3168 lines
93 KiB
Lua
3168 lines
93 KiB
Lua
-------------------------------------------------
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-- Var P in other files represent Player object!--
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-------------------------------------------------
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local Player={}-- Player class
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local floor,ceil,rnd=math.floor,math.ceil,math.random
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local max,min,abs,modf=math.max,math.min,math.abs,math.modf
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local assert,ins,rem=assert,table.insert,table.remove
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local resume,yield,status=coroutine.resume,coroutine.yield,coroutine.status
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local approach=MATH.expApproach
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local SFX,BGM,VOC,VIB,SYSFX=SFX,BGM,VOC,VIB,SYSFX
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local LINE,TABLE,TEXT,TASK=LINE,TABLE,TEXT,TASK
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local PLAYERS,PLY_ALIVE,GAME=PLAYERS,PLY_ALIVE,GAME
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local SETTING=SETTING
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--------------------------<FX>--------------------------
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function Player:_showText(text,dx,dy,font,style,spd,stop)
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ins(self.bonus,TEXT.getText(text,150+dx,300+dy,font,style,spd,stop))
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end
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function Player:_createLockFX(x,y,t)-- Not used
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ins(self.lockFX,{x,y,0,t})
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end
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function Player:_createDropFX(x,y,w,h)-- Not used
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ins(self.dropFX,{x,y,w,h})
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end
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function Player:_createMoveFX(color,x,y,spd)-- Not used
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ins(self.moveFX,{color,x,y,0,spd})
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end
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function Player:_createClearingFX(y,spd)-- Not used
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ins(self.clearFX,{y,0,spd})
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end
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function Player:_rotateField(dir)
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if self.gameEnv.shakeFX then
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if dir==1 or dir==3 then
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self.swingOffset.va=self.swingOffset.va+(2-dir)*6e-3
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else
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self.swingOffset.va=self.swingOffset.va+self:getCenterX()*3e-3
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end
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end
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end
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function Player:shakeField(strength)-- Range: 1~10
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if self.gameEnv.shakeFX then
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self.shakeTimer=max(self.shakeTimer,3*self.gameEnv.shakeFX+floor(4*min(max(strength,1),10)))
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end
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end
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function Player:checkTouchSound()
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if self.sound and self.curY==self.ghoY then
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SFX.play('touch')
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end
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end
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function Player:showText(text,dx,dy,font,style,spd,stop)
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if self.gameEnv.text then
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ins(self.bonus,TEXT.getText(text,150+dx,300+dy,font,style,spd,stop))
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end
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end
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function Player:popScore(score)
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if self.gameEnv.score then
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self:_showText(
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score,
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self:getCenterX()*30,
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(10-self:getCenterY())*30+self.fieldBeneath+self.fieldUp,
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40-600/(score+20),
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'score',2
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)
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end
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end
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function Player:stageComplete(stage)
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self:_showText(text.stage:repD(stage),0,-120,60,'fly',1.26)
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end
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function Player:createLockFX()
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if self.gameEnv.lockFX then
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local CB=self.cur.bk
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local t=12-self.gameEnv.lockFX*2
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for i=1,#CB do
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local y=self.curY+i-1
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local L=self.clearedRow
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local skip
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for j=1,#L do
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if L[j]==y then skip=true break end-- goto CONTINUE_skip
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end
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if not skip then
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y=-30*y
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for j=1,#CB[1] do
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if CB[i][j] then
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ins(self.lockFX,{30*(self.curX+j-2),y,0,t})
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end
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end
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end
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-- ::CONTINUE_skip::
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end
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end
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end
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function Player:clearLockFX()
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for i=1,#self.lockFX do
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self.lockFX[i]=nil
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end
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end
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function Player:createDropFX()
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if self.gameEnv.dropFX and self.gameEnv.block then
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local CB=self.cur.bk
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if self.curY-self.ghoY+1>#CB then
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ins(self.dropFX,{self.curX,self.curY-1,#CB[1],self.curY-self.ghoY-#CB+1,0,13-2*self.gameEnv.dropFX})
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end
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end
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end
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function Player:createMoveFX(moveDir)
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local ENV=self.gameEnv
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if ENV.moveFX and ENV.block then
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local spd=10-1.5*ENV.moveFX
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local C=self.cur.color
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local CB=self.cur.bk
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local x=self.curX-1
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local y=ENV.smooth and self.curY+self.dropDelay/ENV.drop-2 or self.curY-1
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local L=self.moveFX
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if moveDir=='left' then
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for i=1,#CB do
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for j=#CB[1],1,-1 do
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if CB[i][j] then
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ins(L,{C,x+j,y+i,0,spd})
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break
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end
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end
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end
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elseif moveDir=='right' then
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for i=1,#CB do
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for j=1,#CB[1] do
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if CB[i][j] then
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ins(L,{C,x+j,y+i,0,spd})
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break
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end
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end
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end
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elseif moveDir=='down' then
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for j=1,#CB[1] do
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for i=#CB,1,-1 do
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if CB[i][j] then
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ins(L,{C,x+j,y+i,0,spd})
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break
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end
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end
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end
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else
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for i=1,#CB do
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for j=1,#CB[1] do
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if CB[i][j] then
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ins(L,{C,x+j,y+i,0,spd})
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end
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end
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end
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end
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end
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end
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function Player:createClearingFX(y)
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if self.gameEnv.clearFX then
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ins(self.clearFX,{y,0,7-self.gameEnv.clearFX})
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end
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end
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function Player:createSplashFX(h)
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if self.gameEnv.splashFX then
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local L=self.field[h]
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local size=self.size
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local y=self.fieldY+size*(self.swingOffset.y+self.fieldBeneath+self.fieldUp+615)-30*h*size
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for x=1,10 do
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local c=L[x]
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if c>0 then
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SYSFX.newCell(
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2.5-self.gameEnv.splashFX*.4,
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self.skinLib[c],
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size,
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self.fieldX+(30*x-15)*size,y,
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rnd()*5-2.5,rnd()*-1,
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0,.6
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)
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end
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end
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end
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end
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function Player:createBeam(R,send)
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if self.gameEnv.atkFX and self.cur then
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local C=self.cur
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local power=self.gameEnv.atkFX
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local x1,y1,x2,y2
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if self.miniMode then
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x1,y1=self.centerX,self.centerY
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else
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local sc=C.RS.centerPos[C.id][C.dir]
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x1=self.x+(30*(self.curX+sc[2])-30+15+150)*self.size
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y1=self.y+(600-30*(self.curY+sc[1])+15+self.fieldUp+self.fieldBeneath)*self.size
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end
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if R.miniMode then x2,y2=R.centerX,R.centerY
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else x2,y2=R.x+308*R.size,R.y+450*R.size
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end
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local c=BLOCK_COLORS[C.color]
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local r,g,b=c[1]*2,c[2]*2,c[3]*2
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local a=(power+2)*.0626
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if self.type~='human' and R.type~='human' then a=a*.2 end
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SYSFX.newAttack(1-power*.1,x1,y1,x2,y2,floor(send^.7*(4+power)),r,g,b,a)
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end
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end
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--------------------------</FX>--------------------------
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--------------------------<Action>--------------------------
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function Player:_deepDrop()
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local CB=self.cur.bk
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local y=self.curY-1
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while self:ifoverlap(CB,self.curX,y) and y>0 do
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y=y-1
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end
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if y>0 then
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self.ghoY=y
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self:createDropFX()
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self.curY=y
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self:freshMoveBlock()
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SFX.play('swipe')
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end
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end
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function Player:act_moveLeft(auto)
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self.movDir=-1
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if not self.control then return end
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if not auto then
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self.ctrlCount=self.ctrlCount+1
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end
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if self.cur then
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if self.cur and not self:ifoverlap(self.cur.bk,self.curX-1,self.curY) then
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self:_triggerEvent('hook_left')
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self:_triggerEvent('hook_left_'..(auto and 'auto' or 'manual'))
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self:createMoveFX('left')
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self.curX=self.curX+self.movDir
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self:freshMoveBlock()
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if not auto then
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self.moving=0
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end
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self.spinLast=false
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else
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self.moving=self.gameEnv.das
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end
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else
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self.moving=0
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end
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end
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function Player:act_moveRight(auto)
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self.movDir=1
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if not self.control then return end
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if not auto then
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self.ctrlCount=self.ctrlCount+1
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end
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if self.cur then
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if self.cur and not self:ifoverlap(self.cur.bk,self.curX+1,self.curY) then
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self:_triggerEvent('hook_right')
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self:_triggerEvent('hook_right_'..(auto and 'auto' or 'manual'))
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self:createMoveFX('right')
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self.curX=self.curX+self.movDir
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self:freshMoveBlock()
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if not auto then
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self.moving=0
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end
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self.spinLast=false
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else
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self.moving=self.gameEnv.das
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end
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else
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self.moving=0
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end
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end
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function Player:act_rotRight()
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if not self.control then return end
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if self.cur then
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self.ctrlCount=self.ctrlCount+1
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if self.bufferedIRS then
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-- Ensure IRS is spent before the rotation is processed so it doesn't throw things off.
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-- This is so that if you for instance, are holding left IRS and then rotate right, it doesn't process
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-- the left and right rotates in the reverse order.
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self.keyPressing[3]=false
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self:resolveIRS()
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self.keyPressing[3]=true
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end
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self:spin(1)
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self:_triggerEvent('hook_rotate',1)
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-- Disable held inputs if IRS is off
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if not self.gameEnv.irs then
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self.keyPressing[3]=false
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end
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end
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end
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function Player:act_rotLeft()
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if not self.control then return end
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if self.cur then
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self.ctrlCount=self.ctrlCount+1
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if self.bufferedIRS then
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-- Ensure IRS is spent before the rotation is processed so it doesn't throw things off.
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-- This is so that if you for instance, are holding left IRS and then rotate right, it doesn't process
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-- the left and right rotates in the reverse order.
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self.keyPressing[4]=false
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self:resolveIRS()
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self.keyPressing[4]=true
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end
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self:spin(3)
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self:_triggerEvent('hook_rotate',3)
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-- Disable held inputs if IRS is off
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if not self.gameEnv.irs then
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self.keyPressing[4]=false
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end
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end
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end
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function Player:act_rot180()
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if not self.control then return end
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if self.cur then
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self.ctrlCount=self.ctrlCount+2
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if self.bufferedIRS then
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-- Ensure IRS is spent before the rotation is processed so it doesn't throw things off.
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-- This is so that if you for instance, are holding left IRS and then rotate right, it doesn't process
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-- the left and right rotates in the reverse order.
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self.keyPressing[5]=false
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self:resolveIRS()
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self.keyPressing[5]=true
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end
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self:spin(2)
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self:_triggerEvent('hook_rotate',2)
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-- Disable held inputs if IRS is off
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if not self.gameEnv.irs then
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self.keyPressing[5]=false
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end
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end
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end
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function Player:act_hardDrop()
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if not self.control then return end
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local ENV=self.gameEnv
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if self.cur then
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if self.lastPiece.autoLock and self.frameRun-self.lastPiece.frame<ENV.dropcut then
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SFX.play('drop_cancel',.3)
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else
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if self.bufferedIRS then
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-- If the player drops quicker than their IRS cut delay, make sure IRS still resolves.
