1729 lines
38 KiB
Lua
1729 lines
38 KiB
Lua
------------------------------------------------------
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--Notice: anything in this file or in any other file,
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--var P stands for Player object. Don't forget that.
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------------------------------------------------------
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local Player={}--Player class
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local int,ceil,rnd=math.floor,math.ceil,math.random
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local max,min=math.max,math.min
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local ins,rem=table.insert,table.remove
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local kickList=require("parts/kickList")
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local scs=spinCenters
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local function without(L,e)
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for i=1,#L do
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if L[i]==e then return end
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end
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return true
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end
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--------------------------<FX>--------------------------
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function Player.showText(P,text,dx,dy,font,style,spd,stop)
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if P.gameEnv.text then
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ins(P.bonus,TEXT.getText(text,150+dx,300+dy,font*P.size,style,spd,stop))
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end
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end
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function Player.showTextF(P,text,dx,dy,font,style,spd,stop)
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ins(P.bonus,TEXT.getText(text,150+dx,300+dy,font*P.size,style,spd,stop))
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end
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function Player.createLockFX(P)
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local BK=P.cur.bk
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local t=12-P.gameEnv.lockFX*2
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for i=1,P.r do
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local y=P.curY+i-1
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if without(P.clearedRow,y)then
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y=-30*y
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for j=1,P.c do
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if BK[i][j]then
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ins(P.lockFX,{30*(P.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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end
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end
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function Player.createDropFX(P,x,y,w,h)
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ins(P.dropFX,{x,y,w,h,0,13-2*P.gameEnv.dropFX})
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end
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function Player.createMoveFX(P,dir)
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local T=10-1.5*P.gameEnv.moveFX
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local C=P.cur.color
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local x=P.curX-1
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local y=P.gameEnv.smooth and P.curY+P.dropDelay/P.gameEnv.drop-2 or P.curY-1
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if dir=="left"then
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for i=1,P.r do for j=P.c,1,-1 do
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if P.cur.bk[i][j]then
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ins(P.moveFX,{C,x+j,y+i,0,T})
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break
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end
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end end
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elseif dir=="right"then
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for i=1,P.r do for j=1,P.c do
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if P.cur.bk[i][j]then
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ins(P.moveFX,{C,x+j,y+i,0,T})
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break
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end
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end end
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elseif dir=="down"then
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for j=1,P.c do for i=P.r,1,-1 do
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if P.cur.bk[i][j]then
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ins(P.moveFX,{C,x+j,y+i,0,T})
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break
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end
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end end
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else
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for i=1,P.r do for j=1,P.c do
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if P.cur.bk[i][j]then
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ins(P.moveFX,{C,x+j,y+i,0,T})
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end
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end end
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end
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end
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function Player.createClearingFX(P,y,spd)
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ins(P.clearFX,{y,0,spd})
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end
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function Player.createBeam(P,R,send,color)
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local x1,y1,x2,y2
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if P.small then x1,y1=P.centerX,P.centerY
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else x1,y1=P.x+(30*(P.curX+P.sc[2])-30+15+150)*P.size,P.y+(600-30*(P.curY+P.sc[1])+15+70)*P.size
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end
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if R.small 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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wid=int(send^.7*(4+SETTING.atkFX))
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local r,g,b=unpack(SKIN.libColor[color])
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r,g,b=r*2,g*2,b*2
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local a=modeEnv.royaleMode and not(P.human or R.human)and .2 or 1
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sysFX.newAttack(1-SETTING.atkFX*.1,x1,y1,x2,y2,wid,r,g,b,a*(SETTING.atkFX+2)*.0626)
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end
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--------------------------</FX>--------------------------
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--------------------------<Method>--------------------------
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function Player.RND(P,a,b)
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local R=P.randGen
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return R:random(a,b)
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end
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function Player.set20G(P,if20g,init)
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P._20G=if20g
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P.keyAvailable[7]=not if20g
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virtualkey[7].ava=not if20g
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if init and if20g and P.AI_mode=="CC"then CC.switch20G(P)end
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end
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function Player.setHold(P,ifhold)
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P.gameEnv.hold=ifhold
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P.keyAvailable[8]=ifhold
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virtualkey[8].ava=ifhold
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if not ifhold then
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P.hd=nil
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end
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end
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function Player.setNext(P,next)
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P.gameEnv.next=next
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end
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function Player.setInvisible(P,time)
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if time<0 then
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P.keepVisible=true
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P.showTime=1e99
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else
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P.keepVisible=false
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P.showTime=time
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end
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end
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function Player.setRS(P,RSname)
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P.RS=kickList[RSname]
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end
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function Player.newTask(P,code,data)
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local L=P.tasks
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ins(L,{
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code=code,
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data=data,
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})
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end
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function Player.solid(P,x,y)
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if x<1 or x>10 or y<1 then return true end
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if y>#P.field then return false end
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return P.field[y]
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[x]>0--to catch bug (nil[*])
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end
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function Player.ifoverlap(P,bk,x,y)
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local C=#bk[1]
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if x<1 or x+C>11 or y<1 then return true end
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if y>#P.field then return end
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for i=1,#bk do
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if P.field[y+i-1]then
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for j=1,C do
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if bk[i][j]and P.field[y+i-1][x+j-1]>0 then return true 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.attack(P,R,send,time,...)
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if SETTING.atkFX>0 then
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P:createBeam(R,send,time,...)
