Files
Techmino/gamefunc.lua
2020-02-04 19:36:20 +08:00

1405 lines
34 KiB
Lua

local gc=love.graphics
local int,ceil,abs,rnd,max,min=math.floor,math.ceil,math.abs,math.random,math.max,math.min
local ins,rem=table.insert,table.remove
local null=function()end
local gameEnv0={
das=10,arr=2,
sddas=2,sdarr=2,
ghost=true,center=true,
grid=false,swap=true,
_20G=false,bone=false,
drop=60,lock=60,
wait=0,fall=0,
next=6,hold=true,oncehold=true,
sequence="bag7",
block=true,
visible="show",--keepVisible=visile~="show"
Fkey=null,puzzle=false,ospin=true,
freshLimit=1e99,easyFresh=true,
target=1e99,dropPiece=null,
bg="none",bgm="race"
}
local renATK={[0]=0,0,0,1,1,2,2,3,3,4,4}--3 else
local b2bPoint={50,100,180}
local b2bATK={3,5,8}
local clearSCR={80,200,400}
local spinSCR={--[blockName][row]
{200,750,1600},--Z
{200,750,1600},--S
{220,700,1600},--L
{220,700,1600},--J
{250,800,1500},--T
{300,1000,2200},--O
{300,1000,1800},--I
}--MUL:1.2,2.0
--Techrash:1K;MUL:1.3,1.8
--Mini*=.5
local visible_opt={show=1e99,time=300,fast=20,none=5}
local reAtk={0,0,1,1,1,2,2,3,3}
local reDef={0,1,1,2,3,3,4,4,5}
local blockName={"Z","S","L","J","T","O","I"}
local clearName={"single","double","triple"}
local spin_n={[0]="spin_0","spin_1","spin_2","spin_3"}
local clear_n={"clear_1","clear_2","clear_3","clear_4"}
local ren_n={}for i=1,11 do ren_n[i]="ren_"..i end
local blockPos={4,4,4,4,4,5,4}
local scs={
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1.5,1.5},{1.5,1.5},{1.5,1.5},{1.5,1.5},},
{[0]={0.5,2.5},{2.5,0.5},{1.5,2.5},{2.5,1.5}},
}
local ORG={0,0}
local TRS={
[1]={
[01]={ORG,{-1,0}, {-1,1}, {0,-2}, {-1,-2},{0,1} },
[10]={ORG,{1,0}, {1,-1}, {0,2}, {1,2}, {0,-1} },
[03]={ORG,{1,0}, {1,1}, {0,-2}, {1,-1}, {1,-2} },
[30]={ORG,{-1,0}, {-1,-1},{0,2}, {-1,2}, {0,-1}},
[12]={ORG,{1,0}, {1,-1}, {0,2}, {1,2} },
[21]={ORG,{-1,0}, {-1,1}, {0,-2}, {-1,-2} },
[32]={ORG,{-1,0}, {-1,-1},{0,2}, {-1,2} },
[23]={ORG,{1,0}, {1,1}, {0,-2}, {1,-2} },
[02]={ORG,{1,0}, {-1,0}, {0,-1}, {0,1} },
[20]={ORG,{-1,0}, {1,0}, {0,1}, {0,-1} },
[13]={ORG,{0,-1}, {0,1}, {-1,0}, {0,-2} },
[31]={ORG,{0,1}, {0,-1}, {1,0}, {0,2} },
},--Z
[2]={
[01]={ORG,{-1,0}, {-1,1}, {0,-2}, {-1,-1},{-1,-2} },
[10]={ORG,{1,0}, {1,-1}, {0,2}, {1,2}, {0,-1}},
[03]={ORG,{1,0}, {1,1}, {0,-2}, {1,-2}, {0,1} },
[30]={ORG,{-1,0}, {-1,-1},{0,2}, {-1,2}, {0,-1} },
[12]={ORG,{1,0}, {1,-1}, {0,2}, {1,2} },
[21]={ORG,{-1,0}, {-1,1}, {0,-2}, {-1,-2} },
[32]={ORG,{-1,0}, {-1,-1},{0,2}, {-1,2} },
[23]={ORG,{1,0}, {1,1}, {0,-2}, {1,-2} },
[02]={ORG,{-1,0}, {1,0}, {0,-1}, {0,1} },
[20]={ORG,{1,0}, {-1,0}, {0,1}, {0,-1} },
[13]={ORG,{0,1}, {0,-1}, {-1,0}, {0,2} },
[31]={ORG,{0,-1}, {0,1}, {1,0}, {0,-2} },
},--S
[3]={
[01]={ORG,{-1,0}, {-1,1}, {0,-2}, {-1,-2},{0,1}, {-1,-1} },
[10]={ORG,{1,0}, {1,-1}, {0,2}, {1,2}, {0,-1}, {1,1} },
[03]={ORG,{1,0}, {1,1}, {0,-2}, {-1,1} },
[30]={ORG,{-1,0}, {-1,-1},{0,2}, {-1,2} },
[12]={ORG,{1,0}, {1,-1}, {0,2}, {1,2}, {1,1} },
[21]={ORG,{-1,0}, {-1,1}, {0,-2}, {-1,-2},{-1,-1} },
[32]={ORG,{-1,0}, {-1,-1},{1,0}, {0,2}, {-1,2} },
[23]={ORG,{1,0}, {1,1}, {-1,0}, {0,-2}, {1,-2} },
[02]={ORG,{1,0}, {-1,0}, {0,-1}, {0,1} },
[20]={ORG,{-1,0}, {1,0}, {0,1}, {0,-1} },
[13]={ORG,{0,1}, {1,0}, {0,-1} },
[31]={ORG,{0,-1}, {-1,0}, {0,1} },
},--L
[4]={
[01]={ORG,{-1,0}, {-1,1}, {0,-2}, {1,1} },
[10]={ORG,{1,0}, {1,-1}, {0,2}, {1,2} },
[03]={ORG,{1,0}, {1,1}, {0,-2}, {1,-2}, {0,1}, {1,-1} },
[30]={ORG,{-1,0}, {-1,-1},{0,2}, {-1,2}, {0,-1}, {-1,1} },
[12]={ORG,{1,0}, {1,-1}, {-1,0}, {0,2}, {1,2} },
[21]={ORG,{-1,0}, {-1,1}, {1,0}, {0,-2}, {-1,-2} },
[32]={ORG,{-1,0}, {-1,-1},{0,2}, {-1,2}, {-1,1} },
[23]={ORG,{1,0}, {1,1}, {0,-2}, {1,-2}, {1,-1} },
[02]={ORG,{-1,0}, {1,0}, {0,-1}, {0,1} },
[20]={ORG,{1,0}, {-1,0}, {0,1}, {0,-1} },
[13]={ORG,{0,-1}, {1,0}, {0,1} },
[31]={ORG,{0,1}, {-1,0}, {0,-1} },
