TGM2 fixes and cool fixes
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@@ -20,12 +20,10 @@ function MarathonA2Game:new()
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self.roll_frames = 0
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self.combo = 1
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self.grade = 0
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self.level = 998
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self.grade = 31
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self.grade_points = 0
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self.grade_point_decay_counter = 0
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self.section_start_time = 0
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self.section_times = { [0] = 0 }
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self.section_tetrises = { [0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
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self.randomizer = History6RollsRandomizer()
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@@ -103,11 +101,9 @@ end
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function MarathonA2Game:advanceOneFrame()
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if self.clear then
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self.roll_frames = self.roll_frames + 1
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if self.roll_frames < 0 then return true end
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if self.roll_frames > 3694 then
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self.completed = true
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if self.grade == 32 then
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self.grade = 33
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end
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end
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elseif self.ready_frames == 0 then
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self.frames = self.frames + 1
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@@ -123,15 +119,11 @@ end
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function MarathonA2Game:onLineClear(cleared_row_count)
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cleared_row_count = cleared_row_count / 2
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self:updateSectionTimes(self.level, self.level + cleared_row_count)
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self.level = math.min(self.level + cleared_row_count, 999)
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if self.level == 999 and not self.clear then
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self.clear = true
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if self:qualifiesForMRoll() then
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self.grade = 32
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end
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self.grid:clear()
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self.roll_frames = -150
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self.roll_frames = -1500
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end
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end
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@@ -152,17 +144,6 @@ function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
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self.drop_bonus = 0
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end
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function MarathonA2Game:updateSectionTimes(old_level, new_level)
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if self.clear then return end
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if math.floor(old_level / 100) < math.floor(new_level / 100) or
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new_level >= 999 then
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-- record new section
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section_time = self.frames - self.section_start_time
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self.section_times[math.floor(old_level / 100)] = section_time
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self.section_start_time = self.frames
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end
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end
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local grade_point_bonuses = {
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{10, 20, 40, 50},
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{10, 20, 30, 40},
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@@ -249,49 +230,12 @@ function MarathonA2Game:updateGrade(cleared_lines)
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end
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end
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local tetris_requirements = { [0] = 2, 2, 2, 2, 2, 1, 1, 1, 1, 0 }
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function MarathonA2Game:qualifiesForMRoll()
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if not self.clear then return false end
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-- tetris requirements
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for section = 0, 9 do
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if self.section_tetrises[section] < tetris_requirements[section] then
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return false
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end
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end
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-- section time requirements
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local section_average = 0
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for section = 0, 4 do
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section_average = section_average + self.section_times[section]
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if self.section_times[section] > frameTime(1,05) then
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return false
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end
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end
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-- section time average requirements
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if self.section_times[5] > section_average / 5 then
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return false
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end
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for section = 6, 9 do
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if self.section_times[section] > self.section_times[section - 1] + 120 then
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return false
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end
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end
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if self.grade < 17 or self.frames > frameTime(8,45) then
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return false
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end
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return true
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end
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function MarathonA2Game:getLetterGrade()
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local grade = grade_conversion[self.grade]
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if grade < 9 then
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return tostring(9 - grade)
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elseif grade < 18 then
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return "S" .. tostring(grade - 8)
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elseif grade == 18 then
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return "M"
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else
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return "GM"
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end
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end
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@@ -301,18 +245,9 @@ MarathonA2Game.rollOpacityFunction = function(age)
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else return 1 - (age - 240) / 60 end
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end
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MarathonA2Game.mRollOpacityFunction = function(age)
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if age > 4 then return 0
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else return 1 - age / 4 end
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end
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function MarathonA2Game:drawGrid(ruleset)
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if self.clear and not (self.completed or self.game_over) then
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if self:qualifiesForMRoll() then
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self.grid:drawInvisible(self.mRollOpacityFunction)
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else
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self.grid:drawInvisible(self.rollOpacityFunction)
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end
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self.grid:drawInvisible(self.rollOpacityFunction)
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else
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self.grid:draw()
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if self.piece ~= nil and self.level < 100 then
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