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ldd-CC/ldris.lua

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2019-10-10 08:39:53 +00:00
--
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-- ## ##### ###### ###### ######
-- ## ## ## ## ## ## ## ###
-- ## ## ## ## ## ## ###
-- ## ## ## ###### ## ######
-- ## ## ## ## ## ## ###
-- ## ## ## ## ## ## ### ##
-- ##### ##### ## ## ###### ######
--
-- ComputerCraft port of Tetris
-- by LDDestroier
--
-- Supports wall kicking, holding, fast-dropping,
-- and ghost pieces.
--
-- TO-DO:
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-- + Add random color pulsation (for effect!)
-- + Add a proper title screen. The current one is pathetic.
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local scr_x, scr_y = term.getSize()
local keysDown = {}
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local game = {
p = {}, -- stores player information
pp = {}, -- stores other player information that doesn't need to be sent during netplay
you = 1, -- current player slot
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instanceID = math.random(1, 2^31-1), -- random per-instance value to ensure skynet doesn't poopie
amountOfPlayers = 2, -- amount of players for the current game
running = true, -- if set to false, will quit the game
moveHoldDelay = 0.2, -- amount of time to hold left or right for it to keep moving that way
boardOverflow = 12, -- amount of space above the board that it can overflow
paused = false, -- whether or not game is paused
canPause = true, -- if false, cannot pause game (such as in online multiplayer)
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inputDelay = 0.05, -- amount of time between each input
gameDelay = 0.05, -- amount of time between game ticks
config = {
TGMlock = true, -- replicate the piece locking from Tetris: The Grand Master
scrubMode = false, -- gives you nothing but I-pieces
},
control = { -- client's control scheme
moveLeft = keys.left, -- shift left
moveRight = keys.right, -- shift right
moveDown = keys.down, -- shift downwards
rotateLeft = keys.z, -- rotate counter-clockwise
rotateRight = keys.x, -- rotate clockwise
fastDrop = keys.up, -- instantly drop and place piece
hold = keys.leftShift, -- slot piece into hold buffer
quit = keys.q -- fuck off
},
revControl = {}, -- a mirror of "control", but with the keys and values inverted
net = { -- all network-related values
isHost = true, -- the host holds all the cards
gameID = math.random(1, 2^31-1), -- per-game ID to prevent interference from other games
channel = 1294, -- modem or skynet channel
active = true, -- whether or not you're using modems at all
waitingForGame = true, -- if you're waiting for another player to start the game
modem = peripheral.find("modem"), -- modem transmit object
useSkynet = false, -- if true, uses Skynet instead of modems
skynet = nil, -- skynet transmit object
skynetURL = "https://github.com/LDDestroier/CC/raw/master/API/skynet.lua", -- exactly what it looks like
skynetPath = "/skynet.lua" -- location for Skynet API
},
timers = {},
timerNo = 1
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}
for k,v in pairs(game.control) do
game.revControl[v] = k
end
local getTime = function()
if os.epoch then
return os.epoch("utc")
else
return 24 * os.day() + os.time()
end
end
game.startTimer = function(duration)
game.timers[game.timerNo] = duration
game.timerNo = game.timerNo + 1
return game.timerNo - 1
end
game.cancelTimer = function(tID)
game.timers[tID or 0] = nil
end
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game.alterTimer = function(tID, mod)
if game.timers[tID] then
game.timers[tID] = game.timers[tID] + mod
end
end
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local tableCopy
tableCopy = function(tbl)
local output = {}
for k,v in pairs(tbl) do
if type(v) == "table" then
output[k] = tableCopy(v)
else
output[k] = v
end
end
return output
end
-- sets up brown as colors.special, for palette swapping magic(k)
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local tColors = tableCopy(colors)
tColors.white = 1
tColors.brown = nil -- brown is now white
tColors.special = 4096
term.setPaletteColor(tColors.special, 0xf0f0f0)
term.setPaletteColor(tColors.white, 0xf0f0f0)
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-- initializes and fixes up a board
-- boards are 2D objects that can display perfectly square graphics
local clearBoard = function(board, xpos, ypos, newXsize, newYsize, newBGcolor, topCull, clearContent)
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board = board or {}
board.x = board.x or xpos or 1
board.y = board.y or ypos or 1
board.xSize = board.xSize or newXsize or 10
board.ySize = board.ySize or newYsize or 24 + game.boardOverflow
board.topCull = board.topCull or topCull or game.boardOverflow
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board.BGcolor = board.BGcolor or newBGcolor or "f"
for y = 1, board.ySize do
board[y] = board[y] or {}
for x = 1, board.xSize do
-- explanation on each space:
-- {
-- boolean; if true, the space is solid
-- string; the hex color of the space
