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Techmino/parts/gametoolfunc.lua

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local gc=love.graphics
local gc_push,gc_pop=gc.push,gc.pop
local gc_origin,gc_replaceTransform=gc.origin,gc.replaceTransform
local gc_setLineWidth,gc_setColor=gc.setLineWidth,gc.setColor
local gc_setShader=gc.setShader
local gc_draw,gc_rectangle,gc_line,gc_printf=gc.draw,gc.rectangle,gc.line,gc.printf
local ins,rem=table.insert,table.remove
local SETTING,GAME,SCR=SETTING,GAME,SCR
--System
function switchFullscreen()
SETTING.fullscreen=not SETTING.fullscreen
love.window.setFullscreen(SETTING.fullscreen)
love.resize(gc.getWidth(),gc.getHeight())
end
--Royale mode
function randomTarget(P)--Return a random opponent for P
local rnd=math.random
if #PLY_ALIVE>1 then
local R
repeat
R=PLY_ALIVE[rnd(#PLY_ALIVE)]
until R~=P
return R
end
end
function freshMostDangerous()
GAME.mostDangerous,GAME.secDangerous=false,false
local m,m2=0,0
for i=1,#PLY_ALIVE do
local h=#PLY_ALIVE[i].field
if h>=m then
GAME.mostDangerous,GAME.secDangerous=PLY_ALIVE[i],GAME.mostDangerous
m,m2=h,m
elseif h>=m2 then
GAME.secDangerous=PLY_ALIVE[i]
m2=h
end
end
for i=1,#PLY_ALIVE do
if PLY_ALIVE[i].atkMode==3 then
PLY_ALIVE[i]:freshTarget()
end
end
end
function freshMostBadge()
GAME.mostBadge,GAME.secBadge=false,false
local m,m2=0,0
for i=1,#PLY_ALIVE do
local P=PLY_ALIVE[i]
local b=P.badge
if b>=m then
GAME.mostBadge,GAME.secBadge=P,GAME.mostBadge
m,m2=b,m
elseif b>=m2 then
GAME.secBadge=P
m2=b
end
end
for i=1,#PLY_ALIVE do
if PLY_ALIVE[i].atkMode==4 then
PLY_ALIVE[i]:freshTarget()
end
end
end
function royaleLevelup()
GAME.stage=GAME.stage+1
local spd
TEXT.show(text.royale_remain:gsub("$1",#PLY_ALIVE),640,200,40,'beat',.3)
if GAME.stage==2 then
spd=30
elseif GAME.stage==3 then
spd=15
for _,P in next,PLY_ALIVE do
P.gameEnv.garbageSpeed=.6
end
if PLAYERS[1].alive then BGM.play('cruelty')end
elseif GAME.stage==4 then
spd=10
for _,P in next,PLY_ALIVE do
P.gameEnv.pushSpeed=3
end
elseif GAME.stage==5 then
spd=5
for _,P in next,PLY_ALIVE do
P.gameEnv.garbageSpeed=1
end
elseif GAME.stage==6 then
spd=3
if PLAYERS[1].alive then BGM.play('final')end
end
for _,P in next,PLY_ALIVE do
P.gameEnv.drop=spd
end
if GAME.curMode.name:find("_u")then
local int=math.floor
for i=1,#PLY_ALIVE do
local P=PLY_ALIVE[i]
P.gameEnv.drop=int(P.gameEnv.drop*.3)
if P.gameEnv.drop==0 then
P.curY=P.ghoY
P:set20G(true)
end
end
end
end
--Game
function generateLine(hole)
return 1023-2^(hole-1)
end
function freshDate(mode)
if not mode then mode=""end
local date=os.date("%Y/%m/%d")
if STAT.date~=date then
STAT.date=date
STAT.todayTime=0
if not mode:find'q'then
MES.new('info',text.newDay)
end
return true
end
end
function legalGameTime()--Check if today's playtime is legal
if
(SETTING.lang==1 or SETTING.lang==2 or SETTING.lang==7)and
RANKS.sprint_10l<4 and
(not RANKS.sprint_40l or RANKS.sprint_40l<3)
then
if STAT.todayTime<14400 then
return true
elseif STAT.todayTime<21600 then
MES.new('warn',text.playedLong)
return true
else
MES.new('error',text.playedTooMuch)
return false
end
end
return true
end
function mergeStat(stat,delta)--Merge delta stat. to global stat.
