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https://github.com/SashLilac/cambridge.git
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Fixed a roll level bug in Phantom Mania. (#18)
Also refactored Phantom Mania N so that any changes made to regular Phantom Mania get applied automatically.
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@ -11,9 +11,6 @@ PhantomManiaGame.name = "Phantom Mania"
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PhantomManiaGame.hash = "PhantomMania"
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PhantomManiaGame.tagline = "The blocks disappear as soon as they're locked! Can you remember where everything is?"
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function PhantomManiaGame:new()
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PhantomManiaGame.super:new()
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@ -102,7 +99,7 @@ end
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function PhantomManiaGame:onLineClear(cleared_row_count)
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if not self.clear then
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local new_level = self.level + cleared_row_count
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if self:hitTorikan(self.level, new_level) then
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if new_level >= 999 or self:hitTorikan(self.level, new_level) then
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if new_level >= 999 then
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self.level = 999
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end
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@ -1,200 +1,16 @@
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require 'funcs'
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local PhantomManiaGame = require 'tetris.modes.phantom_mania'
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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 PhantomManiaNGame = PhantomManiaGame:extend()
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local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
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PhantomManiaNGame.name = "Phantom Mania N"
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PhantomManiaNGame.hash = "PhantomManiaN"
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PhantomManiaNGame.tagline = "The old mode from Nullpomino, for Ti-ARS and SRS support."
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local PhantomManiaGame = GameMode:extend()
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function PhantomManiaNGame:new()
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PhantomManiaNGame.super:new()
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PhantomManiaGame.name = "Phantom Mania N"
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PhantomManiaGame.hash = "PhantomManiaN"
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PhantomManiaGame.tagline = "The old mode from Nullpomino."
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function PhantomManiaGame:new()
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PhantomManiaGame.super:new()
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self.lock_drop = true
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self.next_queue_length = 3
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self.enable_hold = true
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self.roll_frames = 0
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self.combo = 1
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self.randomizer = History6RollsRandomizer()
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end
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function PhantomManiaGame:getARE()
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if self.level < 100 then return 18
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elseif self.level < 200 then return 14
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elseif self.level < 400 then return 8
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elseif self.level < 500 then return 7
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else return 6 end
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end
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function PhantomManiaGame:getLineARE()
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if self.level < 100 then return 18
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elseif self.level < 400 then return 8
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elseif self.level < 500 then return 7
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else return 6 end
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end
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function PhantomManiaGame:getDasLimit()
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if self.level < 200 then return 11
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elseif self.level < 300 then return 10
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elseif self.level < 400 then return 9
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else return 7 end
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end
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function PhantomManiaGame:getLineClearDelay()
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return self:getLineARE()
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end
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function PhantomManiaGame:getLockDelay()
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if self.level < 100 then return 30
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elseif self.level < 200 then return 26
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elseif self.level < 300 then return 22
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elseif self.level < 400 then return 18
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else return 15 end
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end
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function PhantomManiaGame:getGravity()
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return 20
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end
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function PhantomManiaGame:hitTorikan(old_level, new_level)
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if old_level < 300 and new_level >= 300 and self.frames > sp(2,28) then
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self.level = 300
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return true
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end
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if old_level < 500 and new_level >= 500 and self.frames > sp(3,38) then
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self.level = 500
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return true
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end
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if old_level < 800 and new_level >= 800 and self.frames > sp(5,23) then
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self.level = 800
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return true
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end
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return false
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end
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function PhantomManiaGame: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
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return false
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elseif self.roll_frames > 1982 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 PhantomManiaGame: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 PhantomManiaGame:onLineClear(cleared_row_count)
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if not self.clear then
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local new_level = self.level + cleared_row_count
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if self:hitTorikan(self.level, new_level) then
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if new_level >= 999 then
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self.level = 999
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end
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self.clear = true
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else
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self.level = new_level
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end
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end
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end
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function PhantomManiaGame:updateScore(level, drop_bonus, cleared_lines)
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if cleared_lines > 0 then
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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 * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
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)
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self.lines = self.lines + cleared_lines
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self.combo = self.combo + cleared_lines - 1
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else
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self.drop_bonus = 0
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self.combo = 1
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end
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end
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PhantomManiaGame.rollOpacityFunction = function(age)
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if age > 4 then return 0
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else return 1 - age / 4 end
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end
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function PhantomManiaGame:drawGrid()
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if not (self.game_over or self.clear) then
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self.grid:drawInvisible(self.rollOpacityFunction)
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else
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self.grid:draw()
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end
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end
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local function getLetterGrade(level, clear)
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if level < 300 or level == 300 and clear then
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return ""
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elseif level < 500 or level == 500 and clear then
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return "M"
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elseif level < 700 then
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return "MK"
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elseif level < 800 or level == 800 and clear then
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return "MV"
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elseif level < 900 then
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return "MO"
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elseif level < 999 then
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return "MM"
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elseif level == 999 then
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return "GM"
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end
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end
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function PhantomManiaGame:drawScoringInfo()
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PhantomManiaGame.super.drawScoringInfo(self)
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local text_x = config["side_next"] and 320 or 240
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love.graphics.setFont(font_3x5_2)
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love.graphics.printf("GRADE", text_x, 120, 40, "left")
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love.graphics.printf("SCORE", text_x, 200, 40, "left")
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love.graphics.printf("LEVEL", text_x, 320, 40, "left")
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(getLetterGrade(self.level, self.clear), text_x, 140, 90, "left")
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love.graphics.printf(self.score, text_x, 220, 90, "left")
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love.graphics.printf(self.level, text_x, 340, 40, "right")
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if self.clear then
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love.graphics.printf(self.level, text_x, 370, 40, "right")
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else
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love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right")
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end
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end
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function PhantomManiaGame: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 PhantomManiaGame:getBackground()
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return math.floor(self.level / 100)
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end
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function PhantomManiaGame: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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return PhantomManiaGame
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return PhantomManiaNGame
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