Files
Techmino/gamefunc.lua
2020-02-04 19:30:42 +08:00

754 lines
17 KiB
Lua

function resetGameData()
frame=0
players={alive={}}
loadmode[gamemode]()
FX.beam={}
for k,v in pairs(PTC.dust)do
v:release()
end
for i=1,#players do
if not players[i].small then
PTC.dust[i]=PTC.dust0:clone()
PTC.dust[i]:start()
end
end
if modeEnv.royaleMode then
for i=1,#players do
local P=players[i]
if not P.atking then
repeat
P.atking=players.alive[rnd(#players.alive)]
until P.atking~=P
end
end
mostBadge,mostDangerous,secBadge,secDangerous=nil
end
for i=1,#virtualkey do
virtualkey[i].press=false
end
stat.game=stat.game+1
freeRow={}
collectgarbage()
for i=1,40*#players do
freeRow[i]={0,0,0,0,0,0,0,0,0,0}
end
end
function gameStart()
sysSFX("start")
for P=1,#players do
P=players[P]
_G.P=P
P.control=true
P.timing=true
resetblock()
end
setmetatable(_G,nil)
end
function createPlayer(id,x,y,size,AIspeed,data)
players[id]={id=id}
local P=players[id]
ins(players.alive,P)
P.index={__index=P}
P.x,P.y,P.size=x,y,size or 1
P.small=P.size<.3
if P.small then
P.centerX,P.centerY=P.x+150*P.size,P.y+300*P.size
else
P.centerX,P.centerY=P.x+300*P.size,P.y+670*P.size
end
if AIspeed then
P.ai={
controls={},
controlDelay=60,
controlDelay0=AIspeed,
}
end
P.alive=true
P.control=false
P.timing=false
P.time=0
P.cstat={key=0,piece=0,row=0,atk=0,techrash=0,pc=0}--Current gamestat
P.keyTime={}for i=1,10 do P.keyTime[i]=-1e5 end P.keySpeed=0
P.dropTime={}for i=1,10 do P.dropTime[i]=-1e5 end P.dropSpeed=0
P.field,P.visTime,P.atkBuffer={},{},{}
P.ko,P.badge,P.strength=0,0,0
P.atkMode,P.swappingAtkMode,P.atking,P.lastRecv=1,20
--Royale-related
P.gameEnv={}--Game setting vars,like dropDelay setting
for k,v in pairs(gameEnv0)do
if data and data[k]~=nil then
P.gameEnv[k]=data[k]
elseif modeEnv[k]~=nil then
P.gameEnv[k]=modeEnv[k]
elseif setting[k]~=nil then
P.gameEnv[k]=setting[k]
else
P.gameEnv[k]=v
end
end--reset current game settings
P.hn,P.hb,P.holded=0,{{}},false
P.nxt,P.nb={},{}
P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock
P.freshTime=0
P.lastSpin=false
if P.gameEnv.sequence==3 then
for i=1,6 do
local r=rnd(7)
P.nxt[i]=r
P.nb[i]=blocks[r][0]
end
elseif P.gameEnv.sequence<5 then
local bag1={1,2,3,4,5,6,7}
for i=1,7 do
P.nxt[i]=rem(bag1,rnd(#bag1))
P.nb[i]=blocks[P.nxt[i]][0]
end--First bag
end
P.freshNext=freshMethod[P.gameEnv.sequence]
if P.gameEnv.sequence==1 then P.bag={}--Bag7
elseif P.gameEnv.sequence==2 then P.his={}for i=1,4 do P.his[i]=P.nxt[i+3]end--History4
elseif P.gameEnv.sequence==3 then--Pure random
end
P.showTime=P.gameEnv.visible==1 and 1e99 or P.gameEnv.visible==2 and 300 or 20
P.cb,P.sc,P.bn,P.r,P.c,P.cx,P.cy,P.dir,P.y_img={{}},{0,0},1,0,0,0,0,0,0
P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
P.moving,P.downing=0,0
P.waiting,P.falling=0,0
P.clearing={}
P.fieldBeneath=0
P.combo=0
P.b2b=0
P.b2b1=0
P.counter=0
P.result=nil--string,"win"/"lose"
P.task={}
P.bonus={}
end
function showText(text,type,font,dy,inf)
if not P.small then
ins(P.bonus,{t=0,text=text,draw=FX[type],font=font,dy=dy or 0,inf=inf,solid=inf})
end
end
function createBeam(S,R,lv)--Player id
local x1,y1,x2,y2
