mirror of
https://github.com/LDDestroier/CC/
synced 2024-11-17 15:24:52 +00:00
1486 lines
42 KiB
Lua
1486 lines
42 KiB
Lua
--[[
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,--,
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,---.'|
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| | : ,---, ,-.----. ,---, .--.--. ,----,
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: : | .' .' `\ \ / \ ,`--.' | / / '. .' .' \
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| ' : ,---.' \ ; : \ | : : | : /`. / ,----,' |
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; ; ' | | .`\ | | | .\ : : | ' ; | |--` | : . ;
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' | |__ : : | ' | . : |: | | : | | : ;_ ; |.' /
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| | :.'| | ' ' ; : | | \ : ' ' ; \ \ `. `----'/ ;
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' : ; ' | ; . | | : . / | | | `----. \ / ; /
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| | ./ | | : | ' ; | | \ ' : ; __ \ \ | ; / /-,
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; : ; ' : | / ; | | ;\ \ | | ' / /`--' / / / /.`|
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| ,/ | | '` ,/ : ' | \.' ' : | '--'. / ./__; :
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'---' ; : .' : : :-' ; |.' `--'---' | : .'
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| ,.' | |.' '---' ; | .'
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'---' `---' `---'
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LDRIS 2 (Work in Progress)
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Current features:
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+ Legitimate SRS rotation!
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+ Line clearing! Crazy!
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+ 7bag randomization!
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+ Decent fucking controls!
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+ Ghost piece!
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+ Piece holding!
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+ Piece queue! It's even animated!
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To-do:
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+ Add score, and let lineclears and piece dropping add to it
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+ Add an actual menu, and not that shit LDRIS 1 had
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+ Multiplayer, as well as an implementation of garbage
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+ Cheese race mode
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+ Change color palletes so that the ghost piece isn't the color of dirt
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+ Add in-game menu for changing controls (some people can actually tolerate guideline)
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--]]
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local scr_x, scr_y = term.getSize()
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-- client config can be changed however you please
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local clientConfig = {
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controls = {
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rotate_left = keys.z, -- by left, I mean counter-clockwise
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rotate_right = keys.x, -- by right, I mean clockwise
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move_left = keys.left,
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move_right = keys.right,
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soft_drop = keys.down,
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hard_drop = keys.up,
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sonic_drop = keys.space,
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hold = keys.leftShift,
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pause = keys.p,
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restart = keys.r,
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open_chat = keys.t,
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quit = keys.q,
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},
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soft_drop_multiplier = 4.0, -- (SDF) the factor in which soft dropping effects the gravity
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move_repeat_delay = 0.25, -- (DAS) amount of time you must be holding the movement keys for it to start repeatedly moving (seconds)
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move_repeat_interval = 0.05, -- (ARR) speed at which the pieces move when holding the movement keys (seconds per tick)
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appearance_delay = 0, -- (ARE) amount of seconds it will take for the next piece to arrive after the current one locks into place
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lock_delay = 0.5, -- (Lock Delay) amount of seconds it will take for a resting mino to lock into placed
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queue_length = 5, -- amount of pieces visible in the queue (limited by size of UI)
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}
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-- ideally, only clients with IDENTICAL game configs should face one another
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local gameConfig = {
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minos = {}, -- list of all the minos (pieces) that will spawn into the board
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kickTables = {}, -- list of all kick tables for pieces
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currentKickTable = "SRS", -- current kick table
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randomBag = "singlebag", -- current pseudorandom number generator
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-- "singlebag" = normal tetris guideline random
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-- "doublebag" = doubled bag size
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-- "random" = using math.random
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board_width = 11, -- width of play area
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board_height = 40, -- height of play area
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board_height_visible = 20, -- height of play area that will render on screen (anchored to bottom)
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spin_mode = 1, -- 1 = allows T-spins
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-- 2 = allows J/L-spins
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-- 3 = allows ALL SPINS! Similar to STUPID mode in tetr.io
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can_rotate = true, -- if false, will disallow ALL piece rotation (meme mode)
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startingGravity = 0.15, -- gravity per tick for minos
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lock_move_limit = 30, -- amount of moves a mino can do after descending below its lowest point yet traversed
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-- used as a method of preventing stalling -- set it to math.huge for infinite
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}
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_WRITE_TO_DEBUG_MONITOR = true
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local cospc_debuglog = function(header, text)
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if _WRITE_TO_DEBUG_MONITOR then
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if ccemux then
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ccemux.attach("right", "monitor")
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local t = term.redirect(peripheral.wrap("right"))
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if text == 0 then
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term.clear()
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term.setCursorPos(1, 1)
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else
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term.setTextColor(colors.yellow)
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term.write(header or "SYS")
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term.setTextColor(colors.white)
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print(": " .. text)
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end
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term.redirect(t)
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end
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end
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end
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local switch = function(check)
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return function(cases)
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if type(cases[check]) == "function" then
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return cases[check]()
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elseif type(cases["default"] == "function") then
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return cases["default"]()
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end
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end
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end
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local roundToPlaces = function(number, places)
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return math.floor(number * 10^places) / (10^places)
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end
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-- current state of the game; can be used to perfectly recreate the current scene of a game
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-- that includes board and mino objects, bitch
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-- gameState = {}
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--[[
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(later, I'll probably store mino data in a separate file)
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spinID: 1 = considered a "T" piece, can be spun
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2 = considered a "J" or "L" piece, can be spun if that's allowed
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3 = considered every other piece, can be spun if STUPID mode is on
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]]
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do -- define minos
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gameConfig.minos[1] = {
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shape = {
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" ",
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"@@@@",
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" ",
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" ",
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},
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spinID = 3,
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color = "3",
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name = "I",
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kickID = 2,
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}
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gameConfig.minos[2] = {
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shape = {
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" @ ",
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"@@@",
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" ",
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},
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spinID = 1,
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color = "a",
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name = "I",
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kickID = 1,
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}
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gameConfig.minos[3] = {
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shape = {
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" @",
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"@@@",
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" ",
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},
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spinID = 2,
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color = "1",
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name = "L",
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kickID = 1,
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}
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gameConfig.minos[4] = {
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shape = {
