Replay system v2
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@@ -74,7 +74,8 @@ function GameMode:new(secret_inputs)
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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.replay_pieces = ""
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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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@@ -90,7 +91,9 @@ 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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self.replay_pieces = self.replay_pieces..shape
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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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@@ -102,6 +105,15 @@ 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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-- generate next queue
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self.used_randomizer = (
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@@ -111,27 +123,71 @@ 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.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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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.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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self:sharedInitialize(ruleset)
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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["mode"] = self.name
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replay["ruleset"] = self.ruleset.name
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replay["timer"] = self.frames
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replay["score"] = self.score
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replay["level"] = self.level
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replay["lines"] = self.lines
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replay["gamesettings"] = config.gamesettings
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replay["secret_inputs"] = self.secret_inputs
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replay["timestamp"] = os.time()
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if love.filesystem.getInfo("replays") == nil then
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love.filesystem.createDirectory("replays")
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end
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local replay_files = love.filesystem.getDirectoryItems("replays")
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-- Select replay filename that doesn't collide with an existing one
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local replay_number = 0
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local collision = true
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while collision do
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collision = false
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replay_number = replay_number + 1
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for key, file in pairs(replay_files) do
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if file == replay_number..".crp" then
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collision = true
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break
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end
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end
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end
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love.filesystem.write("replays/"..replay_number..".crp", binser.serialize(replay))
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end
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function GameMode:addReplayInput(inputs)
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-- check if inputs have changed since last frame
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if not equals(self.prev_inputs, inputs) then
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-- insert new inputs into replay inputs table
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local new_inputs = {}
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new_inputs["inputs"] = {}
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new_inputs["frames"] = 1
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for key, value in pairs(inputs) do
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new_inputs["inputs"][key] = value
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end
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self.replay_inputs[#self.replay_inputs + 1] = new_inputs
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else
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-- add 1 to input frame counter
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self.replay_inputs[#self.replay_inputs]["frames"] = self.replay_inputs[#self.replay_inputs]["frames"] + 1
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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:update(inputs, ruleset)
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if self.game_over or self.completed then
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if self.save_replay and self.game_over_frames == 0 then
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self:saveReplay()
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end
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self.game_over_frames = self.game_over_frames + 1
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return
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end
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@@ -145,24 +201,7 @@ function GameMode:update(inputs, ruleset)
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end
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end
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-- check if inputs have changed since last frame
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if self.prev_inputs["left"] ~= inputs["left"] or self.prev_inputs["right"] ~= inputs["right"]
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or self.prev_inputs["down"] ~= inputs["down"] or self.prev_inputs["up"] ~= inputs["up"]
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or self.prev_inputs["rotate_left"] ~= inputs["rotate_left"] or self.prev_inputs["rotate_right"] ~= inputs["rotate_right"]
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or self.prev_inputs["hold"] ~= inputs["hold"] or self.prev_inputs["rotate_180"] ~= inputs["rotate_180"]
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or self.prev_inputs["rotate_left2"] ~= inputs["rotate_left2"] or self.prev_inputs["rotate_right2"] ~= inputs["rotate_right2"] then
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-- insert new inputs into replay inputs table
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local new_inputs = {}
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new_inputs["inputs"] = {}
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new_inputs["frames"] = 1
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for key, value in pairs(inputs) do
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new_inputs["inputs"][key] = value
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end
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self.replay_inputs[#self.replay_inputs + 1] = new_inputs
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else
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-- add 1 to input frame counter
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self.replay_inputs[#self.replay_inputs]["frames"] = self.replay_inputs[#self.replay_inputs]["frames"] + 1
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end
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if self.save_replay then self:addReplayInput(inputs) end
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-- advance one frame
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if self:advanceOneFrame(inputs, ruleset) == false then return end
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@@ -371,41 +410,7 @@ function GameMode:onGameOver()
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switchBGM(nil)
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local alpha = 0
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local animation_length = 120
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if self.game_over_frames == 1 then
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alpha = 1
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if self.save_replay then
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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["mode"] = self.name
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replay["ruleset"] = self.ruleset.name
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replay["timer"] = self.frames
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replay["score"] = self.score
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replay["level"] = self.level
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replay["lines"] = self.lines
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replay["gamesettings"] = config.gamesettings
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replay["timestamp"] = os.time()
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if love.filesystem.getInfo("replays") == nil then
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love.filesystem.createDirectory("replays")
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end
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local replay_files = love.filesystem.getDirectoryItems("replays")
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-- Select replay filename that doesn't collide with an existing one
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local replay_number = 0
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local collision = true
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while collision do
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collision = false
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replay_number = replay_number + 1
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for key, file in pairs(replay_files) do
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if file == replay_number..".rply" then
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collision = true
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break
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end
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end
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end
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love.filesystem.write("replays/"..replay_number..".rply", binser.serialize(replay))
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end
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elseif self.game_over_frames < animation_length then
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if self.game_over_frames < animation_length then
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-- Show field for a bit, then fade out.
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alpha = math.pow(2048, self.game_over_frames/animation_length - 1)
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elseif self.game_over_frames < 2 * animation_length then
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