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end
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R.lastRecv=P
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if R.atkBuffer.sum<20 then
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local B=R.atkBuffer
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if send>20-B.sum then send=20-B.sum end--No more then 20
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local m,k=#B,1
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while k<=m and time>B[k].countdown do k=k+1 end
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for i=m,k,-1 do
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B[i+1]=B[i]
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end
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B[k]={
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pos=P:RND(10),
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amount=send,
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countdown=time,
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cd0=time,
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time=0,
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sent=false,
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lv=min(int(send^.69),5),
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}--Sorted insert(by time)
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B.sum=B.sum+send
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R.stat.recv=R.stat.recv+send
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if R.sound then
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SFX.play(send<4 and"blip_1"or"blip_2",min(send+1,5)*.1)
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end
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end
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end
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function Player.getHolePos(P)
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if P.garbageBeneath==0 then
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return P:RND(10)
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else
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local p=P:RND(10)
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if P.field[1][p]<=0 then
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return P:RND(10)
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end
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return p
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end
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end
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function Player.garbageRelease(P)
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local n,flag=1
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while true do
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local A=P.atkBuffer[n]
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if A and A.countdown<=0 and not A.sent then
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P:garbageRise(19+A.lv,A.amount,A.pos)
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P.atkBuffer.sum=P.atkBuffer.sum-A.amount
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A.sent,A.time=true,0
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P.stat.pend=P.stat.pend+A.amount
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n=n+1
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flag=true
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else
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break
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end
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end
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if flag and P.AI_mode=="CC"then CC.updateField(P)end
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end
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function Player.garbageRise(P,color,amount,pos)
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local _
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local t=P.showTime*2
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for _=1,amount do
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ins(P.field,1,FREEROW.get(color,true))
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ins(P.visTime,1,FREEROW.get(t))
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P.field[1][pos]=0
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end
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P.fieldBeneath=P.fieldBeneath+amount*30
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if P.cur then
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P.curY=P.curY+amount
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P.imgY=P.imgY+amount
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end
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P.garbageBeneath=P.garbageBeneath+amount
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for i=1,#P.clearingRow do
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P.clearingRow[i]=P.clearingRow[i]+amount
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end
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P:freshBlock(false,false)
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for i=1,#P.lockFX do
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_=P.lockFX[i]
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_[2]=_[2]-30*amount--Shift 30px per line cleared
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end
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for i=1,#P.dropFX do
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_=P.dropFX[i]
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_[3],_[5]=_[3]+amount,_[5]+amount
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end
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if #P.field>42 then P:lose()end
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end
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local invList={2,1,4,3,5,6,7}
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function Player.pushLine(P,L,mir)
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local l=#L
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local S=P.gameEnv.skin
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for i=1,l do
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local r=FREEROW.get(0)
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if not mir then
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for j=1,10 do
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r[j]=S[L[i][j]]or 0
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end
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else
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for j=1,10 do
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r[j]=S[invList[L[i][11-j]]]or 0
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end
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end
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ins(P.field,1,r)
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ins(P.visTime,1,FREEROW.get(20))
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end
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P.fieldBeneath=P.fieldBeneath+30*l
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P.curY=P.curY+l
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P.imgY=P.imgY+l
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P:freshBlock(false,false)
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end
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function Player.pushNext(P,L,mir)
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for i=1,#L do
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P:getNext(mir and invList[L[i]]or L[i])
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end
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end
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function Player.freshTarget(P)
