Files
Techmino/parts/player/player.lua
2023-06-15 01:18:37 +08:00

2947 lines
86 KiB
Lua

-------------------------------------------------
-- Var P in other files represent Player object!--
-------------------------------------------------
local Player={}-- Player class
local int,ceil,rnd=math.floor,math.ceil,math.random
local max,min,abs,modf=math.max,math.min,math.abs,math.modf
local assert,ins,rem=assert,table.insert,table.remove
local resume,yield,status=coroutine.resume,coroutine.yield,coroutine.status
local approach=MATH.expApproach
local SFX,BGM,VOC,VIB,SYSFX=SFX,BGM,VOC,VIB,SYSFX
local LINE,TABLE,TEXT,TASK=LINE,TABLE,TEXT,TASK
local PLAYERS,PLY_ALIVE,GAME=PLAYERS,PLY_ALIVE,GAME
local SETTING=SETTING
--------------------------<FX>--------------------------
function Player:_showText(text,dx,dy,font,style,spd,stop)
ins(self.bonus,TEXT.getText(text,150+dx,300+dy,font,style,spd,stop))
end
function Player:_createLockFX(x,y,t)-- Not used
ins(self.lockFX,{x,y,0,t})
end
function Player:_createDropFX(x,y,w,h)-- Not used
ins(self.dropFX,{x,y,w,h})
end
function Player:_createMoveFX(color,x,y,spd)-- Not used
ins(self.moveFX,{color,x,y,0,spd})
end
function Player:_createClearingFX(y,spd)-- Not used
ins(self.clearFX,{y,0,spd})
end
function Player:_rotateField(dir)
if self.gameEnv.shakeFX then
if dir==1 or dir==3 then
self.swingOffset.va=self.swingOffset.va+(2-dir)*6e-3
else
self.swingOffset.va=self.swingOffset.va+self:getCenterX()*3e-3
end
end
end
function Player:shakeField(strength)-- Range: 1~10
if self.gameEnv.shakeFX then
self.shakeTimer=max(self.shakeTimer,3*self.gameEnv.shakeFX+int(4*min(max(strength,1),10)))
end
end
function Player:checkTouchSound()
if self.sound and self.curY==self.ghoY then
SFX.play('touch')
end
end
function Player:showText(text,dx,dy,font,style,spd,stop)
if self.gameEnv.text then
ins(self.bonus,TEXT.getText(text,150+dx,300+dy,font,style,spd,stop))
end
end
function Player:popScore(score)
if self.gameEnv.score then
self:_showText(
score,
self:getCenterX()*30,
(10-self:getCenterY())*30+self.fieldBeneath+self.fieldUp,
40-600/(score+20),
'score',2
)
end
end
function Player:stageComplete(stage)
self:_showText(text.stage:repD(stage),0,-120,60,'fly',1.26)
end
function Player:createLockFX()
if self.gameEnv.lockFX then
local CB=self.cur.bk
local t=12-self.gameEnv.lockFX*2
for i=1,#CB do
local y=self.curY+i-1
local L=self.clearedRow
local skip
for j=1,#L do
if L[j]==y then skip=true break end-- goto CONTINUE_skip
end
if not skip then
y=-30*y
for j=1,#CB[1] do
if CB[i][j] then
ins(self.lockFX,{30*(self.curX+j-2),y,0,t})
end
end
end
-- ::CONTINUE_skip::
end
end
end
function Player:clearLockFX()
for i=1,#self.lockFX do
self.lockFX[i]=nil
end
end
function Player:createDropFX()
if self.gameEnv.dropFX and self.gameEnv.block then
local CB=self.cur.bk
if self.curY-self.ghoY+1>#CB then
ins(self.dropFX,{self.curX,self.curY-1,#CB[1],self.curY-self.ghoY-#CB+1,0,13-2*self.gameEnv.dropFX})
end
end
end
function Player:createMoveFX(moveDir)
local ENV=self.gameEnv
if ENV.moveFX and ENV.block then
local spd=10-1.5*ENV.moveFX
local C=self.cur.color
local CB=self.cur.bk
local x=self.curX-1
local y=ENV.smooth and self.curY+self.dropDelay/ENV.drop-2 or self.curY-1
local L=self.moveFX
if moveDir=='left' then
for i=1,#CB do
for j=#CB[1],1,-1 do
if CB[i][j] then
ins(L,{C,x+j,y+i,0,spd})
break
end
end
end
elseif moveDir=='right' then
for i=1,#CB do
for j=1,#CB[1] do
if CB[i][j] then
ins(L,{C,x+j,y+i,0,spd})
break
end
end
end
elseif moveDir=='down' then
for j=1,#CB[1] do
for i=#CB,1,-1 do
if CB[i][j] then
ins(L,{C,x+j,y+i,0,spd})
break
end
end
end
else
for i=1,#CB do
for j=1,#CB[1] do
if CB[i][j] then
ins(L,{C,x+j,y+i,0,spd})
end
end
end
end
end
end
function Player:createClearingFX(y)
if self.gameEnv.clearFX then
ins(self.clearFX,{y,0,7-self.gameEnv.clearFX})
end
end
function Player:createSplashFX(h)
if self.gameEnv.splashFX then
