.field do
for i=1,10 do
if P.field[j][i]>0 then
gc.setColor(1,1,1,min(P.visTime[j][i]*.05,1))
drawPixel(j,i,P.field[j][i])
end
end
end
else--field block only
local dy,stepY=0,setting.smo and(P.falling/(P.gameEnv.fall+1))^2.5*30 or 30
local A=P.falling/P.gameEnv.fall
local h,H=1,#P.field
for j=int(P.fieldBeneath/30+1),H do
while j==P.clearing[h]do
h=h+1
dy=dy+stepY
gc.translate(0,-stepY)
gc.setColor(1,1,1,A)
gc.rectangle("fill",0,630-30*j,300,stepY)
end
for i=1,10 do
if P.field[j][i]>0 then
gc.setColor(1,1,1,min(P.visTime[j][i]*.05,1))
drawPixel(j,i,P.field[j][i])
end
end
end
gc.translate(0,dy)
end--Field with falling animation
for i=1,#P.shade do
local S=P.shade[i]
gc.setColor(1,1,1,S[1]*.12)
for x=S[3],S[5]do
for y=S[6],S[4]do
drawPixel(y,x,S[2])
end
end
end--shade FX
if P.waiting==-1 then
gc.setColor(1,1,1,.3)
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
drawPixel(i+P.y_img-1,j+P.curX-1,P.cur.color)
end
end end
--Ghost draw
gc.setColor(1,1,1)
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
drawPixel(i+P.curY-1,j+P.curX-1,P.cur.color)
end
end end--Block
end
gc.setColor(1,1,1,.3)
local N=miniBlock[P.hd.id]
if N then
gc.draw(N,15,30,nil,16,nil,0,N:getHeight()*.5)
end
local N=1
::L::
if N<=P.gameEnv.next and P.next[N]then
local p=miniBlock[P.next[N].id]
gc.draw(p,285,40*N-10,nil,16,nil,p:getWidth(),p:getHeight()*.5)
N=N+1
goto L
end
--Next
gc.setColor(1,1,1)
gc.draw(PTC.dust[P.id])
gc.translate(-P.fieldOff.x,-P.fieldOff.y)
drawTexts(P.bonus)
gc.pop()
end
--------------------------------------------------
local textFX=textFX
function player.showText(P,text,dx,dy,font,style,spd,stop)
if not P.small then
P.bonus[#P.bonus+1]=getTEXT(text,150+dx,300+dy,font*P.size,style,spd,stop)
end
end
function player.createShade(P,x1,y1,x2,y2)--x1y2!
if P.gameEnv.block and y1>=y2 then
P.shade[#P.shade+1]={5,P.cur.color,x1,y1,x2,y2}
end
end
function player.createBeam(P,R,send,time,target,color,clear,spin,mini,combo)
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]-1)-30+15+150)*P.size,P.y+(600-30*(P.curY+P.sc[1]-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
local radius,corner
local a,r,g,b=1,unpack(blockColor[color])
if clear>10 then
radius=10+3*send+100/(target+4)
local t=clear%10
if t==1 then
corner=3
r=.3+r*.4
g=.3+g*.4
b=.3+b*.4
elseif t==2 then
corner=5
r=.5+r*.5
g=.5+g*.5
b=.5+b*.5
elseif t<6 then
corner=6
r=.6+r*.4
g=.6+g*.4
b=.6+b*.4
else
corner=20
r=.8+r*.2
g=.8+g*.2
b=.8+b*.2
end
else
if combo>3 then
radius=min(15+combo,30)
corner=3
else
radius=30
corner=4
end
r=1-r*.3
g=1-g*.3
b=1-b*.3
end
if modeEnv.royaleMode and not(P.human or R.human)then
radius=radius*.4
a=.35
end
FX_attack[#FX_attack+1]={
x=x1,y=y1,--current pos
x1=x1,y1=y1,--start pos
x2=x2,y2=y2,--end pos
rad=radius*(setting.atkFX+3)*.12,
corner=corner,
type=type==1 and"fill"or"line",
r=r,g=g,b=b,a=a*(setting.atkFX+5)*.1,
t=0,
drag={},--Afterimage coordinate list
}
end
--------------------------------------------------
--------------------------------------------------
local function 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