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self:resolveIRS()
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end
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if self.curY>self.ghoY then
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self:createDropFX()
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self.curY=self.ghoY
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self.spinLast=false
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if self.sound then
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SFX.play('drop',nil,self:getCenterX()*.15)
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if SETTING.vib>0 then VIB(SETTING.vib+1) end
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end
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end
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if ENV.shakeFX then
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self.swingOffset.vy=.6
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self.swingOffset.va=self.swingOffset.va+self:getCenterX()*6e-4
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end
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self.lockDelay=-1
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self.keyPressing[6]=false
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self:drop()
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end
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end
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end
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function Player:act_softDrop()
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if not self.control then return end
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self.downing=0
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if self.cur then
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if self.curY>self.ghoY then
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if self.gameEnv.sddas==0 then
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if self.gameEnv.sdarr==0 then
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self:act_insDown()
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else
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self:act_down1()
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self:act_down1()
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end
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else
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self:act_down1()
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end
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self:checkTouchSound()
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elseif self.gameEnv.deepDrop then
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self:_deepDrop()
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end
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end
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end
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function Player:act_hold()
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if not self.control then return end
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if self.cur then
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if self:hold() then
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-- Disable held inputs if IHS is off
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if not self.gameEnv.ihs then
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self.keyPressing[8]=false
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end
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self:_triggerEvent('hook_hold')
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end
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end
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end
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function Player:act_func1()
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if not self.control then return end
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self.gameEnv.fkey1(self)
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end
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function Player:act_func2()
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if not self.control then return end
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self.gameEnv.fkey2(self)
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end
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function Player:act_insLeft(auto)
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if not self.control then return end
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if not self.cur then
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return
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end
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local x0=self.curX
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while not self:ifoverlap(self.cur.bk,self.curX-1,self.curY) do
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self:createMoveFX('left')
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self.curX=self.curX-1
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self:freshMoveBlock(true)
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end
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if self.curX~=x0 then
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self.spinLast=false
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self:checkTouchSound()
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end
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if self.gameEnv.shakeFX then
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self.swingOffset.vx=-1.5
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end
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if auto then
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self:_triggerEvent('hook_left_auto')
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else
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self.ctrlCount=self.ctrlCount+1
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end
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end
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function Player:act_insRight(auto)
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if not self.control then return end
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if not self.cur then
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return
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end
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local x0=self.curX
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while not self:ifoverlap(self.cur.bk,self.curX+1,self.curY) do
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self:createMoveFX('right')
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self.curX=self.curX+1
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self:freshMoveBlock(true)
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end
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if self.curX~=x0 then
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self.spinLast=false
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self:checkTouchSound()
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end
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if self.gameEnv.shakeFX then
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self.swingOffset.vx=1.5
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end
|
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if auto then
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self:_triggerEvent('hook_right_auto')
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else
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self.ctrlCount=self.ctrlCount+1
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end
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end
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function Player:act_insDown()
|
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if not self.control then return end
|
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if self.cur and self.curY>self.ghoY then
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local ENV=self.gameEnv
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self:createDropFX()
|
|
if ENV.shakeFX then
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self.swingOffset.vy=.5
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end
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self.curY=self.ghoY
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self.lockDelay=ENV.lock
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self.spinLast=false
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self:freshBlockDelay()
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self:checkTouchSound()
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end
|
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end
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function Player:act_down1()
|
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if not self.control then return end
|
|
if self.cur then
|
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if self.curY>self.ghoY then
|
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self:createMoveFX('down')
|
|
self.curY=self.curY-1
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|
self:freshBlockDelay()
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self.spinLast=false
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|
elseif self.gameEnv.deepDrop then
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self:_deepDrop()
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end
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end
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end
|
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function Player:act_down4()
|
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if not self.control then return end
|
|
if self.cur then
|
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if self.curY>self.ghoY then
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local ghoY0=self.ghoY
|
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self.ghoY=max(self.curY-4,self.ghoY)
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self:createDropFX()
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self.curY,self.ghoY=self.ghoY,ghoY0
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self:freshBlockDelay()
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self.spinLast=false
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elseif self.gameEnv.deepDrop then
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self:_deepDrop()
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end
|
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end
|
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end
|
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function Player:act_down10()
|
|
if not self.control then return end
|
|
if self.cur then
|
|
if self.curY>self.ghoY then
|
|
local ghoY0=self.ghoY
|
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self.ghoY=max(self.curY-0,self.ghoY)
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self:createDropFX()
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self.curY,self.ghoY=self.ghoY,ghoY0
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self:freshBlockDelay()
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self.spinLast=false
|
|
elseif self.gameEnv.deepDrop then
|
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self:_deepDrop()
|
|
end
|
|
end
|
|
end
|
|
function Player:act_dropLeft()
|
|
if not self.control then return end
|
|
if self.cur then
|
|
self:act_insLeft()
|
|
self:act_hardDrop()
|
|
end
|
|
end
|
|
function Player:act_dropRight()
|
|
if not self.control then return end
|
|
if self.cur then
|
|
self:act_insRight()
|
|
self:act_hardDrop()
|
|
end
|
|
end
|
|
function Player:act_zangiLeft()
|
|
if not self.control then return end
|
|
if self.cur then
|
|
self:act_insLeft()
|
|
self:act_insDown()
|
|
self:act_insRight()
|
|
self:act_hardDrop()
|
|
end
|
|
end
|
|
function Player:act_zangiRight()
|
|
if not self.control then return end
|
|
if self.cur then
|
|
self:act_insRight()
|
|
self:act_insDown()
|
|
self:act_insLeft()
|
|
self:act_hardDrop()
|
|
end
|
|
end
|
|
--------------------------</Action>--------------------------
|
|
|
|
--------------------------<Method>--------------------------
|
|
local playerActions={
|
|
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
|
|
}function Player:pressKey(keyID)
|
|
if self.id==1 then
|
|
if GAME.recording then
|
|
local L=GAME.rep
|
|
ins(L,self.frameRun)
|
|
ins(L,keyID)
|
|
elseif self.streamProgress then
|
|
VK.press(keyID)
|
|
end
|
|
end
|
|
if self.keyAvailable[keyID] and self.alive then
|
|
if self.waiting>self.gameEnv.hurry then
|
|
self.waiting=self.gameEnv.hurry
|
|
if self.waiting==0 and self.falling==0 then
|
|
self:spawn()
|
|
end
|
|
end
|
|
self.keyPressing[keyID]=true
|
|
playerActions[keyID](self)
|
|
self.stat.key=self.stat.key+1
|
|
end
|
|
end
|
|
function Player:releaseKey(keyID)
|
|
if self.id==1 then
|
|
if GAME.recording then
|
|
local L=GAME.rep
|
|
ins(L,self.frameRun)
|
|
ins(L,32+keyID)
|
|
elseif self.streamProgress then
|
|
VK.release(keyID)
|
|
end
|
|
end
|
|
self.keyPressing[keyID]=false
|
|
end
|
|
function Player:newTask(code,...)
|
|
local thread=coroutine.create(code)
|
|
assert(resume(thread,self,...))
|
|
if status(thread)~='dead' then
|
|
ins(self.tasks,{
|
|
thread=thread,
|
|
code=code,
|
|
args={...},
|
|
})
|
|
end
|
|
end
|
|
|
|
function Player:startStreaming(streamData)
|
|
self.stream=streamData or self.stream
|
|
self.streamProgress=1
|
|
end
|
|
|
|
function Player:setPosition(x,y,size)
|
|
size=size or 1
|
|
self.x,self.y,self.size=x,y,size
|
|
if self.miniMode 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+300*size
|
|
self.absFieldX,self.absFieldY=x+150*size,y-10*size
|
|
end
|
|
end
|
|
do-- function Player:movePosition(x,y,size)
|
|
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 check_player(obj,Ptar)
|
|
return obj.args[1]==Ptar
|
|
end
|
|
function Player:movePosition(x,y,size)
|
|
TASK.removeTask_iterate(check_player,self)
|
|
TASK.new(task_movePosition,self,x,y,size or self.size)
|
|
end
|
|
end
|
|
do-- function Player:dropPosition(x,y,size)
|
|
local function task_dropPosition(self)
|
|
local vy=0
|
|
local x,y,size=self.x,self.y,self.size
|
|
while true do
|
|
yield()
|
|
y=y+vy
|
|
vy=vy+.0626
|
|
self:setPosition(x,y,size)
|
|
if y>2600 then
|
|
local index=TABLE.find(PLAYERS,self)
|
|
if index then
|
|
table.remove(PLAYERS,index)
|
|
end
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
local function check_player(obj,Ptar)
|
|
return obj.args[1]==Ptar
|
|
end
|
|
function Player:dropPosition()
|
|
TASK.removeTask_iterate(check_player,self)
|
|
TASK.new(task_dropPosition,self)
|
|
end
|
|
end
|
|
|
|
local frameColorList={[0]=COLOR.Z,COLOR.lG,COLOR.lB,COLOR.lV,COLOR.lO}
|
|
function Player:setFrameColor(c)
|
|
self.frameColor=frameColorList[c]
|
|
end
|
|
function Player:switchKey(id,on)
|
|
self.keyAvailable[id]=on
|
|
if not on then
|
|
self:releaseKey(id)
|
|
end
|
|
if self.type=='human' then
|
|
VK.switchKey(id,on)
|
|
end
|
|
end
|
|
function Player:set20G(if20g)
|
|
self._20G=if20g
|
|
local f=not self.gameEnv.noTele and not if20g
|
|
self:switchKey(14,not if20g)
|
|
self:switchKey(15,f)
|
|
self:switchKey(16,f)
|
|
if if20g and self.bot then
|
|
self.bot:switch20G()
|
|
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:switchKey(8,count>0)
|
|
self.gameEnv.holdCount=count
|
|
self.holdTime=count
|
|
while self.holdQueue[count+1] do rem(self.holdQueue) end
|
|
end
|
|
function Player:setNext(next)-- Set next count
|
|
self.gameEnv.nextCount=next
|
|
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)
|
|
local rs=RSlist[RSname] or RSlist.TRS
|
|
self.RS=rs
|
|
|
|
-- Reset all player's blocks' RSs
|
|
for i=1,#self.nextQueue do self.nextQueue[i].RS=rs end
|
|
for i=1,#self.holdQueue do self.holdQueue[i].RS=rs end
|
|
if self.cur then
|
|
self.cur.RS=rs
|
|
end
|
|
end
|
|
|
|
function Player:_triggerEvent(eventName)
|
|
local L=self.gameEnv[eventName]
|
|
if L[1] then
|
|
for i=1,#L do
|
|
L[i](self)
|
|
end
|
|
return true
|
|
end
|
|
end
|
|
function Player:extraEvent(eventName,...)
|
|
if not (self.gameEnv.extraEvent and self.gameEnv.extraEventHandler) then return end
|
|
local list=self.gameEnv.extraEvent
|
|
local eventID
|
|
for i=1,#list do
|
|
if list[i][1]==eventName then
|
|
eventID=i
|
|
break
|
|
end
|
|
end
|
|
if not eventID then
|
|
MES.new('warn',"Extra event '"..eventName.."' doesn't exist in this mode")
|
|
return
|
|
end
|
|
|
|
local SELF
|
|
-- Trigger for all non-remote players
|
|
for _,p in next,PLAYERS do
|
|
if p.type~='remote' then
|
|
if p.type=='human' then
|
|
SELF=p
|
|
end
|
|
self.gameEnv.extraEventHandler[eventName](p,self,...)