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"@ ",
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"@@@",
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" ",
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},
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spinID = 2,
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color = "b",
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name = "J",
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kickID = 1,
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}
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gameConfig.minos[5] = {
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shape = {
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"@@",
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"@@",
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},
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spinID = 3,
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color = "4",
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name = "O",
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kickID = 2,
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spawnOffsetX = 1,
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}
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gameConfig.minos[6] = {
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shape = {
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" @@",
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"@@ ",
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" ",
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},
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spinID = 2,
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color = "5",
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name = "S",
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kickID = 1,
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}
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gameConfig.minos[7] = {
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shape = {
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"@@ ",
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" @@",
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" ",
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},
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spinID = 2,
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color = "e",
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name = "Z",
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kickID = 1,
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}
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end
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do -- define SRS kick table
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gameConfig.kickTables["SRS"] = {
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[1] = {}, -- used on J, L, S, T, Z tetraminos
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[2] = {}, -- used on I tetraminos
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}
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local srs = gameConfig.kickTables["SRS"]
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srs[1] = {
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["01"] = {{ 0, 0}, {-1, 0}, {-1, 1}, { 0,-2}, {-1,-2}},
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["10"] = {{ 0, 0}, { 1, 0}, { 1,-1}, { 0, 2}, { 1, 2}},
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["12"] = {{ 0, 0}, { 1, 0}, { 1,-1}, { 0, 2}, { 1, 2}},
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["21"] = {{ 0, 0}, {-1, 0}, {-1, 1}, { 0,-2}, {-1,-2}},
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["23"] = {{ 0, 0}, { 1, 0}, { 1, 1}, { 0,-2}, { 1,-2}},
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["32"] = {{ 0, 0}, {-1, 0}, {-1,-1}, { 0, 2}, {-1, 2}},
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["30"] = {{ 0, 0}, {-1, 0}, {-1,-1}, { 0, 2}, {-1, 2}},
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["03"] = {{ 0, 0}, { 1, 0}, { 1, 1}, { 0,-2}, { 1,-2}},
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["02"] = {{ 0, 0}, { 0, 1}, { 1, 1}, {-1, 1}, { 1, 0}, {-1, 0}},
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["13"] = {{ 0, 0}, { 1, 0}, { 1, 2}, { 1, 1}, { 0, 2}, { 0, 1}},
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["20"] = {{ 0, 0}, { 0,-1}, {-1,-1}, { 1,-1}, {-1, 0}, { 1, 0}},
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["31"] = {{ 0, 0}, {-1, 0}, {-1, 2}, {-1, 1}, { 0, 2}, { 0, 1}},
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}
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srs[2] = {
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["01"] = {{ 0, 0}, {-2, 0}, { 1, 0}, {-2,-1}, { 1, 2}},
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["10"] = {{ 0, 0}, { 2, 0}, {-1, 0}, { 2, 1}, {-1,-2}},
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["12"] = {{ 0, 0}, {-1, 0}, { 2, 0}, {-1, 2}, { 2,-1}},
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["21"] = {{ 0, 0}, { 1, 0}, {-2, 0}, { 1,-2}, {-2, 1}},
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["23"] = {{ 0, 0}, { 2, 0}, {-1, 0}, { 2, 1}, {-1,-2}},
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["32"] = {{ 0, 0}, {-2, 0}, { 1, 0}, {-2,-1}, { 1, 2}},
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["30"] = {{ 0, 0}, { 1, 0}, {-2, 0}, { 1,-2}, {-2, 1}},
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["03"] = {{ 0, 0}, {-1, 0}, { 2, 0}, {-1, 2}, { 2,-1}},
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["02"] = {{ 0, 0}},
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["13"] = {{ 0, 0}},
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["20"] = {{ 0, 0}},
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["31"] = {{ 0, 0}},
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}
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end
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-- returns a number that's capped between 'min' and 'max', inclusively
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local function between(number, min, max)
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return math.min(math.max(number, min), max)
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end
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-- image-related functions (from NFTE)
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local loadImageDataNFT = function(image, background) -- string image
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local output = {{},{},{}} -- char, text, back
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local y = 1
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background = (background or "f"):sub(1,1)
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local text, back = "f", background
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local doSkip, c1, c2 = false
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local tchar = string.char(31) -- for text colors
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local bchar = string.char(30) -- for background colors
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local maxX = 0
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local bx
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for i = 1, #image do
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if doSkip then
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doSkip = false
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else
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output[1][y] = output[1][y] or ""
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output[2][y] = output[2][y] or ""
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output[3][y] = output[3][y] or ""
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c1, c2 = image:sub(i,i), image:sub(i+1,i+1)
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if c1 == tchar then
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text = c2
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doSkip = true
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elseif c1 == bchar then
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back = c2
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doSkip = true
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elseif c1 == "\n" then
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maxX = math.max(maxX, #output[1][y])
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y = y + 1
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text, back = " ", background
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else
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output[1][y] = output[1][y]..c1
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output[2][y] = output[2][y]..text
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output[3][y] = output[3][y]..back
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end
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end
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end
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for y = 1, #output[1] do
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output[1][y] = output[1][y] .. (" "):rep(maxX - #output[1][y])
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output[2][y] = output[2][y] .. (" "):rep(maxX - #output[2][y])
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output[3][y] = output[3][y] .. (background):rep(maxX - #output[3][y])
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end
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return output
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end
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-- draws an image with the topleft corner at (x, y), with transparency
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local drawImageTransparent = function(image, x, y, terminal)
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terminal = terminal or term.current()
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local cx, cy = terminal.getCursorPos()
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local c, t, b
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for iy = 1, #image[1] do
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for ix = 1, #image[1][iy] do
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c, t, b = image[1][iy]:sub(ix,ix), image[2][iy]:sub(ix,ix), image[3][iy]:sub(ix,ix)
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if b ~= " " or c ~= " " then
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terminal.setCursorPos(x + (ix - 1), y + (iy - 1))
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terminal.blit(c, t, b)
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end
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end
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end
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terminal.setCursorPos(cx,cy)
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end
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-- copies the contents of a table
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table.copy = function(tbl)
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local output = {}
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for k,v in pairs(tbl) do
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output[k] = type(v) == "table" and table.copy(v) or v
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end
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return output
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end
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local stringrep = string.rep
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-- generates a new board, on which polyominos can be placed and interact
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local makeNewBoard = function(x, y, width, height, blankColor)
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local board = {}
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board.contents = {}
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board.height = height or gameConfig.board_height
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board.width = width or gameConfig.board_width
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board.x = x
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board.y = y
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board.blankColor = blankColor or "7" -- color if no minos are in that spot
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board.transparentColor = "f" -- color if the board tries to render where there is no board
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board.garbageColor = "8"
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board.visibleHeight = height and math.floor(height / 2) or gameConfig.board_height_visible