-- number; the countdown until the space is made non-solid (inactive if 0)
-- number; the countdown until the space is colored to board.BGcolor (inactive if 0)
-- }
if clearContent then
board[y][x] = {false, board.BGcolor, 0, 0}
else
board[y][x] = board[y][x] or {false, board.BGcolor, 0, 0}
end
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end
end
return board
end
-- tetramino information
-- don't tamper with this or I'll beat your ass so hard that war veterans would blush
local minos = {
[1] = { -- I-piece
canRotate = true,
canTspin = false,
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shape = {
" ",
"3333",
" ",
" ",
}
},
[2] = { -- L-piece
canRotate = true,
canTspin = false,
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shape = {
" 1",
"111",
" ",
}
},
[3] = { -- J-piece
canRotate = true,
canTspin = false,
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shape = {
"b ",
"bbb",
" ",
}
},
[4] = { -- O-piece
canRotate = true,
canTspin = false,
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shape = {
"44",
"44",
}
},
[5] = { -- T-piece
canRotate = true,
canTspin = true,
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shape = {
" a ",
"aaa",
" ",
}
},
[6] = { -- Z-piece
canRotate = true,
canTspin = false,
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shape = {
"ee ",
" ee",
" ",
}
},
[7] = { -- S-piece
canRotate = true,
canTspin = false,
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shape = {
" 55",
"55 ",
" ",
}
},
["gameover"] = { -- special "mino" for game over
canRotate = false,
shape = {
" ccc ccc c c ccccc ccc c c ccccc cccc",
"c c c cc cc c c c c c c c c",
"c c c cc cc c c c c c c c c",
"c cc ccccc c c c cccc c c c c cccc cccc",
"c c c c c c c c c c c c c c",
"c c c c c c c c c c c c c c",
"c c c c c c c c c c c c c c",
" ccc c c c c ccccc ccc c ccccc c c",
}
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},
["yousuck"] = {
canRotate = false,
shape = {
"c c ccc c c ccc c c ccc c c",
"c c c c c c c c c c c c c c ",
"c c c c c c c c c c c c ",
" c c c c c c ccc c c c cc ",
" c c c c c c c c c c c ",
" c c c c c c c c c c c ",
" c c c c c c c c c c c c c",
" c ccc ccc ccc ccc ccc c c",
}
},
["eatmyass"] = {
canRotate = false,
shape = {
"ccccc ccc ccccc c c c c ccc ccc ccc ",
"c c c c cc cc c c c c c c c c",
"c c c c c c c c c c c c c c ",
"cccc ccccc c c c c c ccccc ccc ccc ",
"c c c c c c c c c c c",
"c c c c c c c c c c c",
"c c c c c c c c c c c c c",
"ccccc c c c c c c c c ccc ccc ",
}
},
["nice"] = { -- nice
canRotate = false,
shape = {
" c ",
" ",
"c ccc c cccc cccc ",
"c c c c c c c c ",
"cc c c c c c ",
"c c c c cccccc ",
"c c c c c ",
"c c c c c ",
"c c c c c c c ",
"c c c cccc cccc c",
}
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}
}
local images = {
-- to do...add images...
}
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-- converts blit colors to colors api, and back
local to_colors, to_blit = {
[' '] = 0,
['0'] = 1,
['1'] = 2,
['2'] = 4,
['3'] = 8,
['4'] = 16,
['5'] = 32,
['6'] = 64,
['7'] = 128,
['8'] = 256,
['9'] = 512,
['a'] = 1024,
['b'] = 2048,
['c'] = 4096,
['d'] = 8192,
['e'] = 16384,
['f'] = 32768,
}, {}
for k,v in pairs(to_colors) do
to_blit[v] = k
end
-- checks if (x, y) is a valid space on the board
local doesSpaceExist = function(board, x, y)
return (x >= 1 and x <= board.xSize) and (y >= 1 and y <= board.ySize)
end
-- checks if (x, y) is being occupied by a tetramino (or if it's off-board)
local isSpaceSolid = function(board, _x, _y)
local x, y = math.floor(_x), math.floor(_y)
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if doesSpaceExist(board, x, y) then
return board[y][x][1]
else
return true
end
end
-- ticks down a space's timers, which can cause it to become non-solid or background-colored
local ageSpace = function(board, _x, _y)
local x, y = math.floor(_x), math.floor(_y)
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if doesSpaceExist(board, x, y) then
-- make space non-solid if timer elapses
if board[y][x][3] ~= 0 then
board[y][x][3] = board[y][x][3] - 1
if board[y][x][3] == 0 then
board[y][x][1] = false
end
end
-- color space board.BGcolor if timer elapses
if board[y][x][4] ~= 0 then
board[y][x][4] = board[y][x][4] - 1
if board[y][x][4] == 0 then
board[y][x][2] = board.BGcolor
end
end
end
end
local transmit = function(msg)
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if game.net.active then
if game.net.useSkynet then
game.net.skynet.send(game.net.channel, msg)
else
game.net.modem.transmit(game.net.channel, game.net.channel, msg)
end
end
end
local sendInfo = function(command, doSendTime, playerNumber)
if game.net.isHost then
transmit({
command = command,
gameID = game.net.gameID,
time = doSendTime and getTime(),
p = playerNumber and game.p[playerNumber] or game.p,
pNum = playerNumber,
you = game.you,
specialColor = {term.getPaletteColor(tColors.special)}
})
else
transmit({
command = command,
gameID = game.net.gameID,
time = doSendTime and getTime(),
pNum = playerNumber,
you = game.you,
control = game.p[game.you].control
})
end
end
