0.8.19/20: Fantastic Global Update II
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@@ -1,50 +1,41 @@
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local rnd=math.random
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local ins=table.insert
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local PCbase=require("parts/PCbase")
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local PClist=require("parts/PClist")
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local PCtype={
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[0]=1,1,1,1,2,
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1,1,1,1,3,
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1,1,1,2,
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1,1,1,3,
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1,1,2,
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1,1,3,
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1,2,
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1,3,
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2,
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3,
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}
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local function task_PC(P)
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local _
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P.modeData.counter=P.modeData.counter+1
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if P.modeData.counter==21 then
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local t=P.stat.pc%2
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local S=P.gameEnv.skin
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for i=1,4 do
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local r=freeRow.get(0)
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for j=1,10 do
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_=PCbase[4*t+i][j]
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r[j]=S[_]or 0
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end
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ins(P.field,1,r)
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ins(P.visTime,1,freeRow.get(20))
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end
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P.fieldBeneath=P.fieldBeneath+120
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P.curY=P.curY+4
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P:freshgho()
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if P.modeData.counter==26 then
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local base=PCbase[P.modeData.type]
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P:pushLine(base[rnd(#base)],P.modeData.symmetry)
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return true
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end
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end
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local function newPC(P)
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local r=P.field;r=r[#r]
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if r then
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local r=P.field
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if r[1]then
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r=r[#r]
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local c=0
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for i=1,10 do if r[i]>0 then c=c+1 end end
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if c<5 then
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P:lose()
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end
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if c<5 then P:lose()end
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end
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if P.stat.piece%4==0 and #P.field==0 then
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P.modeData.event=P.modeData.event==0 and 1 or 0
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local r=rnd(#PClist)
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local f=P.modeData.event==0
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for i=1,4 do
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local b=PClist[r][i]
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if f then
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if b<3 then b=3-b
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elseif b<5 then b=7-b
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end
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end
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P:getNext(b)
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end
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if #P.field==0 then
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local type=PCtype[P.stat.pc]or rnd(2,3)
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local L=PClist[type][rnd(#PClist[1])]
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local symmetry=rnd()>.5
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P.modeData.type=type
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P.modeData.symmetry=symmetry
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P:pushNext(L,symmetry)
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P.modeData.counter=P.stat.piece==0 and 20 or 0
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TASK.new(task_PC,P)
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end
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@@ -54,7 +45,7 @@ return{
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env={
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next=4,
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hold=false,
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drop=150,lock=150,
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drop=120,lock=180,
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fall=20,
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sequence="none",
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dropPiece=newPC,
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@@ -77,11 +68,11 @@ return{
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getRank=function(P)
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local L=P.stat.pc
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return
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L>=100 and 5 or
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L>=60 and 4 or
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L>=40 and 3 or
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L>=25 and 2 or
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L>=15 and 1 or
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L>=1 and 0
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L>=260 and 5 or
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L>=126 and 4 or
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L>=62 and 3 or
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L>=26 and 2 or
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L>=12 and 1 or
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L>=2 and 0
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end,
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}
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