},--J
[5]={
[01]={ORG,{-1,0}, {-1,1}, {0,-2}, {-1,-2},{-1,-1} },
[10]={ORG,{1,0}, {1,-1}, {0,2}, {1,2}, {0,-1}, {1,1}},
[03]={ORG,{1,0}, {1,1}, {0,-2}, {1,-2} },
[30]={ORG,{-1,0}, {-1,-1},{0,2}, {-1,2}, {0,-1} },
[12]={ORG,{1,0}, {1,-1}, {0,-1}, {0,2}, {1,2}, {-1,-1}},
[21]={ORG,{-1,0}, {-1,1}, {0,-2}, {-1,-2},{1,1} },
[32]={ORG,{-1,0}, {-1,-1},{0,-1}, {0,2}, {-1,2}, {1,-1}},
[23]={ORG,{1,0}, {1,1}, {0,-2}, {1,-2}, {-1,1} },
[02]={ORG,{-1,0}, {1,0}, {0,1} },
[20]={ORG,{1,0}, {-1,0}, {0,-1} },
[13]={ORG,{0,-1}, {0,1}, {1,0}, {0,-2}, {0,2}},
[31]={ORG,{0,-1}, {0,1}, {-1,0}, {0,-2}, {0,2}},
},--T
[6]={},--O(special)
[7]={
[01]={ORG,{0,1}, {1,0}, {-2,0}, {-2,-1},{1,2} },
[03]={ORG,{0,1}, {-1,0}, {2,0}, {2,-1}, {-1,2} },
[10]={ORG,{2,0}, {-1,0}, {-1,-2},{2,1}, {0,2} },
[30]={ORG,{-2,0}, {1,0}, {1,-2}, {-2,1}, {0,2} },
[12]={ORG,{-1,0}, {2,0}, {-1,2}, {2,-1} },
[32]={ORG,{1,0}, {-2,0}, {1,-2}, {-2,-1} },
[21]={ORG,{-2,0}, {1,0}, {1,-2}, {-2,1} },
[23]={ORG,{2,0}, {-1,0}, {-1,-2},{2,1} },
[02]={ORG,{-1,0}, {1,0}, {0,-1}, {0,1} },
[20]={ORG,{1,0}, {-1,0}, {0,1}, {0,-1} },
[13]={ORG,{0,-1}, {-1,0}, {1,0}, {0,1} },
[31]={ORG,{1,0}, {-1,0}},
}
}
local AIRS={{
[01]={ORG,{-1,0}, {-1,1}, {0,-2}, {-1,-2} },
[10]={ORG,{1,0}, {1,-1}, {0,2}, {1,2} },
[03]={ORG,{1,0}, {1,1}, {0,-2}, {1,-2} },
[30]={ORG,{-1,0}, {-1,-1},{0,2}, {-1,2} },
[12]={ORG,{1,0}, {1,-1}, {0,2}, {1,2} },
[21]={ORG,{-1,0}, {-1,1}, {0,-2}, {-1,-2} },
[32]={ORG,{-1,0}, {-1,-1},{0,2}, {-1,2} },
[23]={ORG,{1,0}, {1,1}, {0,-2}, {1,-2} },
}}for i=2,6 do AIRS[i]=AIRS[1]end
AIRS[7]={
[01]={ORG,{-2,0}, {1,0}, {-2,-1},{1,2} },
[10]={ORG,{2,0}, {-1,0}, {2,1}, {-1,-2} },
[12]={ORG,{-1,0}, {2,0}, {-1,2}, {2,-1} },
[21]={ORG,{1,0}, {-2,0}, {1,-2}, {-2,1} },
[23]={ORG,{2,0}, {-1,0}, {2,1}, {-1,-2} },
[32]={ORG,{-2,0}, {1,0}, {-2,-1},{1,2} },
[30]={ORG,{1,0}, {-2,0}, {1,-2}, {-2,1} },
[03]={ORG,{-1,0}, {2,0}, {-1,2}, {2,-1} },
}
local CCblockID={4,3,5,6,1,2,0}
local function newNext(n)
P.next[#P.next+1]={bk=blocks[n][0],id=n,color=P.gameEnv.bone and 8 or n,name=n}
end
local freshMethod={
none=function()end,
bag7=function()
if #P.next<6 then
local bag={1,2,3,4,5,6,7}
::L::
newNext(rem(bag,rnd(#bag)))
if bag[1]then goto L end
end
end,
his4=function()
if #P.next<6 then
local j,i=0
repeat
i,j=rnd(7),j+1
until i~=P.his[1]and i~=P.his[2]and i~=P.his[3]and i~=P.his[4]
newNext(i)
rem(P.his,1)P.his[4]=i
end
end,
rnd=function()
local i
::L::
i=rnd(7)
if i==P.next[5]then goto L end
newNext(i)
end,--random
drought1=function()
if #P.next<6 then
local bag={1,2,3,4,5,6}
::L::
newNext(rem(bag,rnd(#bag)))
if bag[1]then goto L end
end
end,
drought2=function()
if #P.next<6 then
local bag={1,1,1,1,2,2,2,2,6,6,6,6,3,3,4,4,5,7}
::L::
newNext(rem(bag,rnd(#bag)))
if bag[1]then goto L end
end
end,
}
local shadeColor={
{1,0,0,.3},
{0,1,0,.3},
{1,.5,0,.3},
{0,0,1,.3},
{1,0,1,.3},
{1,1,0,.3},
{0,1,1,.3},
}
local function createShade(x1,y1,x2,y2)--x1<x2,y1>y2
if P.gameEnv.block and y1>=y2 then
P.shade[#P.shade+1]={5,P.cur.color,x1,y1,x2,y2}
end
end
local function randomTarget(p)
if #players.alive>1 then
local r
::L::
r=players.alive[rnd(#players.alive)]
if r==p then goto L end
return r
end
end
function freshTarget(P)
if P.atkMode==1 then
if not P.atking.alive or rnd()<.1 then
changeAtk(P,randomTarget(P))
end
elseif P.atkMode==2 then
changeAtk(P,P~=mostBadge and mostBadge or secBadge or randomTarget(P))
elseif P.atkMode==3 then
changeAtk(P,P~=mostDangerous and mostDangerous or secDangerous or randomTarget(P))
elseif P.atkMode==4 then
for i=1,#P.atker do
if not P.atker[i].alive then
rem(P.atker,i)
return
end
end
end
end
function changeAtkMode(m)
if P.atkMode==m then return end
P.atkMode=m
if m==1 then
changeAtk(P,randomTarget(P))
elseif m==2 then
freshTarget(P)
elseif m==3 then
freshTarget(P)
elseif m==4 then