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-- generates a "mino" object, which can be drawn and manipulated on a board
local makeNewMino = function(minoType, board, x, y, replaceColor)
local mino = tableCopy(minos[minoType])
if replaceColor then
for yy = 1, #mino.shape do
mino.shape[yy] = mino.shape[yy]:gsub("[^ ]", replaceColor)
end
end
-- what color the ghost mino will be
mino.ghostColor = 0x353535
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mino.x = x
mino.y = y
mino.didTspin = false -- if the player has done a T-spin with this piece
mino.lockBreaks = 16 -- anti-infinite measure
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mino.waitingForLock = false
mino.board = board
mino.minoType = minoType
-- checks to see if the mino is currently clipping with a solid board space (with the offset values)
mino.checkCollision = function(xOffset, yOffset)
local cx, cy
for y = 1, #mino.shape do
for x = 1, #mino.shape[y] do
cx = mino.x + x + (xOffset or 0)
cy = mino.y + y + (yOffset or 0)
if mino.shape[y]:sub(x,x) ~= " " then
if isSpaceSolid(mino.board, cx, cy) then
return true
end
end
end
end
return false
end
-- rotates a mino, and kicks it off a wall if need be
mino.rotate = function(direction)
local output = {}
local oldShape = tableCopy(mino.shape)
local origX, origY = mino.x, mino.y
for y = 1, #mino.shape do
output[y] = {}
for x = 1, #mino.shape[y] do
if direction == 1 then
output[y][x] = mino.shape[#mino.shape - (x - 1)]:sub(y,y)
elseif direction == -1 then
output[y][x] = mino.shape[x]:sub(-y, -y)
else
error("invalid rotation direction (must be 1 or -1)")
end
end
output[y] = table.concat(output[y])
end
mino.shape = output
-- try to kick off wall/floor
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if mino.checkCollision(0, 0) then
-- try T-spin triple rotation
if not mino.checkCollision(-direction, 2) then
mino.y = mino.y + 2
mino.x = mino.x - direction
mino.didTspin = true
return true
end
-- kick off floor
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for y = 1, math.floor(#mino.shape) do
if not mino.checkCollision(0, -y) then
mino.y = mino.y - y
return true
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end
end
-- kick off right wall
for x = 0, -math.floor(#mino.shape[1] / 2), -1 do
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if not mino.checkCollision(x, 0) then
mino.x = mino.x + x
return true
end
-- try diagonal-down
if not mino.checkCollision(x, 1) then
mino.x = mino.x + x
mino.y = mino.y + 1
mino.didTspin = true
return true
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end
end
-- kick off left wall
for x = 0, math.floor(#mino.shape[1] / 2) do
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if not mino.checkCollision(x, 0) then
mino.x = mino.x + x
return true
end
-- try diagonal-down
if not mino.checkCollision(x, 1) then
mino.x = mino.x + x
mino.y = mino.y + 1
mino.didTspin = true
return true
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end
end
mino.shape = oldShape
return false
else
return true
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end
end
-- draws a mino onto a board; you'll still need to render the board, though
mino.draw = function(isSolid)
for y = 1, #mino.shape do
for x = 1, #mino.shape[y] do
if mino.shape[y]:sub(x,x) ~= " " then
if doesSpaceExist(mino.board, x + math.floor(mino.x), y + math.floor(mino.y)) then
mino.board[y + math.floor(mino.y)][x + math.floor(mino.x)] = {
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isSolid or false,
mino.shape[y]:sub(x,x),
isSolid and 0 or 0,
isSolid and 0 or 1
}
end
end
end
end
end
-- moves a mino, making sure not to clip with solid board spaces
mino.move = function(x, y, doSlam)
if not mino.checkCollision(x, y) then
mino.x = mino.x + x
mino.y = mino.y + y
mino.didTspin = false
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return true
elseif doSlam then
for sx = 0, x, math.abs(x) / x do
if mino.checkCollision(sx, 0) then
mino.x = mino.x + sx - math.abs(x) / x
break
end
mino.didTspin = false
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end
for sy = 0, math.ceil(y), math.abs(y) / y do
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if mino.checkCollision(0, sy) then
mino.y = mino.y + sy - math.abs(y) / y
break
end
mino.didTspin = false
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end
else
return false
end
end
return mino
end
-- generates a random number, excluding those listed in the _psExclude table
local pseudoRandom = function(randomPieces)
if game.config.scrubMode then
return 1
else
if #randomPieces == 0 then
for i = 1, #minos do
randomPieces[i] = i
end
end
local rand = math.random(1, #randomPieces)
local num = randomPieces[rand]
table.remove(randomPieces, rand)
return num
end
end
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-- initialize players
local initializePlayers = function(amountOfPlayers)
local newPlayer = function(xmod, ymod)
return {
xmod = xmod,
ymod = ymod,
control = {},
board = clearBoard({}, 2 + xmod, 2 + ymod, 10, nil, "f"),
holdBoard = clearBoard({}, 13 + xmod, 14 + ymod, 4, 3, "f", 0),
queueBoard = clearBoard({}, 13 + xmod, 2 + ymod, 4, 14, "f", 0),