local function ckfull(P,i)
for j=1,10 do if P.field[i][j]<=0 then return end end
return true
end
local function checkrow(P,start,height)--(cy,r)
local c=0
local h=start
for i=1,height do
if ckfull(P,h)then
ins(P.clearing,h)
ins(P.cleared,h+c)
removeRow(P.field,h)
removeRow(P.visTime,h)
c=c+1
if not P.small then
local S=PTC.dust[P.id]
for _=1,100 do
S:setPosition(rnd(300),630-30*(h+c)+rnd(30))
S:emit(2)
end
end
else
h=h+1
end
end
h=#P.field
for i=c,1,-1 do
if P.clearing[i]>h then
P.clearing[i]=nil
end
end
return c
end
local function 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
end
local function getBlockDirection(P)
return(P.curX+P.sc[2]-6.5)*.15
end
function player.fineError(P,rate)
P.stat.extraPiece=P.stat.extraPiece+1
P.stat.extraRate=P.stat.extraRate+rate
if P.human then
if P.gameEnv.fineKill then
SFX("error_long")
Event.lose(P)
elseif setting.fine then
SFX("error")
end
elseif P.gameEnv.fineKill then
Event.lose(P)
end
end
function player.garbageSend(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 B.sum+send>20 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=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.human then
SFX(send<4 and "blip_1"or"blip_2",min(send+1,5)*.1)
end
end
end
function player.garbageRelease(P)
local n,flag=1
::L::
local A=P.atkBuffer[n]
if A and A.countdown<=0 and not A.sent then
P:garbageRise(8+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
goto E
end
goto L
::E::
if flag and P.AI_mode=="CC"then CC_updateField(P)end
end
function player.garbageRise(P,color,amount,pos)
local t=P.showTime*2
for _=1,amount do
ins(P.field,1,getNewRow(color))
ins(P.visTime,1,getNewRow(t))
P.field[1][pos]=0
end
P.fieldBeneath=P.fieldBeneath+amount*30
P.curY=P.curY+amount
P:freshgho()
for i=1,#P.clearing do
P.clearing[i]=P.clearing[i]+amount
end
for i=1,#P.shade do
local S=P.shade[i]
S[4],S[6]=S[4]+amount,S[6]+amount
end
if #P.field>40 then Event.lose(P)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~=mostBadge and mostBadge or secBadge or randomTarget(P))
elseif P.atkMode==3 then
P:changeAtk(P~=mostDangerous and mostDangerous or 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 then
P:freshTarget()
elseif m==3 then
P:freshTarget()
elseif m==4 then
P:changeAtk()
end
::L::
end
function player.changeAtk(P,R)
-- if not P.human then R=players[1]end--Delete first "--" to enable 1vALL mode
if P.atking then
local K=P.atking.atker
for i=1,#K do
if K[i]==P then
rem(K,i)
goto L
end
end
end
::L::
if R then
P.atking=R
R.atker[#R.atker+1]=P
else
P.atking=nil
end
end
function player.freshgho(P)
P.y_img=min(#P.field+1,P.curY)
if P.gameEnv._20G or P.keyPressing[7]and P.gameEnv.sdarr==0 then
while not ifoverlap(P,P.cur.bk,P.curX,P.y_img-1)do
P.y_img=P.y_img-1
P.spinLast=false
end
if P.curY>P.y_img then
if not P.small then
if setting.dropFX>0 then
P:createShade(P.curX,P.curY+1,P.curX+P.c-1,P.y_img+P.r-1)
end
P.fieldOff.vy=setting.shakeFX*.5
end
P.curY=P.y_img
end
else
while not ifoverlap(P,P.cur.bk,P.curX,P.y_img-1)do
P.y_img=P.y_img-1
end
end
end
function player.freshLockDelay(P)
if P.lockDelay