|
|
end
|
|
end
|
|
|
|
ins(GAME.rep,SELF.frameRun)
|
|
ins(GAME.rep,64+eventID)
|
|
ins(GAME.rep,self.sid)
|
|
local data={...}
|
|
for i=1,#data do
|
|
ins(GAME.rep,data[i])
|
|
end
|
|
end
|
|
|
|
function Player:getHolePos()-- Get a good garbage-line hole position
|
|
if self.garbageBeneath==0 then
|
|
return generateLine(self.holeRND:random(10))
|
|
else
|
|
local p=self.holeRND:random(10)
|
|
if self.field[1][p]<=0 then
|
|
return generateLine(self.holeRND:random(10))
|
|
end
|
|
return generateLine(p)
|
|
end
|
|
end
|
|
function Player:garbageRelease()-- Check garbage buffer and try to release them
|
|
local n=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.atkBufferSum=self.atkBufferSum-A.amount
|
|
A.sent,A.time=true,0
|
|
self.stat.pend=self.stat.pend+A.amount
|
|
n=n+1
|
|
else
|
|
break
|
|
end
|
|
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,LINE.new(0,true))
|
|
ins(self.visTime,1,LINE.new(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:freshBlockGhost()
|
|
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>self.gameEnv.heightLimit and (
|
|
not self:_triggerEvent('hook_die') or
|
|
#self.field>self.gameEnv.heightLimit
|
|
)
|
|
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=LINE.new(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,LINE.new(20))
|
|
end
|
|
self.fieldBeneath=self.fieldBeneath+30*l
|
|
if self.cur then
|
|
self.curY=self.curY+l
|
|
self.ghoY=self.ghoY+l
|
|
end
|
|
self:freshBlockGhost()
|
|
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()
|
|
local C=self.cur
|
|
return self.curX+C.RS.centerPos[C.id][C.dir][2]-5.5
|
|
end
|
|
function Player:getCenterY()
|
|
local C=self.cur
|
|
return self.curY-C.RS.centerPos[C.id][C.dir][1]
|
|
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)
|
|
self:extraEvent('attack',R.sid,send,time,line)
|
|
end
|
|
function Player:beAttacked(P2,sid,send,time,line)
|
|
if self==P2 or self.sid~=sid then return end
|
|
self:receive(P2,send,time,line)
|
|
P2:createBeam(self,send)
|
|
end
|
|
function Player:receive(A,send,time,line)
|
|
self.lastRecv=A
|
|
local B=self.atkBuffer
|
|
if send+self.atkBufferSum>self.gameEnv.bufferLimit then
|
|
send=self.gameEnv.bufferLimit-self.atkBufferSum
|
|
end
|
|
if send>0 then
|
|
local m,k=#B,1
|
|
while k<=m and time>B[k].countdown do k=k+1 end
|
|
ins(B,k,{
|
|
line=line,
|
|
amount=send,
|
|
countdown=time,
|
|
cd0=time,
|
|
time=0,
|
|
sent=false,
|
|
lv=min(floor(send^.69),5),
|
|
})-- Sorted insert(by time)
|
|
self.atkBufferSum=self.atkBufferSum+send
|
|
self.stat.recv=self.stat.recv+send
|
|
if self.sound then
|
|
SFX.play(send<4 and 'warn_1' or 'warn_2',min(send+1,5)*.1)
|
|
end
|
|
if send>=2 then
|
|
self:shakeField(send/2)
|
|
end
|
|
end
|
|
end
|
|
function Player:clearAttackBuffer()
|
|
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.atkBufferSum=0
|
|
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
|
|
local i=TABLE.find(K,self)
|
|
if i then
|
|
rem(K,i)
|
|
end
|
|
end
|
|
if R then
|
|
self.atking=R
|
|
ins(R.atker,self)
|
|
else
|
|
self.atking=false
|
|
end
|
|
end
|
|
function Player:freshBlockGhost()
|
|
if not self.cur then return end
|
|
local ENV=self.gameEnv
|
|
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
|
|
self:createDropFX()
|
|
if ENV.shakeFX then
|
|
self.swingOffset.vy=MATH.clamp((self.curY-self.ghoY-2.6)/10,0,0.626)
|
|
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
|
|
function Player:freshBlockDelay(keepFreshTimeInEasyFresh)
|
|
local ENV=self.gameEnv
|
|
local d0,l0=ENV.drop,ENV.lock
|
|
local C=self.cur
|
|
local sc=C.RS.centerPos[C.id][C.dir]
|
|
local goDown=self.curY+sc[1]<self.minY
|
|
if goDown then
|
|
self.minY=self.curY+sc[1]
|
|
end
|
|
local shouldRefresh=self.lockDelay<l0 and self.freshTime>0
|
|
local easyFresh=ENV.easyFresh
|
|
if easyFresh and (shouldRefresh or goDown) or goDown and shouldRefresh then
|
|
self.dropDelay=d0
|
|
self.lockDelay=l0
|
|
end
|
|
if shouldRefresh and (easyFresh and not keepFreshTimeInEasyFresh or not easyFresh and goDown) then
|
|
self.freshTime=self.freshTime-1
|
|
end
|
|
end
|
|
function Player:freshMoveBlock(ifTele)
|
|
self:freshBlockGhost()
|
|
self:freshBlockDelay()
|
|
-- Play sound if touch ground
|
|
if not ifTele then
|
|
self:checkTouchSound()
|
|
end
|
|
end
|
|
function Player:freshNewBlock()
|
|
self:freshBlockGhost()
|
|
self:freshBlockDelay(true)
|
|
end
|
|
function Player:lock()
|
|
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]=LINE.new(0)
|
|
self.visTime[y]=LINE.new(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
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function Player:_checkClear(field,start,height,CB,CX)
|
|
local cc,gbcc=0,0
|
|
for i=1,height do
|
|
local h=start+i-2
|
|
|
|
-- Bomb trigger (optional, must with CB)
|
|
if CB and h>0 and field[h] and self.clearedRow[cc]~=h then
|
|
for x=1,#CB[1] do
|
|
if CB[i][x] and 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
|
|
local full=true
|
|
for x=1,10 do
|
|
if field[h][x]<=0 then
|
|
full=false
|
|
break-- goto CONTINUE_notFull
|
|
end
|
|
end
|
|
if full then
|
|
cc=cc+1
|
|
if field[h].garbage then gbcc=gbcc+1 end
|
|
ins(self.clearingRow,h-cc+1)
|
|
ins(self.clearedRow,h)
|
|
end
|
|
-- ::CONTINUE_notFull::
|
|
end
|
|
return cc,gbcc
|
|
end
|
|
function Player:_roofCheck()
|
|
local CB=self.cur.bk
|
|
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=self.curX+x-1-- Optimize
|
|
|
|
-- Test the whole column of field to find roof
|
|
for testY=self.curY+y,#self.field do
|
|
if self:solid(testX,testY) then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
function Player:_removeClearedLines()
|
|
for i=#self.clearedRow,1,-1 do
|
|
local h=self.clearedRow[i]
|
|
if self.field[h].garbage then
|
|
self.garbageBeneath=self.garbageBeneath-1
|
|
end
|
|
LINE.discard(rem(self.field,h))
|
|
LINE.discard(rem(self.visTime,h))
|
|
end
|
|
end
|
|
function Player:_updateFalling(val)
|
|
self.falling=val
|
|
if self.falling==0 then
|
|
local L=#self.clearingRow
|
|
if self.sound and self.gameEnv.fall>0 and #self.field+L>self.clearingRow[L] then
|
|
SFX.play('fall')
|
|
end
|
|
TABLE.cut(self.clearingRow)
|
|
end
|
|
end
|
|
function Player:removeTopClearingFX()
|
|
for i=#self.clearingRow,1,-1 do
|
|
if self.clearingRow[i]>#self.field then
|
|
rem(self.clearingRow)
|
|
else
|
|
break
|
|
end
|
|
end
|
|
if self.clearingRow[1] then
|
|
self:_updateFalling(self.gameEnv.fall)
|
|
return false
|
|
else
|
|
return true
|
|
end
|
|
end
|
|
function Player:_checkMission(piece,mission)
|
|
if mission<5 then
|
|
return piece.row==mission and not piece.spin
|
|
elseif mission<9 then
|
|
return piece.row==mission-4 and piece.spin
|
|
elseif mission==9 then
|
|
return piece.pc
|
|
elseif mission<90 then
|
|
return piece.row==mission%10 and piece.name==floor(mission/10) and piece.spin
|
|
end
|
|
return false
|
|
end
|
|
function Player:_checkSuffocate()
|
|
if
|
|
self:ifoverlap(self.cur.bk,self.curX,self.curY) and (
|
|
not self:_triggerEvent('hook_die') or
|
|
self:ifoverlap(self.cur.bk,self.curX,self.curY)
|
|
)
|
|
then
|
|
self:lock()
|
|
self:lose()
|
|
end
|
|
end
|
|
|
|
local spawnSFX_name={'spawn_1','spawn_2','spawn_3','spawn_4','spawn_5','spawn_6','spawn_7'}
|
|
function Player:resetBlock()-- Reset Block's position and execute I*S
|
|
local C=self.cur
|
|
local sc=C.RS.centerPos[C.id][C.dir]
|
|
|
|
self.curX=self:getSpawnX(C)
|
|
local y=self:getSpawnY(C)
|
|
self.curY=y
|
|
self.minY=y+sc[1]
|
|
|
|
local ENV=self.gameEnv
|
|
|
|
-- In the game settings, there are user-set control flags for irs,irs,ims
|
|
-- These control in what way the user can buffer their rotate/hold/move inputs.
|
|
-- (If enabled, they may hold these inputs from the previous piece instead of just Entry Delay)
|
|
|
|
-- And mode-set flags for logicalIRS,logicalIHS,logicalIMS
|
|
-- These control whether IRS/IHS/IMS are effective in modifying what you can do.
|
|
-- (For instance, changing your piece's spawn position in 20g, or saving you from a death).
|
|
-- If logical IRS is disabled, the player may still IRS, but it will just buffer their input,
|
|
-- not actually allowing them to survive in a way they could not without.
|
|
|
|
local pressing=self.keyPressing
|
|
-- IMS is enabled only when logicalIMS is enabled, because otherwise, it's just faster DAS.
|
|
if ENV.logicalIMS and (pressing[1] and self.movDir==-1 or pressing[2] and self.movDir==1) and self.moving>=self.gameEnv.das then
|
|
-- To avoid a top-out
|
|
if self:ifoverlap(C.bk,self.curX,self.curY) then
|
|
-- Always perform the shift, since you're topped out anyway
|
|
self.curX=self.curX+self.movDir
|
|
elseif ENV.wait>0 and ENV.ims then
|
|
-- Otherwise, only check IMS if it's enabled and you're in a mode with entry delay (20g)
|
|
local x=self.curX+self.movDir
|
|
if not self:ifoverlap(C.bk,x,y) then
|
|
self.curX=x
|
|
end
|
|
end
|
|
end
|
|
|
|
if not ENV.logicalIRS then
|
|
-- If logical IRS is disabled, all IRS inputs will be buffered to prevent survival.
|
|
self.bufferedIRS=true
|
|
self.bufferedDelay=0
|
|
if ENV.wait==0 then
|
|
self.bufferedDelay=ENV.irscut
|
|
end
|
|
elseif ENV.wait==0 and ENV.irscut>0 and not self:ifoverlap(C.bk,self.curX,self.curY) then
|
|
-- If IRS cut delay is enabled and we aren't currently dying, buffer the input instead.
|
|
self.bufferedIRS=true
|
|
self.bufferedDelay=ENV.irscut
|
|
else
|
|
-- If we're currently dying or in an entry-delay mode (20g), perform the rotation right away.
