421 lines
9.4 KiB
Lua
421 lines
9.4 KiB
Lua
local Player=require"parts.player.player"
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local seqGenerators=require"parts.player.seqGenerators"
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local gameEnv0=require"parts.player.gameEnv0"
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local rnd,max=math.random,math.max
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local ins=table.insert
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local ply_draw=require"parts.player.draw"
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local ply_update=require"parts.player.update"
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local PLY={draw=ply_draw}
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--------------------------<Libs>--------------------------
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local modeDataMeta do
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local rawset=rawset
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modeDataMeta={
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__index=function(self,k)rawset(self,k,0)return 0 end,
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__newindex=function(self,k,v)rawset(self,k,v)end,
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}
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end
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local function getNewStatTable()
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local T={
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time=0,frame=0,score=0,
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key=0,rotate=0,hold=0,
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extraPiece=0,finesseRate=0,
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piece=0,row=0,dig=0,
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atk=0,digatk=0,
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send=0,recv=0,pend=0,off=0,
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clear={},clears={},spin={},spins={},
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pc=0,hpc=0,b2b=0,b3b=0,
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maxCombo=0,maxFinesseCombo=0,
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}
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for i=1,29 do
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T.clear[i]={0,0,0,0,0,0}
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T.spin[i]={0,0,0,0,0,0,0}
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T.clears[i]=0
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T.spins[i]=0
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end
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return T
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end
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local function pressKey(P,keyID)
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if P.keyAvailable[keyID]and P.alive then
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P.keyPressing[keyID]=true
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P.actList[keyID](P)
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if P.control then
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ins(P.keyTime,1,P.frameRun)
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P.keyTime[11]=nil
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end
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P.stat.key=P.stat.key+1
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end
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end
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local function releaseKey(P,keyID)
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P.keyPressing[keyID]=false
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end
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local function pressKey_Rec(P,keyID)
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if P.keyAvailable[keyID]and P.alive then
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local L=GAME.rep
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ins(L,P.frameRun)
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ins(L,keyID)
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P.keyPressing[keyID]=true
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P.actList[keyID](P)
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if P.control then
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ins(P.keyTime,1,P.frameRun)
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P.keyTime[11]=nil
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end
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P.stat.key=P.stat.key+1
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end
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end
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local function releaseKey_Rec(P,keyID)
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local L=GAME.rep
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ins(L,P.frameRun)
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ins(L,32+keyID)
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P.keyPressing[keyID]=false
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end
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local function newEmptyPlayer(id,mini)
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local P={id=id}
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PLAYERS[id]=P
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PLY_ALIVE[id]=P
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--Inherit functions of Player class
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for k,v in next,Player do P[k]=v end
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--Set key/timer event
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if P.id==1 and GAME.recording then
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P.pressKey=pressKey_Rec
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P.releaseKey=releaseKey_Rec
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else
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P.pressKey=pressKey
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P.releaseKey=releaseKey
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end
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P.update=ply_update.alive
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--Field position
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P.fieldOff={--Shake FX
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x=0,y=0,
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vx=0,vy=0,
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a=0,va=0,
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}
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P.x,P.y,P.size=0,0,1
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P.frameColor=COLOR.Z
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--Set these at Player:setPosition()
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-- P.fieldX,P.fieldY=...
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-- P.centerX,P.centerY=...
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-- P.absFieldX,P.absFieldY=...