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if P.atkMode==1 then
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if not P.atking or not P.atking.alive or rnd()<.1 then
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P:changeAtk(randomTarget(P))
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end
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elseif P.atkMode==2 then
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P:changeAtk(P~=GAME.mostBadge and GAME.mostBadge or GAME.secBadge or randomTarget(P))
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elseif P.atkMode==3 then
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P:changeAtk(P~=GAME.mostDangerous and GAME.mostDangerous or GAME.secDangerous or randomTarget(P))
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elseif P.atkMode==4 then
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for i=1,#P.atker do
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if not P.atker[i].alive then
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rem(P.atker,i)
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return
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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.changeAtkMode(P,m)
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if P.atkMode==m then return end
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P.atkMode=m
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if m==1 then
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P:changeAtk(randomTarget(P))
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elseif m==2 or m==3 then
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P:freshTarget()
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elseif m==4 then
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P:changeAtk()
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end
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end
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function Player.changeAtk(P,R)
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-- if not P.human then R=PLAYERS[1]end--1vALL mode?
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if P.atking then
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local K=P.atking.atker
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for i=1,#K do
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if K[i]==P then
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rem(K,i)
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break
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end
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end
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end
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if R then
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P.atking=R
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ins(R.atker,P)
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else
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P.atking=nil
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end
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end
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function Player.freshBlock(P,keepGhost,control,system)
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local ENV=P.gameEnv
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if not keepGhost and P.cur then
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P.imgY=min(#P.field+1,P.curY)
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if P._20G or P.keyPressing[7]and ENV.sdarr==0 then
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local _=P.imgY
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--Move ghost to bottom
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while not P:ifoverlap(P.cur.bk,P.curX,P.imgY-1)do
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P.imgY=P.imgY-1
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end
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--Cancel spinLast
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if _~=P.imgY then
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P.spinLast=false
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end
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--Create FX if dropped
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if P.curY>P.imgY then
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if ENV.dropFX and ENV.block and P.curY-P.imgY-P.r>-1 then
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P:createDropFX(P.curX,P.curY-1,P.c,P.curY-P.imgY-P.r+1)
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end
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if ENV.shakeFX then
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P.fieldOff.vy=ENV.shakeFX*.5
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end
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P.curY=P.imgY
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end
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else
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while not P:ifoverlap(P.cur.bk,P.curX,P.imgY-1)do
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P.imgY=P.imgY-1
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end
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end
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end
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if control then
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if ENV.easyFresh then
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local d0=ENV.lock
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if P.lockDelay<d0 and P.freshTime<ENV.freshLimit then
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if not system then
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P.freshTime=P.freshTime+1
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end
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P.lockDelay=d0
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P.dropDelay=ENV.drop
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end
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if P.curY<P.minY then
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P.minY=P.curY
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P.dropDelay=ENV.drop
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P.lockDelay=ENV.lock
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end
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else
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if P.curY<P.minY then
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P.minY=P.curY
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if P.lockDelay<ENV.lock and P.freshTime<ENV.freshLimit then
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P.freshTime=P.freshTime+1
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P.dropDelay=ENV.drop
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P.lockDelay=ENV.lock
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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.lock(P)
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local dest=P.AI_dest
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local has_dest=dest~=nil
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for i=1,P.r do
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local y=P.curY+i-1
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if not P.field[y]then P.field[y],P.visTime[y]=FREEROW.get(0),FREEROW.get(0)end
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for j=1,P.c do
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if P.cur.bk[i][j]then
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P.field[y][P.curX+j-1]=P.cur.color
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P.visTime[y][P.curX+j-1]=P.showTime
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local x=P.curX+j-1