randomPieces = {}, -- list of all minos for pseudo-random selection
flashingSpecial = false, -- if true, then this player is flashing the special color
}, {
frozen = false, -- if true, literally cannot move or act
hold = 0, -- current piece being held
canHold = true, -- whether or not player can hold (can't hold twice in a row)
queue = {}, -- current queue of minos to use
garbage = 0, -- amount of garbage you'll get after the next drop
lines = 0, -- amount of lines cleared, "points"
combo = 0, -- amount of consequative line clears
drawCombo = false, -- draw the combo message
lastLinesClear = 0, -- previous amount of simultaneous line clears (does not reset if miss)
level = 1, -- level determines speed of mino drop
fallSteps = 0.1, -- amount of spaces the mino will draw each drop
}
end
game.p = {}
game.pp = {}
for i = 1, (amountOfPlayers or 1) do
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game.p[i], game.pp[i] = newPlayer((scr_x/2 - 8 * amountOfPlayers) + (i - 1) * 18, 0)
end
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-- generates the initial queue of minos per player
for p = 1, #game.pp do
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for i = 1, #minos do
game.pp[p].queue[i] = pseudoRandom(game.p[p].randomPieces)
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end
end
end
-- actually renders a board to the screen
local renderBoard = function(board, bx, by, doAgeSpaces, blankColor)
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local char, line
local tY = board.y + (by or 0)
for y = (board.topCull or 0) + 1, board.ySize, 3 do
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line = {("\143"):rep(board.xSize),"",""}
term.setCursorPos(board.x + (bx or 0), tY)
for x = 1, board.xSize do
line[2] = line[2] .. (blankColor or board[y][x][2])
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if board[y + 1] then
line[3] = line[3] .. (blankColor or board[y + 1][x][2])
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else
line[3] = line[3] .. board.BGcolor
end
end
term.blit(line[1], line[2], line[3])
line = {("\131"):rep(board.xSize),"",""}
term.setCursorPos(board.x + (bx or 0), tY + 1)
for x = 1, board.xSize do
if board[y + 2] then
line[2] = line[2] .. (blankColor or board[y + 1][x][2])
line[3] = line[3] .. (blankColor or board[y + 2][x][2])
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elseif board[y + 1] then
line[2] = line[2] .. (blankColor or board[y + 1][x][2])
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line[3] = line[3] .. board.BGcolor
else
line[2] = line[2] .. board.BGcolor
line[3] = line[3] .. board.BGcolor
end
end
term.blit(line[1], line[2], line[3])
tY = tY + 2
end
if doAgeSpaces then
for y = 1, board.ySize do
for x = 1, board.xSize do
ageSpace(board, x, y)
end
end
end
end
-- checks if you've done the one thing in tetris that you need to be doing
local checkIfLineCleared = function(board, y)
for x = 1, board.xSize do
if not board[y][x][1] then
return false
end
end
return true
end
-- draws the score of a player, and clears the space where the combo text is drawn
local drawScore = function(player, cPlayer)
if not cPlayer.drawCombo then
term.setCursorPos(2 + player.xmod, 18 + player.ymod)
term.setTextColor(tColors.white)
term.write((" "):rep(14))
term.setCursorPos(2 + player.xmod, 18 + player.ymod)
term.write("Lines: " .. cPlayer.lines)
term.setCursorPos(2 + player.xmod, 19 + player.ymod)
term.write((" "):rep(14))
end
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end
local drawLevel = function(player, cPlayer)
term.setCursorPos(13 + player.xmod, 17 + player.ymod)
term.write("Lv" .. cPlayer.level .. " ")
end
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-- draws the player's simultaneous line clear after clearing one or more lines
-- also tells the player's combo, which is nice
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local drawComboMessage = function(player, cPlayer, lines, didTspin)
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local msgs = {
"SINGLE",
"DOUBLE",
"TRIPLE",
"TETRIS"
}
if not msgs[lines] then
return
end
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term.setCursorPos(player.xmod + 2, player.ymod + 18)
term.setTextColor(tColors.white)
term.write((" "):rep(16))
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term.setCursorPos(player.xmod + 2, player.ymod + 18)
if didTspin then
term.write("T-SPIN ")
else
if lines == cPlayer.lastLinesCleared then
if lines == 3 then
term.write("OH BABY A ")
else
term.write("ANOTHER ")
end
end
end
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term.write(msgs[lines])
if cPlayer.combo >= 2 then
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term.setCursorPos(player.xmod + 2, player.ymod + 19)
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term.setTextColor(tColors.white)
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term.write((" "):rep(16))
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term.setCursorPos(player.xmod + 2, player.ymod + 19)
if lines == 4 and cPlayer.combo == 3 then
term.write("HOLY SHIT!")