changeAtk(P)
end
::L::
end
function changeAtk(P,R)
-- if not P.human then R=players[1]end--1vALL mode
if P.atking then
local K=P.atking.atker
for i=1,#K do
if K[i]==P then
rem(K,i)
goto L
end
end
end
::L::
if R then
P.atking=R
R.atker[#R.atker+1]=P
else
P.atking=nil
end
end
function freshMostDangerous()
mostDangerous,secDangerous=nil
local m,m2=0,0
for i=1,#players.alive do
local h=#players.alive[i].field
if h>=m then
mostDangerous,secDangerous=players.alive[i],mostDangerous
m,m2=h,m
elseif h>=m2 then
secDangerous=players.alive[i]
m2=h
end
end
end
function freshMostBadge()
mostBadge,secBadge=nil
local m,m2=0,0
for i=1,#players.alive do
local h=players.alive[i].badge
if h>=m then
mostBadge,secBadge=players.alive[i],mostBadge
m,m2=h,m
elseif h>=m2 then
secBadge=players.alive[i]
m2=h
end
end
end
function royaleLevelup()
gameStage=gameStage+1
local spd
if(gameStage==3 or gameStage>4)and players[1].alive then
showText(players[1],text.royale_remain(#players.alive),"beat",50,-100,.3)
end
if gameStage==2 then
spd=30
elseif gameStage==3 then
spd=15
garbageSpeed=.6
if players[1].alive then BGM("cruelty")end
elseif gameStage==4 then
spd=10
pushSpeed=3
elseif gameStage==5 then
spd=5
garbageSpeed=1
elseif gameStage==6 then
spd=3
if players[1].alive then BGM("final")end
end
for i=1,#players.alive do
local P=players.alive[i]
P.gameEnv.drop=spd
end
if curMode.lv==3 then
for i=1,#players.alive do
local P=players.alive[i]
P.gameEnv.drop=int(P.gameEnv.drop*.3)
if P.gameEnv.drop==0 then
P.curY=P.y_img
P.gameEnv._20G=true
if P.AI_mode=="CC"then CC_switch20G(P)end--little cheating,never mind
end
end
end
end
function loadGame(mode,level)
--rec={}
curMode={id=modeID[mode],lv=level}
drawableText.modeName:set(text.modeName[mode])
drawableText.levelName:set(modeLevel[modeID[mode]][level])
needResetGameData=true
gotoScene("play","deck")
end
local function resetPartGameData()
frame=30
destroyPlayers()
players={alive={}}human=0
loadmode[curMode.id]()
if modeEnv.task then
for i=1,#players do
newTask(Event_task[modeEnv.task],players[i])
end
end
if modeEnv.royaleMode then
for i=1,#players do
changeAtk(players[i],randomTarget(players[i]))
end
end
for i=1,#virtualkey do
virtualkey[i].press=false
end
collectgarbage()
end
function resetGameData()
gamefinished=false
frame=0
garbageSpeed=1
pushSpeed=3
pauseTime=0--Time paused
pauseCount=0--Times paused
destroyPlayers()
players={alive={}}human=0
local E=defaultModeEnv[curMode.id]
modeEnv=E[curMode.lv]or E[1]
loadmode[curMode.id]()--bg/bgm need redefine in custom,so up here
if modeEnv.task then
for i=1,#players do
newTask(Event_task[modeEnv.task],players[i])
end
end
curBG=modeEnv.bg
BGM(modeEnv.bgm)
FX_badge={}
FX_attack={}
for _,v in next,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
changeAtk(players[i],randomTarget(players[i]))
end
mostBadge,mostDangerous,secBadge,secDangerous=nil
gameStage=1
garbageSpeed=.3
pushSpeed=2
end
for i=1,#virtualkey do
virtualkey[i].press=false
end
stat.game=stat.game+1
local m,p=#freeRow,40*#players+1
while freeRow[p]do
m,freeRow[m]=m-1
end
freeRow.L=#freeRow
SFX("ready")
collectgarbage()
end
function gameStart()
SFX("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,AIdata)
players[id]={id=id}
P=players[id]
local P=P
players.alive[#players.alive+1]=P
P.index={__index=P}
P.x,P.y,P.size=x,y,size or 1
P.fieldOffX,P.fieldOffY=0,0
P.small=P.size<.1
if P.small then
P.centerX,P.centerY=P.x+300*P.size,P.y+600*P.size
P.canvas=gc.newCanvas(60,120)
P.frameWait=rnd(30,120)
else
P.centerX,P.centerY=P.x+300*P.size,P.y+670*P.size
P.absFieldX=P.x+150*P.size
P.absFieldY=P.y+60*P.size
end
P.alive=true
P.control=false
P.timing=false
P.stat={
time=0,
key=0,rotate=0,hold=0,piece=0,row=0,
atk=0,send=0,recv=0,pend=0,
clear_1=0,clear_2=0,clear_3=0,clear_4=0,
spin_0=0,spin_1=0,spin_2=0,spin_3=0,