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if dest then
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local original_length=#dest
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for k=1,original_length do
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if x==dest[k][1]and y==dest[k][2]then
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rem(dest, k)
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break
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end
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end
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if #dest~=original_length-1 then
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dest=nil
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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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if has_dest and not dest then
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CC.updateField(P)
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end
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end
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local spawnSFX_name={}for i=1,7 do spawnSFX_name[i]="spawn_"..i end
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function Player.resetBlock(P)
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local C=P.cur
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local id=C.id
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local face=P.gameEnv.face[id]
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local sc=scs[id][face]
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P.sc=sc --Spin center
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P.dir=face --Block direction
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P.r,P.c=#C.bk,#C.bk[1] --Row/column
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P.curX=int(6-P.c*.5)
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local y=21+ceil(P.fieldBeneath/30)
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P.curY=y
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P.minY=y+sc[2]
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local _=P.keyPressing
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--IMS
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if P.gameEnv.ims and(_[1]and P.movDir==-1 or _[2]and P.movDir==1)and P.moving>=P.gameEnv.das then
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local x=P.curX+P.movDir
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if not P:ifoverlap(C.bk,x,y)then
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P.curX=x
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end
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end
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--IRS
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if P.gameEnv.irs then
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if _[5]then
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P:spin(2,true)
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else
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if _[3]then
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if _[4]then
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P:spin(2,true)
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else
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P:spin(1,true)
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end
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elseif _[4]then
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P:spin(3,true)
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end
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end
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end
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|
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--Spawn SFX
|
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if P.sound and id<8 then
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SFX.fplay(spawnSFX_name[id],SETTING.spawn)
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end
|
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end
|
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|
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function Player.spin(P,d,ifpre)
|
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local iki=P.RS[P.cur.id]
|
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if type(iki)=="table"then
|
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local idir=(P.dir+d)%4
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local icb=BLOCKS[P.cur.id][idir]
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local isc=scs[P.cur.id][idir]
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local ir,ic=#icb,#icb[1]
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local ix,iy=P.curX+P.sc[2]-isc[2],P.curY+P.sc[1]-isc[1]
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iki=iki[P.dir*10+idir]
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if not iki then
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if P.gameEnv.easyFresh then
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P:freshBlock(false,true)
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end
|
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SFX.fieldPlay(ifpre and"prerotate"or"rotate",nil,P)
|
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return
|
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end
|
|
for test=1,#iki do
|
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local x,y=ix+iki[test][1],iy+iki[test][2]
|
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if not P:ifoverlap(icb,x,y)and(P.freshTime<=P.gameEnv.freshLimit or iki[test][2]<0)then
|
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ix,iy=x,y
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if P.gameEnv.moveFX and P.gameEnv.block then
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P:createMoveFX()
|
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end
|
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P.curX,P.curY,P.dir=ix,iy,idir
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P.sc,P.cur.bk=scs[P.cur.id][idir],icb
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P.r,P.c=ir,ic
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P.spinLast=test==2 and 0 or 1
|
|
if not ifpre then
|
|
P:freshBlock(false,true)
|
|
end
|
|
if iki[test][2]>0 and not P.gameEnv.easyFresh then
|
|
P.freshTime=P.freshTime+1
|
|
end
|
|
|
|
if P.sound then
|
|
SFX.fieldPlay(ifpre and"prerotate"or P:ifoverlap(P.cur.bk,P.curX,P.curY+1)and P:ifoverlap(P.cur.bk,P.curX-1,P.curY)and P:ifoverlap(P.cur.bk,P.curX+1,P.curY)and"rotatekick"or"rotate",nil,P)
|
|
end
|
|
P.stat.rotate=P.stat.rotate+1
|
|
return
|
|
end
|
|
end
|
|
else
|
|
iki(P,d)
|
|
end
|
|
end
|
|
function Player.hold(P,ifpre)
|
|
if not P.holded and (ifpre or P.waiting==-1) and P.gameEnv.hold then
|
|
local H,C=P.hd,P.cur
|
|
if not(H or C)then return end
|
|
|
|
--Finesse check
|
|
if H and C and H.id==C.id and H.name==C.name then
|
|
P.ctrlCount=P.ctrlCount+1
|
|
elseif P.ctrlCount<=1 then
|
|
P.ctrlCount=0
|
|
end
|
|
|
|
P.spinLast=false
|
|
P.spinSeq=0
|
|
|
|
P.cur,P.hd=H,C--Swap hold
|
|
H,C=P.hd,P.cur
|
|
|
|
if P.next[1]or C then--Make hold available in fixed sequence
|
|
P.holded=P.gameEnv.oncehold
|
|
end
|
|
|
|
if H then
|
|
local hid=P.hd.id
|
|
P.hd.bk=BLOCKS[hid][P.gameEnv.face[hid]]
|
|
end
|
|
if not C then
|
|
C=rem(P.next,1)
|
|
P:newNext()
|
|
if C then
|
|
P.cur=C
|
|
P.pieceCount=P.pieceCount+1
|
|
if P.AI_mode=="CC"then
|
|
local next=P.next[P.AIdata.next]
|
|
if next then
|
|
CC.addNext(P.AI_bot,next.id)
|
|
end
|
|
end
|
|
else
|
|
P.holded=false
|
|
end
|
|
end
|
|
if C then
|
|
P:resetBlock()
|
|
P:freshBlock(false,true)
|
|
P.dropDelay=P.gameEnv.drop
|
|
P.lockDelay=P.gameEnv.lock
|
|
P.freshTime=max(P.freshTime-5,0)
|
|
if P:ifoverlap(P.cur.bk,P.curX,P.curY)then P:lock()P:lose()end