elseif lines == 4 and cPlayer.combo > 3 then
term.write("ALRIGHT JACKASS")
else
term.write(cPlayer.combo .. "x COMBO")
end
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end
end
-- god damn it you've fucked up
local gameOver = function(player, cPlayer)
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local mino
if cPlayer.lines == 0 then
mino = makeNewMino("eatmyass", player.board, 12, 3 + game.boardOverflow)
elseif cPlayer.lines <= 5 then
mino = makeNewMino("yousuck", player.board, 12, 3 + game.boardOverflow)
elseif cPlayer.lines == 69 or cPlayer.lines == 690 then
mino = makeNewMino("nice", player.board, 12, 3 + game.boardOverflow)
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else
mino = makeNewMino("gameover", player.board, 12, 3 + game.boardOverflow)
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end
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local color = 0
for i = 1, 140 do
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mino.x = mino.x - 1
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mino.draw()
sendInfo("send_info", false)
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renderBoard(player.board, 0, 0, true)
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for i = 1, 20 do
color = color + 0.01
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term.setPaletteColor(4096, math.sin(color) / 2 + 0.5, math.sin(color) / 2, math.sin(color) / 2)
end
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sleep(0.1)
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end
return
end
-- calculates the amount of garbage to send
local calculateGarbage = function(lines, combo, backToBack, didTspin)
local output = 0
local clearTbl = {}
if didTspin then
clearTbl = {
2,
4,
6,
8,
10,
12,
14,
}
else
clearTbl = {
0,
1,
2,
4,
6,
8,
10
}
end
return (clearTbl[lines] or 0) + backToBack + math.max(0, combo - 2)
end
-- actually give a player some garbage
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local doleOutGarbage = function(player, cPlayer, amount)
local board = player.board
local gx = math.random(1, board.xSize)
local repeatProbability = 75 -- percent probability that garbage will leave the same hole open
for i = 1, amount do
table.remove(player.board, 1)
player.board[board.ySize] = {}
for x = 1, board.xSize do
if x ~= gx then
player.board[board.ySize][x] = {true, "8", 0, 0}
else
player.board[board.ySize][x] = {false, board.BGcolor, 0, 0}
end
end
if math.random(0, 100) > repeatProbability then
gx = math.random(1, board.xSize)
end
end
cPlayer.garbage = 0
end
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-- initiates a game as a specific player (takes a number)
local startGame = function(playerNumber)
local mino, ghostMino
local dropTimer, inputTimer, lockTimer, tickTimer, comboTimer
local evt, board, player, cPlayer, control
local finished -- whether or not a mino is done being placed
local clearedLines = {} -- used when calculating cleared lines
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if game.net.isHost then
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player = game.p[playerNumber]
cPlayer = game.pp[playerNumber]
board = player.board
control = player.control
local draw = function(isSolid)
local canChangeSpecial = true
for k,v in pairs(game.p) do
if v.flashingSpecial then
canChangeSpecial = false
break
end
end
if canChangeSpecial then
term.setPaletteColor(4096, mino.ghostColor)
end
ghostMino.x = mino.x
ghostMino.y = mino.y
ghostMino.move(0, board.ySize, true)
ghostMino.draw(false)
mino.draw(isSolid, ageSpaces)
sendInfo("send_info", false, playerNumber)
renderBoard(board, 0, 0, true)
end
local currentMinoType
local takeFromQueue = true
local interpretInput = function()
finished = false
game.cancelTimer(inputTimer)
inputTimer = game.startTimer(game.inputDelay)
if control.quit == 1 then
finished = true
game.running = false
sendInfo("quit_game", false)
return
end
if game.paused then
if control.pause == 1 then
game.paused = false
end
else
if control.pause == 1 then
game.paused = true
end
if not cPlayer.frozen then
if control.moveLeft == 1 or (control.moveLeft or 0) > 1 + game.moveHoldDelay then
if mino.move(-1, 0) then
game.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
end
end
if control.moveRight == 1 or (control.moveRight or 0) >= 1 + game.moveHoldDelay then
if mino.move(1, 0) then
game.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
end
end
if control.moveDown then
game.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
if mino.move(0, 1) then
draw()
else
if mino.waitingForLock then
game.alterTimer(lockTimer, -0.1)
else
mino.lockBreaks = mino.lockBreaks - 1
lockTimer = game.startTimer(math.max(0.2 / cPlayer.fallSteps, 0.5))
mino.waitingForLock = true
end
end
end
if control.rotateLeft == 1 then
if mino.rotate(-1) then
ghostMino.y = mino.y
ghostMino.rotate(-1)
game.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
end
end
if control.rotateRight == 1 then
if mino.rotate(1) then
ghostMino.y = mino.y
ghostMino.rotate(1)
game.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
end
end
if control.hold == 1 then
if cPlayer.canHold then
if cPlayer.hold == 0 then
takeFromQueue = true
else
takeFromQueue = false
end
cPlayer.hold, currentMinoType = currentMinoType, cPlayer.hold
cPlayer.canHold = false
player.holdBoard = clearBoard(player.holdBoard, nil, nil, nil, nil, nil, nil, true)
makeNewMino(
cPlayer.hold,
player.holdBoard,
#minos[cPlayer.hold].shape[1] == 2 and 1 or 0,
0
).draw()
sendInfo("send_info", false, playerNumber)
renderBoard(player.holdBoard, 0, 0, false)
finished = true
end
end
if control.fastDrop == 1 then
mino.move(0, board.ySize, true)
draw(true)
cPlayer.canHold = true