if P.cur.id==6 then
if P.gameEnv.easyFresh then
P:freshLockDelay()
end
if P.gameEnv.ospin then
if P.curY==P.y_img then
P.spinSeq=P.spinSeq%100*10+d
local x,y=P.curX,P.curY
local id
if P.spinSeq==313 then--Z
if solid(P,x-1,y)and solid(P,x+2,y)then
if solid(P,x-1,y+2)and not solid(P,x-1,y+1)then--嵌
P.curX=x-1
P.dir=2
id=1
elseif not solid(P,x+1,y-1)and not solid(P,x+2,y-1)then--压
P.curY=y-1
P.dir=2
id=1
end
end
elseif P.spinSeq==131 then--S
if solid(P,x-1,y)and solid(P,x+2,y)then
if solid(P,x+2,y+2)and not solid(P,x+2,y+1)then--嵌
P.dir=2
id=2
elseif not solid(P,x,y-1)and not solid(P,x-1,y-1)then--压
P.curY=y-1
P.curX=x-1
P.dir=2
id=2
end
end
elseif P.spinSeq==331 then--L
if solid(P,x-1,y+1)and solid(P,x+2,y+1)then
if solid(P,x+2,y)and not solid(P,x-1,y)then--钩
P.curX=x-1
P.dir=0
id=3
elseif not solid(P,x,y-1)and not solid(P,x+2,y)then--扣
P.curY=y-1
P.dir=2
id=3
end
end
elseif P.spinSeq==113 then--J
if solid(P,x+2,y+1)and solid(P,x-2,y+1)then
if solid(P,x-2,y)and not solid(P,x+2,y)then--钩
P.dir=0
id=4
elseif not solid(P,x+1,y-1)and not solid(P,x-1,y)then--扣
P.curX=x-1
P.curY=y-1
P.dir=2
id=4
end
end
elseif P.spinSeq==111 then--T-R
if solid(P,x+2,y+1)and solid(P,x-1,y+1)and solid(P,x+2,y)and not solid(P,x-1,y)then
if solid(P,x,y-1)then--钩
P.curX=x-1
P.dir=0
id=5
else--转
P.curY=y-1
P.dir=1
id=5
end
end
elseif P.spinSeq==333 then--T-L
if solid(P,x-1,y+1)and solid(P,x-1,y)and solid(P,x+2,y+1)and not solid(P,x+2,y)then
if solid(P,x+1,y-1)then--钩
P.dir=0
id=5
else--转
P.curY=y-1
P.dir=3
id=5
end
end
elseif P.spinSeq==222 then--I
if solid(P,x+2,y+1)and solid(P,x-1,y+1)then
if not solid(P,x-1,y)then
if not solid(P,x+2,y)then
P.curX=x-1
P.dir=2
id=7
elseif not solid(P,x-2,y)then
P.curX=x-2
P.dir=2
id=7
end
elseif not solid(P,x+2,y)and not solid(P,x+3,y)then
P.dir=2
id=7
end
end
end
if id then--Transform successed
local C=P.cur
C.id=id
C.bk=blocks[id][P.dir]
P.r,P.c=#C.bk,#C.bk[1]
P.sc=scs[id][P.dir]
P.spinLast=2
P.stat.rotate=P.stat.rotate+1
P:freshgho()
SFX("rotatekick",nil,getBlockDirection(P))
return
end
else
P.spinSeq=0
end
end
if P.human then
SFX(ifpre and"prerotate"or"rotate",nil,getBlockDirection(P))
end
return
end
--
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]
local t--succssful test
local iki=P.RS[P.cur.id][P.dir*10+idir]
for i=1,P.freshTime<=1.2*P.gameEnv.freshLimit and #iki or 1 do
if not ifoverlap(P,icb,ix+iki[i][1],iy+iki[i][2])then
ix,iy=ix+iki[i][1],iy+iki[i][2]
t=i
goto spin
end
end
do return end
::spin::
if not P.small and setting.dropFX>0 then
P:createShade(P.curX,P.curY+P.r-1,P.curX+P.c-1,P.curY)
end
local y0=P.curY
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=t==2 and 0 or 1
if not ifpre then P:freshgho()end
if P.gameEnv.easyFresh or y0>P.curY then P:freshLockDelay()end
if P.human then
SFX(ifpre and"prerotate"or ifoverlap(P,P.cur.bk,P.curX,P.curY+1)and ifoverlap(P,P.cur.bk,P.curX-1,P.curY)and ifoverlap(P,P.cur.bk,P.curX+1,P.curY)and"rotatekick"or"rotate",nil,getBlockDirection(P))
end
P.stat.rotate=P.stat.rotate+1
end
function player.hold(P,ifpre)
if not P.holded and P.waiting==-1 and P.gameEnv.hold then