local L=self.field[h]
local size=self.size
local y=self.fieldY+size*(self.swingOffset.y+self.fieldBeneath+self.fieldUp+615)-30*h*size
for x=1,10 do
local c=L[x]
if c>0 then
SYSFX.newCell(
2.5-self.gameEnv.splashFX*.4,
self.skinLib[c],
size,
self.fieldX+(30*x-15)*size,y,
rnd()*5-2.5,rnd()*-1,
0,.6
)
end
end
end
end
function Player:createBeam(R,send)
if self.gameEnv.atkFX and self.cur then
local C=self.cur
local power=self.gameEnv.atkFX
local x1,y1,x2,y2
if self.miniMode then
x1,y1=self.centerX,self.centerY
else
local sc=C.RS.centerPos[C.id][C.dir]
x1=self.x+(30*(self.curX+sc[2])-30+15+150)*self.size
y1=self.y+(600-30*(self.curY+sc[1])+15+self.fieldUp+self.fieldBeneath)*self.size
end
if R.miniMode then x2,y2=R.centerX,R.centerY
else x2,y2=R.x+308*R.size,R.y+450*R.size
end
local c=BLOCK_COLORS[C.color]
local r,g,b=c[1]*2,c[2]*2,c[3]*2
local a=(power+2)*.0626
if self.type~='human' and R.type~='human' then a=a*.2 end
SYSFX.newAttack(1-power*.1,x1,y1,x2,y2,int(send^.7*(4+power)),r,g,b,a)
end
end
--------------------------</FX>--------------------------
--------------------------<Action>--------------------------
function Player:_deepDrop()
local CB=self.cur.bk
local y=self.curY-1
while self:ifoverlap(CB,self.curX,y) and y>0 do
y=y-1
end
if y>0 then
self.ghoY=y
self:createDropFX()
self.curY=y
self:freshBlock('move')
SFX.play('swipe')
end
end
function Player:act_moveLeft(auto)
self.movDir=-1
if not self.control then return end
if not auto then
self.ctrlCount=self.ctrlCount+1
end
if self.cur then
if self.cur and not self:ifoverlap(self.cur.bk,self.curX-1,self.curY) then
self:createMoveFX('left')
self.curX=self.curX-1
self:freshBlock('move')
if not auto then
self.moving=0
end
self.spinLast=false
else
self.moving=self.gameEnv.das
end
else
self.moving=0
end
end
function Player:act_moveRight(auto)
self.movDir=1
if not self.control then return end
if not auto then
self.ctrlCount=self.ctrlCount+1
end
if self.cur then
if self.cur and not self:ifoverlap(self.cur.bk,self.curX+1,self.curY) then
self:createMoveFX('right')
self.curX=self.curX+1
self:freshBlock('move')
if not auto then
self.moving=0
end
self.spinLast=false
else
self.moving=self.gameEnv.das
end
else
self.moving=0
end
end
function Player:act_rotRight()
if not self.control then return end
if self.cur then
self.ctrlCount=self.ctrlCount+1
self:spin(1)
self.keyPressing[3]=false
end
end
function Player:act_rotLeft()
if not self.control then return end
if self.cur then
self.ctrlCount=self.ctrlCount+1
self:spin(3)
self.keyPressing[4]=false
end
end
function Player:act_rot180()
if not self.control then return end
if self.cur then
self.ctrlCount=self.ctrlCount+2
self:spin(2)
self.keyPressing[5]=false
end
end
function Player:act_hardDrop()
if not self.control then return end
local ENV=self.gameEnv
if self.cur then
if self.lastPiece.autoLock and self.frameRun-self.lastPiece.frame<ENV.dropcut then
SFX.play('drop_cancel',.3)
else
if self.curY>self.ghoY then
self:createDropFX()
self.curY=self.ghoY
self.spinLast=false
if self.sound then
SFX.play('drop',nil,self:getCenterX()*.15)
if SETTING.vib>0 then VIB(SETTING.vib+1) end
end
end
if ENV.shakeFX then
self.swingOffset.vy=.6
self.swingOffset.va=self.swingOffset.va+self:getCenterX()*6e-4
end
self.lockDelay=-1
self.keyPressing[6]=false
self:drop()
end
end
end
function Player:act_softDrop()
if not self.control then return end
self.downing=0
if self.cur then
if self.curY>self.ghoY then
if self.gameEnv.sddas==0 then
if self.gameEnv.sdarr==0 then
self:act_insDown()
else
self:act_down1()
self:act_down1()
end
else
self:act_down1()
end
self:checkTouchSound()
elseif self.gameEnv.deepDrop then
self:_deepDrop()
end
end
end
function Player:act_hold()
if not self.control then return end
if self.cur then
if self:hold() then
self.keyPressing[8]=false
end
end
end
function Player:act_func1()
if not self.control then return end
self.gameEnv.fkey1(self)