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board.alignFromBottom = false
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for y = 1, board.height do
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board.contents[y] = stringrep(board.blankColor, width)
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end
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board.Write = function(x, y, color)
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x = math.floor(x)
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y = math.floor(y)
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board.contents[y] = board.contents[y]:sub(1, x - 1) .. color .. board.contents[y]:sub(x + 1)
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end
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board.AddGarbage = function(amount)
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local changePercent = 00 -- higher the percent, the more likely it is that subsequent rows of garbage will have a different hole
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local holeX = math.random(1, board.width)
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for y = amount, board.height do
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board.contents[y - amount + 1] = board.contents[y]
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end
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for y = board.height, board.height - amount + 1, -1 do
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board.contents[y] = stringrep(board.garbageColor, holeX - 1) .. board.blankColor .. stringrep(board.garbageColor, board.width - holeX)
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if math.random(1, 100) <= changePercent then
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holeX = math.random(1, board.width)
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end
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end
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end
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board.Clear = function(color)
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color = color or board.blankColor
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for y = 1, board.height do
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board.contents[y] = stringrep(color, board.width)
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end
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end
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-- used for sending board data over the network
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board.serialize = function(includeInit)
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return textutils.serialize({
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x = includeInit and board.x or nil,
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y = includeInit and board.y or nil,
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height = includeInit and board.height or nil,
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width = includeInit and board.width or nil,
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blankColor = includeInit and board.blankColor or nil,
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visibleHeight = board.visibleHeight or nil,
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contents = board.contents
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})
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end
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board.Render = function(...) -- takes list of minos that it will render atop the board
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local charLine1 = stringrep("\131", board.width)
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local charLine2 = stringrep("\143", board.width)
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local transparentLine = stringrep(board.transparentColor, board.width)
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local colorLine1, colorLine2, colorLine3
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local minoColor1, minoColor2, minoColor3
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local minos = {...}
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local mino, tY
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if board.alignFromBottom then
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tY = board.y + math.floor((board.height - board.visibleHeight) * (2 / 3)) - 2
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for y = board.height, 1 + (board.height - board.visibleHeight), -3 do
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colorLine1, colorLine2, colorLine3 = "", "", ""
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for x = 1, board.width do
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minoColor1, minoColor2, minoColor3 = nil, nil, nil
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for i = 1, #minos do
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mino = minos[i]
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if mino.visible then
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if mino.CheckSolid(x, y - 0, true) then
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minoColor1 = mino.color
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end
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if mino.CheckSolid(x, y - 1, true) then
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minoColor2 = mino.color
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end
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if mino.CheckSolid(x, y - 2, true) then
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minoColor3 = mino.color
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end
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end
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end
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colorLine1 = colorLine1 .. (minoColor1 or ((board.contents[y - 0] and board.contents[y - 0]:sub(x, x)) or board.blankColor))
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colorLine2 = colorLine2 .. (minoColor2 or ((board.contents[y - 1] and board.contents[y - 1]:sub(x, x)) or board.blankColor))
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colorLine3 = colorLine3 .. (minoColor3 or ((board.contents[y - 2] and board.contents[y - 2]:sub(x, x)) or board.blankColor))
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end
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if (y - 0) <= (board.height - board.visibleHeight) then
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colorLine1 = transparentLine
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end
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if (y - 1) <= (board.height - board.visibleHeight) then
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colorLine2 = transparentLine
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end
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||
if (y - 2) <= (board.height - board.visibleHeight) then
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colorLine3 = transparentLine
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end
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term.setCursorPos(board.x, board.y + tY)
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term.blit(charLine1, colorLine2, colorLine1)
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tY = tY - 1
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term.setCursorPos(board.x, board.y + tY)
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term.blit(charLine2, colorLine3, colorLine2)
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tY = tY - 1
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end
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else
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tY = board.y
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for y = 1 + (board.height - board.visibleHeight), board.height, 3 do
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||
colorLine1, colorLine2, colorLine3 = "", "", ""
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for x = 1, board.width do
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||
|
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minoColor1, minoColor2, minoColor3 = nil, nil, nil
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for i = 1, #minos do
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mino = minos[i]
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if mino.visible then
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if mino.CheckSolid(x, y + 0, true) then
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minoColor1 = mino.color
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end
|
||
if mino.CheckSolid(x, y + 1, true) then
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minoColor2 = mino.color
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end
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||
if mino.CheckSolid(x, y + 2, true) then
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minoColor3 = mino.color
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end
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end
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end
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colorLine1 = colorLine1 .. (minoColor1 or ((board.contents[y + 0] and board.contents[y + 0]:sub(x, x)) or board.blankColor))
|
||
colorLine2 = colorLine2 .. (minoColor2 or ((board.contents[y + 1] and board.contents[y + 1]:sub(x, x)) or board.blankColor))
|
||
colorLine3 = colorLine3 .. (minoColor3 or ((board.contents[y + 2] and board.contents[y + 2]:sub(x, x)) or board.blankColor))
|
||
|
||
end
|
||
|
||
if (y + 0) > board.height or (y + 0) <= (board.height - board.visibleHeight) then
|
||
colorLine1 = transparentLine
|
||
end
|
||
if (y + 1) > board.height or (y + 1) <= (board.height - board.visibleHeight) then
|
||
colorLine2 = transparentLine
|
||
end
|
||
if (y + 2) > board.height or (y + 2) <= (board.height - board.visibleHeight) then
|
||
colorLine3 = transparentLine
|
||
end
|
||
|
||
term.setCursorPos(board.x, board.y + tY)
|
||
term.blit(charLine2, colorLine1, colorLine2)
|
||
tY = tY + 1
|
||
term.setCursorPos(board.x, board.y + tY)
|
||
term.blit(charLine1, colorLine2, colorLine3)
|
||
tY = tY + 1
|
||
|
||
end
|
||
end
|
||
end
|
||
|
||
return board
|
||
end
|
||
|
||
local makeNewMino = function(minoTable, minoID, board, xPos, yPos, oldeMino)
|
||
local mino = oldeMino or {}
|
||
minoTable = minoTable or gameConfig.minos
|
||
if not minoTable[minoID] then
|
||
error("tried to spawn mino with invalid ID '" .. tostring(minoID) .. "'")
|
||
else
|
||
mino.shape = minoTable[minoID].shape
|
||
mino.spinID = minoTable[minoID].spinID
|
||
mino.kickID = minoTable[minoID].kickID
|
||
mino.color = minoTable[minoID].color
|
||
mino.name = minoTable[minoID].name
|
||
end
|
||
|
||
mino.finished = false
|
||
mino.active = true
|
||
mino.spawnTimer = 0
|
||
mino.visible = true
|
||
mino.height = #mino.shape
|
||
mino.width = #mino.shape[1]
|
||
mino.minoID = minoID
|
||
mino.x = xPos
|
||
mino.y = yPos
|
||
mino.xFloat = 0
|
||
mino.yFloat = 0
|
||
mino.board = board
|
||
mino.rotation = 0
|
||
mino.resting = false
|
||
mino.lockTimer = 0
|
||
mino.movesLeft = gameConfig.lock_move_limit
|
||
mino.yHighest = mino.y
|
||
|
||
mino.serialize = function(includeInit)
|
||
return textutils.serialize({
|
||
minoID = includeInit and mino.minoID or nil,
|
||
rotation = mino.rotation,
|
||
x = x,
|
||
y = y,
|
||
})
|
||
end
|
||
|
||
-- takes absolute position (x, y) on board, and returns true if it exists within the bounds of the board
|
||
local DoesSpotExist = function(x, y)
|
||
return board and (
|
||
x >= 1 and
|
||
x <= board.width and
|
||
y >= 1 and
|
||
y <= board.height
|
||
)
|
||
end
|
||
|
||
-- checks if the mino is colliding with solid objects on its board, shifted by xMod and/or yMod (default 0)
|
||
-- if doNotCountBorder == true, the border of the board won't be considered as solid
|
||
-- returns true if it IS colliding, and false if it is not
|
||
mino.CheckCollision = function(xMod, yMod, doNotCountBorder, round)
|
||
local cx, cy -- represents position on board
|
||
round = round or math.floor
|
||
for y = 1, mino.height do
|
||
for x = 1, mino.width do
|
||
|
||
cx = round(-1 + x + mino.x + xMod)
|
||
cy = round(-1 + y + mino.y + yMod)
|
||
if DoesSpotExist(cx, cy) then
|
||
if mino.board.contents[cy]:sub(cx, cx) ~= mino.board.blankColor and mino.CheckSolid(x, y) then
|
||
return true
|
||
end
|
||
elseif (not doNotCountBorder) and mino.CheckSolid(x, y) then
|
||
return true
|
||
end
|
||
|
||
end
|
||
end
|
||
return false
|
||
end
|
||
|
||
-- checks whether or not the (x, y) position of the mino's shape is solid.