|
|
if pressing[5] then
|
|
self:act_rot180()
|
|
elseif pressing[3] then
|
|
if pressing[4] then
|
|
self:act_rot180()
|
|
else
|
|
self:act_rotRight()
|
|
end
|
|
elseif pressing[4] then
|
|
self:act_rotLeft()
|
|
end
|
|
end
|
|
-- Disable held inputs if IRS is off
|
|
if not ENV.irs then
|
|
pressing[3],pressing[4],pressing[5]=false,false,false
|
|
end
|
|
|
|
-- DAS cut
|
|
if ENV.dascut>0 then
|
|
self.moving=self.moving-(self.moving>0 and 1 or -1)*ENV.dascut
|
|
end
|
|
|
|
-- Spawn SFX
|
|
if self.sound and C.id<8 then
|
|
SFX.fplay(spawnSFX_name[C.id],SETTING.sfx_spawn)
|
|
end
|
|
end
|
|
function Player:getSpawnX(cur)
|
|
return floor(6-#cur.bk[1]*.5)
|
|
end
|
|
function Player:getSpawnY(cur)
|
|
return floor(self.gameEnv.fieldH+1-modf(cur.RS.centerPos[cur.id][cur.dir][1]))+ceil(self.fieldBeneath/30)
|
|
end
|
|
|
|
function Player:spin(d,ifpre)
|
|
local C=self.cur
|
|
local sc=C.RS.centerPos[C.id][C.dir]
|
|
local kickData=C.RS.kickTable[C.id]
|
|
if type(kickData)=='table' then
|
|
local idir=(C.dir+d)%4
|
|
kickData=kickData[C.dir*10+idir]
|
|
if not kickData then
|
|
self:freshMoveBlock()
|
|
SFX.play(ifpre and 'prerotate' or 'rotate',nil,self:getCenterX()*.15)
|
|
return
|
|
end
|
|
local icb=BLOCKS[C.id][idir]
|
|
local isc=C.RS.centerPos[C.id][idir]
|
|
local baseX,baseY=self.curX+sc[2]-isc[2],self.curY+sc[1]-isc[1]
|
|
for test=1,#kickData do
|
|
local ix,iy=baseX+kickData[test][1],baseY+kickData[test][2]
|
|
if (self.freshTime>0 or kickData[test][2]<=0) and not self:ifoverlap(icb,ix,iy) then
|
|
-- Create moveFX at the original position
|
|
self:createMoveFX()
|
|
|
|
-- Change block position
|
|
sc,C.bk,C.dir=isc,icb,idir
|
|
self.curX,self.curY=ix,iy
|
|
self.spinLast=test==2 and 0 or 1
|
|
|
|
-- Fresh ghost and freshTime
|
|
local t=self.freshTime
|
|
if not ifpre then
|
|
self:freshMoveBlock()
|
|
end
|
|
if kickData[test][2]>0 and self.freshTime==t and self.curY~=self.imgY then
|
|
self.freshTime=self.freshTime-1
|
|
end
|
|
|
|
-- Sound & Field swinging
|
|
local sfx
|
|
if ifpre then
|
|
sfx='prerotate'
|
|
elseif iy==self.ghoY and self:ifoverlap(icb,ix,iy+1) and self:ifoverlap(icb,ix-1,iy) and self:ifoverlap(icb,ix+1,iy) then
|
|
sfx='rotatekick'
|
|
self:_rotateField(d)
|
|
else
|
|
sfx='rotate'
|
|
end
|
|
if self.sound then
|
|
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:freshMoveBlock()
|
|
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:_try_physical_hold_with(H)
|
|
local C=self.cur
|
|
if not C or not H then return end
|
|
local x,y=self.curX,self.curY
|
|
x=x+(#C.bk[1]-#H.bk[1])*.5
|
|
y=y+(#C.bk-#H.bk)*.5
|
|
|
|
local iki=phyHoldKickX[x==floor(x)]
|
|
for Y=floor(y),ceil(y+.5) do
|
|
for i=1,#iki do
|
|
local X=x+iki[i]
|
|
if not self:ifoverlap(H.bk,X,Y) then
|
|
return X,Y
|
|
end
|
|
end
|
|
end
|
|
end
|
|
function Player:hold_norm(ifpre)
|
|
local ENV=self.gameEnv
|
|
if self.holdIXSFromNext or #self.holdQueue<ENV.holdCount and self.nextQueue[1] then-- Skip
|
|
local C=self.cur
|
|
if C then
|
|
ins(self.holdQueue,self:_getBlock(C.id,C.name,C.color))
|
|
|
|
if self:willDieWith(self.nextQueue[1]) then
|
|
self.ghoY=self:getSpawnY(self.nextQueue[1])
|
|
self.cur=nil
|
|
self.waiting=ENV.hang
|
|
self.holdIXSFromNext={ifpre}
|
|
return
|
|
end
|
|
else
|
|
self.holdIXSFromNext=nil
|
|
end
|
|
self:_popNext(true)
|
|
else-- Hold
|
|
local C,H=self.cur,self.holdQueue[1]
|
|
self.ctrlCount=0
|
|
|
|
if ENV.phyHold and C and H and not ifpre then-- Physical hold
|
|
local x,y=self:_try_physical_hold_with(H)
|
|
if not x then -- All test failed, interrupt with sound
|
|
SFX.play('drop_cancel')
|
|
return
|
|
end
|
|
|
|
self.spinLast=false
|
|
|
|
ins(self.holdQueue,self:_getBlock(C.id,C.name,C.color))
|
|
self.cur=rem(self.holdQueue,1)
|
|
|
|
self.curX,self.curY=x,y
|
|
else-- Normal hold
|
|
self.spinLast=false
|
|
|
|
if C then
|
|
ins(self.holdQueue,self:_getBlock(C.id,C.name,C.color))
|
|
if self:willDieWith(self.holdQueue[1]) then
|
|
self.ghoY=self:getSpawnY(self.holdQueue[1])
|
|
self.cur=nil
|
|
self.waiting=ENV.hang
|
|
return
|
|
end
|
|
end
|
|
self.cur=rem(self.holdQueue,1)
|
|
|
|
self:resetBlock()
|
|
end
|
|
self:freshMoveBlock()
|
|
self.dropDelay=ENV.drop
|
|
self.lockDelay=ENV.lock
|
|
self:_checkSuffocate()
|
|
end
|
|
|
|
self.freshTime=floor(min(self.freshTime+ENV.freshLimit*.25,ENV.freshLimit*((self.holdTime+1)/ENV.holdCount),ENV.freshLimit))
|
|
if not ENV.infHold then
|
|
self.holdTime=self.holdTime-1
|
|
end
|
|
|
|
if self.sound then
|
|
SFX.play(ifpre and 'prehold' or 'hold')
|
|
end
|
|
|
|
self.stat.hold=self.stat.hold+1
|
|
end
|
|
function Player:hold_swap(ifpre)
|
|
local ENV=self.gameEnv
|
|
local hid=ENV.holdCount-self.holdTime+1
|
|
if self.nextQueue[hid] then
|
|
local C,H=self.cur,self.nextQueue[hid]
|
|
self.ctrlCount=0
|
|
|
|
if ENV.phyHold and C and not ifpre then-- Physical hold
|
|
local x,y=self:_try_physical_hold_with(H)
|
|
if not x then -- All test failed, interrupt with sound
|
|
SFX.play('finesseError')
|
|
return
|
|
end
|
|
|
|
self.spinLast=false
|
|
|
|
local hb=self:_getBlock(C.id,C.name,C.color)
|
|
self.cur,self.nextQueue[hid]=self.nextQueue[hid],hb
|
|
self.cur.bagLine=nil
|
|
|
|
self.curX,self.curY=x,y
|
|
else-- Normal hold
|
|
self.spinLast=false
|
|
|
|
if C then
|
|
local hb=self:_getBlock(C.id,C.name,C.color)
|
|
ins(self.holdQueue,self.nextQueue[hid])
|
|
self.nextQueue[hid]=hb
|
|
if self:willDieWith(self.holdQueue[1]) then
|
|
self.ghoY=self:getSpawnY(self.holdQueue[1])
|
|
self.cur=nil
|
|
self.waiting=ENV.hang
|
|
return
|
|
end
|
|
end
|
|
self.cur=rem(self.holdQueue,1)
|
|
self.cur.bagLine=nil
|
|
|
|
self:resetBlock()
|
|
end
|
|
self:freshMoveBlock()
|
|
self.dropDelay=ENV.drop
|
|
self.lockDelay=ENV.lock
|
|
self:_checkSuffocate()
|
|
end
|
|
|
|
self.freshTime=floor(min(self.freshTime+ENV.freshLimit*.25,ENV.freshLimit*((self.holdTime+1)/ENV.holdCount),ENV.freshLimit))
|
|
self.holdTime=self.holdTime-1
|
|
if ENV.infHold and self.holdTime==0 then
|
|
self.holdTime=ENV.holdCount
|
|
end
|
|
|
|
if self.sound then
|
|
SFX.play(ifpre and 'prehold' or 'hold')
|
|
end
|
|
|
|
self.stat.hold=self.stat.hold+1
|
|
end
|
|
function Player:hold_skip(ifpre)
|
|
local ENV=self.gameEnv
|
|
local C=self.cur
|
|
if C then
|
|
if self:willDieWith(self.nextQueue[1]) then
|
|
self.ghoY=self:getSpawnY(self.nextQueue[1])
|
|
self.cur=nil
|
|
self.waiting=ENV.hang
|
|
self.holdIXSFromNext={ifpre}
|
|
return
|
|
end
|
|
else
|
|
self.holdIXSFromNext=nil
|
|
end
|
|
self:_popNext(true)
|
|
|
|
self.freshTime=floor(min(self.freshTime+ENV.freshLimit*.25,ENV.freshLimit*((self.holdTime+1)/ENV.holdCount),ENV.freshLimit))
|
|
if not ENV.infHold then
|
|
self.holdTime=self.holdTime-1
|
|
end
|
|
|
|
if self.sound then
|
|
SFX.play(ifpre and 'prehold' or 'hold')
|
|
end
|
|
|
|
self.stat.hold=self.stat.hold+1
|
|
end
|
|
function Player:hold(ifpre,force)
|
|
if self.holdTime>0 and (self.cur or ifpre or force) then
|
|
if self.gameEnv.holdMode=='hold' then
|
|
self:hold_norm(ifpre)
|
|
elseif self.gameEnv.holdMode=='swap' then
|
|
self:hold_swap(ifpre)
|
|
elseif self.gameEnv.holdMode=='skip' then
|
|
self:hold_skip(ifpre)
|
|
end
|
|
return true
|
|
end
|
|
end
|
|
|
|
function Player:_getBlock(id,name,color,bagLineCounter)-- Get a block object
|
|
local ENV=self.gameEnv
|
|
local dir=ENV.face[id]
|
|
return {
|
|
id=id,
|
|
dir=dir,
|
|
bk=BLOCKS[id][dir],
|
|
RS=self.RS,
|
|
name=name or id,
|
|
color=ENV.bone and 17 or color or ENV.skin[id],
|
|
bagLine=bagLineCounter,
|
|
}
|
|
end
|
|
function Player:getNext(id,bagLineCounter)-- Push a block to nextQueue
|
|
ins(self.nextQueue,self:_getBlock(id,nil,nil,bagLineCounter))
|
|
if self.bot then
|
|
self.bot:pushNewNext(id)
|
|
end
|
|
end
|
|
function Player:spawn()-- Spawn a piece
|
|
local ENV=self.gameEnv
|
|
if self.holdIXSFromNext then
|
|
self:hold(self.holdIXSFromNext[1],true)
|
|
return
|
|
end
|
|
if #self.holdQueue>ENV.holdCount or ENV.holdMode=='swap' and #self.holdQueue>0 then
|
|
self:hold(true,true)
|
|
return
|
|
end
|
|
|
|
self.holdTime=min(self.holdTime+1,ENV.holdCount)
|
|
|
|
if self.nextQueue[1] then
|
|
self:_popNext()
|
|
elseif self.holdQueue[1] then-- Force using hold
|
|
self.spinLast=false
|
|
self.ctrlCount=0
|
|
self:hold(true,true)
|
|
self:_triggerEvent('hook_spawn')
|
|
else-- Next queue is empty, force lose
|
|
self.spinLast=false
|
|
self.ctrlCount=0
|
|
self:lose(true)
|
|
return
|
|
end
|
|
end
|
|
function Player:_popNext(ifhold)-- Pop nextQueue to hand
|
|
if not self.nextQueue[1] then return end
|
|
local ENV=self.gameEnv
|
|
self.spinLast=false
|
|
self.ctrlCount=0
|
|
self.cur=rem(self.nextQueue,1)
|
|
self.cur.bagLine=nil
|
|
self:newNext()
|
|
self.pieceCount=self.pieceCount+1
|
|
|
|
local pressing=self.keyPressing
|
|
|
|
-- IHS
|
|
if not ifhold and pressing[8] and self.holdTime>0 then
|
|
if not ENV.logicalIHS then
|
|
-- If logical IHS is disabled, all IHS inputs will be buffered to prevent survival.
