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DTET + Joker updates
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@ -33,8 +33,13 @@ function JokerGame:getARE()
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else return math.max(math.ceil(20 - (self.level - 200) / 7), 5) end
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end
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function JokerGame:getLineARE() return self:getARE() end
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function JokerGame:getDasLimit() return 6 end
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function JokerGame:getLineARE()
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return self:getARE()
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end
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function JokerGame:getDasLimit()
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return 6
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end
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function JokerGame:getARR()
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return rush and 0 or 1
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@ -65,6 +70,31 @@ function JokerGame:advanceOneFrame(inputs, ruleset)
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return true
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end
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function JokerGame:onPieceEnter()
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-- The Initial Movement System, pioneered by DTET
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if self.grid:canPlacePiece(self.piece) then
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if self.das.direction == "left" then
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for i = 1, 10 do
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local new_piece = self.piece:withOffset({x=-i, y=0})
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if self.grid:canPlacePiece(new_piece) then
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self.piece = new_piece
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break
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end
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if not rush then break end
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end
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elseif self.das.direction == "right" then
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for i = 1, 10 do
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local new_piece = self.piece:withOffset({x=i, y=0})
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if self.grid:canPlacePiece(new_piece) then
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self.piece = new_piece
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break
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end
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if not rush then break end
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end
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end
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end
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end
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function JokerGame:onLineClear(cleared_row_count)
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if cleared_row_count >= 4 and self.level < 200 then self.stock = self.stock + 1
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elseif cleared_row_count < 4 and self.level >= 200 then self.stock = self.stock - 1 end
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@ -112,7 +142,7 @@ function JokerGame:drawScoringInfo()
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if (self.ready_frames ~= 0) then
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love.graphics.printf(
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"RUSH: " .. (rush and "ON" or "OFF"),
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64, 110, 160, "center"
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64, 100, 160, "center"
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)
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end
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@ -9,7 +9,6 @@ DTET.hash = "DTET"
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DTET.softdrop_lock = false
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DTET.harddrop_lock = true
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DTET.are_cancel = true
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DTET.enable_IRS_wallkicks = true
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DTET.spawn_positions = {
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I = { x=5, y=4 },
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