|
||
mino.CheckSolid = function(x, y, relativeToBoard)
|
||
if relativeToBoard then
|
||
x = x - mino.x + 1
|
||
y = y - mino.y + 1
|
||
end
|
||
x = math.floor(x)
|
||
y = math.floor(y)
|
||
if y >= 1 and y <= mino.height and x >= 1 and x <= mino.width then
|
||
return mino.shape[y]:sub(x, x) ~= " "
|
||
else
|
||
return false
|
||
end
|
||
end
|
||
|
||
-- direction = 1: clockwise
|
||
-- direction = -1: counter-clockwise
|
||
mino.Rotate = function(direction, expendLockMove)
|
||
local oldShape = table.copy(mino.shape)
|
||
local kickTable = gameConfig.kickTables[gameConfig.currentKickTable]
|
||
local output = {}
|
||
local success = false
|
||
local newRotation = ((mino.rotation + direction + 1) % 4) - 1
|
||
local kickRotTranslate = {
|
||
[-1] = "3",
|
||
[ 0] = "0",
|
||
[ 1] = "1",
|
||
[ 2] = "2",
|
||
}
|
||
if mino.active then
|
||
-- get the specific offset table for the type of rotation based on the mino type
|
||
local kickX, kickY
|
||
local kickRot = kickRotTranslate[mino.rotation] .. kickRotTranslate[newRotation]
|
||
|
||
-- translate the mino piece
|
||
for y = 1, mino.width do
|
||
output[y] = ""
|
||
for x = 1, mino.height do
|
||
if direction == -1 then
|
||
output[y] = output[y] .. oldShape[x]:sub(-y, -y)
|
||
elseif direction == 1 then
|
||
output[y] = oldShape[x]:sub(y, y) .. output[y]
|
||
end
|
||
end
|
||
end
|
||
mino.width, mino.height = mino.height, mino.width
|
||
mino.shape = output
|
||
-- it's time to do some floor and wall kicking
|
||
if mino.board and mino.CheckCollision(0, 0) then
|
||
for i = 1, #kickTable[mino.kickID][kickRot] do
|
||
kickX = kickTable[mino.kickID][kickRot][i][1]
|
||
kickY = -kickTable[mino.kickID][kickRot][i][2]
|
||
if not mino.Move(kickX, kickY, false) then
|
||
success = true
|
||
break
|
||
end
|
||
end
|
||
else
|
||
success = true
|
||
end
|
||
if success then
|
||
mino.rotation = newRotation
|
||
mino.height, mino.width = mino.width, mino.height
|
||
else
|
||
mino.shape = oldShape
|
||
end
|
||
|
||
if expendLockMove then
|
||
mino.movesLeft = mino.movesLeft - 2
|
||
if mino.movesLeft <= 0 then
|
||
if mino.CheckCollision(0, 1) then
|
||
mino.finished = 1
|
||
end
|
||
else
|
||
mino.lockTimer = clientConfig.lock_delay
|
||
end
|
||
end
|
||
end
|
||
|
||
return mino, success
|
||
end
|
||
|
||
mino.Move = function(x, y, doSlam, expendLockMove)
|
||
local didSlam
|
||
local didCollide = false
|
||
local didMoveX = true
|
||
local didMoveY = true
|
||
local step, round
|
||
|
||
if mino.active then
|
||
|
||
if doSlam then
|
||
|
||
mino.xFloat = mino.xFloat + x
|
||
mino.yFloat = mino.yFloat + y
|
||
|
||
-- handle Y position
|
||
if y ~= 0 then
|
||
step = y / math.abs(y)
|
||
round = mino.yFloat > 0 and math.floor or math.ceil
|
||
if mino.CheckCollision(0, step) then
|
||
mino.yFloat = 0
|
||
didMoveY = false
|
||
else
|
||
for iy = step, round(mino.yFloat), step do
|
||
if mino.CheckCollision(0, step) then
|
||
didCollide = true
|
||
mino.yFloat = 0
|
||
break
|
||
else
|
||
didMoveY = true
|
||
mino.y = mino.y + step
|
||
mino.yFloat = mino.yFloat - step
|
||
end
|
||
end
|
||
end
|
||
else
|
||
didMoveY = false
|
||
end
|
||
|
||
-- handle x position
|
||
if x ~= 0 then
|
||
step = x / math.abs(x)
|
||
round = mino.xFloat > 0 and math.floor or math.ceil
|
||
if mino.CheckCollision(step, 0) then
|
||
mino.xFloat = 0
|
||
didMoveX = false
|
||
else
|
||
for ix = step, round(mino.xFloat), step do
|
||
if mino.CheckCollision(step, 0) then
|
||
didCollide = true
|
||
mino.xFloat = 0
|
||
break
|
||
else
|
||
didMoveX = true
|
||
mino.x = mino.x + step
|
||
mino.xFloat = mino.xFloat - step
|
||
end
|
||
end
|
||
end
|
||
else
|
||
didMoveX = false
|
||
end
|
||
|
||
else
|
||
if mino.CheckCollision(x, y) then
|
||
didCollide = true
|
||
didMoveX = false
|
||
didMoveY = false
|
||
else
|
||
mino.x = mino.x + x
|
||
mino.y = mino.y + y
|
||
didCollide = false
|
||
didMoveX = true
|
||
didMoveY = true
|
||
end
|
||
end
|
||
|
||
local yHighestDidChange = (mino.y > mino.yHighest)
|
||
mino.yHighest = math.max(mino.yHighest, mino.y)
|
||
|
||
if yHighestDidChange then
|
||
mino.movesLeft = gameConfig.lock_move_limit
|
||
end
|
||
|
||
if expendLockMove then
|
||
if didMoveX or didMoveY then
|
||
mino.movesLeft = mino.movesLeft - 1
|
||
if mino.movesLeft <= 0 then
|
||
if mino.CheckCollision(0, 1) then
|
||
mino.finished = 1
|
||
end
|
||
else
|
||
mino.lockTimer = clientConfig.lock_delay
|
||
end
|
||
end
|
||
end
|
||
else
|
||
didMoveX = false
|
||
didMoveY = false
|
||
end
|
||
|
||
return didCollide, didMoveX, didMoveY, yHighestDidChange
|
||
end
|
||
|
||
-- writes the mino to the board
|
||
mino.Write = function()
|
||
if mino.active then
|
||
for y = 1, mino.height do
|
||
for x = 1, mino.width do
|
||
if mino.CheckSolid(x, y, false) then
|
||
mino.board.Write(x + mino.x - 1, y + mino.y - 1, mino.color)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
return mino
|
||
end
|
||
|
||
_G.makeNewMino = makeNewMino
|
||
|
||
local pseudoRandom = function(gameState)
|
||
return switch(gameConfig.randomBag) {
|
||
["random"] = function()
|
||
return math.random(1, #gameConfig.minos)
|
||
end,
|
||
["singlebag"] = function()
|
||
if #gameState.random_bag == 0 then
|
||
-- repopulate random bag
|
||
for i = 1, #gameConfig.minos do
|
||
if math.random(0, 1) == 0 then
|
||
gameState.random_bag[#gameState.random_bag + 1] = i
|
||
else
|
||
table.insert(gameState.random_bag, 1, i)
|
||
end
|
||
end
|
||
end
|
||
local pick = math.random(1, #gameState.random_bag)