if S.small then
x1,y1=S.x+(30*(P.cx+P.sc[2]-1)+15)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15)*S.size
else
x1,y1=S.x+(30*(P.cx+P.sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15+70)*S.size
end
if R.small then
x2,y2=R.x+150*R.size,R.y+300*R.size
else
x2,y2=R.x+308*R.size,R.y+450*R.size
end
ins(FX.beam,{x1,y1,x2,y2,t=0,lv=lv})
end
function throwBadge(S,R,amount)--Player id
local x1,y1,x2,y2
if S.small then
x1,y1=S.x+150*S.size,S.y+300*S.size
else
x1,y1=S.x+308*S.size,S.y+450*S.size
end
if R.small then
x2,y2=R.x+150*R.size,R.y+300*R.size
else
x2,y2=R.x+308*R.size,R.y+450*R.size
end
ins(FX.badge,{x1,y1,x2,y2,t=0,size=(10+min(amount,10))*.1})
end
function randomTarget(p)
if #players.alive>1 then
local r
repeat
r=players.alive[rnd(#players.alive)]
until r~=p
return r
end
end
function freshRoyaleTarget()
mostBadge,secBadge,mostDangerous,secDangerous=nil
local h,b=0,0
for i=1,#players.alive do
if players.alive[i].badge>=h then
mostBadge,secBadge=players.alive[i],mostBadge
h=players[i].badge
end
if #players.alive[i].field>=b then
mostDangerous,secDangerous=players.alive[i],mostDangerous
b=#players[i].field
end
end
for i=1,#players.alive do
local P=players.alive[i]
if P.atkMode==1 then
if not P.atking then
P.atking=randomTarget(P)
end
elseif P.atkMode==2 then
P.atking=P~=mostBadge and mostBadge or secBadge
elseif P.atkMode==3 then
P.atking=P~=mostDangerous and mostDangerous or secDangerous
end
end
end
function freshgho()
if P.gameEnv._20G or P.keyPressing[7]and P.gameEnv.sdarr==0 then
while not ifoverlap(P.cb,P.cx,P.cy-1)do
P.cy=P.cy-1
P.spinLast=false
end
P.y_img=P.cy
else
P.y_img=P.cy>#P.field+1 and #P.field+1 or P.cy
while not ifoverlap(P.cb,P.cx,P.y_img-1)do
P.y_img=P.y_img-1
end
end
end
function freshLockDelay()
if P.lockDelay<P.gameEnv.lock and P.freshTime<=P.gameEnv.freshLimit then
P.lockDelay=P.gameEnv.lock
P.freshTime=P.freshTime+1
end
end
function ifoverlap(bk,x,y)
if x<1 or x+#bk[1]>11 or y<1 then return true end
if y>#P.field then return nil end
for i=1,#bk do for j=1,#bk[1]do
if P.field[y+i-1]and bk[i][j]>0 and P.field[y+i-1][x+j-1]>0 then return true end
end end
end
function ckfull(i)
for j=1,10 do if P.field[i][j]==0 then return nil end end
return true
end
function checkrow(s,num)--(cy,r)
local c=0--rows cleared
for i=s,s+num-1 do
if ckfull(i)then
ins(P.clearing,1,i)
P.falling=P.gameEnv.fall
c=c+1--row cleared+1
if not P.small then
for k=1,250 do
PTC.dust[P.id]:setPosition(rnd(300),600-30*i+rnd(30))
PTC.dust[P.id]:emit(1)
end
end
end
end
return c
end
function solid(x,y)
if x<1 or x>10 or y<1 then return true end
if y>#P.field then return false end
return P.field[y][x]>0
end
function resetblock()
P.holded=false
P.spinLast=false
P.freshNext()
P.sc,P.dir=scs[P.bn][0],0
P.r,P.c=#P.cb,#P.cb[1]
P.cx,P.cy=blockPos[P.bn],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0
if P.keyPressing[8]then hold(true)end
if abs(P.moving)-P.gameEnv.das>1 then
if not ifoverlap(P.cb,P.cx+sgn(P.moving),P.cy)then
P.cx=P.cx+sgn(P.moving)
end
end
if P.keyPressing[3]then spin(1,true)end
if P.keyPressing[4]then spin(-1,true)end
if P.keyPressing[5]then spin(2,true)end
