Replay system v3 + love.math.random migration
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@@ -17,6 +17,12 @@ GameMode.tagline = ""
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GameMode.rollOpacityFunction = function(age) return 0 end
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function GameMode:new(secret_inputs)
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self.replay_inputs = {}
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self.random_low, self.random_high = love.math.getRandomSeed()
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self.random_state = love.math.getRandomState()
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self.secret_inputs = secret_inputs
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self.save_replay = true
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self.grid = Grid(10, 24)
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self.randomizer = Randomizer()
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self.piece = nil
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@@ -73,10 +79,6 @@ function GameMode:new(secret_inputs)
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self.section_start_time = 0
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self.section_times = { [0] = 0 }
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self.secondary_section_times = { [0] = 0 }
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self.replay_inputs = {}
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self.secret_inputs = secret_inputs
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self.replay_pieces = {}
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self.save_replay = true
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end
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function GameMode:getARR() return 1 end
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@@ -91,9 +93,6 @@ function GameMode:getGravity() return 1/64 end
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function GameMode:getNextPiece(ruleset)
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local shape = self.used_randomizer:nextPiece()
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if self.save_replay then
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self.replay_pieces[#self.replay_pieces + 1] = shape
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end
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return {
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skin = self:getSkin(),
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shape = shape,
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@@ -105,16 +104,7 @@ function GameMode:getSkin()
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return "2tie"
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end
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function GameMode:sharedInitialize(ruleset)
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self.ruleset = ruleset
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for i = 1, math.max(self.next_queue_length, 1) do
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table.insert(self.next_queue, self:getNextPiece(ruleset))
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end
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self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true})[config.gamesettings.manlock]
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self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock]
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end
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function GameMode:initialize(ruleset)
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function GameMode:initialize(ruleset, replay)
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-- generate next queue
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self.used_randomizer = (
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table.equalvalues(
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@@ -123,20 +113,22 @@ function GameMode:initialize(ruleset)
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) and
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self.randomizer or BagRandomizer(table.keys(ruleset.colourscheme))
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)
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self:sharedInitialize(ruleset)
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end
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function GameMode:initializeReplay(ruleset, randomizer)
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self.used_randomizer = randomizer
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self.save_replay = false
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self:sharedInitialize(ruleset)
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self.ruleset = ruleset
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self.save_replay = not replay
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for i = 1, math.max(self.next_queue_length, 1) do
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table.insert(self.next_queue, self:getNextPiece(ruleset))
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end
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self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true})[config.gamesettings.manlock]
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self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock]
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end
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function GameMode:saveReplay()
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-- Save replay.
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local replay = {}
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replay["inputs"] = self.replay_inputs
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replay["pieces"] = self.replay_pieces
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replay["random_low"] = self.random_low
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replay["random_high"] = self.random_high
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replay["random_state"] = self.random_state
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replay["mode"] = self.name
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replay["ruleset"] = self.ruleset.name
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replay["timer"] = self.frames
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@@ -13,7 +13,7 @@ function BagRandomizer:generatePiece()
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table.insert(self.bag, v)
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end
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end
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local x = math.random(table.getn(self.bag))
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local x = love.math.random(table.getn(self.bag))
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return table.remove(self.bag, x)
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end
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@@ -10,7 +10,7 @@ function Bag7Randomizer:generatePiece()
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if next(self.bag) == nil then
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self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
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end
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local x = math.random(table.getn(self.bag))
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local x = love.math.random(table.getn(self.bag))
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return table.remove(self.bag, x)
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end
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@@ -6,7 +6,7 @@ function Bag7NoSZOStartRandomizer:shuffleBag()
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local b = self.bag
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local ln = #b
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for i = 1, ln do
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local j = math.random(i, ln)
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local j = love.math.random(i, ln)
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b[i], b[j] = b[j], b[i]
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end
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end
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@@ -10,11 +10,11 @@ end
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function History4RollsRandomizer:generatePiece()
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if self.first then
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self.first = false
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return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)])
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return self:updateHistory(({"L", "J", "I", "T"})[love.math.random(4)])
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else
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local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
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for i = 1, 4 do
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local x = math.random(7)
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local x = love.math.random(7)
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if not inHistory(shapes[x], self.history) or i == 4 then
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return self:updateHistory(shapes[x])
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end
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@@ -10,11 +10,11 @@ end
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function History6RollsRandomizer:generatePiece()
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if self.first then
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self.first = false
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return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)])
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return self:updateHistory(({"L", "J", "I", "T"})[love.math.random(4)])
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else
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local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
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for i = 1, 6 do
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local x = math.random(7)
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local x = love.math.random(7)
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if not inHistory(shapes[x], self.history) or i == 6 then
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return self:updateHistory(shapes[x])
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end
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@@ -28,12 +28,12 @@ end
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function History6Rolls35PoolRandomizer:generatePiece()
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local index, x
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if self.first then
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index = math.random(20)
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index = love.math.random(20)
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x = self.pool[index]
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self.first = false
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else
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for i = 1, 6 do
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index = math.random(#self.pool)
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index = love.math.random(#self.pool)
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x = self.pool[index]
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if not inHistory(x, self.history) or i == 6 then
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break
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@@ -16,7 +16,7 @@ function Randomizer:initialize()
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end
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function Randomizer:generatePiece()
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return self.possible_pieces[math.random(7)]
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return self.possible_pieces[love.math.random(7)]
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end
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return Randomizer
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