|
||
local output = gameState.random_bag[pick]
|
||
table.remove(gameState.random_bag, pick)
|
||
return output
|
||
end,
|
||
["doublebag"] = function()
|
||
if #gameState.random_bag == 0 then
|
||
for r = 1, 2 do
|
||
-- repopulate random bag
|
||
for i = 1, #gameConfig.minos do
|
||
if math.random(0, 1) == 0 then
|
||
gameState.random_bag[#gameState.random_bag + 1] = i
|
||
else
|
||
table.insert(gameState.random_bag, 1, i)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
local pick = math.random(1, #gameState.random_bag)
|
||
local output = gameState.random_bag[pick]
|
||
table.remove(gameState.random_bag, pick)
|
||
return output
|
||
end
|
||
}
|
||
end
|
||
|
||
local handleLineClears = function(gameState)
|
||
local mino, board = gameState.mino, gameState.board
|
||
|
||
-- get list of full lines
|
||
local clearedLines = {lookup = {}}
|
||
for y = 1, board.height do
|
||
if not board.contents[y]:find(board.blankColor) then
|
||
clearedLines[#clearedLines + 1] = y
|
||
clearedLines.lookup[y] = true
|
||
end
|
||
end
|
||
|
||
-- clear the lines, baby
|
||
if #clearedLines > 0 then
|
||
local newContents = {}
|
||
local i = board.height
|
||
for y = board.height, 1, -1 do
|
||
if not clearedLines.lookup[y] then
|
||
newContents[i] = board.contents[y]
|
||
i = i - 1
|
||
end
|
||
end
|
||
for y = 1, #clearedLines do
|
||
newContents[y] = stringrep(board.blankColor, board.width)
|
||
end
|
||
gameState.board.contents = newContents
|
||
end
|
||
|
||
gameState.linesCleared = gameState.linesCleared + #clearedLines
|
||
|
||
return clearedLines
|
||
|
||
end
|
||
|
||
local StartGame = function(player_number, native_control, board_xmod, board_ymod)
|
||
board_xmod = board_xmod or 0
|
||
board_ymod = board_ymod or 0
|
||
local gameState = {
|
||
gravity = gameConfig.startingGravity,
|
||
pNum = player_number,
|
||
targetPlayer = 0,
|
||
score = 0,
|
||
antiControlRepeat = {},
|
||
topOut = false,
|
||
canHold = true,
|
||
didHold = false,
|
||
heldPiece = false,
|
||
paused = false,
|
||
queue = {},
|
||
queueMinos = {},
|
||
linesCleared = 0,
|
||
random_bag = {},
|
||
gameTickCount = 0,
|
||
controlTickCount = 0,
|
||
controlsDown = {}, --
|
||
incomingGarbage = 0, -- amount of garbage that will be added to board after non-line-clearing mino placement
|
||
combo = 0, -- amount of successive line clears
|
||
backToBack = 0, -- amount of tetris/t-spins comboed
|
||
spinLevel = 0, -- 0 = no special spin
|
||
-- 1 = mini spin
|
||
-- 2 = Z/S/J/L spin
|
||
-- 3 = T spin
|
||
}
|
||
-- create boards
|
||
-- main gameplay board
|
||
gameState.board = makeNewBoard(
|
||
7 + board_xmod,
|
||
1 + board_ymod,
|
||
gameConfig.board_width, gameConfig.board_height
|
||
)
|
||
|
||
-- queue of upcoming minos
|
||
gameState.queueBoard = makeNewBoard(
|
||
gameState.board.x + gameState.board.width + 1,
|
||
gameState.board.y,
|
||
4,
|
||
28
|
||
--gameState.board.height - 12
|
||
)
|
||
|
||
-- display of currently held mino
|
||
gameState.holdBoard = makeNewBoard(
|
||
--gameState.board.x + gameState.board.width + 1,
|
||
2 + board_xmod,
|
||
--gameState.board.y + gameState.board.visibleHeight * (1/3),
|
||
1 + board_ymod,
|
||
gameState.queueBoard.width,
|
||
4
|
||
)
|
||
gameState.holdBoard.visibleHeight = 4
|
||
|
||
-- indicator of incoming garbage
|
||
gameState.garbageBoard = makeNewBoard(
|
||
gameState.board.x - 1,
|
||
gameState.board.y,
|
||
1,
|
||
gameState.board.visibleHeight,
|
||
"f"
|
||
)
|
||
gameState.garbageBoard.visibleHeight = gameState.garbageBoard.height
|
||
|
||
-- populate the queue
|
||
for i = 1, clientConfig.queue_length + 1 do
|
||
gameState.queue[i] = pseudoRandom(gameState)
|
||
end
|
||
for i = 1, clientConfig.queue_length do
|
||
gameState.queueMinos[i] = makeNewMino(nil,
|
||
gameState.queue[i + 1],
|
||
gameState.queueBoard,
|
||
1,
|
||
i * 3 + 12
|
||
)
|
||
end
|
||
gameState.queue.cyclePiece = function()
|
||
local output = gameState.queue[1]
|
||
table.remove(gameState.queue, 1)
|
||
gameState.queue[#gameState.queue + 1] = pseudoRandom(gameState)
|
||
return output
|
||
end
|
||
gameState.mino = {}
|
||
|
||
local qmAnim = 0
|
||
|
||
local makeDefaultMino = function(gameState)
|
||
local nextPiece
|
||
if gameState.didHold then
|
||
if gameState.heldPiece then
|
||
nextPiece, gameState.heldPiece = gameState.heldPiece, gameState.mino.minoID
|
||
else
|
||
nextPiece, gameState.heldPiece = gameState.queue.cyclePiece(), gameState.mino.minoID
|
||
end
|
||
else
|
||
nextPiece = gameState.queue.cyclePiece()
|
||
end
|
||
return makeNewMino(nil,
|
||
nextPiece,
|
||
gameState.board,
|
||
math.floor(gameState.board.width / 2 - 1) + (gameConfig.minos[nextPiece].spawnOffsetX or 0),
|
||
math.floor(gameConfig.board_height_visible + 1) + (gameConfig.minos[nextPiece].spawnOffsetY or 0),
|
||
gameState.mino
|
||
)
|
||
end
|
||
|
||
local calculateGarbage = function(gameState, linesCleared)
|
||
local output = 0
|
||
local lncleartbl = {
|
||
[0] = 0,
|
||
[1] = 0,
|
||
[2] = 1,
|
||
[3] = 2,
|
||
[4] = 4,
|
||
[5] = 5,
|
||
[6] = 6,
|
||
[7] = 7,
|
||
[8] = 8
|
||
}
|
||
|
||
if (gameState.spinLevel == 3) or (gameState.spinLevel == 2 and gameConfig.spin_mode >= 2) then
|
||
output = output + linesCleared * 2
|
||
else
|
||
output = output + (lncleartbl[linesCleared] or 0)
|
||
end
|
||
|
||
-- add combo bonus
|
||
output = output + math.max(0, math.floor(-1 + gameState.combo / 2))
|
||
|
||
return output
|
||
end
|
||
|
||
local sendGameEvent = function(eventName, ...)