if ifoverlap(P.cb,P.cx,P.cy)then lock()Event.gameover.lose()end
freshgho()
if P.keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end
end
function pressKey(i,p)
P=p
P.keyPressing[i]=true
if i==10 then
act.restart()
elseif P.alive then
if P.control and P.waiting<=0 then
act[actName[i]]()
if i>2 and i<7 then P.keyPressing[i]=false end
elseif P.keyPressing[9]then
if i==1 then
P.atkMode=1
P.atking=randomTarget(P)
elseif i==2 then
P.atkMode=2
elseif i==6 then
P.atkMode=3
elseif i==7 then
P.atkMode=4
end
else
if i==1 then
P.moving=-1
elseif i==2 then
P.moving=1
end
end
ins(P.keyTime,1,frame)rem(P.keyTime,11)
P.cstat.key=P.cstat.key+1
if P.id==1 then stat.key=stat.key+1 end
end
--ins(rec,{i,frame})
end
function releaseKey(i,p)
p.keyPressing[i]=false
-- if playmode=="recording"then ins(rec,{-i,frame})end
end
function spin(d,ifpre)
local idir=(P.dir+d)%4
if P.bn==6 then
freshLockDelay()
SFX(ifpre and"prerotate"or"rotate")
if P.id==1 then
stat.rotate=stat.rotate+1
end
return nil
end
local icb=blocks[P.bn][idir]
local isc=scs[P.bn][idir]
local ir,ic=#icb,#icb[1]
local ix,iy=P.cx+P.sc[2]-isc[2],P.cy+P.sc[1]-isc[1]
local t--succssful test
local iki=TRS[P.bn][P.dir*10+idir]
for i=1,P.freshTime<=1.2*P.gameEnv.freshLimit and #iki or 1 do
if not ifoverlap(icb,ix+iki[i][1],iy+iki[i][2])then
ix,iy=ix+iki[i][1],iy+iki[i][2]
t=i
break
end
end
if t then
P.cx,P.cy,P.dir=ix,iy,idir
P.sc,P.cb=scs[P.bn][idir],icb
P.r,P.c=ir,ic
P.spinLast=testScore[t==2 and -d or d]
freshgho()
freshLockDelay()
SFX(ifpre and"prerotate"or ifoverlap(P.cb,P.cx,P.cy+1)and ifoverlap(P.cb,P.cx-1,P.cy)and ifoverlap(P.cb,P.cx+1,P.cy)and"rotatekick"or"rotate")
if id==1 then
stat.rotate=stat.rotate+1
end
end
end
function hold(ifpre)
if not P.holded and P.waiting<=0 and P.gameEnv.hold then
P.hn,P.bn=P.bn,P.hn
P.hb,P.cb=blocks[P.hn][0],P.hb
if P.bn==0 then P.freshNext()end
P.sc,P.dir=scs[P.bn][0],0
P.r,P.c=#P.cb,#P.cb[1]
P.cx,P.cy=blockPos[P.bn],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
if abs(P.moving)-P.gameEnv.das>1 then
if not ifoverlap(P.cb,P.cx+sgn(P.moving),P.cy)then
P.cx=P.cx+sgn(P.moving)
end
end
freshgho()
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0
if ifoverlap(P.cb,P.cx,P.cy) then lock()Event.gameover.lose()end
P.holded=P.gameEnv.oncehold
SFX(ifpre and"prehold"or"hold")
if P.id==1 then
stat.hold=stat.hold+1
end
end
end
function drop()
if P.cy==P.y_img then
ins(P.dropTime,1,frame)rem(P.dropTime,11)--update speed dial
P.waiting=P.gameEnv.wait
local dospin=0
if P.spinLast then
if P.bn<6 then
local x,y=P.cx+P.sc[2]-1,P.cy+P.sc[1]-1
local c=0
if solid(x-1,y+1)then c=c+1 end
if solid(x+1,y+1)then c=c+1 end
if c>0 then
if solid(x-1,y-1)then c=c+1 end
if solid(x+1,y-1)then c=c+1 end
if c>2 then
dospin=dospin+1
end
end
end--Three point
if P.bn~=6 and ifoverlap(P.cb,P.cx-1,P.cy)and ifoverlap(P.cb,P.cx+1,P.cy)and ifoverlap(P.cb,P.cx,P.cy+1)then
dospin=dospin+2
end--Immobile
end
lock()
local cc,csend,exblock,sendTime=checkrow(P.cy,P.r),0,0,0--Currect clear&send&sendTime
local mini
if P.spinLast and cc>0 and dospin>0 then
dospin=dospin+P.spinLast
end
if not P.spinLast then
