Replaced spaces with tabs.
Check CONTRIBUTING.md, guys!
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@@ -20,83 +20,83 @@ function ScoreDrainGame:new()
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self.randomizer = History6RollsRandomizer()
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self.lock_drop = true
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self.lock_hard_drop = true
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self.lock_hard_drop = true
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self.enable_hold = true
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self.next_queue_length = 3
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end
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function ScoreDrainGame:getARE()
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if self.level < 700 then return 27
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elseif self.level < 800 then return 18
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elseif self.level < 1000 then return 14
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elseif self.level < 1100 then return 8
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elseif self.level < 1200 then return 7
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else return 6 end
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if self.level < 700 then return 27
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elseif self.level < 800 then return 18
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elseif self.level < 1000 then return 14
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elseif self.level < 1100 then return 8
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elseif self.level < 1200 then return 7
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else return 6 end
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end
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function ScoreDrainGame:getLineARE()
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if self.level < 600 then return 27
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elseif self.level < 700 then return 18
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elseif self.level < 800 then return 14
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elseif self.level < 1100 then return 8
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elseif self.level < 1200 then return 7
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else return 6 end
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if self.level < 600 then return 27
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elseif self.level < 700 then return 18
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elseif self.level < 800 then return 14
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elseif self.level < 1100 then return 8
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elseif self.level < 1200 then return 7
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else return 6 end
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end
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function ScoreDrainGame:getDasLimit()
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if self.level < 500 then return 15
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elseif self.level < 900 then return 9
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else return 7 end
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if self.level < 500 then return 15
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elseif self.level < 900 then return 9
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else return 7 end
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end
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function ScoreDrainGame:getLineClearDelay()
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if self.level < 500 then return 40
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elseif self.level < 600 then return 25
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elseif self.level < 700 then return 16
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elseif self.level < 800 then return 12
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elseif self.level < 1100 then return 6
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elseif self.level < 1200 then return 5
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else return 4 end
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if self.level < 500 then return 40
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elseif self.level < 600 then return 25
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elseif self.level < 700 then return 16
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elseif self.level < 800 then return 12
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elseif self.level < 1100 then return 6
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elseif self.level < 1200 then return 5
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else return 4 end
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end
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function ScoreDrainGame:getLockDelay()
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if self.level < 900 then return 30
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elseif self.level < 1100 then return 17
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else return 15 end
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if self.level < 900 then return 30
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elseif self.level < 1100 then return 17
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else return 15 end
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end
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function ScoreDrainGame:getGravity()
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if (self.level < 30) then return 4/256
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elseif (self.level < 35) then return 6/256
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elseif (self.level < 40) then return 8/256
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elseif (self.level < 50) then return 10/256
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elseif (self.level < 60) then return 12/256
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elseif (self.level < 70) then return 16/256
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elseif (self.level < 80) then return 32/256
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elseif (self.level < 90) then return 48/256
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elseif (self.level < 100) then return 64/256
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elseif (self.level < 120) then return 80/256
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elseif (self.level < 140) then return 96/256
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elseif (self.level < 160) then return 112/256
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elseif (self.level < 170) then return 128/256
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elseif (self.level < 200) then return 144/256
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elseif (self.level < 220) then return 4/256
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elseif (self.level < 230) then return 32/256
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elseif (self.level < 233) then return 64/256
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elseif (self.level < 236) then return 96/256
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elseif (self.level < 239) then return 128/256
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elseif (self.level < 243) then return 160/256
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elseif (self.level < 247) then return 192/256
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elseif (self.level < 251) then return 224/256
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elseif (self.level < 300) then return 1
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elseif (self.level < 330) then return 2
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elseif (self.level < 360) then return 3
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elseif (self.level < 400) then return 4
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elseif (self.level < 420) then return 5
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elseif (self.level < 450) then return 4
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elseif (self.level < 500) then return 3
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else return 20
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end
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if (self.level < 30) then return 4/256
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elseif (self.level < 35) then return 6/256
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elseif (self.level < 40) then return 8/256
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elseif (self.level < 50) then return 10/256
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elseif (self.level < 60) then return 12/256
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elseif (self.level < 70) then return 16/256
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elseif (self.level < 80) then return 32/256
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elseif (self.level < 90) then return 48/256
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elseif (self.level < 100) then return 64/256
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elseif (self.level < 120) then return 80/256
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elseif (self.level < 140) then return 96/256
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elseif (self.level < 160) then return 112/256
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elseif (self.level < 170) then return 128/256
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elseif (self.level < 200) then return 144/256
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elseif (self.level < 220) then return 4/256
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elseif (self.level < 230) then return 32/256
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elseif (self.level < 233) then return 64/256
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elseif (self.level < 236) then return 96/256
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elseif (self.level < 239) then return 128/256
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elseif (self.level < 243) then return 160/256
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elseif (self.level < 247) then return 192/256
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elseif (self.level < 251) then return 224/256
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elseif (self.level < 300) then return 1
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elseif (self.level < 330) then return 2
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elseif (self.level < 360) then return 3
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elseif (self.level < 400) then return 4
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elseif (self.level < 420) then return 5
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elseif (self.level < 450) then return 4
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elseif (self.level < 500) then return 3
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else return 20
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end
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end
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function ScoreDrainGame:advanceOneFrame()
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@@ -110,8 +110,8 @@ end
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function ScoreDrainGame:onPieceEnter()
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if (self.level % 100 ~= 99) and self.frames ~= 0 then
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self.level = self.level + 1
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end
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self.level = self.level + 1
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end
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end
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local cleared_row_levels = {1, 2, 4, 6}
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