|
|
self.bufferedIRS=true
|
|
self.bufferedIHS=true
|
|
self.bufferedDelay=0
|
|
if ENV.wait==0 then
|
|
self.bufferedDelay=ENV.irscut
|
|
end
|
|
elseif ENV.wait==0 and ENV.irscut>0 and not self:willDieWith(self.cur) then
|
|
-- If IRS cut delay is enabled and we're not currently dying, buffer the input instead.
|
|
self.bufferedIRS=true
|
|
self.bufferedIHS=true
|
|
self.bufferedDelay=ENV.irscut
|
|
self:resetBlock()
|
|
else
|
|
-- If we're currently dying or in an entry-delay mode (20g), perform the hold immediately.
|
|
self:hold(true)
|
|
end
|
|
-- Disable held inputs if IHS is off
|
|
if not ENV.ihs then
|
|
pressing[8]=false
|
|
end
|
|
else
|
|
self:resetBlock()
|
|
end
|
|
|
|
self.dropDelay=ENV.drop
|
|
self.lockDelay=ENV.lock
|
|
self.freshTime=ENV.freshLimit
|
|
|
|
if self.cur then
|
|
self:_checkSuffocate()
|
|
self:freshNewBlock()
|
|
end
|
|
|
|
-- IHdS
|
|
if pressing[6] and not ifhold then
|
|
self:act_hardDrop()
|
|
pressing[6]=false
|
|
end
|
|
self:_triggerEvent('hook_spawn')
|
|
end
|
|
function Player:willDieWith(B)
|
|
return B and self:ifoverlap(B.bk,self:getSpawnX(B),self:getSpawnY(B))
|
|
end
|
|
|
|
function Player:cancel(N)-- Cancel Garbage
|
|
local off=0-- Lines offseted
|
|
local bf=self.atkBuffer
|
|
for i=1,#bf do
|
|
if self.atkBufferSum==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 N<A.amount then
|
|
A.amount=A.amount-O
|
|
else
|
|
A.sent,A.time=true,0
|
|
end
|
|
off=off+O
|
|
self.atkBufferSum=self.atkBufferSum-O
|
|
N=N-O
|
|
end
|
|
end
|
|
return off
|
|
end
|
|
|
|
-- Player.drop(self)-- Place piece
|
|
-- Player:clearFilledLines(start,height)
|
|
do
|
|
local clearSCR=setmetatable({-- B2B*=1.3; B3B*=1.8
|
|
80,200,400,1000,-- 1~4
|
|
1500,2000,2300,2600,3000,3400,-- 5~10
|
|
3800,4200,4600,5000,5500,6000,-- 11~16
|
|
6500,7000,7500,8000,-- 17~20
|
|
10000,11500,13000,14500,16000-- 21~25
|
|
},{__index=function() return 20000 end})
|
|
local spinSCR={-- B2B*=1.2; B3B*=2.0; Mini*=.6
|
|
{200,750,1300,2000},-- Z
|
|
{200,750,1300,2000},-- S
|
|
{220,700,1300,2000},-- L
|
|
{220,700,1300,2000},-- J
|
|
{250,800,1400,2000},-- T
|
|
{260,900,1600,4500,7000},-- O
|
|
{300,1200,1700,4000,6000},-- I
|
|
{220,800,2000,3000,8000,26000},-- Else
|
|
}
|
|
local b2bPoint={50,100,180,800,1000,9999}
|
|
|
|
local b2bATK={3,5,8,12,18,26}
|
|
local reAtk={0,0,1,1,1,2,2,3,3}
|
|
local reDef={0,1,1,2,3,3,4,4,5}
|
|
|
|
local spinVoice={'zspin','sspin','jspin','lspin','tspin','ospin','ispin','zspin','sspin','pspin','qspin','fspin','espin','tspin','uspin','vspin','wspin','xspin','jspin','lspin','rspin','yspin','nspin','hspin','ispin','ispin','cspin','ispin','ospin'}
|
|
local clearVoice={'single','double','triple','techrash','pentacrash','hexacrash','heptacrash','octacrash','nonacrash','decacrash','undecacrash','dodecacrash','tridecacrash','tetradecacrash','pentadecacrash','hexadecacrash','heptadecacrash','octadecacrash','nonadecacrash','ultracrash','impossicrash'}
|
|
local spinSFX={[0]='spin_0','spin_1','spin_2'}
|
|
local renSFX={} for i=1,11 do renSFX[i]='ren_'..i end
|
|
local finesseList={
|
|
{
|
|
{1,2,1,0,1,2,2,1},
|
|
{2,2,2,1,1,2,3,2,2},
|
|
1,2
|
|
},-- Z
|
|
1,-- S
|
|
{
|
|
{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},
|
|
},-- J
|
|
3,-- L
|
|
3,-- T
|
|
{
|
|
{1,2,2,1,0,1,2,2,1},
|
|
1,1,1
|
|
},-- O
|
|
{
|
|
{1,2,1,0,1,2,1},
|
|
{2,2,2,2,1,1,2,2,2,2},
|
|
1,2
|
|
},-- I
|
|
{
|
|
{1,2,1,0,1,2,2,1},
|
|
{2,3,2,1,2,3,3,2},
|
|
1,2
|
|
},-- Z5
|
|
8,-- S5
|
|
3,-- self
|
|
3,-- Q
|
|
{
|
|
{1,2,1,0,1,2,2,1},
|
|
{2,3,2,1,2,3,3,2},
|
|
{3,4,3,2,3,4,4,3},
|
|
2
|
|
},-- F
|
|
12,-- E
|
|
12,-- T5
|
|
3,-- U
|
|
{
|
|
{1,2,1,0,1,2,2,1},
|
|
{2,3,3,2,1,2,3,2},
|
|
{3,4,4,3,2,3,4,3},
|
|
{2,3,2,1,2,3,3,2},
|
|
},-- V
|
|
12,-- W
|
|
{
|
|
{1,2,1,0,1,2,2,1},
|
|
1,1,1
|
|
},-- X
|
|
{
|
|
{1,2,1,0,1,2,1},
|
|
{2,2,3,2,1,2,3,2,2},
|
|
{3,4,3,2,3,4,3},
|
|
2,
|
|
},-- J5
|
|
19,-- L5
|
|
19,-- R
|
|
19,-- Y
|
|
19,-- N
|
|
19,-- H
|
|
{
|
|
{1,1,0,1,2,1},
|
|
{2,3,2,2,1,2,3,2,3,2},
|
|
1,2
|
|
},-- I5
|
|
{
|
|
{1,2,1,0,1,2,2,1},
|
|
{2,2,3,2,1,2,3,3,2,2},
|
|
1,2
|
|
},-- I3
|
|
{
|
|
{1,2,2,1,0,1,2,2,1},
|
|
{2,3,3,2,1,2,3,3,2},
|
|
{3,4,4,3,2,3,4,4,3},
|
|
2
|
|
},-- C
|
|
{
|
|
{1,2,2,1,0,1,2,2,1},
|
|
{2,2,3,2,1,1,2,3,2,2},
|
|
1,2
|
|
},-- I2
|
|
{
|
|
{1,2,2,1,0,1,2,3,2,1},
|
|
1,1,1
|
|
},-- O1
|
|
}
|
|
for k,v in next,finesseList do
|
|
if type(v)=='table' then
|
|
for d,l in next,v do
|
|
if type(l)=='number' then
|
|
v[d]=v[l]
|
|
end
|
|
end
|
|
else
|
|
finesseList[k]=finesseList[v]
|
|
end
|
|
end
|
|
|
|
function Player:drop(autoLock)
|
|
local _
|
|
local CHN=VOC.getFreeChannel()
|
|
self.dropTime[11]=ins(self.dropTime,1,self.frameRun)-- Update speed dial
|
|
local ENV=self.gameEnv
|
|
local Stat=self.stat
|
|
local piece=self.lastPiece
|
|
|
|
local finish
|
|
local cmb=self.combo
|
|
local C,CB,CX,CY=self.cur,self.cur.bk,self.curX,self.curY
|
|
local sc=C.RS.centerPos[C.id][C.dir]
|
|
local clear-- If clear with no line fall
|
|
local cc,gbcc=0,0-- Row/garbage-row cleared,full-part
|
|
local atk,exblock=0,0-- Attack & extra defense
|
|
local send,off=0,0-- Sending lines remain & offset
|
|
local cscore,sendTime=10,0-- Score & send Time
|
|
local dospin,mini=0
|
|
|
|
piece.id,piece.name=C.id,C.name
|
|
piece.curX,piece.curY,piece.dir=self.curX,self.curY,C.dir
|
|
piece.centX,piece.centY=self.curX+sc[2],self.curY+sc[1]
|
|
piece.frame,piece.autoLock=self.frameRun,autoLock
|
|
|
|
-- Tri-corner spin check
|
|
if self.spinLast then
|
|
if C.id<6 then
|
|
local x,y=CX+sc[2],CY+sc[1]
|
|
local c=0
|
|
if self:solid(x-1,y+1) then c=c+1 end
|
|
if self:solid(x+1,y+1) then c=c+1 end
|
|
if c~=0 then
|
|
if self:solid(x-1,y-1) then c=c+1 end
|
|
if self:solid(x+1,y-1) then c=c+1 end
|
|
if c>2 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
|
|
|
|
self:lock()
|
|
|
|
-- Clear list of cleared-rows
|
|
if self.clearedRow[1] then
|
|
TABLE.cut(self.clearedRow)
|
|
end
|
|
|
|
-- Check line clear
|
|
if self.gameEnv.fillClear then
|
|
local _cc,_gbcc=self:_checkClear(self.field,CY,#CB,CB,CX)
|
|
cc,gbcc=cc+_cc,gbcc+_gbcc
|
|
end
|
|
|
|
-- Create clearing FX
|
|
for i=1,cc do
|
|
local y=self.clearedRow[i]
|
|
self:createClearingFX(y)
|
|
self:createSplashFX(y)
|
|
end
|
|
|
|
-- Create locking FX
|
|
if cc==0 then
|
|
self:createLockFX()
|
|
else
|
|
self:clearLockFX()
|
|
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=CY>ENV.fieldH-2 or self:_roofCheck()
|
|
|
|
-- Remove rows need to be cleared
|
|
self:_removeClearedLines()
|
|
|
|
-- Cancel top clearing FX & get clear flag
|
|
clear=self:removeTopClearingFX()
|
|
|
|
-- Finesse check (control)
|
|
local finePts
|
|
if not finesse then
|
|
if dospin then-- Allow 2 more step for roof-less spin
|
|
self.ctrlCount=self.ctrlCount-2
|
|
end
|
|
local id=C.id
|
|
local d=self.ctrlCount-finesseList[id][C.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='lose'
|
|
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
|
|
|
|
local yomi=''
|
|
|
|
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 of codes 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')
|
|
yomi=yomi..text.b3b..text.block[C.name]..text.spin..text.clear[cc]
|
|
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')
|
|
yomi=yomi..text.b2b..text.block[C.name]..text.spin..text.clear[cc]
|
|
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')
|
|
yomi=yomi..text.block[C.name]..text.spin..text.clear[cc]
|
|
atk=2*cc
|
|
end
|
|
sendTime=20+atk*20
|
|
if mini then
|
|
self:showText(text.mini,0,-80,35,'appear')
|
|
yomi=text.mini..' '..yomi
|
|
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=clearSCR[cc]
|
|
if self.b2b>800 then
|
|
self:showText(text.b3b..text.clear[cc],0,-30,50,'fly')