for k,v in next,delta do
if type(v)=='table'then
if type(stat[k])=='table'then
mergeStat(stat[k],v)
end
else
if stat[k]then
stat[k]=stat[k]+v
end
end
end
end
function scoreValid()--Check if any unranked mods are activated
for _,M in next,GAME.mod do
if M.unranked then
return false
end
end
return true
end
function destroyPlayers()--Destroy all player objects, restore freerows and free CCs
for i=#PLAYERS,1,-1 do
local P=PLAYERS[i]
if P.canvas then P.canvas:release()end
while P.field[1]do
FREEROW.discard(rem(P.field))
FREEROW.discard(rem(P.visTime))
end
if P.AI_mode=='CC'then
CC.free(P.bot_opt)
CC.free(P.bot_wei)
CC.destroy(P.AI_bot)
P.AI_mode=false
end
PLAYERS[i]=nil
end
TABLE.cut(PLY_ALIVE)
collectgarbage()
end
function pauseGame()
if not SCN.swapping then
if not GAME.replaying then
for i=1,#PLAYERS do
local l=PLAYERS[i].keyPressing
for j=1,#l do
if l[j]then
PLAYERS[i]:releaseKey(j)
end
end
end
end
if not(GAME.result or GAME.replaying)then
GAME.pauseCount=GAME.pauseCount+1
end
SCN.swapTo('pause','none')
end
end
function applyCustomGame()--Apply CUSTOMENV, BAG, MISSION
for k,v in next,CUSTOMENV do
GAME.modeEnv[k]=v
end
if BAG[1]then
GAME.modeEnv.seqData=BAG
else
GAME.modeEnv.seqData=nil
end
if MISSION[1]then
GAME.modeEnv.mission=MISSION
else
GAME.modeEnv.mission=nil
end
end
function loadGame(mode,ifQuickPlay,ifNet)--Load a mode and go to game scene
freshDate()
if legalGameTime()then
if MODES[mode].score then STAT.lastPlay=mode end
GAME.init=true
GAME.fromRepMenu=false
GAME.curModeName=mode
GAME.curMode=MODES[mode]
GAME.modeEnv=GAME.curMode.env
GAME.net=ifNet
if ifNet then
SCN.go('net_game','swipeD')
else
drawableText.modeName:set((text.modes[mode][1]or mode).." "..(text.modes[mode][2]or""))
SCN.go('game',ifQuickPlay and'swipeD'or'fade_togame')
SFX.play('enter')
end
end
end
function gameOver()--Save record
if GAME.replaying then
local R=GAME.curMode.getRank
if R then
R=R(PLAYERS[1])
if R and R>0 then GAME.rank=R end
end
end
trySave()
local M=GAME.curMode
local R=M.getRank
if R then
local P=PLAYERS[1]
R=R(P)--New rank
if R then
if R>0 then
GAME.rank=R
end
if scoreValid()and M.score then
if RANKS[M.name]then--Old rank exist
local needSave
if R>RANKS[M.name]then
RANKS[M.name]=R
needSave=true
end
if R>0 then
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].getRank and 0 or 6
needSave=true
end
end
end
end
if needSave then
FILE.save(RANKS,'conf/unlock')
end
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.save(L,('record/%s.rec'):format(M.name),'l')
end
end
end
end
end
function trySave()
if not GAME.statSaved and PLAYERS[1]and(PLAYERS[1].frameRun>300 or GAME.result)then
GAME.statSaved=true
STAT.game=STAT.game+1
mergeStat(STAT,PLAYERS[1].stat)
STAT.todayTime=STAT.todayTime+PLAYERS[1].stat.time
FILE.save(STAT,'conf/data')
end
end
do--function freshPlayerPosition(sudden)
local posLists={
--1~5
{
{340,75,1},
{965,390,.5},
{965,30,.5},