end
function Player:act_func2()
if not self.control then return end
self.gameEnv.fkey2(self)
end
function Player:act_insLeft(auto)
if not self.control then return end
if not self.cur then
return
end
local x0=self.curX
while not self:ifoverlap(self.cur.bk,self.curX-1,self.curY) do
self:createMoveFX('left')
self.curX=self.curX-1
self:freshBlock('move',true)
end
if self.curX~=x0 then
self.spinLast=false
self:checkTouchSound()
end
if self.gameEnv.shakeFX then
self.swingOffset.vx=-1.5
end
if auto then
if self.ctrlCount==0 then
self.ctrlCount=1
end
else
self.ctrlCount=self.ctrlCount+1
end
end
function Player:act_insRight(auto)
if not self.control then return end
if not self.cur then
return
end
local x0=self.curX
while not self:ifoverlap(self.cur.bk,self.curX+1,self.curY) do
self:createMoveFX('right')
self.curX=self.curX+1
self:freshBlock('move',true)
end
if self.curX~=x0 then
self.spinLast=false
self:checkTouchSound()
end
if self.gameEnv.shakeFX then
self.swingOffset.vx=1.5
end
if auto then
if self.ctrlCount==0 then
self.ctrlCount=1
end
else
self.ctrlCount=self.ctrlCount+1
end
end
function Player:act_insDown()
if not self.control then return end
if self.cur and self.curY>self.ghoY then
local ENV=self.gameEnv
self:createDropFX()
if ENV.shakeFX then
self.swingOffset.vy=.5
end
self.curY=self.ghoY
self.lockDelay=ENV.lock
self.spinLast=false
self:freshBlock('fresh')
self:checkTouchSound()
end
end
function Player:act_down1()
if not self.control then return end
if self.cur then
if self.curY>self.ghoY then
self:createMoveFX('down')
self.curY=self.curY-1
self:freshBlock('fresh')
self.spinLast=false
elseif self.gameEnv.deepDrop then
self:_deepDrop()
end
end
end
function Player:act_down4()
if not self.control then return end
if self.cur then
if self.curY>self.ghoY then
local ghoY0=self.ghoY
self.ghoY=max(self.curY-4,self.ghoY)
self:createDropFX()
self.curY,self.ghoY=self.ghoY,ghoY0
self:freshBlock('fresh')
self.spinLast=false
elseif self.gameEnv.deepDrop then
self:_deepDrop()
end
end
end
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
self.ghoY=max(self.curY-0,self.ghoY)
self:createDropFX()
self.curY,self.ghoY=self.ghoY,ghoY0
self:freshBlock('fresh')
self.spinLast=false
elseif self.gameEnv.deepDrop then
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:popNext()
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
table.remove(PLAYERS,TABLE.find(PLAYERS,self))
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: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:freshBlock('push')
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:freshBlock('push')
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,fromStream)
if GAME.net then
if self.type=='human' then-- Local player attack others
ins(GAME.rep,self.frameRun)
ins(GAME.rep,
R.sid+
send*0x100+
time*0x10000+
line*0x100000000+
0x2000000000000
)
self:createBeam(R,send)
end
if fromStream and R.type=='human' then-- Local player receiving lines
ins(GAME.rep,R.frameRun)
ins(GAME.rep,
self.sid+
send*0x100+
time*0x10000+
line*0x100000000+
0x1000000000000
)
R:receive(self,send,time,line)
end
else
R:receive(self,send,time,line)
self:createBeam(R,send)
end
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(int(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:freshBlock(mode,ifTele)-- string mode: push/move/fresh/newBlock
local ENV=self.gameEnv
-- Fresh ghost
if (mode=='move' or mode=='newBlock' or mode=='push') and self.cur then
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=.5
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
-- Fresh delays
if mode=='move' or mode=='newBlock' or mode=='fresh' then
local d0,l0=ENV.drop,ENV.lock
local C=self.cur
local sc=C.RS.centerPos[C.id][C.dir]
if ENV.easyFresh then
if self.lockDelay<l0 and self.freshTime>0 then
if mode~='newBlock' then
self.freshTime=self.freshTime-1
end
self.lockDelay=l0