|
|
end
|
|
|
|
if P.sound then
|
|
SFX.play(ifpre and"prehold"or"hold")
|
|
end
|
|
P.stat.hold=P.stat.hold+1
|
|
end
|
|
end
|
|
|
|
function Player.getNext(P,n)
|
|
local E=P.gameEnv
|
|
ins(P.next,{bk=BLOCKS[n][E.face[n]],id=n,color=E.bone and 17 or E.skin[n],name=n})
|
|
end
|
|
function Player.popNext(P)--Pop next queue to hand
|
|
P.holded=false
|
|
P.spinLast=false
|
|
P.spinSeq=0
|
|
P.ctrlCount=0
|
|
|
|
P.cur=rem(P.next,1)
|
|
P:newNext()
|
|
if P.cur then
|
|
P.pieceCount=P.pieceCount+1
|
|
if P.AI_mode=="CC"then
|
|
local next=P.next[P.AIdata.next]
|
|
if next then
|
|
CC.addNext(P.AI_bot,next.id)
|
|
end
|
|
end
|
|
|
|
local _=P.keyPressing
|
|
--IHS
|
|
if _[8]and P.gameEnv.hold and P.gameEnv.ihs then
|
|
P:hold(true)
|
|
_[8]=false
|
|
else
|
|
P:resetBlock()
|
|
end
|
|
|
|
P.dropDelay=P.gameEnv.drop
|
|
P.lockDelay=P.gameEnv.lock
|
|
P.freshTime=0
|
|
|
|
if P.cur then
|
|
if P:ifoverlap(P.cur.bk,P.curX,P.curY)then
|
|
P:lock()
|
|
P:lose()
|
|
end
|
|
P:freshBlock(false,true,true)
|
|
end
|
|
|
|
--IHdS
|
|
if _[6]then
|
|
P.act_hardDrop(P)
|
|
_[6]=false
|
|
end
|
|
end
|
|
end
|
|
|
|
function Player.cancel(P,N)--Cancel Garbage
|
|
local k=0 --Pointer, attack bar selected
|
|
local off=0 --Lines offseted
|
|
local bf=P.atkBuffer
|
|
::R::
|
|
if bf.sum>0 then
|
|
local A
|
|
repeat
|
|
k=k+1
|
|
A=bf[k]
|
|
if not A then return off end
|
|
until not A.sent
|
|
if N>=A.amount then
|
|
local O=A.amount--Cur Offset
|
|
N=N-O
|
|
off=off+O
|
|
bf.sum=bf.sum-O
|
|
A.sent,A.time=true,0
|
|
if N>0 then goto R end
|
|
else
|
|
off=off+N
|
|
A.amount=A.amount-N
|
|
bf.sum=bf.sum-N
|
|
end
|
|
end
|
|
return off
|
|
end
|
|
do--player:drop()--Place piece
|
|
local clearSCR={80,200,400}--Techrash:1K; B2Bmul:1.3/1.8
|
|
local spinSCR={
|
|
{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
|
|
}--B2Bmul:1.2/2.0; Mini*=.6
|
|
local b2bPoint={50,100,180,1000,1200,9999}
|
|
|
|
local b2bATK={3,5,8,12,18}
|
|
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","hspin","nspin","ispin"}
|
|
local clearVoice={"single","double","triple","techrash","pentcrash","hexcrash"}
|
|
local spinSFX={[0]="spin_0","spin_1","spin_2"}
|
|
local clearSFX={"clear_1","clear_2","clear_3"}
|
|
local renSFX={}for i=1,11 do renSFX[i]="ren_"..i end
|
|
local finesseList={
|
|
[1]={
|
|
{1,2,1,0,1,2,2,1},
|
|
{2,2,2,1,1,2,3,2,2},
|
|
},--Z
|
|
[3]={
|
|
{1,2,1,0,1,2,2,1},
|
|
{2,2,3,2,1,2,3,3,2},
|
|
{3,4,3,2,3,4,4,3},
|
|
{2,3,2,1,2,3,3,2,2},
|
|
},--L
|
|
[6]={
|
|
{1,2,2,1,0,1,2,2,1},
|
|
},--O
|
|
[7]={
|
|
{1,2,1,0,1,2,1},
|
|
{2,2,2,2,1,1,2,2,2,2},
|
|
},--I
|
|
}
|
|
finesseList[1][3],finesseList[1][4],finesseList[7][3],finesseList[7][4]=finesseList[1][1],finesseList[1][2],finesseList[7][1],finesseList[7][2]--"2-phase" SZI
|
|
finesseList[2]=finesseList[1]--S=Z
|
|
finesseList[4],finesseList[5]=finesseList[3],finesseList[3]--J=L=T
|
|
function Player.drop(P)
|
|
local _
|
|
local CHN=VOC.getFreeChannel()
|
|
P.dropTime[11]=ins(P.dropTime,1,GAME.frame)--Update speed dial
|
|
local ENV=P.gameEnv
|
|
local STAT=P.stat
|
|
local piece=P.lastPiece
|
|
|
|
local cmb=P.combo
|
|
local CB,CX,CY=P.cur,P.curX,P.curY
|
|
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=CB.id,CB.name
|
|
P.waiting=ENV.wait
|
|
|
|
--Tri-corner spin check
|
|
if P.spinLast then
|
|
if CB.id<6 then
|
|
local x,y=CX+P.sc[2],CY+P.sc[1]
|
|
local c=0
|
|
if P:solid(x-1,y+1)then c=c+1 end
|
|
if P:solid(x+1,y+1)then c=c+1 end
|
|
if c==0 then goto NTC end
|
|
if P:solid(x-1,y-1)then c=c+1 end
|
|
if P:solid(x+1,y-1)then c=c+1 end
|
|
if c>2 then dospin=dospin+2 end
|
|
end
|
|
::NTC::
|
|
end
|
|
--Immovable spin check
|
|
if P:ifoverlap(CB.bk,CX,CY+1)and P:ifoverlap(CB.bk,CX-1,CY)and P:ifoverlap(CB.bk,CX+1,CY)then
|
|
dospin=dospin+2
|
|
end
|
|
|
|
--Lock block to field
|
|
P:lock()
|
|
|
|
--Clear list of cleared-rows
|
|
if P.clearedRow[1]then P.clearedRow={}end
|
|
|
|
--Check line clear
|
|
for i=1,P.r do
|
|
local h=CY+i-2
|
|
|
|
--Bomb trigger
|
|
if h>0 and P.field[h]and P.clearedRow[cc]~=h then
|
|
for x=1,P.c do
|
|
if CB.bk[i][x]and P.field[h][CX+x-1]==19 then
|
|
cc=cc+1
|
|
P.clearingRow[cc]=h-cc+1
|
|
P.clearedRow[cc]=h
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
h=h+1
|
|
--Row filled
|
|
for x=1,10 do
|
|
if P.field[h][x]<=0 then
|
|
goto notFull
|
|
end
|
|
end
|
|
cc=cc+1
|
|
P.clearingRow[cc]=h-cc+1
|
|
P.clearedRow[cc]=h
|
|
::notFull::
|
|
end
|
|
|
|
--Create clearing FX
|
|
if cc>0 and ENV.clearFX then
|
|
local t=7-ENV.clearFX*1
|
|
for i=1,cc do
|
|
P:createClearingFX(P.clearedRow[i],t)
|
|
end
|
|
end
|
|
|
|
--Create locking FX
|
|
if ENV.lockFX then
|
|
if cc==0 then
|
|
P:createLockFX()
|
|
else
|
|
_=#P.lockFX
|
|
if _>0 then
|
|
for _=1,_ do
|
|
rem(P.lockFX)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
--Final spin check
|
|
if dospin>0 then
|
|
if cc>0 then
|
|
dospin=dospin+(P.spinLast or 0)
|
|
if dospin<3 then
|
|
mini=CB.id<6 and cc<P.r
|
|
end
|
|
end
|
|
else
|
|
dospin=false
|
|
end
|
|
|
|
--Finesse: roof check
|
|
local finesse
|
|
if CB.id>7 then
|
|
finesse=true
|
|
elseif CY<=18 then
|
|
local y0=CY
|
|
local c=P.c
|
|
local B=CB.bk
|
|
for x=1,c do
|
|
local y
|
|
for i=#B,1,-1 do
|
|
if B[i][x]then
|
|
y=i
|
|
goto L1
|
|
end
|
|
end
|
|
goto L2
|
|
::L1::
|
|
if y then
|
|
x=CX+x-1
|
|
for y1=y0+y,#P.field do
|
|
--Roof=finesse
|
|
if P:solid(x,y1)then
|
|
finesse=true
|
|
goto L2
|
|
end
|
|
end
|
|
end
|
|
end
|
|
else
|
|
finesse=true
|
|
end
|
|
::L2::
|
|
|
|
--Remove rows need to be cleared
|
|
if cc>0 then
|
|
for i=cc,1,-1 do
|
|
_=P.clearedRow[i]
|
|
if P.field[_][11]then
|
|
P.garbageBeneath=P.garbageBeneath-1
|
|
gbcc=gbcc+1
|
|
end
|
|
FREEROW.discard(rem(P.field,_))
|
|
FREEROW.discard(rem(P.visTime,_))
|
|
end
|
|
end
|
|
|
|
--Cancel no-sense clearing FX
|
|
_=#P.clearingRow
|
|
while _>0 and P.clearingRow[_]>#P.field do
|
|
P.clearingRow[_]=nil
|
|
_=_-1
|
|
end
|
|
if P.clearingRow[1]then
|
|
P.falling=ENV.fall
|
|
elseif cc==P.r then
|
|
clear=true
|
|
end
|
|
|
|
--Finesse check (control)
|
|
local finePts
|
|
if not finesse then
|
|
if dospin then P.ctrlCount=P.ctrlCount-2 end--Allow 2 more step for roof-less spin
|
|
local id=CB.id
|
|
local d=P.ctrlCount-finesseList[id][P.dir+1][CX]
|
|
finePts=d<=0 and 5 or max(3-d,0)
|
|
else
|
|
finePts=5
|
|
end
|
|
piece.finePts=finePts
|
|
|
|
P.stat.finesseRate=P.stat.finesseRate+finePts
|
|
if finePts<5 then
|
|
P.stat.extraPiece=P.stat.extraPiece+1
|
|
if ENV.fineKill then
|
|
P:lose()
|
|
end
|
|
if P.sound then
|
|
if ENV.fineKill then
|
|
SFX.play("finesseError_long",.6)
|
|
elseif ENV.fine then
|
|
SFX.play("finesseError",.8)
|
|
end
|
|
end
|
|
end
|
|
if finePts<=1 then
|
|
P.finesseCombo=0
|
|
else
|
|
P.finesseCombo=P.finesseCombo+1
|
|
if P.finesseCombo>2 then
|
|
P.finesseComboTime=12
|
|
end
|
|
if P.sound then SFX.fieldPlay("lock",nil,P)end
|
|
end
|
|
|
|
piece.spin,piece.mini=dospin,false
|
|
piece.pc,piece.hpc=false,false
|
|
piece.special=false
|
|
if cc>0 then--If lines cleared, about 200 lines below
|
|
cmb=cmb+1
|
|
if dospin then
|
|
cscore=(spinSCR[CB.name]or spinSCR[8])[cc]
|
|
if P.b2b>1000 then
|
|
P:showText(text.b3b..text.block[CB.name]..text.spin.." "..text.clear[cc],0,-30,35,"stretch")
|
|
atk=b2bATK[cc]+cc*.5
|
|
exblock=exblock+1
|
|
cscore=cscore*2
|
|
STAT.b3b=STAT.b3b+1
|
|
if P.sound then
|
|
VOC.play("b3b",CHN)
|
|
end
|
|
elseif P.b2b>=50 then
|
|
P:showText(text.b2b..text.block[CB.name]..text.spin.." "..text.clear[cc],0,-30,35,"spin")
|
|
atk=b2bATK[cc]
|
|
cscore=cscore*1.2
|
|
STAT.b2b=STAT.b2b+1
|
|
if P.sound then
|
|
VOC.play("b2b",CHN)
|
|
end
|
|
else
|
|
P:showText(text.block[CB.name]..text.spin.." "..text.clear[cc],0,-30,45,"spin")
|
|
atk=2*cc
|
|
end
|
|
sendTime=20+atk*20
|
|
if mini then
|
|
P:showText(text.mini,0,-80,35,"appear")
|
|
atk=atk*.25
|
|
sendTime=sendTime+60
|
|
cscore=cscore*.5
|
|
P.b2b=P.b2b+b2bPoint[cc]*.5
|
|
if P.sound then
|
|
VOC.play("mini",CHN)
|
|
end
|
|
else
|
|