dospin=false
elseif cc==0 then
if dospin==0 then
dospin=false
end
elseif dospin<2 then
dospin=false
elseif dospin==2 then
mini=P.bn<6 and cc<3 and cc<P.r
end
P.combo=P.combo+1--combo=0 is under
if cc==4 then
if P.b2b>480 then
showText("Techrash B2B2B","fly",70)
csend=6
sendTime=80
exblock=exblock+1
elseif P.b2b>=30 then
showText("Techrash B2B","drive",70)
sendTime=70
csend=5
else
showText("Techrash","stretch",80)
sendTime=60
csend=4
end
P.b2b=P.b2b+100
P.cstat.techrash=P.cstat.techrash+1
elseif cc>0 then
if dospin then
if P.b2b>480 then
showText(spinName[cc][P.bn].." B2B2B","spin",40)
csend=b2bATK[cc]+1
exblock=exblock+1
elseif P.b2b>=30 then
showText(spinName[cc][P.bn].." B2B","spin",40)
csend=b2bATK[cc]
else
showText(spinName[cc][P.bn],"spin",50)
csend=2*cc
end
sendTime=20+csend*20
if mini then
showText("Mini","drive",40,10)
csend=ceil(csend*.5)
sendTime=sendTime+60
P.b2b=P.b2b+b2bPoint[cc]*.8
else
P.b2b=P.b2b+b2bPoint[cc]
end
SFX(spin_n[cc])
if P.id==1 then
stat.spin=stat.spin+1
end
elseif #P.clearing<#P.field then
P.b2b=P.b2b-150-cc*50
showText(clearName[cc],"appear",50)
csend=cc-1
sendTime=20+csend*20
end
else
P.combo=0
if dospin then
showText(spinName[0][P.bn],"appear",50)
SFX("spin_0")
P.b2b=P.b2b+15
end
end
if cc>0 and #P.clearing==#P.field then
showText("Perfect Clear","flicker",70,-80)
csend=csend+min(6+P.cstat.pc,10)
exblock=exblock+2
sendTime=sendTime+30
if P.cstat.row>10 then
P.b2b=600
end
SFX("perfectclear")
P.cstat.pc=P.cstat.pc+1
end
csend=csend+(renATK[P.combo]or 4)
if P.combo>2 then
showText(renName[min(P.combo,20)],P.combo<10 and"appear"or"flicker",20+P.combo*3,60)
end
sendTime=sendTime+20*P.combo
if cc>0 then
SFX(clear_n[cc])
SFX(ren_n[min(P.combo,11)])
end
P.b2b=max(min(P.b2b,600),0)
if cc>0 and modeEnv.royaleMode then
local atker=0
for i=1,#players.alive do
if players.alive[i].atking==P then
atker=atker+1
if atker==9 then
break
end
end
end
if atker>1 then
csend=csend+reAtk[atker]
exblock=exblock+reDef[atker]
end
end
if csend>0 then
if exblock then exblock=int(exblock*(1+P.strength*.25))end
csend=csend*(1+P.strength*.25)
if mini then csend=csend end
csend=int(csend)
--Badge Buff
P.cstat.atk=P.cstat.atk+csend
if P.id==1 then stat.atk=stat.atk+csend end
--ATK statistics
if csend>0 then
showText(csend,"zoomout",25,70)
if exblock>0 then
showText(exblock,"zoomout",10,70)
end
end
while csend>0 and P.atkBuffer[1]do
if exblock>0 then
exblock=exblock-1
else
csend=csend-1
end
P.atkBuffer[1].amount=P.atkBuffer[1].amount-1
if P.atkBuffer[1].amount==0 then
rem(P.atkBuffer,1)
end
if P.atkBuffer[1]and csend==0 then
local s=P.atkBuffer[1].amount
P.atkBuffer[1].lv=s<4 and 1 or s<7 and 2 or 3
end
end
if csend>0 then
if modeEnv.royaleMode then
if P.atkMode==4 then
local f
for i=1,#players.alive do
if players.alive[i].atking==P then
garbageSend(P,players.alive[i],csend,sendTime)
f=true
end
end
if not f then
garbageSend(P,P.atking or randomTarget(P),csend,sendTime)
end
else
garbageSend(P,P.atking or randomTarget(P),csend,sendTime)
end
elseif #players.alive>1 then
garbageSend(P,randomTarget(P),csend,sendTime)
end
end
elseif cc==0 then