{20,390,.5},
{20,30,.5},
},
--6~17
(function()
local L={{340,75,1}}
for i=1,4 do ins(L,{15,-160+180*i,.25})end
for i=1,4 do ins(L,{180,-160+180*i,.25})end
for i=1,4 do ins(L,{950,-160+180*i,.25})end
for i=1,4 do ins(L,{1120,-160+180*i,.25})end
return L
end)(),
--18~31
(function()
local L={{340,75,1}}
for i=1,5 do ins(L,{10, -100+135*i,.18})end
for i=1,5 do ins(L,{120,-100+135*i,.18})end
for i=1,5 do ins(L,{230,-100+135*i,.18})end
for i=1,5 do ins(L,{940,-100+135*i,.18})end
for i=1,5 do ins(L,{1050,-100+135*i,.18})end
for i=1,5 do ins(L,{1160,-100+135*i,.18})end
return L
end)(),
--32~49
(function()
local L={{340,75,1}}
for i=1,4 do for j=1,6 do ins(L,{78*i-54,115*j-98,.09})end end
for i=9,12 do for j=1,6 do ins(L,{78*i+267,115*j-98,.09})end end
return L
end)(),
--50~99
(function()
local L={{340,75,1}}
for i=1,7 do for j=1,7 do ins(L,{46*i-36,97*j-72,.068})end end
for i=15,21 do for j=1,7 do ins(L,{46*i+264,97*j-72,.068})end end
return L
end)(),
}
function freshPlayerPosition(sudden)--Set initial position for every player
local L=PLY_ALIVE
if not sudden then
for i=1,#L do
L[i]:setPosition(640,#L<=5 and 360 or -62,0)
end
end
local posList
if #L<=5 then posList=posLists[1]
elseif #L<=17 then posList=posLists[2]
elseif #L<=31 then posList=posLists[3]
elseif #L<=49 then posList=posLists[4]
elseif #L<=99 then posList=posLists[5]
else error("TOO MANY PLAYERS!")
end
local method=sudden and'setPosition'or'movePosition'
for i=1,#L do L[i][method](L[i],unpack(posList[i]))end
end
end
do--function dumpBasicConfig()
local gameSetting={
--Tuning
'das','arr','dascut','dropcut','sddas','sdarr',
'ihs','irs','ims','RS','swap',
--System
'skin','face',
--Graphic
'ghostType','block','ghost','center','bagLine',
'dropFX','moveFX','shakeFX',
'text','highCam','nextPos',
--Unnecessary graphic
-- 'grid','smooth',
-- 'lockFX','clearFX','splashFX','atkFX',
-- 'score',
}
function dumpBasicConfig()
local S={}
for _,key in next,gameSetting do
S[key]=SETTING[key]
end
return JSON.encode(S)
end
end
do--function resetGameData(args)
local function tick_showMods()
local time=0
while true do
YIELD()
time=time+1
if time%20==0 then
local M=GAME.mod[time/20]
if M then
TEXT.show(M.id,700+(time-20)%120*4,36,45,'spin',.5)
else
return
end
end
end
end
local gameSetting={
--Tuning
'das','arr','dascut','dropcut','sddas','sdarr',
'ihs','irs','ims','RS','swap',
--System
'skin','face',
--Graphic
'block','ghost','center','smooth','grid','bagLine',
'lockFX','dropFX','moveFX','clearFX','splashFX','shakeFX','atkFX',
'text','score','warn','highCam','nextPos',
}
local function copyGameSetting()
local S={}
for _,key in next,gameSetting do
if type(SETTING[key])=='table'then
S[key]=TABLE.shift(SETTING[key])
else
S[key]=SETTING[key]
end
end
return S
end
function resetGameData(args,seed)
if not args then args=""end
trySave()
GAME.result=false
GAME.rank=0
GAME.warnLVL0=0
GAME.warnLVL=0
if args:find'r'then