|
|
yomi=text.b3b..text.clear[cc]..yomi
|
|
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')
|
|
yomi=text.b2b..text.clear[cc]..yomi
|
|
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')
|
|
yomi=text.clear[cc]..yomi
|
|
sendTime=60
|
|
atk=2*cc-4
|
|
end
|
|
self.b2b=self.b2b+cc*50-50
|
|
piece.special=true
|
|
else
|
|
self:showText(text.clear[cc],0,-30,35,'appear',(8-cc)*.3)
|
|
yomi=text.clear[cc]..yomi
|
|
atk=cc-.5
|
|
sendTime=20+floor(atk*20)
|
|
cscore=cscore+clearSCR[cc]
|
|
piece.special=false
|
|
end
|
|
|
|
if self.sound and (cc~=1 or dospin) then
|
|
VOC.play(clearVoice[cc],CHN)
|
|
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')
|
|
yomi=yomi..' '..text.cmb[min(cmb,21)]
|
|
cscore=cscore+min(50*cmb,500)*(2*cc-1)
|
|
end
|
|
|
|
-- PC/HPC
|
|
if clear and cc>=#C.bk then
|
|
if CY==1 then
|
|
piece.pc=true
|
|
piece.special=true
|
|
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=self.b2b+800
|
|
cscore=cscore+300*min(6+Stat.pc,10)
|
|
else
|
|
cscore=cscore+626
|
|
end
|
|
Stat.pc=Stat.pc+1
|
|
if self.sound then
|
|
SFX.play('pc')
|
|
VOC.play('perfect_clear',CHN)
|
|
end
|
|
elseif cc>1 or self.field[#self.field].garbage then
|
|
piece.hpc=true
|
|
piece.special=true
|
|
self:showText(text.HPC,0,-80,50,'fly')
|
|
atk=atk+4
|
|
exblock=exblock+2
|
|
sendTime=sendTime+60
|
|
self.b2b=self.b2b+100
|
|
cscore=cscore+626
|
|
Stat.hpc=Stat.hpc+1
|
|
if self.sound then
|
|
SFX.play('pc')
|
|
VOC.play('half_clear',CHN)
|
|
end
|
|
end
|
|
end
|
|
|
|
if not piece.special then
|
|
self.b2b=max(self.b2b-250,0)
|
|
end
|
|
|
|
if self.b2b>1000 then
|
|
self.b2b=1000
|
|
elseif self.b2b==0 and ENV.b2bKill then
|
|
finish='lose'
|
|
end
|
|
|
|
-- Bonus atk/def when focused
|
|
if ENV.layout=='royale' then
|
|
local i=min(#self.atker,9)
|
|
if i>1 then
|
|
atk=atk+reAtk[i]
|
|
exblock=exblock+reDef[i]
|
|
end
|
|
end
|
|
|
|
-- Send Lines
|
|
atk=floor(atk*(1+self.strength*.25))-- Badge Buff
|
|
send=atk
|
|
if exblock>0 then
|
|
exblock=floor(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 ENV.layout=='royale' 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.atkRND:random(10)))
|
|
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.atkRND:random(10)))
|
|
end
|
|
end
|
|
if self.sound and send>3 then
|
|
SFX.play('emit',min(send,7)*.1)
|
|
end
|
|
end
|
|
|
|
-- SFX & Vibrate
|
|
if self.sound then
|
|
playClearSFX(cc)
|
|
SFX.play(renSFX[min(cmb,11)],.75)
|
|
if cmb>14 then
|
|
SFX.play('ren_mega',(cmb-10)*.1)
|
|
end
|
|
if SETTING.vib>0 then VIB(SETTING.vib+cc+1) end
|
|
end
|
|
else-- No lines clear
|
|
cmb=0
|
|
|
|
-- Spin bonus
|
|
if dospin then
|
|
self:showText(text.block[C.name]..text.spinNC,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
|
|
|
|
-- Spike
|
|
if atk>0 then
|
|
self.spike=self.spikeTime==0 and atk or self.spike+atk
|
|
self.spikeTime=min(self.spikeTime+atk*20,100)
|
|
self.spikeText:set(self.spike)
|
|
end
|
|
|
|
-- 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=floor(cscore)
|
|
self:popScore(cscore)
|
|
|
|
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
|
|
if self:_checkMission(piece,ENV.mission[self.curMission]) 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='lose'
|
|
end
|
|
end
|
|
|
|
-- Fresh ARE
|
|
self.waiting=ENV.wait
|
|
|
|
-- Prevent sudden death if hang>0
|
|
if ENV.hang>ENV.wait then
|
|
if self:willDieWith(self.nextQueue[1]) then
|
|
self.ghoY=self:getSpawnY(self.nextQueue[1])
|
|
self.waiting=self.waiting+ENV.hang
|
|
end
|
|
end
|
|
|
|
-- Check bot things
|
|
if self.bot then
|
|
self.bot:checkDest(self.b2b,atk,exblock,yomi)
|
|
self.bot:updateB2B(self.b2b)
|
|
self.bot:updateCombo(self.combo)
|
|
end
|
|
|
|
-- Check height limit
|
|
if cc==0 and (#self.field>ENV.heightLimit or ENV.lockout and CY>ENV.fieldH) then
|
|
finish='lose'
|
|
end
|
|
|
|
-- Update stat
|
|
Stat.piece=Stat.piece+1
|
|
Stat.row=Stat.row+cc
|
|
Stat.maxFinesseCombo=max(Stat.maxFinesseCombo,self.finesseCombo)
|
|
Stat.maxCombo=max(Stat.maxCombo,self.combo)
|
|
Stat.score=Stat.score+cscore
|
|
if atk>0 then
|
|
Stat.atk=Stat.atk+atk
|
|
if send>0 then
|
|
Stat.send=Stat.send+floor(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=='lose' then
|
|
self:lose()
|
|
else
|
|
self:_triggerEvent('hook_drop')
|
|
if finish then
|
|
self:win(finish)
|
|
end
|
|
end
|
|
else
|
|
self:_triggerEvent('hook_drop')
|
|
end
|
|
|
|
-- Remove controling block
|
|
self.cur=nil
|
|
|
|
if self.waiting==0 and self.falling==0 then
|
|
self:spawn()
|
|
end
|
|
end
|
|
|
|
function Player:clearFilledLines(start,height)
|
|
local _cc,_gbcc=self:_checkClear(self.field,start,height)
|
|
if _cc>0 then
|
|
playClearSFX(_cc)
|
|
if self.sound then
|
|
VOC.play(clearVoice[min(_cc,21)],VOC.getFreeChannel())
|
|
end
|
|
self:showText(text.clear[min(_cc,21)],0,0,75,'beat',.4)
|
|
if _cc>6 then self:showText(text.cleared:repD(_cc),0,55,30,'zoomout',.4) end
|
|
self:_removeClearedLines()
|
|
self:_updateFalling(self.gameEnv.fall)
|
|
if _cc>=4 then
|
|
self.b2b=min(self.b2b+_cc*50-50,1000)
|
|
else
|
|
self.b2b=max(self.b2b-250,0)
|
|
end
|
|
self.stat.row=self.stat.row+_cc
|
|
self.stat.dig=self.stat.dig+_gbcc
|
|
self.stat.score=self.stat.score+clearSCR[_cc]
|
|
end
|
|
return _cc,_gbcc
|
|
end
|
|
end
|
|
function Player:loadAI(data)-- Load AI with params
|
|
self.bot=BOT.new(self,data)
|
|
self.bot.data=data
|
|
self.bot:updateField()
|
|
end
|
|
--------------------------</Method>--------------------------
|
|
|
|
--------------------------<Tick>--------------------------
|
|
local function task_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.miniMode then
|
|
x1,y1=S.centerX,S.centerY
|
|
else
|
|
x1,y1=S.x+300*S.size,S.y+450*S.size
|
|
end
|
|
if R.miniMode then
|
|
x2,y2=R.centerX,R.centerY
|
|
else
|
|
x2,y2=R.x+66*R.size,R.y+274*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 task_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 task_fade(self)
|
|
while true do
|
|
yield()
|
|
self.endCounter=self.endCounter+1
|
|
if self.endCounter<40 then
|
|
-- Make field invisible
|
|
for j=1,#self.field do for i=1,10 do
|
|
self.visTime[j][i]=math.max(3,self.visTime[j][i]-.5)
|
|
end end
|
|
elseif self.endCounter==60 then return end
|
|
end
|
|
end
|
|
local function task_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
|
|
LINE.discard(self.field[_])
|
|
LINE.discard(self.visTime[_])
|
|
self.field[_],self.visTime[_]=nil
|
|
end
|
|
return
|
|
end
|
|
end
|
|
if not self.gameEnv.layout=='royale' and #PLAYERS>1 then
|
|
self.y=self.y+self.endCounter*.26
|
|
self.absFieldY=self.absFieldY+self.endCounter*.26
|
|
end
|
|
end
|
|
end
|
|
local function task_autoPause()
|
|
local time=0
|
|
while true do
|
|
yield()
|
|
time=time+1
|
|
if SCN.cur~='game' or PLAYERS[1].frameRun<180 then
|
|
return
|
|
elseif time==120 then
|
|
pauseGame()
|
|
return
|
|
end
|
|
end
|
|
end
|
|
--------------------------</Tick>--------------------------
|
|
|
|
--------------------------<Event>--------------------------
|
|
local function _updateMisc(P,dt)
|
|
-- Finesse combo animation
|
|
if P.finesseComboTime>0 then
|
|
P.finesseComboTime=P.finesseComboTime-1
|
|
end
|
|
|
|
-- Update spike counter
|
|
if P.spikeTime>0 then
|
|
P.spikeTime=P.spikeTime-1
|
|
end
|
|
|
|
-- Update atkBuffer alert
|
|
local t=P.atkBufferSum1
|
|
if t<P.atkBufferSum then
|
|
P.atkBufferSum1=t+.25
|
|
elseif t>P.atkBufferSum then
|
|
P.atkBufferSum1=t-.5
|
|
end
|
|
|
|
-- Update attack buffer
|
|
local bf=P.atkBuffer
|
|
for i=#bf,1,-1 do
|
|
local A=bf[i]
|
|
A.time=A.time+1
|
|
if not A.sent then
|
|
if A.countdown>0 then
|
|
A.countdown=max(A.countdown-P.gameEnv.garbageSpeed,0)
|
|
end
|
|
else
|
|