pc=0,b2b=0,b3b=0,score=0,
}--Current gamestat
P.modeData={point=0,event=0}--data use by mode
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={sum=0}
P.ko,P.badge,P.strength=0,0,0
P.atkMode,P.swappingAtkMode=1,20
P.atker,P.atking,P.lastRecv={}
--Royale-related
P.gameEnv={}--Game setting vars,like dropDelay setting
for k,v in pairs(gameEnv0)do
if 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.cur={bk={{}},id=0,color=0,name=0}
P.sc,P.dir,P.r,P.c=ORG,0,0,0
P.curX,P.curY,P.y_img=0,0,0
P.hold={bk={{}},id=0,color=0,name=0}
P.holded=false
P.next={}
P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock
P.freshTime=0
P.spinLast,P.lastClear=false,nil
P.his={rnd(7),rnd(7),rnd(7),rnd(7)}
local s=P.gameEnv.sequence
if s=="bag7"or s=="his4"then
local bag1={1,2,3,4,5,6,7}
for i=1,7 do
newNext(rem(bag1,rnd(#bag1)))
end
elseif s=="rnd"then
for i=1,6 do
local r=rnd(7)
newNext(r)
end
elseif s=="drought1"then
local bag1={1,2,3,4,5,6}
for i=1,6 do
newNext(rem(bag1,rnd(#bag1)))
end
elseif s=="drought2"then
local bag1={1,2,3,4,6,6}
for i=1,6 do
newNext(rem(bag1,rnd(#bag1)))
end
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.next.id[i+3]end--History4
elseif P.gameEnv.sequence==3 then--Pure random
end
if AIdata then
P.human=false
P.AI_mode=AIdata.type
P.AI_stage=1
P.AI_needFresh=false
P.AI_keys={}
P.AI_delay=min(int(P.gameEnv.drop*.8),2*AIdata.delta)
P.AI_delay0=AIdata.delta
P.AIdata={
next=AIdata.next,
hold=AIdata.hold,
_20G=P.gameEnv._20G,
bag7=AIdata.bag7=="bag7",
node=AIdata.node,
}
if not BOT then P.AI_mode="9S"end
if P.AI_mode=="CC"then
P.RS=AIRS
local opt,wei=BOT.getConf()
BOT.setHold(opt,P.AIdata.hold)
BOT.set20G(opt,P.AIdata._20G)
BOT.setBag(opt,P.AIdata.bag7)
BOT.setNode(opt,P.AIdata.node)
P.AI_bot=BOT.new(opt,wei)
BOT.free(opt)BOT.free(wei)
for i=1,AIdata.next do
BOT.addNext(P.AI_bot,CCblockID[P.next[i].id])
end
elseif P.AI_mode=="9S"then
P.RS=TRS
P.AI_keys={}
P.AI_Delay=min(int(P.gameEnv.drop*.8),2*AIdata.delta)
P.AI_Delay0=AIdata.delta
end
else
P.human=true
P.RS=TRS
human=human+1
end
P.showTime=visible_opt[P.gameEnv.visible]
P.keepVisible=P.gameEnv.visible=="show"
P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
P.moving,P.downing=0,0
P.waiting,P.falling=-1,-1
P.clearing={}
P.combo,P.b2b=0,0
P.fieldBeneath=0
P.shade={}
P.score1,P.b2b1=0,0
P.bonus={}--texts
P.endCounter=0--used after gameover
P.counter=0--many usage
P.result=nil--string:win/lose
end
function showText(P,text,type,font,dy,spd,inf)
if not P.small then
P.bonus[#P.bonus+1]={t=0,text=text,draw=textFX[type],font=font,dy=dy or 0,speed=spd or 1,inf=inf}
end
end
local function createBeam(S,R,send,time,target,color,clear,spin,mini,combo)
local x1,y1,x2,y2
if S.small then x1,y1=S.centerX,S.centerY
else x1,y1=S.x+(30*(P.curX+P.sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(P.curY+P.sc[1]-1)+15+70)*S.size
end
if R.small then x2,y2=R.centerX,R.centerY
else x2,y2=R.x+308*R.size,R.y+450*R.size
end
local radius,corner
local a,r,g,b=1,unpack(blockColor[color])
if clear>10 then
radius=10+3*send+100/(target+4)
local t=clear%10
if t==1 then
corner=3
r=.3+r*.4
g=.3+g*.4
b=.3+b*.4
elseif t==2 then
corner=5
r=.5+r*.5
g=.5+g*.5
b=.5+b*.5
elseif t<6 then
corner=6
r=.6+r*.4
g=.6+g*.4
b=.6+b*.4
else
r=.8+r*.2
g=.8+g*.2
b=.8+b*.2
corner=20
end
else
if combo>3 then
radius=min(15+combo,30)
corner=3
else
radius=30
corner=4
end
r=1-r*.3
g=1-g*.3
b=1-b*.3
end
if modeEnv.royaleMode and not(S.human or R.human)then
radius=radius*.4
a=.35
end
FX_attack[#FX_attack+1]={
x=x1,y=y1,--current pos
x1=x1,y1=y1,--start pos
x2=x2,y2=y2,--end pos
rad=radius*(setting.atkFX+2)*.2,
corner=corner,
type=type==1 and"fill"or"line",
r=r,g=g,b=b,a=a*(setting.atkFX+1)*.25,
t=0,
drag={},--Afterimage coordinate list
}
end
local function garbageSend(S,R,send,time,...)