|
||
if native_control then
|
||
os.queueEvent(eventName, ...)
|
||
end
|
||
end
|
||
|
||
gameState.mino = makeDefaultMino(gameState)
|
||
|
||
local mino, board = gameState.mino, gameState.board
|
||
local holdBoard, queueBoard, garbageBoard = gameState.holdBoard, gameState.queueBoard, gameState.garbageBoard
|
||
local ghostMino = makeNewMino(nil, mino.minoID, gameState.board, mino.x, mino.y, {})
|
||
|
||
local garbageMinoShape = {}
|
||
for i = 1, garbageBoard.height do
|
||
garbageMinoShape[#garbageMinoShape + 1] = "@"
|
||
end
|
||
|
||
local garbageMino = makeNewMino({
|
||
[1] = {
|
||
shape = garbageMinoShape,
|
||
color = "e"
|
||
}
|
||
}, 1, garbageBoard, 1, garbageBoard.height + 1)
|
||
|
||
local keysDown = {}
|
||
local tickDelay = 0.05
|
||
|
||
local render = function(drawOtherBoards)
|
||
board.Render(ghostMino, mino)
|
||
if drawOtherBoards then
|
||
holdBoard.Render()
|
||
queueBoard.Render(table.unpack(gameState.queueMinos))
|
||
garbageBoard.Render(garbageMino)
|
||
end
|
||
end
|
||
|
||
local tick = function(gameState)
|
||
local didCollide, didMoveX, didMoveY, yHighestDidChange = mino.Move(0, gameState.gravity, true)
|
||
local doCheckStuff = false
|
||
local doAnimateQueue = false
|
||
local doMakeNewMino = false
|
||
|
||
qmAnim = math.max(0, qmAnim - 0.8)
|
||
|
||
-- position queue minos properly
|
||
for i = 1, #gameState.queueMinos do
|
||
gameState.queueMinos[i].y = (i * 3 + 12) + math.floor(qmAnim)
|
||
end
|
||
|
||
if not mino.finished then
|
||
mino.resting = (not didMoveY) and mino.CheckCollision(0, 1)
|
||
|
||
if yHighestDidChange then
|
||
mino.movesLeft = gameConfig.lock_move_limit
|
||
end
|
||
|
||
if mino.resting then
|
||
mino.lockTimer = mino.lockTimer - tickDelay
|
||
if mino.lockTimer <= 0 then
|
||
mino.finished = 1
|
||
end
|
||
else
|
||
mino.lockTimer = clientConfig.lock_delay
|
||
end
|
||
end
|
||
|
||
gameState.mino.spawnTimer = math.max(0, gameState.mino.spawnTimer - tickDelay)
|
||
if gameState.mino.spawnTimer == 0 then
|
||
gameState.mino.active = true
|
||
gameState.mino.visible = true
|
||
ghostMino.active = true
|
||
ghostMino.visible = true
|
||
end
|
||
|
||
if mino.finished then
|
||
if mino.finished == 1 then -- piece will lock
|
||
gameState.didHold = false
|
||
gameState.canHold = true
|
||
-- check for top-out due to placing a piece outside the visible area of its board
|
||
if false then -- I'm doing that later
|
||
|
||
else
|
||
doAnimateQueue = true
|
||
mino.Write()
|
||
doMakeNewMino = true
|
||
doCheckStuff = true
|
||
end
|
||
elseif mino.finished == 2 then -- piece will attempt hold
|
||
if gameState.canHold then
|
||
gameState.didHold = true
|
||
gameState.canHold = false
|
||
-- I would have used a ternary statement, but didn't
|
||
if gameState.heldPiece then
|
||
doAnimateQueue = false
|
||
else
|
||
doAnimateQueue = true
|
||
end
|
||
-- draw held piece
|
||
gameState.holdBoard.Clear()
|
||
makeNewMino(nil,
|
||
gameState.mino.minoID,
|
||
gameState.holdBoard,
|
||
1, 2, {}
|
||
).Write()
|
||
|
||
doMakeNewMino = true
|
||
doCheckStuff = true
|
||
else
|
||
mino.finished = false
|
||
end
|
||
else
|
||
error("I don't know how, but that polyomino's finished!")