if A.time>20 then
|
|
rem(bf,i)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Push up garbages
|
|
local y=P.fieldBeneath
|
|
if y>0 then
|
|
P.fieldBeneath=max(y-P.gameEnv.pushSpeed,0)
|
|
end
|
|
|
|
-- Move camera
|
|
if P.gameEnv.highCam then
|
|
if not P.alive then
|
|
y=0
|
|
else
|
|
y=30*max(min(#P.field-18.5-P.fieldBeneath/30,P.ghoY-17),0)
|
|
end
|
|
local f=P.fieldUp
|
|
if f~=y then
|
|
P.fieldUp=f>y and max(approach(f,y,dt*6)-2,y) or min(approach(f,y,dt*3)+1,y)
|
|
end
|
|
end
|
|
|
|
-- Update Score
|
|
if P.stat.score>P.score1 then
|
|
if P.stat.score-P.score1<10 then
|
|
P.score1=P.score1+1
|
|
else
|
|
P.score1=approach(P.score1,P.stat.score,dt*62)
|
|
end
|
|
end
|
|
|
|
-- Field swinging
|
|
if P.gameEnv.shakeFX then
|
|
local O=P.swingOffset
|
|
O.vx=O.vx*.6-abs(O.x)^1.3*(O.x>0 and .1 or -.1)
|
|
O.x=O.x+O.vx
|
|
|
|
O.vy=O.vy*.7-abs(O.y)^1.2*(O.y>0 and .1 or -.1)
|
|
O.y=O.y+O.vy
|
|
|
|
O.va=O.va*.7-abs(O.a)^1.4*(O.a>0 and .08 or -.08)
|
|
O.a=O.a+O.va
|
|
if abs(O.a)<.0006 then
|
|
O.a,O.va=0,0
|
|
end
|
|
end
|
|
|
|
-- Field Shaking
|
|
if P.shakeTimer>0 then
|
|
P.shakeTimer=P.shakeTimer-1
|
|
end
|
|
|
|
-- Update texts
|
|
if P.bonus then
|
|
TEXT.update(1/60,P.bonus)
|
|
end
|
|
|
|
-- Update tasks
|
|
local L=P.tasks
|
|
for i=#L,1,-1 do
|
|
local tr=L[i].thread
|
|
assert(resume(tr))
|
|
if status(tr)=='dead' then
|
|
rem(L,i)
|
|
end
|
|
end
|
|
end
|
|
local function _updateFX(P,dt)
|
|
-- Update lock FX
|
|
for i=#P.lockFX,1,-1 do
|
|
local S=P.lockFX[i]
|
|
S[3]=S[3]+S[4]*dt
|
|
if S[3]>1 then
|
|
rem(P.lockFX,i)
|
|
end
|
|
end
|
|
|
|
-- Update drop FX
|
|
for i=#P.dropFX,1,-1 do
|
|
local S=P.dropFX[i]
|
|
S[5]=S[5]+S[6]*dt
|
|
if S[5]>1 then
|
|
rem(P.dropFX,i)
|
|
end
|
|
end
|
|
|
|
-- Update move FX
|
|
for i=#P.moveFX,1,-1 do
|
|
local S=P.moveFX[i]
|
|
S[4]=S[4]+S[5]*dt
|
|
if S[4]>1 then
|
|
rem(P.moveFX,i)
|
|
end
|
|
end
|
|
|
|
-- Update clear FX
|
|
for i=#P.clearFX,1,-1 do
|
|
local S=P.clearFX[i]
|
|
S[2]=S[2]+S[3]*dt
|
|
if S[2]>1 then
|
|
rem(P.clearFX,i)
|
|
end
|
|
end
|
|
end
|
|
|
|
function Player:resolveIRS()
|
|
if self.bufferedIHS then
|
|
self:hold(true)
|
|
self.bufferedIHS=false
|
|
end
|
|
|
|
self.bufferedIRS=false
|
|
local pressing=self.keyPressing
|
|
if pressing[5] then
|
|
self:act_rot180()
|
|
elseif pressing[3] then
|
|
if pressing[4] then
|
|
self:act_rot180()
|
|
else
|
|
self:act_rotRight()
|
|
end
|
|
elseif pressing[4] then
|
|
self:act_rotLeft()
|
|
end
|
|
end
|
|
|
|
local function update_alive(P,dt)
|
|
local ENV=P.gameEnv
|
|
|
|
P.frameRun=P.frameRun+1
|
|
if P.frameRun<=180 then
|
|
if P.frameRun==60 then
|
|
if P.id==1 then playReadySFX(2) end
|
|
elseif P.frameRun==120 then
|
|
if P.id==1 then playReadySFX(1) end
|
|
elseif P.frameRun==180 then
|
|
if P.id==1 then playReadySFX(0) end
|
|
P.control=true
|
|
P.timing=true
|
|
P:spawn()
|
|
if P.bot then
|
|
P.bot:updateField()
|
|
end
|
|
end
|
|
if P.movDir~=0 then
|
|
if P.moving<P.gameEnv.das then
|
|
P.moving=P.moving+1
|
|
end
|
|
else
|
|
P.moving=0
|
|
end
|
|
return true
|
|
end
|
|
|
|
if P.timing then P.stat.frame=P.stat.frame+1 end
|
|
|
|
-- Calculate drop speed
|
|
do
|
|
local v=0
|
|
for i=2,10 do v=v+i*(i-1)*72/(P.frameRun-P.dropTime[i]) end
|
|
P.dropSpeed=approach(P.dropSpeed,v,dt)
|
|
end
|
|
|
|
if P.gameEnv.layout=='royale' then
|
|
local v=P.swappingAtkMode
|
|
local tar=#P.field>15 and 4 or 8
|
|
if v~=tar then
|
|
P.swappingAtkMode=v+(v<tar and 1 or -1)
|
|
end
|
|
end
|
|
|
|
-- Fresh visible time
|
|
if not P.keepVisible then
|
|
local V=P.visTime
|
|
for j=1,#P.field do
|
|
local L=V[j]
|
|
for i=1,10 do
|
|
if L[i]>0 then
|
|
L[i]=L[i]-1
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Buffer IRS after IRS cut delay has elapsed.
|
|
-- The purpose of this is to allow the player to release their rotate key during the IRS cut delay,
|
|
-- which will allow them to avoid accidentally using IRS.
|
|
if P.bufferedDelay then
|
|
P.bufferedDelay=P.bufferedDelay-1
|
|
if P.bufferedDelay<=0 then
|
|
if P.bufferedIRS then
|
|
P:resolveIRS()
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Moving pressed
|
|
if P.movDir~=0 then
|
|
local das,arr=ENV.das,ENV.arr
|
|
local mov=P.moving
|
|
if P.cur then
|
|
if P.movDir==1 then
|
|
if P.keyPressing[2] then
|
|
if arr>0 then
|
|
if mov==das+arr or mov==das then
|
|
if not P.cur or P:ifoverlap(P.cur.bk,P.curX+1,P.curY) then
|
|
mov=das+arr-1
|
|
else
|
|
P:act_moveRight(true)
|
|
mov=das
|
|
end
|
|
end
|
|
mov=mov+1
|
|
else
|
|
if mov==das then
|
|
P:act_insRight(true)
|
|
else
|
|
mov=mov+1
|
|
end
|
|
end
|
|
if mov>=das and ENV.shakeFX and P.cur and P:ifoverlap(P.cur.bk,P.curX+1,P.curY) then
|
|
P.swingOffset.vx=.5
|
|
end
|
|
else
|
|
P.movDir=0
|
|
end
|
|
else
|
|
if P.keyPressing[1] then
|
|
if arr>0 then
|
|
if mov==das+arr or mov==das then
|
|
if not P.cur or P:ifoverlap(P.cur.bk,P.curX-1,P.curY) then
|
|
mov=das+arr-1
|
|
else
|
|
P:act_moveLeft(true)
|
|
mov=das
|
|
end
|
|
end
|
|
mov=mov+1
|
|
else
|
|
if mov==das then
|
|
P:act_insLeft(true)
|
|
else
|
|
mov=mov+1
|
|
end
|
|
end
|
|
if mov>=das and ENV.shakeFX and P.cur and P:ifoverlap(P.cur.bk,P.curX-1,P.curY) then
|
|
P.swingOffset.vx=-.5
|
|
end
|
|
else
|
|
P.movDir=0
|
|
end
|
|
end
|
|
elseif mov<das then
|
|
mov=mov+1
|
|
end
|
|
P.moving=mov
|
|
elseif P.keyPressing[1] then
|
|
P.movDir=-1
|
|
P.moving=0
|
|
elseif P.keyPressing[2] then
|
|
P.movDir=1
|
|
P.moving=0
|
|
end
|
|
|
|
-- Drop pressed
|
|
if P.keyPressing[7] then
|
|
P.downing=P.downing+1
|
|
if P.downing>=ENV.sddas then
|
|
if ENV.sdarr==0 then
|
|
P:act_insDown()
|
|
end
|
|
if ENV.shakeFX then
|
|
P.swingOffset.vy=.2
|
|
end
|
|
end
|
|
else
|
|
P.downing=-1
|
|
end
|
|
|
|
local stopAtFalling
|
|
|
|
-- Falling animation
|
|
repeat
|
|
if P.falling>0 then
|
|
stopAtFalling=true
|
|
P:_updateFalling(P.falling-1)
|
|
if P.falling>0 then
|
|
break-- goto THROW_stop
|
|
end
|
|
end
|
|
|
|
-- Update block state
|
|
if P.control then
|
|
-- Try spawn new block
|
|
if not P.cur then
|
|
if not stopAtFalling and P.waiting>0 then
|
|
P.waiting=P.waiting-1
|
|
end
|
|
if P.waiting<=0 then
|
|
P:spawn()
|
|
end
|
|
break-- goto THROW_stop
|
|
end
|
|
|
|
-- Natural block falling
|
|
if P.cur then
|
|
if P.curY>P.ghoY then
|
|
local D=P.dropDelay
|
|
local dist-- Drop distance
|
|
if D>1 then
|
|
D=D-1
|
|
if P.keyPressing[7] and P.downing>=ENV.sddas then
|
|
D=D-ceil(ENV.drop/ENV.sdarr)
|
|
end
|
|
if D<=0 then
|
|
dist=1
|
|
P.dropDelay=(D-1)%ENV.drop+1
|
|
else
|
|
P.dropDelay=D
|
|
break-- goto THROW_stop
|
|
end
|
|
elseif D==1 then-- We don't know why dropDelay is 1, so checking ENV.drop>1 is neccessary
|
|
if ENV.drop>1 and P.downing>=ENV.sddas and (P.downing-ENV.sddas)%ENV.sdarr==0 then
|
|
dist=2
|
|
else
|
|
dist=1
|
|
end
|
|
-- Reset drop delay
|
|
P.dropDelay=ENV.drop
|
|
else-- High gravity case (>1G)
|
|
-- Add extra 1 if time to auto softdrop
|
|
if P.downing>ENV.sddas and (P.downing-ENV.sddas)%ENV.sdarr==0 then
|
|
dist=1/D+1
|
|
else
|
|
dist=1/D
|
|
end
|
|
end
|
|
|
|
-- Limit dropping to ghost at max
|
|
dist=min(dist,P.curY-P.ghoY)
|
|
|
|
-- Drop and create FXs
|
|
if ENV.moveFX and ENV.block and dist>1 then
|
|
for _=1,dist do
|
|
P:createMoveFX('down')
|
|
P.curY=P.curY-1
|
|
end
|
|
else
|
|
P.curY=P.curY-dist
|
|
end
|
|
|
|
P.spinLast=false
|
|
P:freshBlockDelay()
|
|
P:checkTouchSound()
|
|
else
|
|
P.lockDelay=P.lockDelay-1
|
|
if P.lockDelay>=0 then
|
|
break-- goto THROW_stop
|
|
end
|
|
P:drop(true)
|
|
if P.bot then
|
|
P.bot:lockWrongPlace()
|
|
end
|
|
end
|
|
end
|
|
end
|
|
until true
|
|
-- ::THROW_stop::
|
|
|
|
-- B2B bar animation
|
|
if P.b2b1~=P.b2b then
|
|
if P.b2b1<P.b2b then
|
|