finished = true
end
end
end
for k,v in pairs(player.control) do
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player.control[k] = v + game.inputDelay
end
end
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renderBoard(player.holdBoard, 0, 0, true)
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while game.running do
cPlayer.level = math.ceil((1 + cPlayer.lines) / 10)
cPlayer.fallSteps = 0.075 * (1.33 ^ cPlayer.level)
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if takeFromQueue then
currentMinoType = cPlayer.queue[1]
end
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mino = makeNewMino(
currentMinoType,
board,
math.floor(board.xSize / 2) - 2,
game.boardOverflow
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)
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cPlayer.mino = mino
ghostMino = makeNewMino(
currentMinoType,
board,
math.floor(board.xSize / 2) - 2,
game.boardOverflow,
"c"
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)
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cPlayer.ghostMino = ghostMino
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if takeFromQueue then
table.remove(cPlayer.queue, 1)
table.insert(cPlayer.queue, pseudoRandom(player.randomPieces))
end
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-- draw queue
player.queueBoard = clearBoard(player.queueBoard, nil, nil, nil, nil, nil, nil, true)
for i = 1, math.min(#cPlayer.queue, 4) do
local m = makeNewMino(
cPlayer.queue[i],
player.queueBoard,
#minos[cPlayer.queue[i]].shape[1] == 2 and 1 or 0,
1 + (3 * (i - 1)) + (i > 1 and 2 or 0)
)
m.draw()
end
sendInfo("send_info", false, playerNumber)
renderBoard(player.queueBoard, 0, 0, false)
-- draw held piece
if cPlayer.hold ~= 0 then
local m = makeNewMino(
cPlayer.hold,
player.holdBoard,
#minos[cPlayer.hold].shape[1] == 2 and 1 or 0,
0
)
end
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takeFromQueue = true
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drawScore(player, cPlayer)
drawLevel(player, cPlayer)
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term.setCursorPos(13 + player.xmod, 13 + player.ymod)
term.write("HOLD")
-- check to see if you've topped out
if mino.checkCollision() then
for k,v in pairs(game.pp) do
game.pp[k].frozen = true
end
sendInfo("game_over", false)
gameOver(player, cPlayer)
sendInfo("quit_game", false)
return
end
draw()
dropTimer = game.startTimer(0)
inputTimer = game.startTimer(game.inputDelay)
game.cancelTimer(lockTimer or 0)
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tickTimer = os.startTimer(game.inputDelay)
-- drop a piece
while game.running do
evt = {os.pullEvent()}
control = game.p[playerNumber].control
-- tick down internal game timer system
if evt[1] == "timer" then
if evt[2] == tickTimer then
--local delKeys = {}
for k,v in pairs(game.timers) do
game.timers[k] = v - 0.05
if v <= 0 then
os.queueEvent("gameTimer", k)
game.timers[k] = nil
end
end
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tickTimer = os.startTimer(game.inputDelay)
elseif evt[2] == comboTimer then
cPlayer.drawCombo = false
drawScore(player, cPlayer)
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end
end
if player.paused then
if evt[1] == "gameTimer" then
if control.pause == 1 then
game.paused = false
end
end
else
if evt[1] == "key" and evt[3] == false then
interpretInput()
if finished then
break
end
elseif evt[1] == "gameTimer" then
if evt[2] == inputTimer then
interpretInput()
if finished then
break
end
elseif evt[2] == dropTimer then
dropTimer = game.startTimer(0)
if not game.paused then
if not cPlayer.frozen then
if mino.checkCollision(0, 1) then
if mino.lockBreaks == 0 then
draw(true)
cPlayer.canHold = true
break
elseif not mino.waitingForLock then
mino.lockBreaks = mino.lockBreaks - 1
lockTimer = game.startTimer(math.max(0.2 / cPlayer.fallSteps, 0.25))
mino.waitingForLock = true
end
else
mino.move(0, cPlayer.fallSteps, true)
draw()
end
end
end
elseif evt[2] == lockTimer then
if not game.paused then
cPlayer.canHold = true
draw(true)
break
end
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end
end
end
end
clearedLines = {}
for y = 1, board.ySize do
if checkIfLineCleared(board, y) then
table.insert(clearedLines, y)
end
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end
if #clearedLines == 0 then
if cPlayer.canHold then
cPlayer.combo = 0
end
else
cPlayer.combo = cPlayer.combo + 1
cPlayer.lines = cPlayer.lines + #clearedLines
cPlayer.drawCombo = true
os.cancelTimer(comboTimer or 0)
comboTimer = os.startTimer(2)
if cPlayer.lastLinesCleared == #clearedLines and #clearedLines >= 3 then
player.backToBack = player.backToBack + 1
else
player.backToBack = 0
end
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drawComboMessage(player, cPlayer, #clearedLines)
cPlayer.lastLinesCleared = #clearedLines
-- give the other fucktard(s) some garbage
cPlayer.garbage = cPlayer.garbage - calculateGarbage(#clearedLines, cPlayer.combo, player.backToBack, mino.didTspin) -- calculate T-spin later
if cPlayer.garbage < 0 then
for e, enemy in pairs(game.pp) do
if e ~= playerNumber then
enemy.garbage = enemy.garbage - cPlayer.garbage
end
end
end
cPlayer.garbage = math.max(0, cPlayer.garbage)
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for l = 1, #clearedLines do
for x = 1, board.xSize do
board[clearedLines[l]][x][2] = "c"
end
end
-- make the other network player see the flash
sendInfo("flash_special", false)
player.flashingSpecial = true
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renderBoard(board, 0, 0, true)
for i = 1, 0, -0.12 do
term.setPaletteColor(4096, i,i,i)
sleep(0.05)
end
for i = #clearedLines, 1, -1 do
table.remove(board, clearedLines[i])