--Finesse check
local H,B=P.hd,P.cur
if H and H.id==B.id and H.name==B.name then
P:fineError(1.5)
elseif P.ctrlCount>1 then
P:fineError(2)
end
P.holded=P.gameEnv.oncehold
P.spinLast=false
P.ctrlCount=0
P.spinSeq=0
P.cur,P.hd=P.hd,P.cur
P.hd.bk=blocks[P.hd.id][0]
if P.cur.id==0 then
P.cur=rem(P.next,1)
P:freshNext()
if P.AI_mode=="CC"then BOT.addNext(P.AI_bot,CCblockID[P.next[P.AIdata.next].id])end
end
P.sc,P.dir=scs[P.cur.id][0],0
P.r,P.c=#P.cur.bk,#P.cur.bk[1]
P.curX,P.curY=blockPos[P.cur.id],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
if abs(P.moving)>P.gameEnv.das and not ifoverlap(P,P.cur.bk,P.curX+(P.moving>0 and 1 or -1),P.curY)then
P.curX=P.curX+(P.moving>0 and 1 or -1)
end
--IMS
P:freshgho()
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,max(P.freshTime-5,0)
if ifoverlap(P,P.cur.bk,P.curX,P.curY)then P:lock()Event.lose(P)end
if P.human then
SFX(ifpre and"prehold"or"hold")
end
P.stat.hold=P.stat.hold+1
end
end
function player.newNext(P,n)
P.next[#P.next+1]={bk=blocks[n][0],id=n,color=P.gameEnv.bone and 8 or n,name=n}
end
function player.resetblock(P)
P.holded=false
P.spinLast=false
P.spinSeq=0
P.ctrlCount=0
P.cur=rem(P.next,1)
P:freshNext()
if P.AI_mode=="CC"then BOT.addNext(P.AI_bot,CCblockID[P.next[P.AIdata.next].id])end
P.sc,P.dir=scs[P.cur.id][0],0--spin center/direction
P.r,P.c=#P.cur.bk,#P.cur.bk[1]--row/column
P.curX,P.curY=blockPos[P.cur.id],21+ceil(P.fieldBeneath/30)+min(int(#P.field*.15)-P.r,0)--初始高度:7格+1,14格+2(非I)
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0
if P.keyPressing[8]then P:hold(true)end
if P.keyPressing[3]then P:spin(1,true)end
if P.keyPressing[4]then P:spin(3,true)end
if P.keyPressing[5]then P:spin(2,true)end
if abs(P.moving)>P.gameEnv.das and not ifoverlap(P,P.cur.bk,P.curX+(P.moving>0 and 1 or -1),P.curY)then
P.curX=P.curX+(P.moving>0 and 1 or -1)
end
--Initial SYSs
if ifoverlap(P,P.cur.bk,P.curX,P.curY)then P:lock()Event.lose(P)end
P:freshgho()
if P.keyPressing[6]then P.act.hardDrop(P)P.keyPressing[6]=false end
end
function player.drop(P)--Place piece
P.dropTime[11]=ins(P.dropTime,1,frame)--update speed dial
P.waiting=P.gameEnv.wait
local dospin=0
if P.spinLast then
if P.cur.id<6 then
local x,y=P.curX+P.sc[2]-1,P.curY+P.sc[1]-1
local c=0
if solid(P,x-1,y+1)then c=c+1 end
if solid(P,x+1,y+1)then c=c+1 end
if c==0 then goto NTC end
if solid(P,x-1,y-1)then c=c+1 end
if solid(P,x+1,y-1)then c=c+1 end
if c>2 then dospin=dospin+1 end
end--Three point
::NTC::
if P.cur.id~=6 and ifoverlap(P,P.cur.bk,P.curX-1,P.curY)and ifoverlap(P,P.cur.bk,P.curX+1,P.curY)and ifoverlap(P,P.cur.bk,P.curX,P.curY+1)then
dospin=dospin+2
end--Immobile
end
--极简检测(遮挡)
local finesse
if P.curY>18 then
finesse=true--高处防误判直接最简
else
local y0=P.curY
local x,c=P.curX,P.c
local B=P.cur.bk
for x=1,c do
local y
for i=#B,1,-1 do
if B[i][x]then y=i;goto L2 end
end
goto L1
::L2::
if y then
x=P.curX+x-1
for y=y0+y,#P.field do
if solid(P,x,y)then finesse=true;goto L1 end--有遮挡视为最简
end
end
end
::L1::
end
P:lock()
local CHN=getFreeVoiceChannel()