P.b2b=P.b2b+b2bPoint[cc]
|
|
end
|
|
piece.mini=mini
|
|
piece.special=true
|
|
if P.sound then
|
|
SFX.play(spinSFX[cc]or"spin_3")
|
|
VOC.play(spinVoice[CB.name],CHN)
|
|
end
|
|
elseif cc>=4 then
|
|
cscore=cc==4 and 1000 or cc==5 and 1500 or 2000
|
|
if P.b2b>1000 then
|
|
P:showText(text.b3b..text.clear[cc],0,-30,50,"fly")
|
|
atk=4*cc-10
|
|
sendTime=100
|
|
exblock=exblock+1
|
|
cscore=cscore*1.8
|
|
STAT.b3b=STAT.b3b+1
|
|
if P.sound then
|
|
VOC.play("b3b",CHN)
|
|
end
|
|
elseif P.b2b>=50 then
|
|
P:showText(text.b2b..text.clear[cc],0,-30,50,"drive")
|
|
sendTime=80
|
|
atk=3*cc-7
|
|
cscore=cscore*1.3
|
|
STAT.b2b=STAT.b2b+1
|
|
if P.sound then
|
|
VOC.play("b2b",CHN)
|
|
end
|
|
else
|
|
P:showText(text.clear[cc],0,-30,70,"stretch")
|
|
sendTime=60
|
|
atk=2*cc-4
|
|
end
|
|
P.b2b=P.b2b+cc*100-300
|
|
piece.special=true
|
|
else
|
|
piece.special=false
|
|
end
|
|
if P.sound then
|
|
VOC.play(clearVoice[cc],CHN)
|
|
end
|
|
|
|
--PC/HPC bonus
|
|
if clear and #P.field==0 then
|
|
P:showText(text.PC,0,-80,50,"flicker")
|
|
atk=atk*.5+min(8+STAT.pc*2,20)
|
|
exblock=exblock+2
|
|
sendTime=sendTime+120
|
|
if STAT.row+cc>4 then
|
|
P.b2b=1200
|
|
cscore=cscore+300*min(6+STAT.pc,10)
|
|
else
|
|
cscore=cscore+626
|
|
end
|
|
STAT.pc=STAT.pc+1
|
|
if P.sound then
|
|
SFX.play("clear")
|
|
VOC.play("perfect_clear",CHN)
|
|
end
|
|
piece.pc=true
|
|
piece.special=true
|
|
elseif clear and(cc>1 or #P.field==P.garbageBeneath)then
|
|
P:showText(text.HPC,0,-80,50,"fly")
|
|
atk=atk+2
|
|
exblock=exblock+2
|
|
sendTime=sendTime+60
|
|
cscore=cscore+626
|
|
STAT.hpc=STAT.hpc+1
|
|
if P.sound then
|
|
SFX.play("clear")
|
|
VOC.play("half_clear",CHN)
|
|
end
|
|
piece.hpc=true
|
|
piece.special=true
|
|
end
|
|
|
|
--Normal clear, reduce B2B point
|
|
if not piece.special then
|
|
P.b2b=max(P.b2b-250,0)
|
|
P:showText(text.clear[cc],0,-30,35,"appear",(8-cc)*.3)
|
|
atk=cc-.5
|
|
sendTime=20+atk*20
|
|
cscore=cscore+clearSCR[cc]
|
|
end
|
|
|
|
--Combo bonus
|
|
sendTime=sendTime+25*cmb
|
|
if cmb>1 then
|
|
atk=atk*(1+(cc==1 and .15 or .25)*min(cmb-1,12))
|
|
if cmb>=3 then
|
|
atk=atk+1
|
|
end
|
|
P:showText(text.cmb[min(cmb,21)],0,25,15+min(cmb,15)*5,cmb<10 and"appear"or"flicker")
|
|
cscore=cscore+min(50*cmb,500)*(2*cc-1)
|
|
end
|
|
|
|
if P.b2b>1200 then P.b2b=1200 end
|
|
|
|
--Bonus atk/def when focused
|
|
if modeEnv.royaleMode then
|
|
local i=min(#P.atker,9)
|
|
if i>1 then
|
|
atk=atk+reAtk[i]
|
|
exblock=exblock+reDef[i]
|
|
end
|
|
end
|
|
|
|
--Send Lines
|
|
send=atk
|
|
if send>0 then
|
|
if exblock>0 then
|
|
exblock=int(exblock*(1+P.strength*.25))--Badge Buff
|
|
P:showText("+"..exblock,0,53,20,"fly")
|
|
off=off+P:cancel(exblock)
|
|
end
|
|
|
|
send=int(send*(1+P.strength*.25))--Badge Buff
|
|
if send>0 then
|
|
P:showText(send,0,80,35,"zoomout")
|
|
_=P:cancel(send)
|
|
send=send-_
|
|
off=off+_
|
|
if send>0 then
|
|
local T
|
|
if modeEnv.royaleMode then
|
|
if P.atkMode==4 then
|
|
local M=#P.atker
|
|
if M>0 then
|
|
for i=1,M do
|
|
P:attack(P.atker[i],send,CB.color)
|
|
end
|
|
else
|
|
T=randomTarget(P)
|
|
end
|
|
else
|
|
P:freshTarget()
|
|
T=P.atking
|
|
end
|
|
elseif #PLAYERS.alive>1 then
|
|
T=randomTarget(P)
|
|
end
|
|
if T then
|
|
P:attack(T,send,CB.color)
|
|
end
|
|
end
|
|
if P.sound and send>3 then SFX.play("emit",min(send,7)*.1)end
|
|
end
|
|
end
|
|
|
|
--SFX & Vibrate
|
|
if P.sound then
|
|
SFX.play(clearSFX[cc]or"clear_4")
|
|
SFX.play(renSFX[min(cmb,11)])
|
|
if cmb>14 then SFX.play("ren_mega",(cmb-10)*.1)end
|
|
VIB(cc+1)
|
|
end
|
|
else--No lines clear
|
|
cmb=0
|
|
|
|
--Spin bonus
|
|
if dospin then
|
|
P:showText(text.block[CB.name]..text.spin,0,-30,45,"appear")
|
|
P.b2b=P.b2b+20
|
|
if P.sound then
|
|
SFX.play("spin_0")
|
|
VOC.play(spinVoice[CB.name],CHN)
|
|
end
|
|
cscore=30
|
|
end
|
|
|
|
if P.b2b>1000 then
|
|
P.b2b=max(P.b2b-40,1000)
|
|
end
|
|
P:garbageRelease()
|
|
end
|
|
|
|
P.combo=cmb
|
|
|
|
--DropSpeed bonus
|
|
if P._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 P.dropSpeed>60 then
|
|
cscore=cscore*(.9+P.dropSpeed/600)
|
|
end
|
|
|
|
cscore=int(cscore)
|
|
if ENV.score then
|
|
P:showText(cscore,(P.curX+P.sc[2]-5.5)*30,(10-P.curY-P.sc[1])*30+P.fieldBeneath+P.fieldUp,int(8-120/(cscore+20))*5,"score",2)
|
|
end
|
|
|
|
piece.row,piece.dig=cc,gbcc
|
|
piece.score=cscore
|
|
piece.atk,piece.exblock=atk,exblock
|
|
piece.off,piece.send=off,send
|
|
|
|
--Check clearing task
|
|
if cc>0 and P.curMission then
|
|
local t=ENV.mission[P.curMission]
|
|
local success
|
|
if t<5 then
|
|
if piece.row==t and not piece.spin then
|
|
success=true
|
|
end
|
|
elseif t<9 then
|
|
if piece.row==t-4 and piece.spin then
|
|
success=true
|
|
end
|
|
elseif t==9 then
|
|
if piece.pc then
|
|
success=true
|
|
end
|
|
elseif t<90 then
|
|
if piece.row==t%10 and piece.name==int(t/10)and piece.spin then
|
|
success=true
|
|
end
|
|
end
|
|
if success then
|
|
P.curMission=P.curMission+1
|
|
SFX.play("reach")
|
|
if P.curMission>#ENV.mission then
|
|
P.curMission=nil
|
|
P:win("finish")
|
|
end
|
|
elseif ENV.missionKill then
|
|
P:showText(text.missionFailed,0,140,40,"flicker",.5)
|
|
SFX.play("finesseError_long",.6)
|
|
P:lose(true)
|
|
end
|
|
end
|
|
|
|
--Update stat
|
|
STAT.score=STAT.score+cscore
|
|
STAT.piece=STAT.piece+1
|
|
STAT.row=STAT.row+cc
|
|
STAT.maxFinesseCombo=max(STAT.maxFinesseCombo,P.finesseCombo)
|
|
STAT.maxCombo=max(STAT.maxCombo,P.combo)
|
|
if atk>0 then
|
|
STAT.atk=STAT.atk+atk
|
|
if send>0 then
|
|
STAT.send=STAT.send+int(send)
|
|
end
|
|
if off>0 then
|
|
STAT.off=STAT.off+off
|
|
end
|
|
end
|
|
if gbcc>0 then
|
|
STAT.dig=STAT.dig+gbcc
|
|
STAT.digatk=STAT.digatk+atk*gbcc/cc
|
|
end
|
|
local n=CB.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
|
|
|
|
--Drop event
|
|
_=ENV.dropPiece
|
|
if _ then _(P)end
|
|
end
|
|
end
|
|
function Player.loadAI(P,AIdata)--Load AI params
|
|
local ENV=P.gameEnv
|
|
P.AI_mode=AIdata.type
|
|
P.AI_stage=1
|
|
P.AI_keys={}
|
|
P.AI_delay=AIdata.delay or min(int(ENV.drop*.8),AIdata.delta*rnd()*4)
|
|
P.AI_delay0=AIdata.delta
|
|
P.AIdata={
|
|
type=AIdata.type,
|
|
delay=AIdata.delay,
|
|
delta=AIdata.delta,
|
|
|
|
next=AIdata.next,
|
|
hold=AIdata.hold,
|
|
_20G=P._20G,
|
|
bag=AIdata.bag,
|
|
node=AIdata.node,
|
|
}
|
|
if not CC then
|
|
P.AI_mode="9S"
|
|
P.AI_delay0=int(P.AI_delay0*.26)
|
|
end
|
|
if P.AI_mode=="CC"then
|
|
P:setRS("AIRS")
|
|
local opt,wei=CC.getConf()
|
|
CC.fastWeights(wei)
|
|
CC.setHold(opt,P.AIdata.hold)
|
|
CC.set20G(opt,P.AIdata._20G)
|
|
CC.setBag(opt,P.AIdata.bag=="bag")
|
|
CC.setNode(opt,P.AIdata.node)
|
|
P.AI_bot=CC.new(opt,wei)
|
|
CC.free(opt)CC.free(wei)
|
|
for i=1,AIdata.next do
|
|
CC.addNext(P.AI_bot,P.next[i].id)
|
|
end
|
|
end
|
|
end
|
|
--------------------------</Methods>--------------------------
|
|
|
|
--------------------------<Events>--------------------------
|
|
local function gameOver()--Save record
|
|
if GAME.replaying then return end
|
|
FILE.saveData()
|
|
local M=CURMODE
|
|
local R=M.getRank
|
|
if R then
|
|
local P=PLAYERS[1]
|
|
R=R(P)--New rank
|
|
if R then
|
|
local r=RANKS[M.name]--Old rank
|
|
local needSave
|
|
if R>r then
|
|
RANKS[M.name]=R
|
|
needSave=true
|
|
end
|
|
if R>0 then
|
|
GAME.rank=R
|
|
if M.unlock then
|
|
for i=1,#M.unlock do
|
|
local m=M.unlock[i]
|
|
local n=MODES[m].name
|
|
if not RANKS[n]then
|
|
RANKS[n]=MODES[m].score and 0 or 6
|
|
needSave=true
|
|
end
|
|
end
|
|
end
|
|
end
|
|
if needSave then
|
|
FILE.saveUnlock()
|
|
end
|
|
local D=M.score(P)
|
|
local L=M.records
|
|
local p=#L--Rank-1
|
|
if p>0 then
|
|
while M.comp(D,L[p])do--If higher rank
|
|
p=p-1
|
|
if p==0 then break end
|
|
end
|
|
end
|
|
if p<10 then
|
|
if p==0 then
|
|
P:showTextF(text.newRecord,0,-100,100,"beat",.5)
|
|
end
|
|
D.date=os.date("%Y/%m/%d %H:%M")
|
|
ins(L,p+1,D)
|
|
if L[11]then L[11]=nil end
|
|
FILE.saveRecord(M.name,L)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function Player.die(P)--Called both when win/lose!
