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Cut down Big A2's size
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21769f21c8
commit
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@ -1,307 +1,22 @@
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require 'funcs'
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local MarathonA2Game = require 'tetris.modes.marathon_a2'
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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 BigA2Game = MarathonA2Game:extend()
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local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
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BigA2Game.name = "Big A2"
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BigA2Game.hash = "BigA2"
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BigA2Game.tagline = "Big blocks in the most celebrated TGM mode!"
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local MarathonA2Game = GameMode:extend()
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MarathonA2Game.name = "Big A2"
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MarathonA2Game.hash = "BigA2"
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MarathonA2Game.tagline = "The points don't matter! Can you reach the invisible roll? Big mode too!"
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function MarathonA2Game:new()
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self.super:new()
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function BigA2Game:new()
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MarathonA2Game:new()
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self.big_mode = true
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self.roll_frames = 0
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self.combo = 1
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self.grade = 0
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self.grade_points = 0
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self.grade_point_decay_counter = 0
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self.randomizer = History6RollsRandomizer()
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self.lock_drop = false
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self.lock_hard_drop = false
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self.enable_hold = false
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self.next_queue_length = 1
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end
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function MarathonA2Game: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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else return 14 end
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function BigA2Game:onLineClear(cleared_row_count)
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return MarathonA2Game:onLineClear(cleared_row_count / 2)
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end
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function MarathonA2Game: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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else return 8 end
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function BigA2Game:updateScore(level, drop_bonus, cleared_lines)
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return MarathonA2Game:updateScore(level, drop_bonus, cleared_lines / 2)
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end
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function MarathonA2Game: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 MarathonA2Game: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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else return 6 end
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end
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function MarathonA2Game:getLockDelay()
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if self.level < 900 then return 30
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else return 17 end
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end
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function MarathonA2Game: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 MarathonA2Game:advanceOneFrame()
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if self.clear then
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self.roll_frames = self.roll_frames + 1
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if self.roll_frames < 0 then return false end
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if self.roll_frames > 3694 then
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self.completed = true
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end
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elseif self.ready_frames == 0 then
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self.frames = self.frames + 1
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end
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return true
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end
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function MarathonA2Game:onPieceEnter()
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if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear 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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function MarathonA2Game:onLineClear(cleared_row_count)
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cleared_row_count = cleared_row_count / 2
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self.level = math.min(self.level + cleared_row_count, 999)
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if self.level == 999 and not self.clear then
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self.clear = true
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self.grid:clear()
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self.roll_frames = -150
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end
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self.lock_drop = self.level >= 900
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self.lock_hard_drop = self.level >= 900
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end
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function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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cleared_lines = cleared_lines / 2
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self:updateGrade(cleared_lines)
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if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
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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 * self.bravo
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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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end
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local grade_point_bonuses = {
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{10, 20, 40, 50},
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{10, 20, 30, 40},
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{10, 20, 30, 40},
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{10, 15, 30, 40},
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{10, 15, 20, 40},
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{5, 15, 20, 30},
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{5, 10, 20, 30},
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{5, 10, 15, 30},
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{5, 10, 15, 30},
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{5, 10, 15, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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}
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local grade_point_decays = {
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125, 80, 80, 50, 45, 45, 45,
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40, 40, 40, 40, 40, 30, 30, 30,
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20, 20, 20, 20, 20,
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15, 15, 15, 15, 15, 15, 15, 15, 15, 15,
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10, 10
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}
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local combo_multipliers = {
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{1.0, 1.0, 1.0, 1.0},
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{1.2, 1.4, 1.5, 1.0},
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{1.2, 1.5, 1.8, 1.0},
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{1.4, 1.6, 2.0, 1.0},
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{1.4, 1.7, 2.2, 1.0},
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{1.4, 1.8, 2.3, 1.0},
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{1.4, 1.9, 2.4, 1.0},
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{1.5, 2.0, 2.5, 1.0},
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{1.5, 2.1, 2.6, 1.0},
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{2.0, 2.5, 3.0, 1.0},
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}
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local grade_conversion = {
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[0] = 0,
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1, 2, 3, 4, 5, 5, 6, 6, 7, 7,
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7, 8, 8, 8, 9, 9, 9, 10, 11, 12,
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12, 12, 13, 13, 14, 14, 15, 15, 16, 16,
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17
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}
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function MarathonA2Game:updateGrade(cleared_lines)
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if self.clear then return end
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if cleared_lines == 0 then
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self.grade_point_decay_counter = self.grade_point_decay_counter + 1
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if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then
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self.grade_point_decay_counter = 0
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self.grade_points = math.max(0, self.grade_points - 1)
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end
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else
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self.grade_points = self.grade_points + (
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math.ceil(
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grade_point_bonuses[self.grade + 1][cleared_lines] *
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combo_multipliers[math.min(self.combo, 10)][cleared_lines]
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) * (1 + math.floor(self.level / 250))
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)
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if self.grade_points >= 100 and self.grade < 31 then
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self.grade_points = 0
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self.grade = self.grade + 1
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end
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end
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end
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function MarathonA2Game:getLetterGrade()
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local grade = grade_conversion[self.grade]
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if grade < 9 then
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return tostring(9 - grade)
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elseif grade < 18 then
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return "S" .. tostring(grade - 8)
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end
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end
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MarathonA2Game.rollOpacityFunction = function(age)
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if age < 240 then return 1
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elseif age > 300 then return 0
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else return 1 - (age - 240) / 60 end
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end
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function MarathonA2Game:drawGrid(ruleset)
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if self.clear and not (self.completed or self.game_over) then
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self.grid:drawInvisible(self.rollOpacityFunction, nil, false)
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else
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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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end
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function MarathonA2Game: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("GRADE", 240, 120, 40, "left")
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love.graphics.printf("SCORE", 240, 200, 40, "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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if self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
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elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
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love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(self.score, 240, 220, 90, "left")
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love.graphics.printf(self.level, 240, 340, 40, "right")
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love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "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 MarathonA2Game:getHighscoreData()
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return {
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grade = grade_conversion[self.grade],
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score = self.score,
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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 MarathonA2Game:getSectionEndLevel()
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if self.level >= 900 then return 999
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else return math.floor(self.level / 100 + 1) * 100 end
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end
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function MarathonA2Game:getBackground()
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return math.floor(self.level / 100)
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end
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return MarathonA2Game
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return BigA2Game
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