local cc,send,exblock=checkrow(P,P.curY,P.r),0,0--Currect clear&send&sendTime
if P.clearing[1]then P.falling=P.gameEnv.fall end
local cscore,sendTime=0,0
local mini
if P.spinLast then
if cc>0 then
if dospin>0 then
dospin=dospin+P.spinLast
if dospin<2 then
mini=P.cur.id<6 and cc<3 and cc2 then
dir=dir-2
end
end--SZI的逆态视为顺态
local R,I=P.ctrlCount,finesseCtrlPar[id][dir][P.curX]--Real key/Ideal key
local d=R-I
if d>0 then
if I==0 then I=1 end
local rate=R/I
if rate>2.5 then rate=2.5 end
P:fineError(rate)
--非最简
end
end
if cc>0 then
P.combo=P.combo+1
if cc==4 then
cscore=1000
if P.b2b>1000 then
P:showText(text.techrashB3B,0,-30,50,"fly")
send=6
sendTime=100
exblock=exblock+1
cscore=cscore*1.8
P.stat.b3b=P.stat.b3b+1
if P.human then
VOICE("b3b",CHN)
end
elseif P.b2b>=50 then
P:showText(text.techrashB2B,0,-30,50,"drive")
sendTime=80
send=5
cscore=cscore*1.3
P.stat.b2b=P.stat.b2b+1
if P.human then
VOICE("b2b",CHN)
end
else
P:showText(text.techrash,0,-30,70,"stretch")
sendTime=60
send=4
end
P.b2b=P.b2b+120
P.lastClear=74
P.stat.clear_4=P.stat.clear_4+1
if P.human then
VOICE("techrash",CHN)
end
elseif cc>0 then
local clearKey=clear_n
if dospin then
cscore=spinSCR[P.cur.name][cc]
if P.b2b>1000 then
P:showText(text.b3b..text.spin[P.cur.name]..text.clear[cc],0,-30,35,"spin")
send=b2bATK[cc]+1
exblock=exblock+1
cscore=cscore*2
P.stat.b3b=P.stat.b3b+1
if P.human then
VOICE("b3b",CHN)
end
elseif P.b2b>=50 then
P:showText(text.b2b..text.spin[P.cur.name]..text.clear[cc],0,-30,35,"spin")
send=b2bATK[cc]
cscore=cscore*1.2
P.stat.b2b=P.stat.b2b+1
if P.human then
VOICE("b2b",CHN)
end
else
P:showText(text.spin[P.cur.name]..text.clear[cc],0,-30,45,"spin")
send=2*cc
end
sendTime=20+send*20
if mini then
P:showText(text.mini,0,-80,35,"appear")
send=send*.5
sendTime=sendTime+60
cscore=cscore*.5
P.b2b=P.b2b+b2bPoint[cc]*.5
if P.human then
VOICE("mini",CHN)
end
else
P.b2b=P.b2b+b2bPoint[cc]
end
P.lastClear=P.cur.id*10+cc
clearKey=spin_n
if P.human then
SFX(spin_n[cc])
VOICE(spinName[P.cur.name],CHN)
end
elseif #P.field>0 then
P.b2b=max(P.b2b-250,0)
P:showText(text.clear[cc],0,-30,27+cc*3,"appear",(8-cc)*.3)
send=cc-1
sendTime=20+send*20
cscore=cscore+clearSCR[cc]
P.lastClear=cc
end
P.stat[clearKey[cc]]=P.stat[clearKey[cc]]+1
if P.human then
VOICE(clearName[cc],CHN)
end
end
send=send+(renATK[P.combo]or 3)
if #P.field==0 then
P:showText(text.PC,0,-80,60,"flicker")
send=min(send,3)+min(6+P.stat.pc,10)
exblock=exblock+2
sendTime=sendTime+60
if P.stat.row>4 then
P.b2b=1200
cscore=cscore+500*min(6+P.stat.pc,10)
else
cscore=cscore+500
end
P.stat.pc=P.stat.pc+1
P.lastClear=P.cur.id*10+5
if P.human then
SFX("perfectclear")
VOICE("pc",CHN)
end
end
if P.combo>2 then
P:showText(text.cmb[min(P.combo,20)],0,25,15+min(P.combo,25)*3,P.combo<10 and"appear"or"flicker")
cscore=cscore+min(20*P.combo,300)*cc
end
sendTime=sendTime+25*P.combo
if P.human then
SFX(clear_n[cc])
SFX(ren_n[min(P.combo,11)])
if P.combo>14 then SFX("ren_mega",(P.combo-10)*.1)end
VIB(cc+1)
end
if P.b2b>1200 then P.b2b=1200 end
if modeEnv.royaleMode then
local i=min(#P.atker,9)
if i>1 then
send=send+reAtk[i]
exblock=exblock+reDef[i]
