由于”远程玩家“的加入,玩家布尔值属性human改为字符串属性type
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@@ -119,7 +119,7 @@ do
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[31]={{ 0,-1},{ 0, 1},{-1, 0},{ 0,-2},{ 0, 2}},
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},--T
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function(P,d)
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if P.human then SFX.fieldPlay("rotate",nil,P)end
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if P.type=="human"then SFX.fieldPlay("rotate",nil,P)end
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if not P.gameEnv.ospin then return end
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local x,y=P.curX,P.curY
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if y==P.imgY and((P:solid(x-1,y)or P:solid(x-1,y+1)))and(P:solid(x+2,y)or P:solid(x+2,y+1))then
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@@ -264,7 +264,7 @@ do
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[31]={{ 0,-1},{ 1, 0}},
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},--W
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function(P,d)
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if P.human then SFX.fieldPlay("rotate",nil,P)end
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if P.type=="human"then SFX.fieldPlay("rotate",nil,P)end
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local iki=XspinList[d]
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for test=1,#iki do
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local x,y=P.curX+iki[test][1],P.curY+iki[test][2]
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@@ -163,7 +163,7 @@ local function newEmptyPlayer(id,mini)
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P.ctrlCount=0--Key press time, for finesse check
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P.pieceCount=0--Count pieces from next, for drawing bagline
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P.human=false
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P.type="none"
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P.sound=false
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-- P.newNext=nil--Call prepareSequence()to get a function to get new next
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@@ -322,6 +322,7 @@ local DemoEnv={
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}
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function PLY.newDemoPlayer(id)
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local P=newEmptyPlayer(id)
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P.type="computer"
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P.sound=true
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P.demo=true
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@@ -344,9 +345,7 @@ function PLY.newDemoPlayer(id)
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end
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function PLY.newRemotePlayer(id,mini)
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local P=newEmptyPlayer(id,mini)
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P.remote=true
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-- P.updateAction=buildActionFunctionFromActions(P, actions)
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P.type="remote"
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loadGameEnv(P)
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applyGameEnv(P)
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@@ -355,6 +354,7 @@ end
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function PLY.newAIPlayer(id,AIdata,mini)
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local P=newEmptyPlayer(id,mini)
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P.type="computer"
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loadGameEnv(P)
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local ENV=P.gameEnv
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@@ -366,7 +366,7 @@ function PLY.newAIPlayer(id,AIdata,mini)
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end
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function PLY.newPlayer(id,mini)
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local P=newEmptyPlayer(id,mini)
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P.human=true
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P.type="human"
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P.sound=true
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loadGameEnv(P)
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@@ -116,7 +116,7 @@ function Player.createBeam(P,R,send,color)
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local r,g,b=unpack(SKIN.libColor[color])
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r,g,b=r*2,g*2,b*2
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local a=GAME.modeEnv.royaleMode and not(P.human or R.human)and .2 or 1
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local a=GAME.modeEnv.royaleMode and not(P.type=="human"or R.type=="human")and .2 or 1
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SYSFX.newAttack(1-SETTING.atkFX*.1,x1,y1,x2,y2,wid,r,g,b,a*(SETTING.atkFX+2)*.0626)
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end
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--------------------------</FX>--------------------------
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@@ -178,7 +178,7 @@ end
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function Player.set20G(P,if20g,init)--Only set init=true when initialize CC, do not use it
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P._20G=if20g
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P.keyAvailable[7]=not if20g
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if P.human then
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if P.type=="human"then
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virtualkey[7].ava=not if20g
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end
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if init and if20g and P.AI_mode=="CC"then CC.switch20G(P)end
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@@ -191,7 +191,7 @@ function Player.setHold(P,count)--Set hold count (false/true as 0/1)
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end
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P.gameEnv.holdCount=count
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P.holdTime=count
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if P.human then
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if P.type=="human"then
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virtualkey[8].ava=count>0
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end
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if count==0 then
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@@ -389,7 +389,7 @@ function Player.changeAtkMode(P,m)
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end
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end
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function Player.changeAtk(P,R)
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-- if not P.human then R=PLAYERS[1]end--1vALL mode?
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-- if P.type~="human"then R=PLAYERS[1]end--1vALL mode?
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if P.atking then
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local K=P.atking.atker
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for i=1,#K do
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@@ -1579,7 +1579,7 @@ function Player.win(P,result)
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P.modeData.event=1
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P:changeAtk()
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end
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if P.human then
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if P.type=="human"then
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GAME.result=result or"win"
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SFX.play("win")
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VOC.play("win")
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@@ -1592,7 +1592,7 @@ function Player.win(P,result)
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else
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P:showTextF(text.win,0,0,90,"beat",.5,.2)
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end
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if P.human then
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if P.type=="human"then
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gameOver()
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TASK.new(tick_autoPause)
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if MARKING then
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@@ -1673,7 +1673,7 @@ function Player.lose(P,force)
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end
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P.lastRecv=A
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if P.id==1 or A.id==1 then
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TASK.new(tick_throwBadge,not A.human,P,max(3,P.badge)*4)
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TASK.new(tick_throwBadge,not A.type=="human",P,max(3,P.badge)*4)
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end
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end
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else
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@@ -1689,7 +1689,7 @@ function Player.lose(P,force)
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end
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P.gameEnv.keepVisible=P.gameEnv.visible~="show"
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P:showTextF(text.gameover,0,0,60,"appear",.26,.9)
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if P.human then
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if P.type=="human"then
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GAME.result="gameover"
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SFX.play("fail")
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VOC.play("lose")
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@@ -136,7 +136,7 @@ function update.alive(P,dt)
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end
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end
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if not P.human and P.control and P.waiting==-1 then
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if P.type=="computer"and P.control and P.waiting==-1 then
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local C=P.AI_keys
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P.AI_delay=P.AI_delay-1
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if not C[1]then
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