if setting.atkFX>0 then
createBeam(S,R,send,time,...)
end
R.lastRecv=S
if R.atkBuffer.sum<20 then
local B=R.atkBuffer
if B.sum+send>20 then send=20-B.sum end--no more then 20
local m,k=#B,1
while k<=m and time>B[k].countdown do k=k+1 end
for i=m,k,-1 do
B[i+1]=B[i]
end
B[k]={
pos=rnd(10),
amount=send,
countdown=time,
cd0=time,
time=0,
sent=false,
lv=min(int(send^.69),5),
}--Sorted insert(by time)
B.sum=B.sum+send
R.stat.recv=R.stat.recv+send
if R.human then
SFX(send<4 and "blip_1"or"blip_2",min(send+1,5)*.1)
end
end
end
local function garbageRelease()
local flag
::L::
local A=P.atkBuffer[1]
if A and A.countdown<=0 and not A.sent then
garbageRise(8+A.lv,A.amount,A.pos)
P.atkBuffer.sum=P.atkBuffer.sum-A.amount
A.sent,A.time=true,0
P.stat.pend=P.stat.pend+A.amount
flag=true
else
goto E
end
goto L
::E::
if flag and P.AI_mode=="CC"then CC_updateField(P)end
end
function garbageRise(color,amount,pos)
local t=P.showTime*2
for _=1,amount do
ins(P.field,1,getNewRow(color))
ins(P.visTime,1,getNewRow(t))
P.field[1][pos]=0
end
P.fieldBeneath=P.fieldBeneath+amount*30
P.curY=P.curY+amount
freshgho()
for i=1,#P.clearing do
P.clearing[i]=P.clearing[i]+amount
end
for i=1,#P.shade do
local S=P.shade[i]
S[4],S[6]=S[4]+amount,S[6]+amount
end
if #P.field>40 then Event.lose()end
end
local 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 end
for i=1,#bk do for j=1,#bk[1]do
if P.field[y+i-1]and bk[i][j]and P.field[y+i-1][x+j-1]>0 then return true end
end end
end
local function ckfull(i)
for j=1,10 do if P.field[i][j]<=0 then return end end
return true
end
local function checkrow(start,height)--(cy,r)
local c=0
local h=start
for i=1,height do
if ckfull(h)then
ins(P.clearing,h)
removeRow(P.field,h)
removeRow(P.visTime,h)
c=c+1
if not P.small then
local S=PTC.dust[P.id]
for k=1,100 do
S:setPosition(rnd(300),600-30*h+rnd(30))
S:emit(3)
end
end
else
h=h+1
end
end
return c
end
local 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 freshgho()
P.y_img=min(#P.field+1,P.curY)
if P.gameEnv._20G or P.keyPressing[7]and P.gameEnv.sdarr==0 then
::L::if not ifoverlap(P.cur.bk,P.curX,P.y_img-1)then
P.y_img=P.y_img-1
P.spinLast=false
goto L
end
if P.curY>P.y_img then
if P.human then
if setting.dropFX>0 then
createShade(P.curX,P.curY+1,P.curX+P.c-1,P.y_img+P.r-1)
end
if setting.shakeFX>0 then
P.fieldOffY=2*setting.shakeFX+1
end
end
P.curY=P.y_img
end
else
::L::if not ifoverlap(P.cur.bk,P.curX,P.y_img-1)then
P.y_img=P.y_img-1
goto L
end
end
end
local function freshLockDelay()
if P.lockDelay<P.gameEnv.lock then
P.dropDelay=P.gameEnv.drop
if P.freshTime<=P.gameEnv.freshLimit then
P.lockDelay=P.gameEnv.lock
end
P.freshTime=P.freshTime+1
end
end
local function lock()
for i=1,P.r do
local y=P.curY+i-1
if not P.field[y]then P.field[y],P.visTime[y]=getNewRow(0),getNewRow(0)end
for j=1,P.c do
if P.cur.bk[i][j]then
P.field[y][P.curX+j-1]=P.cur.color
P.visTime[y][P.curX+j-1]=P.showTime
end
end
end
end
local function spin(d,ifpre)
local idir=(P.dir+d)%4
if P.cur.id==6 then
if P.gameEnv.easyFresh then
freshLockDelay()
end
if P.human then
SFX(ifpre and"prerotate"or"rotate")
end
if P.gameEnv.ospin and P.freshTime>10 then
if d==1 then
if P.curY==P.y_img and solid(P.curX+2,P.curY+1)and solid(P.curX+2,P.curY)and solid(P.curX-1,P.curY+1)and not solid(P.curX-1,P.curY)then
if solid(P.curX-2,P.curY)then
P.curX=P.curX-1
goto T
else
P.curX=P.curX-2
goto I
end
end
elseif d==-1 then
if P.curY==P.y_img and solid(P.curX-1,P.curY+1)and solid(P.curX-1,P.curY)and solid(P.curX+2,P.curY+1)and not solid(P.curX+2,P.curY)then
if solid(P.curX+3,P.curY)then
goto T
else
goto I
end
end
elseif d==2 and P.curY==P.y_img and solid(P.curX-1,P.curY+1)and solid(P.curX+2,P.curY+1)and not solid(P.curX-1,P.curY)and not solid(P.curX+2,P.curY)then
P.curX=P.curX-1
goto I
end
do return end
::T::
P.cur.id=5
P.cur.bk=blocks[5][0]
P.sc=scs[5][0]
P.r,P.c,P.dir=2,3,0