end
for i = 1, #clearedLines do
table.insert(board, 1, false)
end
board = clearBoard(board)
player.flashingSpecial = false
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end
-- take some garbage for yourself
if cPlayer.garbage > 0 then
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doleOutGarbage(player, cPlayer, cPlayer.garbage)
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end
end
else
-- if you're a client, take in all that board info and just fukkin draw it
inputTimer = os.startTimer(game.inputDelay)
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local timeoutTimer = os.startTimer(3)
while game.running do
evt = {os.pullEvent()}
if evt[1] == "new_player_info" then
player = game.p[game.you]
for k,v in pairs(game.p) do
renderBoard(v.board, 0, 0, false)
renderBoard(v.holdBoard, 0, 0, false)
renderBoard(v.queueBoard, 0, 0, false)
drawScore(v, game.pp[k])
drawLevel(v, game.pp[k])
term.setCursorPos(13 + v.xmod, 13 + v.ymod)
term.write("HOLD")
end
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os.cancelTimer(timeoutTimer or 0)
timeoutTimer = os.startTimer(3)
elseif evt[1] == "timer" then
if evt[2] == inputTimer then
os.cancelTimer(inputTimer or 0)
inputTimer = os.startTimer(game.inputDelay)
if player then
for k,v in pairs(player.control) do
player.control[k] = v + game.inputDelay
end
end
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elseif evt[2] == timeoutTimer then
return
end
end
end
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end
end
-- records all key input
local getInput = function()
local evt
while true do
evt = {os.pullEvent()}
if evt[1] == "key" and evt[3] == false then
keysDown[evt[2]] = 1
elseif evt[1] == "key_up" then
keysDown[evt[2]] = nil
end
if (evt[1] == "key" and evt[3] == false) or (evt[1] == "key_up") then
if game.revControl[evt[2]] then
game.p[game.you].control[game.revControl[evt[2]]] = keysDown[evt[2]]
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if not game.net.isHost then
sendInfo("send_info", false)
end
end
end
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end
end
local cTime
local networking = function()
local evt, side, channel, repchannel, msg, distance
local currentPlayers = 1
while true do
if game.net.useSkynet then
evt, channel, msg = os.pullEvent("skynet_message")
else
evt, side, channel, repchannel, msg, distance = os.pullEvent("modem_message")
end
if channel == game.net.channel and type(msg) == "table" then
if game.net.waitingForGame then
if type(msg.time) == "number" and msg.command == "find_game" then
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if msg.instanceID ~= game.instanceID then
if msg.time < cTime then
game.net.isHost = false
game.you = 2
game.net.gameID = msg.gameID
else
game.net.isHost = true
end
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transmit({
gameID = game.net.gameID,
time = cTime,
command = "find_game",
instanceID = game.instanceID
})
game.net.waitingForGame = false
os.queueEvent("new_game", game.net.gameID)
return game.net.gameID
end
end
else
if msg.gameID == game.net.gameID then
if game.net.isHost then
if type(msg.control) == "table" then
if type(msg.you) == "number" and msg.you ~= game.you then
game.p[msg.you].control = msg.control
for y = 1, game.p[msg.you].board.ySize do
for x = 1, game.p[msg.you].board.xSize do
ageSpace(game.p[msg.you].board, x, y)
end
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end
end
end
else
if type(msg.you) == "number" and msg.you ~= game.you then
if type(msg.p) == "table" then
if msg.pNum then
for k,v in pairs(msg.p) do
if k ~= "control" then
game.p[msg.pNum][k] = v
end
end
else
game.p = msg.p
end
if msg.specialColor then
term.setPaletteColor(tColors.special, table.unpack(msg.specialColor))
end
os.queueEvent("new_player_info", msg.p)
end
if msg.command == "quit_game" then
return
end
if msg.command == "flash_special" then
for i = 1, 0, -0.12 do
term.setPaletteColor(4096, i,i,i)
renderBoard(game.p[msg.you].board, 0, 0, true)
sleep(0.05)
end
end
end
end
end
end
end
end
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end
local cwrite = function(text, y, xdiff, wordPosCheck)
wordPosCheck = wordPosCheck or #text
term.setCursorPos(math.floor(scr_x / 2 - math.floor(0.5 + #text + (xdiff or 0)) / 2), y or (scr_y - 2))
term.write(text)
return (scr_x / 2) - (#text / 2) + wordPosCheck
end
local setUpModem = function()
if game.net.useSkynet then
if fs.exists(game.net.skynetPath) then
game.net.skynet = dofile(game.net.skynetPath)
term.clear()
cwrite("Connecting to Skynet...", scr_y / 2)
game.net.skynet.open(game.net.channel)
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return true
else
term.clear()
cwrite("Downloading Skynet...", scr_y / 2)
local prog = http.get(game.net.skynetURL)
if prog then
local file = fs.open(game.net.skynetPath, "w")
file.write(prog.readAll())
file.close()
skynet = dofile(game.net.skynetPath)
cwrite("Connecting to Skynet...", 1 + scr_y / 2)
skynet.open(game.net.channel)
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return true
else
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return false, "Could not download Skynet."
end
end
else
-- unload / close skynet
if game.net.skynet then
if game.net.skynet.socket then
game.net.skynet.socket.close()
end
game.net.skynet = nil
end
game.net.modem = peripheral.find("modem")
if (not game.net.modem) and ccemux then
ccemux.attach("top", "wireless_modem")
game.net.modem = peripheral.find("modem")
end
if game.net.modem then
game.net.modem.open(game.net.channel)
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return true
else
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return false, "No modem was found."