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--Minimode
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P.miniMode=mini
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if mini then
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P.canvas=love.graphics.newCanvas(60,120)
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P.frameWait=rnd(26,62)
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P.draw=ply_draw.small
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else
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P.draw=ply_draw.norm
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end
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--States
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P.type='none'
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P.sound=false
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P.alive=true
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P.control=false
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P.timing=false
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P.result=false--String: 'finish'|'win'|'lose'
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P.stat=getNewStatTable()
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P.modeData=setmetatable({},modeDataMeta)--Data use by mode
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P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
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P.clearingRow,P.clearedRow={},{}--Clearing animation height,cleared row mark
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P.dropFX,P.moveFX,P.lockFX,P.clearFX={},{},{},{}
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P.tasks={}
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P.bonus={}--Texts
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--Times
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P.frameRun=GAME.frameStart--Frame run, mainly for replay
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P.endCounter=0--Used after gameover
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P.keyTime={}for i=1,10 do P.keyTime[i]=-1e99 end P.keySpeed=0
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P.dropTime={}for i=1,10 do P.dropTime[i]=-1e99 end P.dropSpeed=0
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--Randomizers
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P.seqRND=love.math.newRandomGenerator(GAME.seed)
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P.atkRND=love.math.newRandomGenerator(GAME.seed)
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P.holeRND=love.math.newRandomGenerator(GAME.seed)
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P.aiRND=love.math.newRandomGenerator(GAME.seed)
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--Field-related
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P.field,P.visTime={},{}
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P.keepVisible=true
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P.showTime=false
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P.garbageBeneath=0
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P.fieldBeneath=0
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P.fieldUp=0
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--Attack-related
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P.atkBuffer={}
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P.atkBufferSum,P.atkBufferSum1=0,0
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--Attacker-related
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P.badge,P.strength=0,0
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P.atkMode,P.swappingAtkMode=1,20
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P.atker,P.atking,P.lastRecv={}
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--User-related
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P.username=""
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P.uid=false
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P.sid=false
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--Block states
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--[[
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P.curX,P.curY,P.ghoY,P.minY=0,0,0,0--x,y,ghostY
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P.cur={
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id=shapeID,
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bk=matrix[2],
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sc=table[2],
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dir=direction,
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name=nameID
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color=colorID,
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}
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P.newNext=false--Warped coroutine to get new next, loaded in applyGameEnv()
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]]
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P.movDir,P.moving,P.downing=0,0,0--Last move key,DAS charging,downDAS charging
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P.dropDelay,P.lockDelay=0,0
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P.waiting,P.falling=-1,-1
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P.freshTime=0
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P.spinLast=false
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P.spinSeq=0--For Ospin, each digit mean a spin
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P.ctrlCount=0--Key press time, for finesse check
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--Game states
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P.combo=0
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P.b2b,P.b2b1=0,0--B2B point & Displayed B2B point
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P.score1=0--Displayed score
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P.pieceCount=0--Count pieces from next, for drawing bagline
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P.finesseCombo,P.finesseComboTime=0,0
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P.nextQueue={}
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P.holdQueue={}
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P.holdTime=0
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P.lastPiece={
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id=0,name=0,--block id/name
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finePts=0,--finesse Points
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row=0,dig=0,--lines/garbage cleared
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score=0,--score gained
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atk=0,exblock=0,--lines attack/defend
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off=0,send=0,--lines offset/sent
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spin=false,mini=false,--if spin/mini
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pc=false,hpc=false,--if pc/hpc
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special=false,--if special clear (spin, >=4, pc)
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}
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return P
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end
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local function loadGameEnv(P)--Load gameEnv
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P.gameEnv={}--Current game setting environment
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local ENV=P.gameEnv
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local GAME,SETTING=GAME,SETTING
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--Load game settings
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for k,v in next,gameEnv0 do
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if GAME.modeEnv[k]~=nil then
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v=GAME.modeEnv[k] --Mode setting
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-- print("mode-"..k..":"..tostring(v))
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elseif GAME.setting[k]~=nil then
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v=GAME.setting[k] --Game setting
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-- print("game-"..k..":"..tostring(v))
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elseif SETTING[k]~=nil then
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v=SETTING[k] --Global setting
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-- print("global-"..k..":"..tostring(v))
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-- else
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-- print("default-"..k..":"..tostring(v))
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end
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if type(v)~='table'then--Default setting
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ENV[k]=v
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else
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ENV[k]=TABLE.copy(v)
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end
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end
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if ENV.allowMod then
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for _,M in next,GAME.mod do
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M.func(P,M.list and M.list[M.sel])
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end
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end
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end
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local function loadRemoteEnv(P,confStr)--Load gameEnv
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confStr=JSON.decode(confStr)
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if not confStr then
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confStr={}
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LOG.print("Bad conf from "..P.username.."#"..P.uid)
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end
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P.gameEnv={}--Current game setting environment
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local ENV=P.gameEnv
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local GAME,SETTING=GAME,SETTING
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--Load game settings
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for k,v in next,gameEnv0 do
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if GAME.modeEnv[k]~=nil then
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v=GAME.modeEnv[k] --Mode setting
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elseif confStr[k]~=nil then
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v=confStr[k] --Game setting
