pc训练代码整理,开局就能看到关卡并且没有提前硬降不会死的bug了
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@@ -1,35 +1,33 @@
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local pc_drop={50,45,40,35,30,26,22,18,15,12}
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local pc_drop={50,45,40,35,30,26,22,18,15,12}
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local pc_lock={55,50,46,42,39,36,33,31,29,27}
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local pc_lock={55,50,46,42,40,38,36,34,32,30}
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local pc_fall={18,16,14,12,10,9,8,7,6,5}
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local pc_fall={18,16,14,12,10,9,8,7,6,5}
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local PCbase=require"parts.modes.PCbase"
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local PCbase=require"parts.modes.PCbase"
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local PClist=require"parts.modes.PClist"
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local PClist=require"parts.modes.PClist"
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local function task_PC(P)
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local function task_PC(P)
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if P.frameRun>180 then
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local difficulty=P.stat.pc<10 and 4 or 5
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P.control=false
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local L=PClist[difficulty][P.holeRND:random(#PClist[difficulty])]
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for _=1,26 do YIELD()end
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local symmetry=P.holeRND:random()>.5
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P.control=true
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P:pushNextList(L,symmetry)
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end
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local base=PCbase[P.modeData.type]
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P.control=false
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P:pushLineList(base[P.holeRND:random(#base)],P.modeData.symmetry)
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if P.frameRun>180 then for _=1,26 do YIELD()end end
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P.control=true
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local base=PCbase[difficulty]
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P:pushLineList(base[P.holeRND:random(#base)],symmetry)
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end
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end
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local function _check(P)
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local function _check(P)
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local f=P.field
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if #P.field>0 then
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if #f>0 then
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if #P.field+P.stat.row%4>4 then
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if #f+P.stat.row%4>4 then
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P:lose()
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P:lose()
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end
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end
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else
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else
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local type=P.stat.pc<10 and 4 or 5
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local L=PClist[type][P.holeRND:random(#PClist[type])]
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local symmetry=P.holeRND:random()>.5
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P.modeData.type=type
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P.modeData.symmetry=symmetry
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P:pushNextList(L,symmetry)
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P:newTask(task_PC)
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P:newTask(task_PC)
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if P.frameRun<180 then P.fieldBeneath=0 end
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local s=P.stat.pc*.25
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if P.stat.pc%4==0 and P.stat.pc>0 then
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if math.floor(s)==s and s>0 then
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local s=P.stat.pc/4
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P.gameEnv.drop=pc_drop[s]or 10
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P.gameEnv.drop=pc_drop[s]or 10
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P.gameEnv.lock=pc_lock[s]or 25
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P.gameEnv.lock=pc_lock[s]or 25
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P.gameEnv.fall=pc_fall[s]or 4
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P.gameEnv.fall=pc_fall[s]or 4
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@@ -8,26 +8,26 @@ local PCtype={
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1,2,3,
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1,2,3,
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}
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}
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local function task_PC(P)
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local function task_PC(P)
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local difficulty=PCtype[P.stat.pc+1]or 3
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local L=PClist[difficulty][P.holeRND:random(#PClist[difficulty])]
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local symmetry=P.holeRND:random()>.5
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P:pushNextList(L,symmetry)
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P.control=false
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P.control=false
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for _=1,26 do YIELD()end
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if P.frameRun>180 then for _=1,26 do YIELD()end end
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P.control=true
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P.control=true
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local base=PCbase[P.modeData.type]
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P:pushLineList(base[P.holeRND:random(#base)],P.modeData.symmetry)
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local base=PCbase[difficulty]
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P:pushLineList(base[P.holeRND:random(#base)],symmetry)
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end
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end
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local function _check(P)
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local function _check(P)
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local r=P.field
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if #P.field>0 then
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if #r>0 then
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if #P.field+P.stat.row%4>4 then
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if #r+P.stat.row%4>4 then
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P:lose()
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P:lose()
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end
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end
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else
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else
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local type=PCtype[P.stat.pc+1]or 3
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local L=PClist[type][P.holeRND:random(#PClist[type])]
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local symmetry=P.holeRND:random()>.5
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P.modeData.type=type
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P.modeData.symmetry=symmetry
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P:pushNextList(L,symmetry)
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P:newTask(task_PC)
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P:newTask(task_PC)
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if P.frameRun<180 then P.fieldBeneath=0 end
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end
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end
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end
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end
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return{
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return{
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