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require 'funcs'
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local GameMode = require 'tetris.modes.gamemode'
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local Piece = require 'tetris.components.piece'
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local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
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local ScoreDrainGame = GameMode:extend()
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ScoreDrainGame.name = "Score Drain"
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ScoreDrainGame.hash = "ScoreDrain"
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ScoreDrainGame.tagline = "Your score goes down over time! Avoid hitting 0 points, or your game is over!"
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function ScoreDrainGame:new()
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self.super:new()
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self.score = 3000
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self.drain_rate = 50
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self.combo = 1
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self.randomizer = History6RollsRandomizer()
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self.lock_drop = true
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self.lock_hard_drop = true
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self.enable_hold = true
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self.next_queue_length = 3
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end
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function ScoreDrainGame:getARE()
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if self.level < 700 then return 27
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elseif self.level < 800 then return 18
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elseif self.level < 1000 then return 14
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elseif self.level < 1100 then return 8
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elseif self.level < 1200 then return 7
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else return 6 end
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end
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function ScoreDrainGame:getLineARE()
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if self.level < 600 then return 27
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elseif self.level < 700 then return 18
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elseif self.level < 800 then return 14
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elseif self.level < 1100 then return 8
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elseif self.level < 1200 then return 7
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else return 6 end
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end
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function ScoreDrainGame:getDasLimit()
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if self.level < 500 then return 15
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elseif self.level < 900 then return 9
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else return 7 end
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end
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function ScoreDrainGame:getLineClearDelay()
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if self.level < 500 then return 40
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elseif self.level < 600 then return 25
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elseif self.level < 700 then return 16
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elseif self.level < 800 then return 12
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elseif self.level < 1100 then return 6
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elseif self.level < 1200 then return 5
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else return 4 end
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end
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function ScoreDrainGame:getLockDelay()
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if self.level < 900 then return 30
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elseif self.level < 1100 then return 17
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else return 15 end
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end
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function ScoreDrainGame:getGravity()
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if (self.level < 30) then return 4/256
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elseif (self.level < 35) then return 6/256
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elseif (self.level < 40) then return 8/256
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elseif (self.level < 50) then return 10/256
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elseif (self.level < 60) then return 12/256
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elseif (self.level < 70) then return 16/256
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elseif (self.level < 80) then return 32/256
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elseif (self.level < 90) then return 48/256
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elseif (self.level < 100) then return 64/256
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elseif (self.level < 120) then return 80/256
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elseif (self.level < 140) then return 96/256
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elseif (self.level < 160) then return 112/256
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elseif (self.level < 170) then return 128/256
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elseif (self.level < 200) then return 144/256
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elseif (self.level < 220) then return 4/256
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elseif (self.level < 230) then return 32/256
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elseif (self.level < 233) then return 64/256
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elseif (self.level < 236) then return 96/256
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elseif (self.level < 239) then return 128/256
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elseif (self.level < 243) then return 160/256
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elseif (self.level < 247) then return 192/256
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elseif (self.level < 251) then return 224/256
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elseif (self.level < 300) then return 1
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elseif (self.level < 330) then return 2
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elseif (self.level < 360) then return 3
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elseif (self.level < 400) then return 4
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elseif (self.level < 420) then return 5
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elseif (self.level < 450) then return 4
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elseif (self.level < 500) then return 3
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else return 20
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end
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end
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function ScoreDrainGame:advanceOneFrame()
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if self.ready_frames == 0 then
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self.frames = self.frames + 1
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self.score = math.max(0, self.score - self.drain_rate / 60)
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self.game_over = self.score <= 0 and true or false
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end
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return true
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end
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function ScoreDrainGame:onPieceEnter()
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if (self.level % 100 ~= 99) and self.frames ~= 0 then
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self.level = self.level + 1
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end
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end
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local cleared_row_levels = {1, 2, 4, 6}
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function ScoreDrainGame:onLineClear(cleared_row_count)
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local new_level = self.level + cleared_row_levels[cleared_row_count]
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self.drain_rate = math.floor(self.level / 100) < math.floor(new_level / 100) and self.drain_rate * 1.5 or self.drain_rate
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self.level = new_level
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end
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function ScoreDrainGame:updateScore(level, drop_bonus, cleared_lines)
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * self.combo
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)
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else
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self.combo = 1
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end
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self.drop_bonus = 0
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end
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function ScoreDrainGame:drawGrid()
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self.grid:draw()
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if self.piece ~= nil and self.level < 100 then
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self:drawGhostPiece(ruleset)
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end
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end
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function ScoreDrainGame:drawScoringInfo()
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.setFont(font_3x5_2)
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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strTrueValues(self.prev_inputs)
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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("DRAIN RATE", 240, 90, 80, "left")
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love.graphics.printf("SCORE", 240, 170, 40, "left")
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love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(math.floor(self.drain_rate).."/s", 240, 110, 120, "left")
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local frames_left = self.score / self.drain_rate * 60
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if frames_left <= 600 and frames_left % 4 < 2 and not self.game_over then love.graphics.setColor(1, 0.3, 0.3, 1) end
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love.graphics.printf(formatTime(frames_left), 240, 270, 120, "left")
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(math.floor(self.score), 240, 190, 90, "left")
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love.graphics.printf(self.level, 240, 340, 50, "right")
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love.graphics.printf(self:getSectionEndLevel(), 240, 370, 50, "right")
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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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end
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function ScoreDrainGame:getHighscoreData()
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return {
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level = self.level,
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frames = self.frames,
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}
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end
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function ScoreDrainGame:getSectionEndLevel()
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return math.floor(self.level / 100 + 1) * 100
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end
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function ScoreDrainGame:getBackground()
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return math.floor(self.level / 100)
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end
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return ScoreDrainGame
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