|
|
P.alive=false
|
|
P.timing=false
|
|
P.control=false
|
|
P.update=PLY.update.dead
|
|
P.waiting=1e99
|
|
P.b2b=0
|
|
P.tasks={}
|
|
for i=1,#P.atkBuffer do
|
|
P.atkBuffer[i].sent=true
|
|
P.atkBuffer[i].time=0
|
|
end
|
|
for i=1,#P.field do
|
|
for j=1,10 do
|
|
P.visTime[i][j]=min(P.visTime[i][j],20)
|
|
end
|
|
end
|
|
end
|
|
function Player.win(P,result)
|
|
if P.result then return end
|
|
P:die()
|
|
P.result="WIN"
|
|
if modeEnv.royaleMode then
|
|
P.modeData.event=1
|
|
P:changeAtk()
|
|
end
|
|
if P.human then
|
|
GAME.result=result or"win"
|
|
SFX.play("win")
|
|
VOC.play("win")
|
|
if modeEnv.royaleMode then
|
|
BGM.play("8-bit happiness")
|
|
end
|
|
end
|
|
if CURMODE.id=="custom_puzzle"then
|
|
P:showTextF(text.win,0,0,90,"beat",.4)
|
|
else
|
|
P:showTextF(text.win,0,0,90,"beat",.5,.2)
|
|
end
|
|
if P.human then
|
|
gameOver()
|
|
TASK.new(TICK.autoPause,{0})
|
|
if MARKING then
|
|
P:showTextF(text.marking,0,-226,25,"appear",.4,.0626)
|
|
end
|
|
end
|
|
P:newTask(TICK.finish)
|
|
end
|
|
function Player.lose(P,force)
|
|
if P.result then return end
|
|
if P.life>0 and not force then
|
|
P.waiting=62
|
|
for _=#P.field,1,-1 do
|
|
FREEROW.discard(P.field[_])
|
|
FREEROW.discard(P.visTime[_])
|
|
P.field[_],P.visTime[_]=nil
|
|
end
|
|
P.garbageBeneath=0
|
|
|
|
if P.AI_mode=="CC"then
|
|
CC.destroy(P.AI_bot)
|
|
P.hd=nil
|
|
P:loadAI(P.AIdata)
|
|
end
|
|
|
|
P.life=P.life-1
|
|
P.fieldBeneath=0
|
|
P.b2b=0
|
|
for i=1,#P.atkBuffer do
|
|
local A=P.atkBuffer[i]
|
|
if not A.sent then
|
|
A.sent=true
|
|
A.time=0
|
|
end
|
|
end
|
|
P.atkBuffer.sum=0
|
|
|
|
for i=1,21 do
|
|
P:createClearingFX(i,1.5)
|
|
end
|
|
sysFX.newShade(.7,1,1,1,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size)
|
|
sysFX.newRectRipple(.5,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size)
|
|
sysFX.newRipple(.5,P.x+(475+25*(P.life<3 and P.life or 0)+12)*P.size,P.y+(665+12)*P.size,20)
|
|
--300+25*i,595
|
|
SFX.play("clear_3")
|
|
SFX.play("emit")
|
|
|
|
return
|
|
end
|
|
P:die()
|
|
for i=1,#PLAYERS.alive do
|
|
if PLAYERS.alive[i]==P then
|
|
rem(PLAYERS.alive,i)
|
|
break
|
|
end
|
|
end
|
|
P.result="K.O."
|
|
if modeEnv.royaleMode then
|
|
P:changeAtk()
|
|
P.modeData.event=#PLAYERS.alive+1
|
|
P.strength=0
|
|
if P.lastRecv then
|
|
local A,i=P,0
|
|
repeat
|
|
A,i=A.lastRecv,i+1
|
|
until not A or A.alive or A==P or i==3
|
|
if A and A.alive then
|
|
if P.id==1 or A.id==1 then
|
|
P.killMark=A.id==1
|
|
end
|
|
A.modeData.point,A.badge=A.modeData.point+1,A.badge+P.badge+1
|
|
for j=A.strength+1,4 do
|
|
if A.badge>=royaleData.powerUp[j]then
|
|
A.strength=j
|
|
A.frameColor=A.strength
|
|
end
|
|
end
|
|
P.lastRecv=A
|
|
if P.id==1 or A.id==1 then
|
|
TASK.new(TICK.throwBadge,{A.ai,P,max(3,P.badge)*4})
|
|
end
|
|
end
|
|
else
|
|
P.badge=-1
|
|
end
|
|
|
|
freshMostBadge()
|
|
freshMostDangerous()
|
|
if #PLAYERS.alive==royaleData.stage[GAME.stage]then
|
|
royaleLevelup()
|
|
end
|
|
P:showTextF(P.modeData.event,0,120,60,"appear",.26,.9)
|
|
end
|
|
P.gameEnv.keepVisible=P.gameEnv.visible~="show"
|
|
P:showTextF(text.gameover,0,0,60,"appear",.26,.9)
|
|
if P.human then
|
|
GAME.result="gameover"
|
|
SFX.play("fail")
|
|
VOC.play("lose")
|
|
if modeEnv.royaleMode then
|
|
if P.modeData.event==2 then
|
|
BGM.play("hay what kind of feeling")
|
|
else
|
|
BGM.play("end")
|
|
end
|
|
end
|
|
gameOver()
|
|
P:newTask(#PLAYERS>1 and TICK.lose or TICK.finish)
|
|
TASK.new(TICK.autoPause,{0})
|
|
if MARKING then
|
|
P:showTextF(text.marking,0,-226,25,"appear",.4,.0626)
|
|
end
|
|
else
|
|
P:newTask(TICK.lose)
|
|
end
|
|
if #PLAYERS.alive==1 then
|
|
PLAYERS.alive[1]:win()
|
|
end
|
|
end
|
|
--------------------------<\Events>--------------------------
|
|
|
|
--------------------------<Actions>--------------------------
|
|
function Player.act_moveLeft(P,auto)
|
|
if not auto then
|
|
P.ctrlCount=P.ctrlCount+1
|
|
end
|
|
P.movDir=-1
|
|
if P.keyPressing[9]then
|
|
if P.gameEnv.swap then
|
|
P:changeAtkMode(1)
|
|
P.keyPressing[1]=false
|
|
end
|
|
elseif P.control and P.waiting==-1 then
|
|
if P.cur and not P:ifoverlap(P.cur.bk,P.curX-1,P.curY)then
|
|
if P.gameEnv.moveFX and P.gameEnv.block then
|
|
P:createMoveFX("left")
|
|
end
|
|
P.curX=P.curX-1
|
|
P:freshBlock(false,true)
|
|
if P.sound and P.curY==P.imgY then SFX.play("move")end
|
|
if not auto then P.moving=0 end
|
|
P.spinLast=false
|
|
else
|
|
P.moving=P.gameEnv.das
|
|
end
|
|
else
|
|
P.moving=0
|
|
end
|
|
end
|
|
function Player.act_moveRight(P,auto)
|
|
if not auto then
|
|
P.ctrlCount=P.ctrlCount+1
|
|
end
|
|
P.movDir=1
|
|
if P.keyPressing[9]then
|
|
if P.gameEnv.swap then
|
|
P:changeAtkMode(2)
|
|
P.keyPressing[2]=false
|
|
end
|
|
elseif P.control and P.waiting==-1 then
|
|
if P.cur and not P:ifoverlap(P.cur.bk,P.curX+1,P.curY)then
|
|
if P.gameEnv.moveFX and P.gameEnv.block then
|
|
P:createMoveFX("right")
|
|
end
|
|
P.curX=P.curX+1
|
|
P:freshBlock(false,true)
|
|
if P.sound and P.curY==P.imgY then SFX.play("move")end
|
|
if not auto then P.moving=0 end
|
|
P.spinLast=false
|
|
else
|
|
P.moving=P.gameEnv.das
|
|
end
|
|
else
|
|
P.moving=0
|
|
end
|
|
end
|
|
