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https://github.com/SashLilac/cambridge-modpack.git
synced 2024-11-22 13:09:02 -06:00
v0.3-beta1
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BIN
res/bgm/non-loop.ogg
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res/bgm/non-loop.ogg
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res/bgm/non-start.ogg
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res/bgm/non-start.ogg
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@ -26,11 +26,25 @@ function JokerGame:new()
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self.next_queue_length = 6
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self.next_queue_length = 6
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end
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end
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function JokerGame:getARE() return 16 end
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function JokerGame:getARE()
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if self.level < 200 then return math.ceil(20 - (self.level - 50) / 10)
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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:getLineARE() return self:getARE() end
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function JokerGame:getDasLimit() return 8 end
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function JokerGame:getDasLimit() return 6 end
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function JokerGame:getLineClearDelay() return 6 end
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function JokerGame:getARR() return math.min(1, config.arr) end
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function JokerGame:getLockDelay() return 30 end
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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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else return math.max(math.ceil(6 - (self.level - 200) / 33), 3) end
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end
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function JokerGame:getLockDelay()
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if self.level < 200 then return math.ceil(30 - (self.level - 50) / 10)
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else return math.max(math.ceil(30 - (self.level - 200) / 7), 15) end
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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()
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@ -25,8 +25,8 @@ function NightOfNights:new()
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self.lock_drop = true
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self.lock_drop = true
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self.lock_hard_drop = true
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self.lock_hard_drop = true
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self.instant_soft_drop = false
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self.lock_on_soft_drop = false
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self.instant_hard_drop = false
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self.lock_on_hard_drop = false
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self.enable_hold = true
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self.enable_hold = true
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self.next_queue_length = 6
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self.next_queue_length = 6
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end
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end
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@ -47,6 +47,8 @@ function NightOfNights:advanceOneFrame()
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end
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end
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self.frames = self.frames + 1
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self.frames = self.frames + 1
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else
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else
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self.lock_on_soft_drop = false
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self.lock_on_hard_drop = false
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switchBGM(nil)
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switchBGM(nil)
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end
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end
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end
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end
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@ -25,7 +25,8 @@ function ArcadeScoreAttack:new()
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self.randomizer = History4RollsRandomizer()
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self.randomizer = History4RollsRandomizer()
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self.lock_drop = false
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self.lock_drop = true
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self.lock_hard_drop = true
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self.enable_hard_drop = true
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self.enable_hard_drop = true
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self.enable_hold = true
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self.enable_hold = true
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self.next_queue_length = 5
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self.next_queue_length = 5
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@ -121,15 +122,12 @@ end
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function ArcadeScoreAttack:onPieceEnter()
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function ArcadeScoreAttack:onPieceEnter()
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end
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end
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function ArcadeScoreAttack:onLineClear(cleared_row_count)
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function ArcadeScoreAttack:updateScore(level, drop_bonus, cleared_lines)
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self.lines = self.lines + cleared_row_count
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self.lines = self.lines + cleared_lines
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if self.lines >= levelchanges[self.level] then
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if self.lines >= levelchanges[self.level] then
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self.level = self.level + 1
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self.level = self.level + 1
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self.timeleft = self.timeleft + 1800
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self.timeleft = self.timeleft + 1800
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end
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end
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end
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function ArcadeScoreAttack:updateScore(level, drop_bonus, cleared_lines)
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local pts = 0
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local pts = 0
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if cleared_lines == 0 then
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if cleared_lines == 0 then
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if not self.b2b then self.chain = 0 end
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if not self.b2b then self.chain = 0 end
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@ -1,16 +0,0 @@
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local Randomizer = require 'tetris.randomizers.randomizer'
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local Sequence = Randomizer:extend()
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function Sequence:initialize()
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self.sequence = "IJLOT"
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self.counter = 0
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end
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function Sequence:generatePiece()
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local piece = string.sub(self.sequence, self.counter + 1, self.counter + 1)
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self.counter = (self.counter + 1) % string.len(self.sequence)
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return piece
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end
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return Sequence
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