if P.b2b>480 then
P.b2b=max(P.b2b-40,480)
end
garbageRelease()
end
if id==1 then
stat.piece,stat.row=stat.piece+1,stat.row+cc
end
P.cstat.piece,P.cstat.row=P.cstat.piece+1,P.cstat.row+cc
if P.cstat.row>=P.gameEnv.target then
P.gameEnv.reach()
end
P.spinLast=dospin and cc>0
else
P.cy=P.cy-1
P.spinLast=false
end
end
function lock()
for i=1,P.r do
local y=P.cy+i-1
if not P.field[y]then P.field[y],P.visTime[y]=getNewRow(),getNewRow()end
for j=1,P.c do
if P.cb[i][j]~=0 then
P.field[y][P.cx+j-1]=P.bn
P.visTime[y][P.cx+j-1]=P.showTime
end
end
end
end
function garbageSend(S,R,send,time)
local pos=rnd(10)
local level=send<4 and 1 or send<7 and 2 or 3
createBeam(S,R,level)
R.lastRecv=S
if #R.atkBuffer<15 then
ins(R.atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=level})
end
end
function garbageRelease()
local t=P.showTime*2
for i=1,#P.atkBuffer do
local atk=P.atkBuffer[i]
if not atk.sent and atk.countdown==0 then
for j=1,atk.amount do
ins(P.field,1,getNewRow(13))
ins(P.visTime,1,getNewRow(t))
for k=1,#atk do
P.field[1][atk[k]]=0
end
end
atk.sent=true
atk.time=0
P.fieldBeneath=P.fieldBeneath+atk.amount*30
end
end
end
act={
moveLeft=function(auto)
if P.keyPressing[9]then
if P.atkMode~=1 then
P.atkMode=1
end
else
if not auto then
P.moving=-1
end
if not ifoverlap(P.cb,P.cx-1,P.cy)then
P.cx=P.cx-1
freshgho()
freshLockDelay()
if P.cy==P.y_img then SFX("move")end
P.spinLast=false
end
end
end,
moveRight=function(auto)
if P.keyPressing[9]then
if P.atkMode~=2 then
P.atkMode=2
P.atking=P~=mostBadge and mostBadge or secBadge
end
else
if not auto then
P.moving=1
end
if not ifoverlap(P.cb,P.cx+1,P.cy)then
P.cx=P.cx+1
freshgho()
freshLockDelay()
if P.cy==P.y_img then SFX("move")end
P.spinLast=false
end
end
end,
rotRight=function()spin(1)end,
rotLeft=function()spin(-1)end,
rotFlip=function()spin(2)end,
hardDrop=function()
if P.keyPressing[9]then
if P.atkMode~=3 then
P.atkMode=3
P.atking=P~=mostDangerous and mostDangerous or secDangerous
end
else
if P.waiting<=0 then
if P.cy~=P.y_img then
P.cy=P.y_img
P.spinLast=false
SFX("drop")
end
drop()
end
end
end,
softDrop=function()
if P.keyPressing[9]then
if P.atkMode~=4 then
P.atkMode=4
P.atking=nil
end
else
if P.cy~=P.y_img then
P.cy=P.cy-1
P.spinLast=false
end
P.downing=1
end
end,
hold=function()hold()end,
--Player movements
swap=function()
if modeEnv.royaleMode then
for i=1,#P.keyPressing do
if P.keyPressing[i]then
P.keyPressing[i]=false
end
end
P.keyPressing[9]=true
else
P.keyPressing[9]=false
end
end,
restart=function()
resetGameData()
frame=90
end,
insDown=function()if P.cy~=P.y_img then P.cy,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false end end,
insLeft=function()
while not ifoverlap(P.cb,P.cx-1,P.cy)do
P.cx,P.lockDelay=P.cx-1,P.gameEnv.lock
freshgho()
end
end,
insRight=function()
while not ifoverlap(P.cb,P.cx+1,P.cy)do
P.cx,P.lockDelay=P.cx+1,P.gameEnv.lock
freshgho()
end
end,
down1=function()
if P.cy~=P.y_img then
P.cy=P.cy-1
P.spinLast=false
end
end,
down4=function()
for i=1,4 do
if P.cy~=P.y_img then
P.cy=P.cy-1
P.spinLast=false
else
break
end
end
end,
quit=function()Event.gameover.lose()end,
--System movements
}