self.dropDelay=d0
end
if self.curY+sc[1]<self.minY then
self.minY=self.curY+sc[1]
self.dropDelay=d0
self.lockDelay=l0
end
else
if self.curY+sc[1]<self.minY then
self.minY=self.curY+sc[1]
if self.lockDelay<l0 and self.freshTime>0 then
self.freshTime=self.freshTime-1
self.dropDelay=d0
self.lockDelay=l0
end
end
end
end
-- Play sound if touch ground
if mode=='move' and not ifTele then
self:checkTouchSound()
end
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==int(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=int(6-#C.bk[1]*.5)
local y=int(self.gameEnv.fieldH+1-modf(sc[1]))+ceil(self.fieldBeneath/30)
self.curY=y
self.minY=y+sc[1]
local pressing=self.keyPressing
-- IMS
if self.gameEnv.ims and (pressing[1] and self.movDir==-1 or pressing[2] and self.movDir==1) and self.moving>=self.gameEnv.das then
local x=self.curX+self.movDir
if not self:ifoverlap(C.bk,x,y) then
self.curX=x
end
end
-- IRS
if self.gameEnv.irs then
if pressing[5] then
self:spin(2,true)
elseif pressing[3] then
if pressing[4] then
self:spin(2,true)
else
self:spin(1,true)
end
elseif pressing[4] then
self:spin(3,true)
end
pressing[3],pressing[4],pressing[5]=false,false,false
end
-- DAS cut
if self.gameEnv.dascut>0 then
self.moving=self.moving-(self.moving>0 and 1 or -1)*self.gameEnv.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:getNextSpawn()
local cur = self.nextQueue[1]
return int(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:freshBlock('move')
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:freshBlock('move')
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 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:freshBlock('move')
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:hold_norm(ifpre)
local ENV=self.gameEnv
if #self.holdQueue<ENV.holdCount and self.nextQueue[1] then-- Skip
local C=self.cur
ins(self.holdQueue,self:getBlock(C.id,C.name,C.color))
local t=self.holdTime
self:popNext(true)
self.holdTime=t
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.curX,self.curY
x=x+(#C.bk[1]-#H.bk[1])*.5
y=y+(#C.bk-#H.bk)*.5
local iki=phyHoldKickX[x==int(x)]
local success
for Y=int(y),ceil(y+.5) do
for i=1,#iki do
local X=x+iki[i]
if not self:ifoverlap(H.bk,X,Y) then
x,y=X,Y
success=true
break
end
end
if success then break end
end
if not success then -- All test failed, interrupt with sound
SFX.play('drop_cancel')
return
end
self.spinLast=false
local hb=self:getBlock(C.id)
hb.name=C.name
hb.color=C.color
ins(self.holdQueue,hb)
self.cur=rem(self.holdQueue,1)
self.curX,self.curY=x,y
else-- Normal hold
self.spinLast=false
if C then
local hb=self:getBlock(C.id)
hb.color=C.color
hb.name=C.name
ins(self.holdQueue,hb)
end
self.cur=rem(self.holdQueue,1)
self:resetBlock()
end
self:freshBlock('move')
self.dropDelay=ENV.drop
self.lockDelay=ENV.lock
self:_checkSuffocate()
end
self.freshTime=int(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.curX,self.curY
x=x+(#C.bk[1]-#H.bk[1])*.5
y=y+(#C.bk-#H.bk)*.5
local iki=phyHoldKickX[x==int(x)]
local success
for Y=int(y),ceil(y+.5) do
for i=1,#iki do
local X=x+iki[i]
if not self:ifoverlap(H.bk,X,Y) then
x,y=X,Y
success=true
break
end
end
if success then break end
end
if not success then -- All test failed, interrupt with sound
SFX.play('finesseError')
return
end
self.spinLast=false
local hb=self:getBlock(C.id)
hb.name=C.name
hb.color=C.color
self.cur,self.nextQueue[hid]=self.nextQueue[hid],hb
self.curX,self.curY=x,y
else-- Normal hold
self.spinLast=false
local hb=self:getBlock(C.id)
hb.color=C.color
hb.name=C.name
self.cur,self.nextQueue[hid]=self.nextQueue[hid],hb
self:resetBlock()
end
self:freshBlock('move')
self.dropDelay=ENV.drop
self.lockDelay=ENV.lock
self:_checkSuffocate()
end
self.freshTime=int(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)
end
return true
end
end
function Player:getBlock(id,name,color)-- 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],