end
end
end
local pleaseWait = function()
local periods = 1
local maxPeriods = 5
term.setBackgroundColor(tColors.black)
term.setTextColor(tColors.gray)
term.clear()
local tID = os.startTimer(0.2)
local evt, txt
if game.net.useSkynet then
txt = "Waiting for Skynet game"
else
txt = "Waiting for modem game"
end
while true do
cwrite("(Press 'Q' to cancel)", 2)
cwrite(txt, scr_y - 2, maxPeriods)
term.write(("."):rep(periods))
evt = {os.pullEvent()}
if evt[1] == "timer" and evt[2] == tID then
tID = os.startTimer(0.5)
periods = (periods % maxPeriods) + 1
term.clearLine()
elseif evt[1] == "key" and evt[2] == keys.q then
return
end
end
end
local titleScreen = function() -- mondo placeholder
term.setTextColor(tColors.white)
term.setBackgroundColor(tColors.black)
term.clear()
cwrite("LDris", 3)
cwrite("by LDDestroier", 5)
cwrite("Press 1 to play a game.", 7)
if game.net.useSkynet then
cwrite("Press 2 to play an HTTP game.", 8)
cwrite("Press S to disable Skynet.", 9)
else
cwrite("Press 2 to play a modem game.", 8)
cwrite("Press S to enable Skynet.", 9)
end
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cwrite("Press H to see controls.", 10)
cwrite("Press Q to quit.", 11)
local evt
while true do
evt = {os.pullEvent()}
if evt[1] == "key" then
if evt[2] == keys.one then
return "1P"
elseif evt[2] == keys.two then
return "2P"
elseif evt[2] == keys.s then
return "skynet"
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elseif evt[2] == keys.h then
return "help"
elseif evt[2] == keys.q then
return "quit"
end
end
end
end
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local screenError = function(...)
local lines = {...}
term.setBackgroundColor(tColors.black)
term.setTextColor(tColors.white)
term.clear()
for i = 1, #lines do
cwrite(lines[i], 2 + i)
end
cwrite("Press any key to continue.", #lines + 4)
sleep(0)
repeat until os.pullEvent("key")
end
-- a lot of these menus and whatnot are very primitive. I can improve that later
local showHelp = function()
term.setBackgroundColor(tColors.black)
term.setTextColor(tColors.white)
term.clear()
cwrite("CONTROLS (defaults):", 2)
term.setCursorPos(1, 4)
print(" Move Piece: LEFT and RIGHT")
print(" Hard Drop: UP")
print(" Fast Drop: DOWN")
print(" Rotate Piece: Z and X")
print(" Hold Piece: L.SHIFT")
print(" Quit: Q")
print("\n Press any key to continue.")
sleep(0)
repeat until os.pullEvent("key")
end
local main = function()
local rVal -- please wait result
local modeVal -- title screen mode result
local funcs
setUpModem()
while true do
game.you = 1
game.net.isHost = true
finished = false
game.running = true
while true do
modeVal = titleScreen()
if modeVal == "1P" then
game.net.active = false
game.amountOfPlayers = 1
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game.gameDelay = 0.05
break
elseif modeVal == "2P" then
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if setUpModem() then
if (game.net.skynet and game.net.useSkynet) then
game.gameDelay = 0.1
else
game.gameDelay = 0.05
end
game.net.active = true
game.amountOfPlayers = 2
break
else
screenError("A modem is required for multiplayer.")
finished = true
end
elseif modeVal == "skynet" then
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if http.websocket then
game.net.useSkynet = not game.net.useSkynet
setUpModem()
else
screenError(
"Skynet requires websocket support.",
"Use CCEmuX, CC:Tweaked,",
"or CraftOS-PC 2.2 or higher to play."
)
finished = true
end
elseif modeVal == "help" then
showHelp()
elseif modeVal == "quit" then
return false
end
end
if game.net.active then
game.net.waitingForGame = true
cTime = getTime()
transmit({
gameID = game.net.gameID,
time = cTime,
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command = "find_game",
instanceID = game.instanceID
})
if game.net.useSkynet then
rVal = parallel.waitForAny( networking, pleaseWait, game.net.skynet.listen )
else
rVal = parallel.waitForAny( networking, pleaseWait )
end
sleep(0.1)
if rVal == 1 then
funcs = {
getInput,
}
if game.net.active then
table.insert(funcs, networking)
if game.net.useSkynet and game.net.skynet then
table.insert(funcs, game.net.skynet.listen)
end
end
initializePlayers(game.amountOfPlayers or 1)
if game.net.isHost then
for k,v in pairs(game.p) do
funcs[#funcs + 1] = function()
return startGame(k)
end
end
else
funcs[#funcs + 1] = startGame
end
else
finished = true
end
else
funcs = {getInput}
initializePlayers(game.amountOfPlayers or 1)
for k,v in pairs(game.p) do
funcs[#funcs + 1] = function()
return startGame(k)
end
end
end
if not finished then
term.setBackgroundColor(tColors.gray)
term.clear()
parallel.waitForAny(table.unpack(funcs))
end
end
end
main()
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-- reset palette to back from whence it came
for k,v in pairs(colors) do
if type(v) == "number" then
term.setPaletteColor(v, term.nativePaletteColor(v))
end
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end
term.setBackgroundColor(colors.black)
term.setTextColor(colors.white)
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if game.net.skynet then
if game.net.skynet.socket then
game.net.skynet.socket.close()
end
end
for i = 1, 5 do
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term.scroll(1)
if i == 3 then
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term.setCursorPos(1, scr_y)
term.write("Thanks for playing!")
end
sleep(0.05)
end
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term.setCursorPos(1, scr_y)