end
end--Counter attack
if send>0 then
P.stat.atk=P.stat.atk+send
--ATK statistics
if exblock then exblock=int(exblock*(1+P.strength*.25))end
send=send*(1+P.strength*.25)
send=int(send)
--Badge Buff
if send==0 then goto L end
P:showText(send,0,80,35,"zoomout")
if exblock==0 then goto L end
P:showText(exblock,0,120,20,"zoomout")
::L::
send=send+exblock
local k=0
::R::
if P.atkBuffer.sum>0 and send>0 then
::F::
k=k+1
local A=P.atkBuffer[k]
if not A then goto E end
if A.sent then goto F end
if send>=A.amount then
send=send-A.amount
P.atkBuffer.sum=P.atkBuffer.sum-A.amount
A.sent,A.time=true,0
if send>0 then goto R end
else
A.amount=A.amount-send
P.atkBuffer.sum=P.atkBuffer.sum-send
send=0
end
end
::E::
send=send-exblock
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:garbageSend(P.atker[i],send,sendTime,M,P.cur.color,P.lastClear,dospin,mini,P.combo)
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:garbageSend(T,send,sendTime,1,P.cur.color,P.lastClear,dospin,mini,P.combo)
end
P.stat.send=P.stat.send+send
if P.human and send>3 then SFX("emit",min(send,8)*.1)end
end
end
else
P.combo=0
local dropScore=10
if dospin then
P:showText(text.spin[P.cur.name],0,-30,45,"appear")
P.b2b=P.b2b+20
P.stat.spin_0=P.stat.spin_0+1
if P.human then
SFX("spin_0")
VOICE(spinName[P.cur.name],CHN)
end
dropScore=25--spin bonus
end
if P.gameEnv._20G then
dropScore=dropScore*2
elseif P.gameEnv.drop<3 then
dropScore=dropScore*1.5
end--dropSpeed bonus
if P.dropSpeed>60 then
dropScore=dropScore*P.dropSpeed/60
elseif P.dropSpeed>120 then
dropScore=dropScore*1,2*P.dropSpeed/120
elseif P.dropSpeed>180 then
dropScore=dropScore*1.5*P.dropSpeed/180
end--speed bonus
cscore=cscore+int(dropScore)
if P.b2b>1000 then
P.b2b=max(P.b2b-40,1000)
end
P:garbageRelease()
end
P.stat.score=P.stat.score+cscore
P.stat.piece,P.stat.row=P.stat.piece+1,P.stat.row+cc
Event[P.gameEnv.dropPiece](P)
if P.human then SFX("lock",nil,getBlockDirection(P))end
end
function player.pressKey(P,i)
P.keyPressing[i]=true
if P.id==1 then
virtualkeyDown[i]=true
virtualkeyPressTime[i]=10
end
if P.alive then
P.act[actName[i]](P)
P.keyTime[11]=ins(P.keyTime,1,frame)
P.stat.key=P.stat.key+1
end
--ins(rec,{i,frame})
end
function player.releaseKey(P,i)
if P.keyPressing[i]then
P.keyPressing[i]=false
if P.id==1 then virtualkeyDown[i]=false end
-- if recording then ins(rec,{-i,frame})end
end
end
--------------------------------------------------
--------------------------------------------------
player.act={}
function player.act.moveLeft(P,auto)
if not auto then
P.ctrlCount=P.ctrlCount+1
end
if P.keyPressing[9]then
if P.gameEnv.swap then
P:changeAtkMode(1)
end
elseif P.control and P.waiting==-1 then
if not ifoverlap(P,P.cur.bk,P.curX-1,P.curY)then
P.curX=P.curX-1
local y0=P.curY
P:freshgho()
if P.gameEnv.easyFresh or y0~=P.curY then P:freshLockDelay()end
if P.human and P.curY==P.y_img then SFX("move")end
P.spinLast=false
if not auto then
P.moving=-1
end
else
P.moving=-P.gameEnv.das-1
end
else
P.moving=-1
end
end
function player.act.moveRight(P,auto)
if not auto then
P.ctrlCount=P.ctrlCount+1