GAME.frameStart=0
GAME.recording=false
GAME.replaying=1
else
GAME.frameStart=args:find'n'and 0 or 150-SETTING.reTime*15
GAME.seed=seed or math.random(1046101471,2662622626)
GAME.pauseTime=0
GAME.pauseCount=0
GAME.saved=false
GAME.setting=copyGameSetting()
GAME.rep={}
GAME.recording=true
GAME.statSaved=false
GAME.replaying=false
math.randomseed(TIME())
end
destroyPlayers()
GAME.curMode.load()
freshPlayerPosition(args:find'q')
VK.restore()
if GAME.modeEnv.task then
local task=GAME.modeEnv.task
if type(task)=='function'then
for i=1,#PLAYERS do
PLAYERS[i]:newTask(task)
end
elseif type(task)=='table'then
for i=1,#PLAYERS do
for _,t in ipairs(task)do
PLAYERS[i]:newTask(t)
end
end
else
MES.new('error',"Wrong task type")
end
end
BG.set(GAME.modeEnv.bg)
local bgm=GAME.modeEnv.bgm
BGM.play(type(bgm)=='string'and bgm or type(bgm)=='table'and bgm[math.random(#bgm)])
TEXT.clear()
if GAME.modeEnv.royaleMode then
for i=1,#PLAYERS do
PLAYERS[i]:changeAtk(randomTarget(PLAYERS[i]))
end
GAME.stage=false
GAME.mostBadge=false
GAME.secBadge=false
GAME.mostDangerous=false
GAME.secDangerous=false
GAME.stage=1
end
FREEROW.reset(30*#PLAYERS)
TASK.removeTask_code(tick_showMods)
if GAME.setting.allowMod then
TASK.new(tick_showMods)
end
SFX.play('ready')
collectgarbage()
end
end
do--function checkWarning()
local max=math.max
function checkWarning()
local P1=PLAYERS[1]
if P1.alive then
if P1.frameRun%26==0 then
local F=P1.field
local height=0--Max height of row 4~7
for x=4,7 do
for y=#F,1,-1 do
if F[y][x]>0 then
if y>height then
height=y
end
break
end
end
end
GAME.warnLVL0=math.log(height-(P1.gameEnv.fieldH-5)+P1.atkBufferSum*.8)
end
local _=GAME.warnLVL
if _<GAME.warnLVL0 then
_=_*.95+GAME.warnLVL0*.05
elseif _>0 then
_=max(_-.026,0)
end
GAME.warnLVL=_
if GAME.warnLVL>1.126 and P1.frameRun%30==0 then
SFX.fplay('warning',SETTING.sfx_warn)
end
elseif GAME.warnLVL>0 then
GAME.warnLVL=max(GAME.warnLVL-.026,0)
end
end
end
--Game draw
do--function drawSelfProfile()
local lvIcon=setmetatable({},{__index=function(self,lv)
local img={25,25}
ins(img,{"clear",0,0,0})
ins(img,{"setLW",4})
ins(img,{"setCL",.5,.8,1})
ins(img,{"dRect",2,2,21,21})
--TODO: draw with lv
img=DOGC(img)
rawset(self,lv,img)
return img
end})
local name
local textObject,scaleK,width,offY
function drawSelfProfile()
local selfAvatar=USERS.getAvatar(USER.uid)
gc_push('transform')
gc_replaceTransform(SCR.xOy_ur)
--Draw avatar
gc_setLineWidth(2)
gc_setColor(.3,.3,.3,.8)gc_rectangle('fill',0,0,-300,80)
gc_setColor(1,1,1)gc_rectangle('line',0,0,-300,80)
gc_rectangle('line',-73,7,66,66,2)
gc_draw(selfAvatar,-72,8,nil,.5)
--Draw username
if name~=USERS.getUsername(USER.uid)then
name=USERS.getUsername(USER.uid)
textObject=gc.newText(getFont(30),name)
width=textObject:getWidth()
scaleK=210/math.max(width,210)
offY=textObject:getHeight()/2
end
gc_draw(textObject,-82,26,nil,scaleK,nil,width,offY)
--Draw lv. & xp.