P.spinLast=2
P.stat.rotate=P.stat.rotate+1
do return end
::I::
P.cur.id=7
P.cur.bk=blocks[7][2]
P.sc=scs[7][2]
P.r,P.c,P.dir=1,4,2
P.spinLast=2
P.stat.rotate=P.stat.rotate+1
end
return
end
local icb=blocks[P.cur.id][idir]
local isc=scs[P.cur.id][idir]
local ir,ic=#icb,#icb[1]
local ix,iy=P.curX+P.sc[2]-isc[2],P.curY+P.sc[1]-isc[1]
local t--succssful test
local iki=P.RS[P.cur.id][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
goto spin
end
end
do return end
::spin::
if P.human and setting.dropFX>0 then
createShade(P.curX,P.curY+P.r-1,P.curX+P.c-1,P.curY)
end
local y0=P.curY
P.curX,P.curY,P.dir=ix,iy,idir
P.sc,P.cur.bk=scs[P.cur.id][idir],icb
P.r,P.c=ir,ic
P.spinLast=t==2 and 0 or 1
if not ifpre then freshgho()end
if P.gameEnv.easyFresh or y0>P.curY then freshLockDelay()end
if P.human then
SFX(ifpre and"prerotate"or ifoverlap(P.cur.bk,P.curX,P.curY+1)and ifoverlap(P.cur.bk,P.curX-1,P.curY)and ifoverlap(P.cur.bk,P.curX+1,P.curY)and"rotatekick"or"rotate")
end
P.stat.rotate=P.stat.rotate+1
end
local function hold(ifpre)
if not P.holded and P.waiting==-1 and P.gameEnv.hold then
P.holded=P.gameEnv.oncehold
P.cur,P.hold=P.hold,P.cur
P.hold.bk=blocks[P.hold.id][0]
if P.cur.id==0 then
P.cur=rem(P.next,1)
P.freshNext()
if P.AI_mode=="CC"then BOT.addNext(P.AI_bot,CCblockID[P.next[P.AIdata.next].id])end
end
P.sc,P.dir=scs[P.cur.id][0],0
P.r,P.c=#P.cur.bk,#P.cur.bk[1]
P.curX,P.curY=blockPos[P.cur.id],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
if abs(P.moving)>P.gameEnv.das and not ifoverlap(P.cur.bk,P.curX+(P.moving>0 and 1 or -1),P.curY)then
P.curX=P.curX+(P.moving>0 and 1 or -1)
end
--IMS
freshgho()
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,max(P.freshTime-5,0)
if ifoverlap(P.cur.bk,P.curX,P.curY)then lock()Event.lose()end
if P.human then
SFX(ifpre and"prehold"or"hold")
end
P.stat.hold=P.stat.hold+1
end
end
function resetblock()
P.holded,P.spinLast=false,false
P.cur=rem(P.next,1)
P.freshNext()
if P.AI_mode=="CC"then BOT.addNext(P.AI_bot,CCblockID[P.next[P.AIdata.next].id])end
P.sc,P.dir=scs[P.cur.id][0],0--spin center/direction
P.r,P.c=#P.cur.bk,#P.cur.bk[1]--row/column
P.curX,P.curY=blockPos[P.cur.id],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 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 abs(P.moving)>P.gameEnv.das and not ifoverlap(P.cur.bk,P.curX+(P.moving>0 and 1 or -1),P.curY)then
P.curX=P.curX+(P.moving>0 and 1 or -1)
end
--Initial SYSs
if ifoverlap(P.cur.bk,P.curX,P.curY)then lock()Event.lose()end
freshgho()
if P.keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end
end
function drop()--Place piece
P.dropTime[11]=ins(P.dropTime,1,frame)--update speed dial
P.waiting=P.gameEnv.wait
local dospin=0
if P.spinLast then
if P.cur.id<6 then
local x,y=P.curX+P.sc[2]-1,P.curY+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 goto NTC end
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--Three point
::NTC::
if P.cur.id~=6 and ifoverlap(P.cur.bk,P.curX-1,P.curY)and ifoverlap(P.cur.bk,P.curX+1,P.curY)and ifoverlap(P.cur.bk,P.curX,P.curY+1)then
dospin=dospin+2
end--Immobile
end
lock()
local CHN=getFreeVoiceChannel()
local cc,send,exblock=checkrow(P.curY,P.r),0,0--Currect clear&send&sendTime
if cc>0 then P.falling=P.gameEnv.fall end
local cscore,sendTime=0,0
local mini
if P.spinLast then
if cc>0 then
if dospin>0 then
dospin=dospin+P.spinLast
if dospin<2 then
mini=P.cur.id<6 and cc<3 and cc<P.r
end
else
dospin=false
end
elseif cc==0 then
if dospin==0 then
dospin=false
end
end
else
dospin=false
end
if cc>0 then
P.combo=P.combo+1
if cc==4 then
cscore=1000
if P.b2b>1000 then
showText(P,text.techrashB3B,"fly",80,-30)
send=6
sendTime=100
exblock=exblock+1
cscore=cscore*1.8
P.stat.b3b=P.stat.b3b+1
if P.human then
VOICE("b3b",CHN)
end
elseif P.b2b>=50 then
showText(P,text.techrashB2B,"drive",80,-30)
sendTime=80
send=5
cscore=cscore*1.3
