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https://github.com/SashLilac/cambridge-modpack.git
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Skin refactor update
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@ -104,12 +104,8 @@ function SurvivalCKGame:getRegretTime()
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else return frameTime(0,30) end
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else return frameTime(0,30) end
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end
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end
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function SurvivalCKGame:getNextPiece(ruleset)
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function SurvivalCKGame:getSkin()
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return {
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return self.level >= 2000 and "bone" or "2tie"
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skin = self.level >= 2000 and "bone" or "2tie",
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shape = self.randomizer:nextPiece(),
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orientation = ruleset:getDefaultOrientation(),
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}
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end
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end
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local torikan_times = {300, 330, 360, 390, 420, 450, 478, 504, 528, 550, 570}
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local torikan_times = {300, 330, 360, 390, 420, 450, 478, 504, 528, 550, 570}
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@ -7,6 +7,8 @@ local DTETRandomizer = require 'tetris.randomizers.dtet'
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local JokerGame = GameMode:extend()
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local JokerGame = GameMode:extend()
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local rush = false
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JokerGame.name = "Final J"
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JokerGame.name = "Final J"
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JokerGame.hash = "Joker"
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JokerGame.hash = "Joker"
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JokerGame.tagline = "One of the hardest modes! Can you retain your stock to level 300?"
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JokerGame.tagline = "One of the hardest modes! Can you retain your stock to level 300?"
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@ -33,7 +35,10 @@ end
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function JokerGame:getLineARE() return self:getARE() 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:getDasLimit() return 6 end
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function JokerGame:getARR() return math.min(1, config.arr) end
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function JokerGame:getARR()
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return rush and 0 or 1
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end
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function JokerGame:getLineClearDelay()
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function JokerGame:getLineClearDelay()
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if self.level < 200 then return math.ceil(6 - (self.level - 50) / 50)
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if self.level < 200 then return math.ceil(6 - (self.level - 50) / 50)
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@ -47,10 +52,14 @@ end
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function JokerGame:getGravity() return 20 end
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function JokerGame:getGravity() return 20 end
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function JokerGame:advanceOneFrame()
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function JokerGame:advanceOneFrame(inputs, ruleset)
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if self.ready_frames == 0 then
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if self.ready_frames == 0 then
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self.frames = self.frames + 1
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self.frames = self.frames + 1
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self.time_limit = self.time_limit - 1
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self.time_limit = self.time_limit - 1
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else
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if not self.prev_inputs.hold and inputs.hold then
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rush = not rush
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end
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end
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end
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if self.time_limit <= 0 then self.game_over = true end
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if self.time_limit <= 0 then self.game_over = true end
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return true
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return true
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@ -100,6 +109,12 @@ function JokerGame:drawScoringInfo()
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(self.level, 240, 220, 90, "left")
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love.graphics.printf(self.level, 240, 220, 90, "left")
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love.graphics.printf(math.max(self.stock, 0), 240, 300, 90, "left")
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love.graphics.printf(math.max(self.stock, 0), 240, 300, 90, "left")
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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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)
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end
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love.graphics.setFont(font_8x11)
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love.graphics.setFont(font_8x11)
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love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
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love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
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@ -3,7 +3,8 @@ local Randomizer = require 'tetris.randomizers.randomizer'
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local HistoryRandomizer = Randomizer:extend()
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local HistoryRandomizer = Randomizer:extend()
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function HistoryRandomizer:new(history_length, rolls, allowed_pieces)
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function HistoryRandomizer:new(history_length, rolls, allowed_pieces)
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self.history = {}
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self.super:new()
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self.history = {}
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for i = 1, history_length do
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for i = 1, history_length do
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table.insert(self.history, '')
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table.insert(self.history, '')
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end
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end
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@ -79,6 +79,36 @@ DTET.block_offsets = {
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DTET.wallkicks_cw = {{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}}
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DTET.wallkicks_cw = {{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}}
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DTET.wallkicks_ccw = {{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}}
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DTET.wallkicks_ccw = {{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}}
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function DTET:attemptRotate(new_inputs, piece, grid, initial)
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local rot_dir = 0
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if (new_inputs["rotate_180"]) or
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(new_inputs["rotate_left"] and new_inputs["rotate_right"]) or
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(new_inputs["rotate_left2"] and new_inputs["rotate_right2"]) then
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rot_dir = self:get180RotationValue()
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elseif (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
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rot_dir = 3
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elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
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rot_dir = 1
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end
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if rot_dir == 0 then return end
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if config.gamesettings.world_reverse == 3 or (self.world and config.gamesettings.world_reverse == 2) then
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rot_dir = 4 - rot_dir
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end
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local new_piece = piece:withRelativeRotation(rot_dir)
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if (grid:canPlacePiece(new_piece)) then
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piece:setRelativeRotation(rot_dir)
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self:onPieceRotate(piece, grid)
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else
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if not(initial and self.enable_IRS_wallkicks == false) then
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self:attemptWallkicks(piece, new_piece, rot_dir, grid)
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end
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end
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end
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function DTET:attemptWallkicks(piece, new_piece, rot_dir, grid)
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function DTET:attemptWallkicks(piece, new_piece, rot_dir, grid)
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local kicks
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local kicks
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