function Player.act_rotRight(P)
|
|
if P.control and P.waiting==-1 and P.cur then
|
|
P.ctrlCount=P.ctrlCount+1
|
|
P:spin(1)
|
|
P.keyPressing[3]=false
|
|
end
|
|
end
|
|
function Player.act_rotLeft(P)
|
|
if P.control and P.waiting==-1 and P.cur then
|
|
P.ctrlCount=P.ctrlCount+1
|
|
P:spin(3)
|
|
P.keyPressing[4]=false
|
|
end
|
|
end
|
|
function Player.act_rot180(P)
|
|
if P.control and P.waiting==-1 and P.cur then
|
|
P.ctrlCount=P.ctrlCount+2
|
|
P:spin(2)
|
|
P.keyPressing[5]=false
|
|
end
|
|
end
|
|
function Player.act_hardDrop(P)
|
|
if P.keyPressing[9]then
|
|
if P.gameEnv.swap then
|
|
P:changeAtkMode(3)
|
|
end
|
|
P.keyPressing[6]=false
|
|
elseif P.control and P.waiting==-1 and P.cur then
|
|
if P.curY>P.imgY then
|
|
if P.gameEnv.dropFX and P.gameEnv.block and P.curY-P.imgY-P.r>-1 then
|
|
P:createDropFX(P.curX,P.curY-1,P.c,P.curY-P.imgY-P.r+1)
|
|
end
|
|
P.curY=P.imgY
|
|
P.spinLast=false
|
|
if P.gameEnv.shakeFX then
|
|
P.fieldOff.vy=P.gameEnv.shakeFX*.6
|
|
end
|
|
if P.sound then
|
|
SFX.fieldPlay("drop",nil,P)
|
|
VIB(1)
|
|
end
|
|
end
|
|
P.lockDelay=-1
|
|
P:drop()
|
|
P.keyPressing[6]=false
|
|
end
|
|
end
|
|
function Player.act_softDrop(P)
|
|
if P.keyPressing[9]then
|
|
if P.gameEnv.swap then
|
|
P:changeAtkMode(4)
|
|
end
|
|
else
|
|
P.downing=1
|
|
if P.control and P.waiting==-1 and P.cur then
|
|
if P.curY>P.imgY then
|
|
P.curY=P.curY-1
|
|
P:freshBlock(true,true)
|
|
P.spinLast=false
|
|
end
|
|
end
|
|
end
|
|
end
|
|
function Player.act_hold(P)
|
|
if P.control and P.waiting==-1 then
|
|
P:hold()
|
|
end
|
|
end
|
|
function Player.act_func(P)
|
|
P.gameEnv.Fkey(P)
|
|
end
|
|
function Player.act_restart()
|
|
if GAME.frame<240 or GAME.result then
|
|
resetPartGameData()
|
|
else
|
|
LOG.print(text.holdR,20,COLOR.orange)
|
|
end
|
|
end
|
|
function Player.act_insLeft(P,auto)
|
|
if not P.cur then return end
|
|
local x0=P.curX
|
|
while not P:ifoverlap(P.cur.bk,P.curX-1,P.curY)do
|
|
if P.gameEnv.moveFX and P.gameEnv.block then
|
|
P:createMoveFX("left")
|
|
end
|
|
P.curX=P.curX-1
|
|
P:freshBlock(false,true)
|
|
end
|
|
if P.curX~=x0 then
|
|
P.spinLast=false
|
|
end
|
|
if P.gameEnv.shakeFX then
|
|
P.fieldOff.vx=-P.gameEnv.shakeFX*.5
|
|
end
|
|
if auto then
|
|
if P.ctrlCount==0 then P.ctrlCount=1 end
|
|
else
|
|
P.ctrlCount=P.ctrlCount+1
|
|
end
|
|
end
|
|
function Player.act_insRight(P,auto)
|
|
if not P.cur then return end
|
|
local x0=P.curX
|
|
while not P:ifoverlap(P.cur.bk,P.curX+1,P.curY)do
|
|
if P.gameEnv.moveFX and P.gameEnv.block then
|
|
P:createMoveFX("right")
|
|
end
|
|
P.curX=P.curX+1
|
|
P:freshBlock(false,true)
|
|
end
|
|
if P.curX~=x0 then
|
|
P.spinLast=false
|
|
end
|
|
if P.gameEnv.shakeFX then
|
|
P.fieldOff.vx=P.gameEnv.shakeFX*.5
|
|
end
|
|
if auto then
|
|
if P.ctrlCount==0 then P.ctrlCount=1 end
|
|
else
|
|
P.ctrlCount=P.ctrlCount+1
|
|
end
|
|
end
|
|
function Player.act_insDown(P)
|
|
if P.cur and P.curY>P.imgY then
|
|
if P.gameEnv.dropFX and P.gameEnv.block and P.curY-P.imgY-P.r>-1 then
|
|
P:createDropFX(P.curX,P.curY-1,P.c,P.curY-P.imgY-P.r+1)
|
|
end
|
|
if P.gameEnv.shakeFX then
|
|
P.fieldOff.vy=P.gameEnv.shakeFX*.5
|
|
end
|
|
P.curY=P.imgY
|
|
P.lockDelay=P.gameEnv.lock
|
|
P.spinLast=false
|
|
P:freshBlock(true,true)
|
|
end
|
|
end
|
|
function Player.act_down1(P)
|
|
if P.cur and P.curY>P.imgY then
|
|
if P.gameEnv.moveFX and P.gameEnv.block then
|
|
P:createMoveFX("down")
|
|
end
|
|
P.curY=P.curY-1
|
|
P:freshBlock(true,true)
|
|
P.spinLast=false
|
|
end
|
|
end
|
|
function Player.act_down4(P)
|
|
if P.cur and P.curY>P.imgY then
|
|
local y=max(P.curY-4,P.imgY)
|
|
if P.gameEnv.dropFX and P.gameEnv.block and P.curY-y-P.r>-1 then
|
|
P:createDropFX(P.curX,P.curY-1,P.c,P.curY-y-P.r+1)
|
|
end
|
|
P.curY=y
|
|
P:freshBlock(true,true)
|
|
P.spinLast=false
|
|
end
|
|
end
|
|
function Player.act_down10(P)
|
|
if P.cur and P.curY>P.imgY then
|
|
local y=max(P.curY-10,P.imgY)
|
|
if P.gameEnv.dropFX and P.gameEnv.block and P.curY-y-P.r>-1 then
|
|
P:createDropFX(P.curX,P.curY-1,P.c,P.curY-y-P.r+1)
|
|
end
|
|
P.curY=y
|
|
P:freshBlock(true,true)
|
|
P.spinLast=false
|
|
end
|
|
end
|
|
function Player.act_dropLeft(P)
|
|
if not P.cur then return end
|
|
P:act_insLeft()
|
|
P:act_hardDrop()
|
|
end
|
|
function Player.act_dropRight(P)
|
|
if not P.cur then return end
|
|
P:act_insRight()
|
|
P:act_hardDrop()
|
|
end
|
|
function Player.act_zangiLeft(P)
|
|
if not P.cur then return end
|
|
P:act_insLeft()
|
|
P:act_insDown()
|
|
P:act_insRight()
|
|
P:act_hardDrop()
|
|
end
|
|
function Player.act_zangiRight(P)
|
|
if not P.cur then return end
|
|
P:act_insRight()
|
|
P:act_insDown()
|
|
P:act_insLeft()
|
|
P:act_hardDrop()
|
|
end
|
|
Player.actList={
|
|
Player.act_moveLeft, --1
|
|
Player.act_moveRight, --2
|
|
Player.act_rotRight, --3
|
|
Player.act_rotLeft, --4
|
|
Player.act_rot180, --5
|
|
Player.act_hardDrop, --6
|
|
Player.act_softDrop, --7
|
|
Player.act_hold, --8
|
|
Player.act_func, --9
|
|
Player.act_restart, --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
|
|
}
|
|
--------------------------</Actions>--------------------------
|
|
return Player |