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mirror of https://github.com/LDDestroier/CC/ synced 2024-11-08 19:09:58 +00:00
ldd-CC/ldris.lua
LDDestroier 809c23c2fe
Removed use of 'game.nou'
This will allow LDris to technically handle more than two players, And yes, with updated matchmaking code, that means you can technically have 99 players.
2019-11-22 17:52:36 -05:00

1584 lines
40 KiB
Lua

--
-- ## ##### ###### ###### ######
-- ## ## ## ## ## ## ## ###
-- ## ## ## ## ## ## ###
-- ## ## ## ###### ## ######
-- ## ## ## ## ## ## ###
-- ## ## ## ## ## ## ### ##
-- ##### ##### ## ## ###### ######
--
-- ComputerCraft port of Tetris
-- by LDDestroier
--
-- Supports wall kicking, holding, fast-dropping,
-- and ghost pieces.
--
-- TO-DO:
-- + Add random color pulsation (for effect!)
-- + Add a proper title screen. The current one is pathetic.
local scr_x, scr_y = term.getSize()
local keysDown = {}
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
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)
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
}
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
game.alterTimer = function(tID, mod)
if game.timers[tID] then
game.timers[tID] = game.timers[tID] + mod
end
end
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)
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)
-- 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)
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
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
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,
shape = {
" ",
"3333",
" ",
" ",
}
},
[2] = { -- L-piece
canRotate = true,
canTspin = false,
shape = {
" 1",
"111",
" ",
}
},
[3] = { -- J-piece
canRotate = true,
canTspin = false,
shape = {
"b ",
"bbb",
" ",
}
},
[4] = { -- O-piece
canRotate = true,
canTspin = false,
shape = {
"44",
"44",
}
},
[5] = { -- T-piece
canRotate = true,
canTspin = true,
shape = {
" a ",
"aaa",
" ",
}
},
[6] = { -- Z-piece
canRotate = true,
canTspin = false,
shape = {
"ee ",
" ee",
" ",
}
},
[7] = { -- S-piece
canRotate = true,
canTspin = false,
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",
}
},
["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",
}
}
}
local images = {
-- to do...add images...
}
-- 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)
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)
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)
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
-- 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
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
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
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
for y = 1, math.floor(#mino.shape) do
if not mino.checkCollision(0, -y) then
mino.y = mino.y - y
return true
end
end
-- kick off right wall
for x = 0, -math.floor(#mino.shape[1] / 2), -1 do
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
end
end
-- kick off left wall
for x = 0, math.floor(#mino.shape[1] / 2) do
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
end
end
mino.shape = oldShape
return false
else
return true
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)] = {
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
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
end
for sy = 0, math.ceil(y), math.abs(y) / y do
if mino.checkCollision(0, sy) then
mino.y = mino.y + sy - math.abs(y) / y
break
end
mino.didTspin = false
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
-- 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
game.p[i], game.pp[i] = newPlayer((scr_x/2 - 8 * amountOfPlayers) + (i - 1) * 18, 0)
end
-- generates the initial queue of minos per player
for p = 1, #game.pp do
for i = 1, #minos do
game.pp[p].queue[i] = pseudoRandom(game.p[p].randomPieces)
end
end
end
-- actually renders a board to the screen
local renderBoard = function(board, bx, by, doAgeSpaces, blankColor)
local char, line
local tY = board.y + (by or 0)
for y = (board.topCull or 0) + 1, board.ySize, 3 do
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])
if board[y + 1] then
line[3] = line[3] .. (blankColor or board[y + 1][x][2])
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])
elseif board[y + 1] then
line[2] = line[2] .. (blankColor or board[y + 1][x][2])
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
end
local drawLevel = function(player, cPlayer)
term.setCursorPos(13 + player.xmod, 17 + player.ymod)
term.write("Lv" .. cPlayer.level .. " ")
end
-- draws the player's simultaneous line clear after clearing one or more lines
-- also tells the player's combo, which is nice
local drawComboMessage = function(player, cPlayer, lines, didTspin)
local msgs = {
"SINGLE",
"DOUBLE",
"TRIPLE",
"TETRIS"
}
if not msgs[lines] then
return
end
term.setCursorPos(player.xmod + 2, player.ymod + 18)
term.setTextColor(tColors.white)
term.write((" "):rep(16))
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
term.write(msgs[lines])
if cPlayer.combo >= 2 then
term.setCursorPos(player.xmod + 2, player.ymod + 19)
term.setTextColor(tColors.white)
term.write((" "):rep(16))
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
end
end
-- god damn it you've fucked up
local gameOver = function(player, cPlayer)
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)
else
mino = makeNewMino("gameover", player.board, 12, 3 + game.boardOverflow)
end
local color = 0
for i = 1, 140 do
mino.x = mino.x - 1
mino.draw()
sendInfo("send_info", false)
renderBoard(player.board, 0, 0, true)
for i = 1, 20 do
color = color + 0.01
term.setPaletteColor(4096, math.sin(color) / 2 + 0.5, math.sin(color) / 2, math.sin(color) / 2)
end
sleep(0.1)
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
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
-- 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
if game.net.isHost then
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
player.control[k] = v + game.inputDelay
end
end
renderBoard(player.holdBoard, 0, 0, true)
while game.running do
cPlayer.level = math.ceil((1 + cPlayer.lines) / 10)
cPlayer.fallSteps = 0.075 * (1.33 ^ cPlayer.level)
if takeFromQueue then
currentMinoType = cPlayer.queue[1]
end
mino = makeNewMino(
currentMinoType,
board,
math.floor(board.xSize / 2) - 2,
game.boardOverflow
)
cPlayer.mino = mino
ghostMino = makeNewMino(
currentMinoType,
board,
math.floor(board.xSize / 2) - 2,
game.boardOverflow,
"c"
)
cPlayer.ghostMino = ghostMino
if takeFromQueue then
table.remove(cPlayer.queue, 1)
table.insert(cPlayer.queue, pseudoRandom(player.randomPieces))
end
-- 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
takeFromQueue = true
drawScore(player, cPlayer)
drawLevel(player, cPlayer)
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)
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
tickTimer = os.startTimer(game.inputDelay)
elseif evt[2] == comboTimer then
cPlayer.drawCombo = false
drawScore(player, cPlayer)
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
end
end
end
end
clearedLines = {}
for y = 1, board.ySize do
if checkIfLineCleared(board, y) then
table.insert(clearedLines, y)
end
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
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)
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
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
end
-- take some garbage for yourself
if cPlayer.garbage > 0 then
doleOutGarbage(player, cPlayer, cPlayer.garbage)
end
end
else
-- if you're a client, take in all that board info and just fukkin draw it
inputTimer = os.startTimer(game.inputDelay)
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
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
elseif evt[2] == timeoutTimer then
return
end
end
end
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]]
if not game.net.isHost then
sendInfo("send_info", false)
end
end
end
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
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
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
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
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)
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)
return true
else
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)
return true
else
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
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"
elseif evt[2] == keys.h then
return "help"
elseif evt[2] == keys.q then
return "quit"
end
end
end
end
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
game.gameDelay = 0.05
break
elseif modeVal == "2P" then
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
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,
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()
-- 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
end
term.setBackgroundColor(colors.black)
term.setTextColor(colors.white)
if game.net.skynet then
if game.net.skynet.socket then
game.net.skynet.socket.close()
end
end
for i = 1, 5 do
term.scroll(1)
if i == 3 then
term.setCursorPos(1, scr_y)
term.write("Thanks for playing!")
end
sleep(0.05)
end
term.setCursorPos(1, scr_y)