gc_draw(lvIcon[USER.lv],-295,50)
gc_line(-270,55,-80,55,-80,70,-270,70)
gc_rectangle('fill',-210,55,150*USER.xp/USER.lv/USER.lv,15)
gc_pop()
end
end
function drawOnlinePlayerCount()
setFont(20)
gc_setColor(1,1,1)
gc_push('transform')
gc_replaceTransform(SCR.xOy_ur)
gc_printf(("%s: %s/%s/%s"):format(text.onlinePlayerCount,NET.UserCount,NET.PlayCount,NET.StreamCount),-600,80,594,'right')
gc_pop()
end
do--function drawWarning()
local shader_warning=SHADER.warning
function drawWarning()
if SETTING.warn and GAME.warnLVL>0 then
gc_push('transform')
gc_origin()
shader_warning:send("level",GAME.warnLVL)
gc_setShader(shader_warning)
gc_rectangle('fill',0,0,SCR.w,SCR.h)
gc_setShader()
gc_pop()
end
end
end
do--function drawSystemInfo(
--你竟然找到了這裏!那麽在動手之前讀讀下面這些吧。
--千萬不要為了在網絡公共場合發視頻或者直播需要而擅自刪除這部分代碼!
--錄製視頻上傳到公共場合(包括但不限於任何視頻平臺/論壇/好幾十個人及以上的非方塊社區/群等)很可能會對Techmino未來的發展有負面影響
--如果被TTC發現隨時可能被他們用DMCA從法律層面強迫停止開發到時候誰都沒得玩。這是真的已經有幾個方塊這麽死了…
--氵印限製還可以減少低質量視頻泛濫,也能減輕過多不是真的感興趣路人玩家入坑可能帶來的壓力
--想發視頻的話請先向作者申請,描述錄製的大致內容,同意了才可以去關閉氵印
--等Techmino發展到一定程度之後會解除這個限製
--最後,別把藏在這裏的東西截圖/復製出去哦~
--感謝您對Techmino的支持!!!
loadstring(love.data.decode('string','base64',"CWxvY2FsIGc9bG92ZS5ncmFwaGljcztsb2NhbCB4LHMsVCxkLGM9Zy5uZXdUZXh0KGdldEZvbnQoMjUpKSxtYXRoLnNpbixUSU1FLGcuZHJhdyxnLnNldENvbG9yO3g6c2V0ZigiQXV0aOS9nOiAhTpNclpfMjZcbkFscGhh5YaF5rWL56aB5q2i5b2V5bGPL+ebtOaSrVxuTm8gcmVjb3JkaW5nL3N0cmVhbWluZyIsMzAwLCdjZW50ZXInKWZ1bmN0aW9uIGRyYXdGV00oKWxvY2FsIHQ9VCgpYygxLDEsMSwuMTYrLjA2KihzKDMuNTUqdCkrcygyLjYqdCkpKWQoeCwzMCw3Mys1MypzKHQqLjI2KSllbmQK"))()
end
--Widget function shortcuts
function backScene()SCN.back()end
do--function goScene(name,style)
local cache={}
function goScene(name,style)
local hash=style and name..style or name
if not cache[hash]then
cache[hash]=function()SCN.go(name,style)end
end
return cache[hash]
end
end
do--function swapScene(name,style)
local cache={}
function swapScene(name,style)
local hash=style and name..style or name
if not cache[hash]then
cache[hash]=function()SCN.swapTo(name,style)end
end
return cache[hash]
end
end
do--function pressKey(k)
local cache={}
function pressKey(k)
if not cache[k]then
cache[k]=function()love.keypressed(k)end
end
return cache[k]
end
end
do--CUS/SETXXX(k)
local CUSTOMENV=CUSTOMENV
function CUSval(k)return function()return CUSTOMENV[k]end end
function ROOMval(k)return function()return ROOMENV[k]end end
function SETval(k)return function()return SETTING[k]end end
function CUSrev(k)return function()CUSTOMENV[k]=not CUSTOMENV[k]end end
function ROOMrev(k)return function()ROOMENV[k]=not ROOMENV[k]end end
function SETrev(k)return function()SETTING[k]=not SETTING[k]end end
function CUSsto(k)return function(i)CUSTOMENV[k]=i end end
function ROOMsto(k)return function(i)ROOMENV[k]=i end end
function SETsto(k)return function(i)SETTING[k]=i end end
end