|
||
end
|
||
|
||
if doMakeNewMino then
|
||
gameState.mino = makeDefaultMino(gameState)
|
||
ghostMino = makeNewMino(nil, mino.minoID, gameState.board, mino.x, mino.y, {})
|
||
if (not gameState.didHold) and (clientConfig.appearance_delay > 0) then
|
||
gameState.mino.spawnTimer = clientConfig.appearance_delay
|
||
gameState.mino.active = false
|
||
gameState.mino.visible = false
|
||
ghostMino.active = false
|
||
ghostMino.visible = false
|
||
end
|
||
end
|
||
|
||
if doAnimateQueue then
|
||
table.remove(gameState.queueMinos, 1)
|
||
gameState.queueMinos[#gameState.queueMinos + 1] = makeNewMino(nil,
|
||
gameState.queue[clientConfig.queue_length],
|
||
gameState.queueBoard,
|
||
1,
|
||
(clientConfig.queue_length + 1) * 3 + 12
|
||
)
|
||
qmAnim = 3
|
||
end
|
||
|
||
-- if the hold attempt fails (say, you already held a piece), it wouldn't do to check for a top-out or line clears
|
||
if doCheckStuff then
|
||
-- check for top-out due to obstructed mino upon entry
|
||
-- attempt to move mino at most 2 spaces upwards before considering it fully topped out
|
||
gameState.topOut = true
|
||
for i = 0, 2 do
|
||
if mino.CheckCollision(0, 1) then
|
||
mino.y = mino.y - 1
|
||
else
|
||
gameState.topOut = false
|
||
break
|
||
end
|
||
end
|
||
|
||
local linesCleared = handleLineClears(gameState)
|
||
if #linesCleared == 0 then
|
||
gameState.combo = 0
|
||
gameState.backToBack = 0
|
||
else
|
||
gameState.combo = gameState.combo + 1
|
||
if #linesCleared == 4 or gameState.spinLevel >= 1 then
|
||
gameState.backToBack = gameState.backToBack + 1
|
||
else
|
||
gameState.backToBack = 0
|
||
end
|
||
end
|
||
-- calculate garbage to be sent
|
||
local garbage = calculateGarbage(gameState, #linesCleared)
|
||
if garbage > 0 then
|
||
cospc_debuglog(gameState.pNum, "Doled out " .. garbage .. " lines")
|
||
end
|
||
|
||
-- send garbage to enemy player
|
||
sendGameEvent("attack", gameState.targetPlayer)
|
||
|
||
if doMakeNewMino then
|
||
gameState.spinLevel = 0
|
||
end
|
||
|
||
end
|
||
end
|
||
|
||
-- debug info
|
||
if native_control then
|
||
term.setCursorPos(2, scr_y - 2)
|
||
term.write("Lines: " .. gameState.linesCleared .. " ")
|
||
|
||
term.setCursorPos(2, scr_y - 1)
|
||
term.write("M=" .. mino.movesLeft .. ", TTL=" .. tostring(mino.lockTimer):sub(1, 4) .. " ")
|
||
|
||
term.setCursorPos(2, scr_y - 0)
|
||
term.write("POS=(" .. mino.x .. ":" .. tostring(mino.xFloat):sub(1, 5) .. ", " .. mino.y .. ":" .. tostring(mino.yFloat):sub(1, 5) .. ") ")
|
||
end
|
||
|
||
end
|
||
|
||
local checkControl = function(controlName, repeatTime, repeatDelay)
|
||
repeatDelay = repeatDelay or 1
|
||
if native_control then
|
||
if keysDown[clientConfig.controls[controlName]] then
|
||
if not gameState.antiControlRepeat[controlName] then
|
||
if repeatTime then
|
||
return keysDown[clientConfig.controls[controlName]] == 1 or
|
||
(
|
||
keysDown[clientConfig.controls[controlName]] >= (repeatTime * (1 / tickDelay)) and (
|
||
repeatDelay and ((keysDown[clientConfig.controls[controlName]] * tickDelay) % repeatDelay == 0) or true
|
||
)
|
||
)
|
||
else
|
||
return keysDown[clientConfig.controls[controlName]] == 1
|
||
end
|
||
end
|
||
else
|
||
return false
|
||
end
|
||
else
|
||
if gameState.controlsDown[controlName] then
|
||
if not gameState.antiControlRepeat[controlName] then
|
||
if repeatTime then
|
||
return gameState.controlsDown[controlName] == 1 or
|
||
(
|
||
gameState.controlsDown[controlName] >= (repeatTime * (1 / tickDelay)) and (
|
||
repeatDelay and ((gameState.controlsDown[controlName] * tickDelay) % repeatDelay == 0) or true
|
||
)
|
||
)
|
||
else
|
||
return gameState.controlsDown[controlName] == 1
|
||
end
|
||
end
|
||
else
|
||
return false
|
||
end
|
||
end
|
||
end
|
||
|
||
local controlTick = function(gameState, onlyFastActions)
|
||
local dc, dmx, dmy -- did collide, did move X, did move Y
|
||
local didSlowAction = false
|
||
if (not gameState.paused) and gameState.mino.active then
|
||
if not onlyFastActions then
|
||
if checkControl("move_left", clientConfig.move_repeat_delay, clientConfig.move_repeat_interval) then
|
||
if not mino.finished then
|
||
mino.Move(-1, 0, true, true)
|
||
didSlowAction = true
|
||
gameState.antiControlRepeat["move_left"] = true
|
||
end
|
||
end
|
||
if checkControl("move_right", clientConfig.move_repeat_delay, clientConfig.move_repeat_interval) then
|
||
if not mino.finished then
|
||
mino.Move(1, 0, true, true)
|
||
didSlowAction = true
|
||
gameState.antiControlRepeat["move_right"] = true
|
||
end
|
||
end
|
||
if checkControl("soft_drop", 0) then
|
||
mino.Move(0, gameState.gravity * clientConfig.soft_drop_multiplier, true, false)
|
||
didSlowAction = true
|
||
gameState.antiControlRepeat["soft_drop"] = true
|
||
end
|
||
if checkControl("hard_drop", false) then
|
||
mino.Move(0, board.height, true, false)
|
||
mino.finished = 1
|
||
didSlowAction = true
|
||
gameState.antiControlRepeat["hard_drop"] = true
|
||
end
|
||
if checkControl("sonic_drop", false) then
|
||
mino.Move(0, board.height, true, true)
|
||
didSlowAction = true
|
||
gameState.antiControlRepeat["sonic_drop"] = true
|
||
end
|
||
if checkControl("hold", false) then
|
||
if not mino.finished then
|
||
mino.finished = 2
|
||
gameState.antiControlRepeat["hold"] = true
|
||