end
if P.keyPressing[9]then
if P.gameEnv.swap then
P:changeAtkMode(2)
end
elseif P.control and P.waiting==-1 then
if not ifoverlap(P,P.cur.bk,P.curX+1,P.curY)then
P.curX=P.curX+1
local y0=P.curY
P:freshgho()
if P.gameEnv.easyFresh or y0~=P.curY then P:freshLockDelay()end
if P.human and P.curY==P.y_img then SFX("move")end
P.spinLast=false
if not auto then
P.moving=1
end
else
P.moving=P.gameEnv.das+1
end
else
P.moving=1
end
end
function player.act.rotRight(P)
if P.control and P.waiting==-1 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 then
P.ctrlCount=P.ctrlCount+1
P:spin(3)
P.keyPressing[4]=false
end
end
function player.act.rotFlip(P)
if P.control and P.waiting==-1 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 then
if P.curY~=P.y_img then
if not P.small then
if setting.dropFX>0 then
P:createShade(P.curX,P.curY+1,P.curX+P.c-1,P.y_img+P.r-1)
end
end
P.curY=P.y_img
P.spinLast=false
if not P.small then
P.fieldOff.vy=setting.shakeFX*.6
end
if P.human then
SFX("drop",nil,getBlockDirection(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 then
if P.curY~=P.y_img then
P.curY=P.curY-1
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(P)
if P.gameEnv.quickR or frame<180 then
clearTask("play")
resetPartGameData()
end
end
function player.act.insLeft(P,auto)
local x0,y0=P.curX,P.curY
while not ifoverlap(P,P.cur.bk,P.curX-1,P.curY)do
P.curX=P.curX-1
if not P.small and setting.dropFX>0 then
P:createShade(P.curX+1,P.curY+P.r-1,P.curX+1,P.curY)
end
P:freshgho()
end
if x0~=P.curX then
if P.gameEnv.easyFresh or y0~=P.curY then P:freshLockDelay()end
end
if not P.small then
P.fieldOff.vx=-setting.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)
local x0,y0=P.curX,P.curY
while not ifoverlap(P,P.cur.bk,P.curX+1,P.curY)do
P.curX=P.curX+1
if not P.small and setting.dropFX>0 then
P:createShade(P.curX+P.c-1,P.curY+P.r-1,P.curX+P.c-1,P.curY)
end
P:freshgho()
end
if x0~=P.curX then
if P.gameEnv.easyFresh or y0~=P.curY then P:freshLockDelay()end
end
if not P.small then
P.fieldOff.vx=setting.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.curY~=P.y_img then
if not P.small then
if setting.dropFX>0 then
P:createShade(P.curX,P.curY+1,P.curX+P.c-1,P.y_img+P.r-1)
end
P.fieldOff.vy=setting.shakeFX*.5
end
P.curY,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false
end
end
function player.act.down1(P)
if P.curY~=P.y_img then
P.curY=P.curY-1
P.spinLast=false
end
end
function player.act.down4(P)
for _=1,4 do
if P.curY~=P.y_img then
P.curY=P.curY-1
P.spinLast=false
else
break
end
end
end
function player.act.down10(P)
for _=1,10 do
if P.curY~=P.y_img then
P.curY=P.curY-1
P.spinLast=false
else
break
end
end
end
function player.act.dropLeft(P)
P.act.insLeft(P)
P.act.hardDrop(P)
end
function player.act.dropRight(P)
P.act.insRight(P)
P.act.hardDrop(P)
end
function player.act.addLeft(P)
P.act.insLeft(P)
P.act.insDown(P)
P.act.insRight(P)
P.act.hardDrop(P)
end
function player.act.addRight(P)
P.act.insRight(P)
P.act.insDown(P)
P.act.insLeft(P)
P.act.hardDrop(P)
end
--------------------------------------------------