local PCbase=require"parts.modes.PCbase" local PClist=require"parts.modes.PClist" local PCtype={ 1,1,1,1,2, 1,1,1,1,3, 1,1,1,2, 1,2,1,3, 1,2,3, } local function task_PC(P) P.control=false for _=1,26 do YIELD()end P.control=true local base=PCbase[P.modeData.type] P:pushLineList(base[P.holeRND:random(#base)],P.modeData.symmetry) end local function check(P) local r=P.field if #r>0 then if #r+P.stat.row%4>4 then P:lose() end else local type=PCtype[P.stat.pc+1]or 3 local L=PClist[type][P.holeRND:random(#PClist[type])] local symmetry=P.holeRND:random()>.5 P.modeData.type=type P.modeData.symmetry=symmetry P:pushNextList(L,symmetry) P.modeData.counter=P.stat.piece==0 and 20 or 0 P:newTask(task_PC) end end return{ color=COLOR.green, env={ nextCount=4, holdCount=0, drop=120,lock=180, fall=20, sequence='none', dropPiece=check, RS="SRS", bg='rgb',bgm='oxygen', }, load=function() PLY.newPlayer(1) check(PLAYERS[1]) end, mesDisp=function(P) setFont(60) mStr(P.stat.pc,63,300) mText(drawableText.pc,63,370) end, score=function(P)return{P.stat.pc,P.stat.time}end, scoreDisp=function(D)return D[1].." PCs "..STRING.time(D[2])end, comp=function(a,b)return a[1]>b[1]or a[1]==b[1]and a[2]=62 and 5 or L>=42 and 4 or L>=26 and 3 or L>=18 and 2 or L>=10 and 1 or L>=2 and 0 end, }