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elseif SETTING[k]~=nil then
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v=SETTING[k] --Global setting
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end
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if type(v)~='table'then--Default setting
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ENV[k]=v
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else
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ENV[k]=TABLE.copy(v)
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end
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end
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end
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local function applyGameEnv(P)--Finish gameEnv processing
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local ENV=P.gameEnv
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P._20G=ENV.drop==0
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P.dropDelay=ENV.drop
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P.lockDelay=ENV.lock
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P.freshTime=ENV.freshLimit
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P.life=ENV.life
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P.keyAvailable={true,true,true,true,true,true,true,true,true,true,true,true,true,true,true,true,true,true,true,true}
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if ENV.noTele then
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for i=11,20 do
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if i~=14 then
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P.keyAvailable[i]=false
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end
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end
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end
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if not ENV.fkey1 then P.keyAvailable[9]=false end
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if not ENV.fkey2 then P.keyAvailable[10]=false end
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for _,v in next,ENV.keyCancel do
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P.keyAvailable[v]=false
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end
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P:setInvisible(
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ENV.visible=='show'and -1 or
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ENV.visible=='easy'and 300 or
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ENV.visible=='slow'and 100 or
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ENV.visible=='medium'and 60 or
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ENV.visible=='fast'and 20 or
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ENV.visible=='none'and 0
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)
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P:set20G(P._20G)
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P:setHold(ENV.holdCount)
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P:setNext(ENV.nextCount,ENV.nextStartPos>1)
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P:setRS(ENV.RS)
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if type(ENV.mission)=='table'then
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P.curMission=1
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end
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ENV.das=max(ENV.das,ENV.mindas)
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ENV.arr=max(ENV.arr,ENV.minarr)
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ENV.sdarr=max(ENV.sdarr,ENV.minsdarr)
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if ENV.sequence~='bag'and ENV.sequence~='loop'then
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ENV.bagLine=false
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else
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ENV.bagLen=#ENV.seqData
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end
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if ENV.nextCount==0 then ENV.nextPos=false end
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P.newNext=coroutine.wrap(seqGenerators(P))
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P.newNext(P,P.gameEnv.seqData)
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if P.miniMode then
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ENV.lockFX=false
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ENV.dropFX=false
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ENV.moveFX=false
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ENV.clearFX=false
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ENV.splashFX=false
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ENV.shakeFX=false
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ENV.text=false
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end
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if ENV.lockFX==0 then ENV.lockFX=false end
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if ENV.dropFX==0 then ENV.dropFX=false end
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if ENV.moveFX==0 then ENV.moveFX=false end
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if ENV.clearFX==0 then ENV.clearFX=false end
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if ENV.splashFX==0 then ENV.splashFX=false end
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if ENV.shakeFX==0 then ENV.shakeFX=false end
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if ENV.atkFX==0 then ENV.atkFX=false end
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if ENV.ghost==0 then ENV.ghost=false end
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if ENV.grid==0 then ENV.grid=false end
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if ENV.center==0 then ENV.center=false end
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end
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--------------------------</Libs>--------------------------
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--------------------------<Public>--------------------------
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local DemoEnv={
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face={0,0,0,0,0,0,0},
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das=10,arr=2,sddas=2,sdarr=2,
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drop=60,lock=60,
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wait=10,fall=20,
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highCam=false,
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life=1e99,
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allowMod=false,
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fine=false,
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}
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function PLY.newDemoPlayer(id)
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local P=newEmptyPlayer(id)
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P.type='computer'
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P.sound=true
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P.demo=true
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P.frameRun=180
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P.draw=ply_draw.demo
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P.control=true
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GAME.modeEnv=DemoEnv
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loadGameEnv(P)
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applyGameEnv(P)
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P:loadAI{
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type='CC',
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next=5,
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hold=true,
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delay=30,
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delta=6,
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bag='bag',
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node=100000,
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}
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P:popNext()
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end
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function PLY.newRemotePlayer(id,mini,ply)
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local P=newEmptyPlayer(id,mini)
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P.type='remote'
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P.update=ply_update.remote_alive
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P.draw=ply_draw.norm
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P.stream={}
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P.streamProgress=1
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netPLY.setPlayerObj(ply,P)
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P.uid=ply.uid
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P.username=ply.username
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P.sid=ply.sid
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loadRemoteEnv(P,ply.config)
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applyGameEnv(P)
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end
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function PLY.newAIPlayer(id,AIdata,mini)
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local P=newEmptyPlayer(id,mini)
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P.type='computer'
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loadGameEnv(P)
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local ENV=P.gameEnv
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ENV.face={0,0,0,0,0,0,0}
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ENV.skin={1,7,11,3,14,4,9}
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applyGameEnv(P)
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P:loadAI(AIdata)
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end
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function PLY.newPlayer(id,mini)
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local P=newEmptyPlayer(id,mini)
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P.type='human'
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P.sound=true
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P.uid=USER.uid
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P.username=USERS.getUsername(USER.uid)
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loadGameEnv(P)
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applyGameEnv(P)
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end
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--------------------------</Public>--------------------------
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return PLY |