didSlowAction = true
|
||
end
|
||
end
|
||
if checkControl("quit", false) then
|
||
gameState.topOut = true
|
||
gameState.antiControlRepeat["quit"] = true
|
||
didSlowAction = true
|
||
end
|
||
end
|
||
if checkControl("rotate_left", false) then
|
||
mino.Rotate(-1, true)
|
||
if mino.spinID <= gameConfig.spin_mode then
|
||
if (
|
||
mino.CheckCollision(1, 0) and
|
||
mino.CheckCollision(-1, 0) and
|
||
mino.CheckCollision(0, -1)
|
||
) then
|
||
gameState.spinLevel = 3
|
||
else
|
||
gameState.spinLevel = 0
|
||
end
|
||
end
|
||
gameState.antiControlRepeat["rotate_left"] = true
|
||
end
|
||
if checkControl("rotate_right", false) then
|
||
mino.Rotate(1, true)
|
||
if mino.spinID <= gameConfig.spin_mode then
|
||
if (
|
||
mino.CheckCollision(1, 0) and
|
||
mino.CheckCollision(-1, 0) and
|
||
mino.CheckCollision(0, -1)
|
||
) then
|
||
gameState.spinLevel = 3
|
||
else
|
||
gameState.spinLevel = 0
|
||
end
|
||
end
|
||
gameState.antiControlRepeat["rotate_right"] = true
|
||
end
|
||
end
|
||
if checkControl("pause", false) then
|
||
gameState.paused = not gameState.paused
|
||
gameState.antiControlRepeat["pause"] = true
|
||
end
|
||
return didSlowAction
|
||
end
|
||
|
||
local tickTimer = os.startTimer(tickDelay)
|
||
local evt
|
||
local didControlTick = false
|
||
|
||
while true do
|
||
|
||
-- handle ghost piece
|
||
ghostMino.color = "c"
|
||
ghostMino.shape = mino.shape
|
||
ghostMino.x = mino.x
|
||
ghostMino.y = mino.y
|
||
ghostMino.Move(0, board.height, true)
|
||
|
||
garbageMino.y = 1 + garbageBoard.height - gameState.incomingGarbage
|
||
|
||
-- render board
|
||
render(true)
|
||
|
||
evt = {os.pullEvent()}
|
||
|
||
if evt[1] == "key" and not evt[3] then
|
||
keysDown[evt[2]] = 1
|
||
didControlTick = controlTick(gameState, false)
|
||
gameState.controlTickCount = gameState.controlTickCount + 1
|
||
elseif evt[1] == "key_up" then
|
||
keysDown[evt[2]] = nil
|
||
end
|
||
|
||
if evt[1] == "timer" then
|
||
if evt[2] == tickTimer then
|
||
tickTimer = os.startTimer(0.05)
|
||
for k,v in pairs(keysDown) do
|
||
keysDown[k] = 1 + v
|
||
end
|
||
controlTick(gameState, didControlTick)
|
||
gameState.controlTickCount = gameState.controlTickCount + 1
|
||
if not gameState.paused then
|
||
tick(gameState)
|
||
gameState.gameTickCount = gameState.gameTickCount + 1
|
||
end
|
||
didControlTick = false
|
||
gameState.antiControlRepeat = {}
|
||
end
|
||
end
|
||
|
||
if gameState.topOut then
|
||
-- this will have a more elaborate game over sequence later
|
||
return
|
||
end
|
||
end
|
||
|
||
end
|
||
|
||
local TitleScreen = function()
|
||
local animation = function()
|
||
local tsx = 8
|
||
local tsy = 10
|
||
--[[
|
||
local title = {
|
||
[1] = "ee\nee\neeffe",
|
||
[2] = "ddfdffd\ndd dffd\nddffd",
|
||
[3] = "11f1ff1\n11ff1\n11 11f",
|
||
[4] = "affa\naffa\naf",
|
||
[5] = "3f3f3f\nf33ff3\n3ff3",
|
||
[6] = "4ff44f\n 4ff4\n4f4f"
|
||
}
|
||
--]]
|
||
|
||
--[[
|
||
1 = " ",
|
||
"@@@@",
|
||
" ",
|
||
" ",
|
||
|
||
2 = " @ ",
|
||
"@@@",
|
||
" ",
|
||
|
||
3 = " @",
|
||
"@@@",
|
||
" ",
|
||
|
||
4 = "@ ",
|
||
"@@@",
|
||
" ",
|
||
|
||
5 = "@@",
|
||
"@@",
|
||
|
||
6 = " @@",
|
||
"@@ ",
|
||
" ",
|
||
|
||
7 = "@@ ",
|
||
" @@",
|
||
" ",
|
||
]]
|
||
|
||
local animBoard = makeNewBoard(1, 1, scr_x, scr_y * 10/3, "f")
|
||
animBoard.visibleHeight = animBoard.height / 2
|
||
|
||
local animMinos = {}
|
||
|
||
local iterate = 0
|
||
local mTimer = 100000
|
||
|
||
local titleMinos = {
|
||
-- L
|
||
makeNewMino(nil, 4, animBoard, tsx + 1, tsy).Rotate(0),
|
||
makeNewMino(nil, 1, animBoard, tsx + 0, tsy).Rotate(3),
|
||
|
||
-- D
|
||
makeNewMino(nil, 7, animBoard, tsx + 6, tsy).Rotate(3),
|
||
makeNewMino(nil, 3, animBoard, tsx + 4, tsy).Rotate(1),
|
||
nil
|
||
}
|
||
|
||
for i = 1, #titleMinos do
|
||
if titleMinos[i] then
|
||
table.insert(animMinos, titleMinos[i])
|
||
end
|
||
end
|
||
|
||
while true do
|
||
iterate = (iterate + 10) % 360
|
||
|
||
if mTimer <= 0 then
|
||
table.insert(animMinos, makeNewMino(nil,
|
||
math.random(1, 7),
|
||
animBoard,
|
||
math.random(1, animBoard.width - 4),
|
||
animBoard.visibleHeight - 4
|
||
))
|
||
mTimer = 4
|
||
else
|
||
mTimer = mTimer - 1
|
||
end
|
||
|
||
for i = 1, #animMinos do
|
||
animMinos[i].Move(0, 0.75, false)
|
||
if animMinos[i].y > animBoard.height then
|
||
table.remove(animMinos, i)
|
||
end
|
||
end
|
||
|
||
animBoard.Render(table.unpack(animMinos))
|
||
|
||
sleep(0.05)
|
||
end
|
||
end
|
||
local menu = function()
|
||
local options = {"Singleplayer", "How to play", "Quit"}
|
||
|
||
end
|
||
--animation()
|
||
--StartGame(true, 0, 0)
|
||
parallel.waitForAny(function()
|
||
cospc_debuglog(1, "Starting game.")
|
||
StartGame(1, true, 0, 0)
|
||
cospc_debuglog(1, "Game concluded.")
|
||
end, function()
|
||
while true do
|
||
cospc_debuglog(2, "Starting game.")
|
||
StartGame(2, false, 24, 0)
|
||
cospc_debuglog(2, "Game concluded.")
|
||
end
|
||
end)
|
||
end
|
||
|
||
term.clear()
|
||
|
||
cospc_debuglog(nil, 0)
|
||
|
||
cospc_debuglog(nil, "Opened LDRIS2.")
|
||
|
||
TitleScreen()
|
||
|
||
cospc_debuglog(nil, "Closed LDRIS2.")
|
||
|
||
term.setCursorPos(1, scr_y - 1)
|
||
term.clearLine()
|
||
print("Thank you for playing!")
|
||
term.setCursorPos(1, scr_y - 0)
|
||
term.clearLine()
|
||
|
||
sleep(0.05)
|