P.stat.b2b=P.stat.b2b+1
if P.human then
VOICE("b2b",CHN)
end
else
showText(P,text.techrash,"stretch",80,-30)
sendTime=60
send=4
end
P.b2b=P.b2b+120
P.lastClear=74
P.stat.clear_4=P.stat.clear_4+1
if P.human then
VOICE("tts",CHN)
end
elseif cc>0 then
local clearKey=clear_n
if dospin then
cscore=spinSCR[P.cur.name][cc]
if P.b2b>1000 then
showText(P,text.b3b..text.spin[P.cur.name]..text.clear[cc],"spin",40,-30)
send=b2bATK[cc]+1
exblock=exblock+1
cscore=cscore*2
P.stat.b3b=P.stat.b3b+1
if P.human then
VOICE("b3b",CHN)
end
elseif P.b2b>=50 then
showText(P,text.b2b..text.spin[P.cur.name]..text.clear[cc],"spin",40,-30)
send=b2bATK[cc]
cscore=cscore*1.2
P.stat.b2b=P.stat.b2b+1
if P.human then
VOICE("b2b",CHN)
end
else
showText(P,text.spin[P.cur.name]..text.clear[cc],"spin",50,-30)
send=2*cc
end
sendTime=20+send*20
if mini then
showText(P,text.mini,"appear",40,-80)
send=ceil(send*.5)
sendTime=sendTime+60
cscore=cscore*.5
P.b2b=P.b2b+b2bPoint[cc]*.5
if P.human then
VOICE("mini",CHN)
end
else
P.b2b=P.b2b+b2bPoint[cc]
end
P.lastClear=P.cur.id*10+cc
clearKey=spin_n
if P.human then
SFX(spin_n[cc])
VOICE(blockName[P.cur.name],CHN)
VOICE("spin_",CHN)
end
elseif #P.field>0 then
P.b2b=max(P.b2b-250,0)
showText(P,text.clear[cc],"appear",32+cc*3,-30,(8-cc)*.3)
send=cc-1
sendTime=20+send*20
cscore=cscore+clearSCR[cc]
P.lastClear=cc
end
P.stat[clearKey[cc]]=P.stat[clearKey[cc]]+1
if P.human then
VOICE(clearName[cc],CHN)
end
end
send=send+(renATK[P.combo]or 3)
if #P.field==0 then
showText(P,text.PC,"flicker",70,-80)
send=min(send,4)+min(6+P.stat.pc,10)
exblock=exblock+2
sendTime=sendTime+60
if P.stat.row>4 then
P.b2b=1200
cscore=cscore+500*min(6+P.stat.pc,10)
else
cscore=cscore+500
end
P.stat.pc=P.stat.pc+1
P.lastClear=P.cur.id*10+5
if P.human then
SFX("perfectclear")
VOICE("pc",CHN)
end
end
if P.combo>2 then
showText(P,text.cmb[min(P.combo,20)],P.combo<10 and"appear"or"flicker",20+min(P.combo,25)*3,60)
cscore=cscore+min(20*P.combo,300)*cc
end
sendTime=sendTime+25*P.combo
if P.human then
SFX(clear_n[cc])
SFX(ren_n[min(P.combo,11)])
if P.combo>14 then SFX("ren_mega",(P.combo-10)*.1)end
VIB(cc+1)
end
if P.b2b>1200 then P.b2b=1200 end
if modeEnv.royaleMode then
local i=min(#P.atker,9)
if i>1 then
send=send+reAtk[i]
exblock=exblock+reDef[i]
end
end--Counter attack
if send>0 then
P.stat.atk=P.stat.atk+send
--ATK statistics
if exblock then exblock=int(exblock*(1+P.strength*.25))end
send=send*(1+P.strength*.25)
if mini then send=send*.8 end
send=int(send)
--Badge Buff
if send==0 then goto L end
showText(P,send,"zoomout",40,70)
if exblock==0 then goto L end
showText(P,exblock,"zoomout",20,115)
::L::
send=send+exblock
local k=0
::R::
if P.atkBuffer.sum>0 and send>0 then
::F::
k=k+1
local A=P.atkBuffer[k]
if not A then goto E end
if A.sent then goto F end
if send>=A.amount then
send=send-A.amount
P.atkBuffer.sum=P.atkBuffer.sum-A.amount
A.sent,A.time=true,0
if send>0 then goto R end
else
A.amount=A.amount-send
P.atkBuffer.sum=P.atkBuffer.sum-send
send=0
end
end
::E::
send=send-exblock
if send>0 then
local T
if modeEnv.royaleMode then
if P.atkMode==4 then
local M=#P.atker
if M>0 then
for i=1,M do
garbageSend(P,P.atker[i],send,sendTime,M,P.cur.color,P.lastClear,dospin,mini,P.combo)
end
else
T=randomTarget(P)
end
else
freshTarget(P)
T=P.atking
end
elseif #players.alive>1 then
T=randomTarget(P)
end
if T then
garbageSend(P,T,send,sendTime,1,P.cur.color,P.lastClear,dospin,mini,P.combo)
end
P.stat.send=P.stat.send+send
if P.human and send>3 then SFX("emit",min(send,8)*.125)end
end
end
else
P.combo=0
if dospin then
showText(P,text.spin[P.cur.name],"appear",50,-30)
P.b2b=P.b2b+20
P.stat.spin_0=P.stat.spin_0+1
if P.human then
SFX("spin_0")
VOICE(blockName[P.cur.name],CHN)
VOICE("spin",CHN)
end
cscore=cscore+30
end
cscore=cscore+10
if P.b2b>1000 then
P.b2b=max(P.b2b-40,1000)
end
garbageRelease()
end
P.stat.score=P.stat.score+cscore
