Audio audio audio
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5c5a9d2993
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@ -127,6 +127,7 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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if (didActivate || didSpecial) {
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delayState = DelayState.Combo;
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++Combo;
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AudioProvider.Unk();
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} else {
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Combo = 0;
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@ -169,10 +170,15 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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// TODO - Do a bunch of networking silliness to end the game here
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}
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var dangerLevel = HighestStackWithTrash(board, incomingTrash);
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if (dangerLevel > 9) {
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AudioProvider.RequestFastMusic();
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desiredAnimation = AnimationName.Sad;
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}
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// If the player isn't taking actions, trash won't appear, so make instakills kill through inaction
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if (timeInState > AutoDeathTime) {
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var incomingHeight = HighestStackWithTrash(board, incomingTrash);
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if (incomingHeight > ROW) {
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if (dangerLevel > ROW) {
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ApplyTrash();
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} else {
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timeInState = 0; // Reset the time in state before we check autodeath again
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@ -263,6 +269,8 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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public BoardState DropNow(BoardState bs) {
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AudioProvider.Unk();
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bs = Place(bs, currentPair, playerRotation, dropColumn);
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//this[dropColumn, dropHeight] = TileInfo.CreateRandomBlockTile();
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bs = ReduceCountdowns(bs);
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@ -453,6 +461,7 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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int trashCursorHead = 0;
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void ApplyTrash() {
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if (incomingTrash > 0) {
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AudioProvider.Bunk();
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delayState = DelayState.Collapse;
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timeInState = 0;
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}
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@ -704,6 +713,13 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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lastActivatorColor = TileInfo.CreateRandomActivatorTile().color;
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// Texel - Ooops we forgot to clear these
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trashCursorHead = 0;
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incomingTrash = 0;
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score = 0;
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render.NickNameText.text = ""; // Clear the nickname text to prevent multi->arcade corruption
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nextActivator = TilesUntilActivator;
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nextSpecial = ActivatorsUntilSpecial;
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delayState = DelayState.None;
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@ -930,7 +946,7 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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if (!AIEnabled)
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yield return new WaitUntil(() => AIEnabled);
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var (r, c) = GetBestMove(board);
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Debug.LogFormat("AI: Column {0}, Rotation {1}", c, r);
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//Debug.LogFormat("AI: Column {0}, Rotation {1}", c, r);
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totalMoves += 1;
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// First match rotation
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