重构模式环境的dropPiece和task事件为更强大的自定义和未来联网任意模式做准备
整理出所有模式的这两个事件独立到一个文件夹并整理所有模式引用它们的方式 警告:很可能有错误,需要他人帮助测试
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@@ -3,144 +3,13 @@ return{
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env={
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noTele=true,
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das=5,arr=1,
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drop=0,lock=15,
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wait=10,fall=10,
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nextCount=2,
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sequence='his',
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task=function(P)P.modeData.target=12 end,
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dropPiece=function(P)
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local p=P.modeData.pt+P.lastPiece.row
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if p>=P.modeData.target then
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local ENV=P.gameEnv
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local T=P.modeData.target
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--Stage 1: clear 3 techrash
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if T==12 then--Stage 2: swap color of S/Z & J/L
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P.waiting=30
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P.curMission=false
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ENV.skin[1],ENV.skin[2]=ENV.skin[2],ENV.skin[1]
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ENV.skin[3],ENV.skin[4]=ENV.skin[4],ENV.skin[3]
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ENV.lock=14
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ENV.wait=7
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ENV.fall=7
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P:setNext(4)
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P.modeData.target=26
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SFX.play('reach')
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elseif T==26 then--Stage 3: dig to bottom
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if not P.holdQueue[1]then P.life=P.life+1 end--1 up if ban hold
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P.waiting=45
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ENV.skin[1],ENV.skin[2]=ENV.skin[2],ENV.skin[1]
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ENV.skin[3],ENV.skin[4]=ENV.skin[4],ENV.skin[3]
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for i=1,10 do
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if P.field[i]then
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for j=1,10 do
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if P.field[i][j]>0 then
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P.field[i][j]=17
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P.visTime[i][j]=15
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end
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end
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for _=1,5 do
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P.field[i][P.holeRND:random(10)]=0
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end
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else
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P.field[i]=FREEROW.get(0)
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P.visTime[i]=FREEROW.get(30)
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for j=1,10 do
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if P.holeRND:random()>.9 then
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P.field[i][j]=P.holeRND:random(16)
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end
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end
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P.field[i][P.holeRND:random(10)]=0
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end
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P.field[i].garbage=true
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end
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P.garbageBeneath=10
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for i=1,10 do
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P:createClearingFX(i,1.5)
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end
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SYSFX.newShade(2.5,P.absFieldX,P.y+300*P.size,300*P.size,300*P.size)
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ENV.lock=13
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ENV.wait=6
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ENV.fall=6
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P:setNext(5)
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P.modeData.target=42
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SFX.play('reach')
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elseif T==42 then--Stage 4: survive in high speed
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if P.garbageBeneath==0 then
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P.waiting=30
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ENV.lock=11
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P:setNext(6)
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P:setHold(false)
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ENV.bone=true
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P.modeData.target=62
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else
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p=41
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end
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elseif T==62 then--Stage 5: survive without easy-fresh rule
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P.life=P.life+1
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ENV.lock=13
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ENV.wait=5
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ENV.fall=5
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ENV.easyFresh=false
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P.modeData.target=126
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SFX.play('reach')
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elseif T==126 then--Stage 6: speed up
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P.life=P.life+1
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ENV.lock=11
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ENV.wait=4
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ENV.fall=4
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P.modeData.target=162
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elseif T==162 then--Stage 7: speed up+++
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P.life=P.life+1
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ENV.lock=10
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P:setHold(true)
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P:setInvisible(180)
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P.modeData.target=226
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SFX.play('reach')
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elseif T==226 then--Stage 8: final invisible
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P.life=P.life+1
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ENV.bone=false
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P:setInvisible(90)
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P.modeData.target=259
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SFX.play('reach')
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elseif T==259 then--Stage 9: ending
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P.life=P.life+1
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for i=1,7 do ENV.skin[i]=P.holeRND:random(16)end
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P:setInvisible(40)
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ENV.lock=15
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P.curMission=1
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ENV.mission={4,4,4,4,4,4,4,4}
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ENV.missionKill=false
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P.modeData.target=260
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p=260
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SFX.play('blip_2')
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else
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p=260
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end
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end
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P.modeData.pt=p
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end,
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mission={4,4,4,64},
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missionKill=true,
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freshLimit=12,
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noInitSZO=true,
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eventSet='master_ph',
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bg='blockspace',bgm='super7th',
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},
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slowMark=true,
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