P.b2b1=min(approach(P.b2b1,P.b2b,dt*6)+.4,P.b2b)
|
|
else
|
|
P.b2b1=max(approach(P.b2b1,P.b2b,dt*12)-.6,P.b2b)
|
|
end
|
|
end
|
|
|
|
_updateMisc(P,dt)
|
|
--[[
|
|
P:setPosition(
|
|
640-150-(30*(P.curX+P.cur.sc[2])-15),
|
|
30*(P.curY+P.cur.sc[1])+15-300+(
|
|
ENV.smooth and P.ghoY~=P.curY and
|
|
(P.dropDelay/ENV.drop-1)*30
|
|
or 0
|
|
)
|
|
)
|
|
]]
|
|
end
|
|
local function update_streaming(P)
|
|
local eventTime=P.stream[P.streamProgress]
|
|
while eventTime and P.frameRun==eventTime or eventTime==0 do
|
|
local event=P.stream[P.streamProgress+1]
|
|
if event==0 then-- Just wait
|
|
elseif event<=32 then-- Press key
|
|
P:pressKey(event)
|
|
elseif event<=64 then-- Release key
|
|
P:releaseKey(event-32)
|
|
elseif event<=128 then-- Extra Event
|
|
local eventName=P.gameEnv.extraEvent[event-64][1]
|
|
local eventParamCount=P.gameEnv.extraEvent[event-64][2]
|
|
local sourceSid=P.stream[P.streamProgress+2]
|
|
local paramList={}
|
|
for i=1,eventParamCount do
|
|
ins(paramList,P.stream[P.streamProgress+2+i])
|
|
end
|
|
P.streamProgress=P.streamProgress+eventParamCount+1
|
|
|
|
local SRC
|
|
for _,p in next,PLAYERS do
|
|
if p.sid==sourceSid then
|
|
SRC=p
|
|
break
|
|
end
|
|
end
|
|
if SRC then
|
|
P.gameEnv.extraEventHandler[eventName](P,SRC,unpack(paramList))
|
|
end
|
|
end
|
|
P.streamProgress=P.streamProgress+2
|
|
eventTime=P.stream[P.streamProgress]
|
|
end
|
|
end
|
|
local function update_dead(P,dt)
|
|
local S=P.stat
|
|
|
|
-- Final average speed
|
|
P.dropSpeed=approach(P.dropSpeed,S.piece/S.frame*3600,dt)
|
|
|
|
if P.gameEnv.layout=='royale' then
|
|
P.swappingAtkMode=min(P.swappingAtkMode+2,30)
|
|
end
|
|
|
|
if P.falling>0 then
|
|
P:_updateFalling(P.falling-1)
|
|
end
|
|
if P.b2b1>0 then
|
|
P.b2b1=max(0,P.b2b1*.92-1)
|
|
end
|
|
_updateMisc(P,dt)
|
|
end
|
|
function Player:_die()
|
|
self.alive=false
|
|
self.timing=false
|
|
self.control=false
|
|
self.waiting=1e99
|
|
self.b2b=0
|
|
self.tasks={}
|
|
self:clearAttackBuffer()
|
|
for i=1,#self.visTime 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,self.frameRun)
|
|
ins(GAME.rep,0)
|
|
else
|
|
if self.lastRecv and self.lastRecv.id==1 then
|
|
SFX.play('collect')
|
|
end
|
|
end
|
|
end
|
|
end
|
|
function Player:update(dt)
|
|
self.trigFrame=self.trigFrame+dt*60
|
|
if self.alive then
|
|
local S=self.stat
|
|
if self.type=='bot' then self.bot:update(dt) end
|
|
if self.trigFrame>=1 and self.alive then
|
|
if self.streamProgress then
|
|
S.time=self.stat.frame/60
|
|
elseif self.timing then
|
|
S.time=S.time+dt
|
|
end
|
|
end
|
|
while self.trigFrame>=1 do
|
|
if self.streamProgress then
|
|
local dataDelta -- How much data wating to be process
|
|
if self.type=='remote' then
|
|
if self.loseTimer then
|
|
self.loseTimer=self.loseTimer-1
|
|
if self.loseTimer==0 then
|
|
self.loseTimer=false
|
|
self:lose(true)
|
|
end
|
|
end
|
|
dataDelta=#self.stream-self.streamProgress
|
|
else
|
|
dataDelta=1
|
|
end
|
|
if dataDelta>0 then
|
|
for _=1,
|
|
-- Speed up to finish
|
|
self.loseTimer and min(dataDelta,
|
|
self.loseTimer>16 and 2 or
|
|
self.loseTimer>6.2 and 12 or
|
|
self.loseTimer>2.6 and 260 or
|
|
2600
|
|
) or
|
|
-- Chasing faster when slower
|
|
dataDelta<26 and 1 or
|
|
dataDelta<42 and 2 or
|
|
dataDelta<62 and 3 or
|
|
dataDelta<70.23 and 5 or
|
|
dataDelta<94.2 and 7 or
|
|
dataDelta<126 and 10 or
|
|
20
|
|
do
|
|
update_streaming(self)
|
|
update_alive(self,dt)
|
|
end
|
|
end
|
|
else
|
|
update_alive(self,dt)
|
|
end
|
|
self.trigFrame=self.trigFrame-1
|
|
end
|
|
else
|
|
while self.trigFrame>=1 do
|
|
update_dead(self,dt)
|
|
self.trigFrame=self.trigFrame-1
|
|
end
|
|
end
|
|
_updateFX(self,dt)
|
|
end
|
|
function Player:revive()
|
|
local h=#self.field
|
|
for _=h,1,-1 do
|
|
LINE.discard(self.field[_])
|
|
LINE.discard(self.visTime[_])
|
|
self.field[_],self.visTime[_]=nil
|
|
end
|
|
self.garbageBeneath=0
|
|
if self.bot then
|
|
self.bot:revive()
|
|
end
|
|
|
|
self:clearAttackBuffer()
|
|
|
|
self.life=self.life-1
|
|
self.fieldBeneath=0
|
|
self.b2b=0
|
|
self:freshBlockGhost()
|
|
|
|
for i=1,h do
|
|
self:createClearingFX(i)
|
|
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+(595+12)*self.size,20)
|
|
playClearSFX(3)
|
|
SFX.play('emit')
|
|
end
|
|
function Player:torikanEnd(requiredTime)
|
|
if self.stat.time<requiredTime then
|
|
return false
|
|
end
|
|
self:_die()
|
|
self.result='torikan'
|
|
if self.type=='human' then
|
|
GAME.result='torikan'
|
|
SFX.play('win')
|
|
VOC.play('win')
|
|
end
|
|
self:_showText(text.torikan,0,0,90,'beat',.5,.2)
|
|
self.stat.torikanReq=requiredTime
|
|
if self.type=='human' then
|
|
gameOver()
|
|
TASK.new(task_autoPause)
|
|
end
|
|
self:newTask(task_fade)
|
|
return true
|
|
end
|
|
function Player:win(result)
|
|
if self.result then
|
|
return
|
|
end
|
|
self:_die()
|
|
self.result='win'
|
|
if self.gameEnv.layout=='royale' then
|
|
self.modeData.place=1
|
|
self:changeAtk()
|
|
end
|
|
if result=='finish' then
|
|
for i=#PLY_ALIVE,1,-1 do
|
|
if PLY_ALIVE[i]~=self then
|
|
PLY_ALIVE[i]:lose(true)
|
|
end
|
|
end
|
|
end
|
|
if self.type=='human' then
|
|
GAME.result=result or 'gamewin'
|
|
SFX.play('win')
|
|
VOC.play('win')
|
|
if self.gameEnv.layout=='royale' then
|
|
BGM.play('8-bit happiness')
|
|
end
|
|
end
|
|
if GAME.curMode.name=='custom_puzzle' then
|
|
self:_showText(text.win,0,0,90,'beat',.4)
|
|
else
|
|
self:_showText(text.win,0,0,90,'beat',.5,.2)
|
|
end
|
|
if self.type=='human' then
|
|
gameOver()
|
|
TASK.new(task_autoPause)
|
|
end
|
|
self:newTask(task_finish)
|
|
end
|
|
function Player:lose(force)
|
|
if self.result then
|
|
return
|
|
end
|
|
if not force then
|
|
if self.life>0 then
|
|
self:revive()
|
|
return
|
|
elseif self.type=='remote' then
|
|
if not self.loseTimer then
|
|
self.waiting=1e99
|
|
return
|
|
end
|
|
end
|
|
end
|
|
do
|
|
local p=TABLE.find(PLY_ALIVE,self)
|
|
if p then
|
|
PLY_ALIVE[p]=PLY_ALIVE[#PLY_ALIVE]
|
|
rem(PLY_ALIVE)
|
|
end
|
|
end
|
|
self:_die()
|
|
self.result='lose'
|
|
if self.gameEnv.layout=='royale' then
|
|
self:changeAtk()
|
|
self.modeData.place=#PLY_ALIVE+1
|
|
self.strength=0
|
|
if self.lastRecv then
|
|
local A,depth=self,0
|
|
repeat
|
|
A,depth=A.lastRecv,depth+1
|
|
until not A or A.alive or A==self or depth==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 i=A.strength+1,4 do
|
|
if A.badge>=ROYALEDATA.powerUp[i] then
|
|
A.strength=i
|
|
A:setFrameColor(i)
|
|
end
|
|
end
|
|
self.lastRecv=A
|
|
if self.id==1 or A.id==1 then
|
|
TASK.new(task_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:_showText(self.modeData.place,0,120,60,'appear',.26,.9)
|
|
end
|
|
self.gameEnv.keepVisible=self.gameEnv.visible~='show'
|
|
self:_showText(text.lose,0,0,90,'appear',.26,.9)
|
|
if self.type=='human' then
|
|
GAME.result='gameover'
|
|
SFX.play('fail')
|
|
VOC.play('lose')
|
|
if self.gameEnv.layout=='royale' then
|
|
BGM.play('end')
|
|
end
|
|
gameOver()
|
|
self:newTask(#PLAYERS>1 and task_lose or task_finish)
|
|
if GAME.net and not NET.spectate then
|
|
NET.player_finish({reason="lose"})
|
|
else
|
|
TASK.new(task_autoPause)
|
|
end
|
|
else
|
|
self:newTask(task_lose)
|
|
end
|
|
|
|
if #PLY_ALIVE>0 then
|
|
self:dropPosition()
|
|
freshPlayerPosition('update')
|
|
|
|
local finished=true
|
|
for i=1,#PLY_ALIVE-1 do
|
|
if PLY_ALIVE[i].group==0 or PLY_ALIVE[i].group~=PLY_ALIVE[i+1].group then
|
|
finished=false
|
|
break-- goto BREAK_notFinished
|
|
end
|
|
end
|
|
-- Only 1 people or only 1 team survived, they win
|
|
if finished then
|
|
for i=1,#PLY_ALIVE do
|
|
PLY_ALIVE[i]:win()
|
|
end
|
|
end
|
|
-- ::BREAK_notFinished::
|
|
end
|
|
end
|
|
--------------------------</Event>--------------------------
|
|
|
|
return Player
|