}
end
function Player:getNext(id)-- Push a block to nextQueue
ins(self.nextQueue,self:getBlock(id))
if self.bot then
self.bot:pushNewNext(id)
end
end
function Player:popNext(ifhold)-- Pop nextQueue to hand
local ENV=self.gameEnv
if not ifhold then
self.holdTime=min(self.holdTime+1,ENV.holdCount)
end
self.spinLast=false
self.ctrlCount=0
if self.nextQueue[1] then
self.cur=rem(self.nextQueue,1)
self.newNext()
self.pieceCount=self.pieceCount+1
local pressing=self.keyPressing
-- IHS
if not ifhold and pressing[8] and ENV.ihs and self.holdTime>0 then
self:hold(true)
pressing[8]=false
else
self:resetBlock()
end
self.dropDelay=ENV.drop
self.lockDelay=ENV.lock
self.freshTime=ENV.freshLimit
if self.cur then
self:_checkSuffocate()
self:freshBlock('newBlock')
end
-- IHdS
if pressing[6] and not ifhold then
self:act_hardDrop()
pressing[6]=false
end
elseif self.holdQueue[1] then-- Force using hold
self:hold(true,true)
else-- Next queue is empty, force lose
self:lose(true)
end
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({-- B2Bmul:1.3/1.8
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(self,k) self[k]=20000 return 20000 end})
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
}-- B2B*=1.2; B3B*=2.0; Mini*=.6
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+int(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=int(atk*(1+self.strength*.25))-- Badge Buff
send=atk
if exblock>0 then
exblock=int(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=int(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 and self.nextQueue[1] then
local B=self.nextQueue[1]
if self:ifoverlap(B.bk,int(6-#B.bk[1]*.5),int(ENV.fieldH+1-modf(B.RS.centerPos[B.id][B.dir][1]))+ceil(self.fieldBeneath/30)) then
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+int(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:popNext()
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
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_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
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:popNext()
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
-- 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:popNext()
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:freshBlock('fresh')
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 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>0x2000000000000 then-- Sending lines
local sid=event%0x100
local amount=int(event/0x100)%0x100
local time=int(event/0x10000)%0x10000
local line=int(event/0x100000000)%0x10000
for _,p in next,PLY_ALIVE do
if p.sid==sid then
P.netAtk=P.netAtk+amount
if P.netAtk~=P.stat.send then-- He cheated or just desynchronized to death
MES.new('warn',"#"..P.uid.." desynchronized")
NET.player_finish({reason='desync'})
P:lose(true)
return
end
P:attack(p,amount,time,line,true)
P:createBeam(p,amount)
break
end
end
elseif event>0x1000000000000 then-- Receiving lines
local sid=event%0x100
for _,p in next,PLY_ALIVE do
if p.sid==sid then
P:receive(
p,
int(event/0x100)%0x100,-- amount
int(event/0x10000)%0x10000,-- time
int(event/0x100000000)%0x10000-- line
)
break
end
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 frameDelta-- Time between now and end of stream
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
frameDelta=(self.stream[#self.stream-1] or 0)-self.frameRun
if frameDelta==0 then frameDelta=nil end
else
frameDelta=0
end
if frameDelta then
for _=1,
self.loseTimer and min(frameDelta,
self.loseTimer>16 and 2 or
self.loseTimer>6.2 and 12 or
self.loseTimer>2.6 and 260 or
2600
) or
frameDelta<26 and 1 or
frameDelta<50 and 2 or
frameDelta<80 and 3 or
frameDelta<120 and 5 or
frameDelta<160 and 7 or
frameDelta<200 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:freshBlock('push')
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: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