P.stat.piece,P.stat.row=P.stat.piece+1,P.stat.row+cc
P.gameEnv.dropPiece()
if P.human then SFX("lock")end
end
function pressKey(i,p)
P=p;P.keyPressing[i]=true
if P.human then
virtualkeyDown[i]=true
virtualkeyPressTime[i]=10
end
if P.alive then
act[actName[i]]()
P.keyTime[11]=ins(P.keyTime,1,frame)
P.stat.key=P.stat.key+1
end
--ins(rec,{i,frame})
end
function releaseKey(i,p)
p.keyPressing[i]=false
if p.id==1 then virtualkeyDown[i]=false end
-- if recording then ins(rec,{-i,frame})end
end
act={
moveLeft=function(auto)
if P.keyPressing[9]then
if setting.swap then
changeAtkMode(1)
end
elseif P.control and P.waiting==-1 then
if not ifoverlap(P.cur.bk,P.curX-1,P.curY)then
P.curX=P.curX-1
local y0=P.curY
freshgho()
if P.gameEnv.easyFresh or y0~=P.curY then freshLockDelay()end
if P.human and P.curY==P.y_img then SFX("move")end
P.spinLast=false
if not auto then P.moving=-1 end
else
P.moving=-P.gameEnv.das-1
end
else
P.moving=-1
end
end,
moveRight=function(auto)
if P.keyPressing[9]then
if setting.swap then
changeAtkMode(2)
end
elseif P.control and P.waiting==-1 then
if not ifoverlap(P.cur.bk,P.curX+1,P.curY)then
P.curX=P.curX+1
local y0=P.curY
freshgho()
if P.gameEnv.easyFresh or y0~=P.curY then freshLockDelay()end
if P.human and P.curY==P.y_img then SFX("move")end
P.spinLast=false
if not auto then P.moving=1 end
else
P.moving=P.gameEnv.das+1
end
else
P.moving=1
end
end,
rotRight=function()
if P.control and P.waiting==-1 then
spin(1)
P.keyPressing[3]=false
end
end,
rotLeft=function()
if P.control and P.waiting==-1 then
spin(-1)
P.keyPressing[4]=false
end
end,
rotFlip=function()
if P.control and P.waiting==-1 then
spin(2)
P.keyPressing[5]=false
end
end,
hardDrop=function()
if P.keyPressing[9]then
if setting.swap then
changeAtkMode(3)
end
P.keyPressing[6]=false
elseif P.control and P.waiting==-1 then
if P.curY~=P.y_img then
if P.human then
if setting.dropFX>0 then
createShade(P.curX,P.curY+1,P.curX+P.c-1,P.y_img+P.r-1)
end
if setting.shakeFX>0 then
P.fieldOffY=2*setting.shakeFX+1
end
end
P.curY=P.y_img
P.spinLast=false
if P.human then
SFX("drop")
VIB(1)
end
end
P.lockDelay=-1
drop()
P.keyPressing[6]=false
end
end,
softDrop=function()
if P.keyPressing[9]then
if setting.swap then
changeAtkMode(4)
end
else
if P.curY~=P.y_img then
P.curY=P.curY-1
P.spinLast=false
end
P.downing=1
end
end,
hold=function()
if P.control and P.waiting==-1 then
hold()
end
end,
func=function()
P.gameEnv.Fkey()
end,
restart=function()
if not setting.holdR or frame<180 then
clearTask("play")
resetPartGameData()
end
end,
insDown=function()
if P.curY~=P.y_img then
if P.human then
if setting.dropFX>0 then
createShade(P.curX,P.curY+1,P.curX+P.c-1,P.y_img+P.r-1)
end
if setting.shakeFX>0 then
P.fieldOffY=2*setting.shakeFX
end
end
P.curY,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false
end
end,
insLeft=function()
local x0,y0=P.curX,P.curY
::L::if not ifoverlap(P.cur.bk,P.curX-1,P.curY)then
P.curX=P.curX-1
if P.human and setting.dropFX>0 then
createShade(P.curX+1,P.curY+P.r-1,P.curX+1,P.curY)
end
freshgho()
goto L
end
if x0~=P.curX then
if P.human and setting.shakeFX>0 then
P.fieldOffX=-2*setting.shakeFX
end
if P.gameEnv.easyFresh or y0~=P.curY then freshLockDelay()end
end
end,
insRight=function()
local x0,y0=P.curX,P.curY
::L::if not ifoverlap(P.cur.bk,P.curX+1,P.curY)then
P.curX=P.curX+1
if P.human and setting.dropFX>0 then
createShade(P.curX+P.c-1,P.curY+P.r-1,P.curX+P.c-1,P.curY)
end
freshgho()
goto L
end
if x0~=P.curX then
if P.human and setting.shakeFX>0 then
P.fieldOffX=2*setting.shakeFX
end
if P.gameEnv.easyFresh or y0~=P.curY then freshLockDelay()end
end
end,
down1=function()
if P.curY~=P.y_img then
P.curY=P.curY-1
P.spinLast=false
end
end,
down4=function()
for i=1,4 do
if P.curY~=P.y_img then
P.curY=P.curY-1
P.spinLast=false
else
break
end
end
end,
quit=function()Event.lose()end,
--System movements
}