201 lines
5.7 KiB
Lua
201 lines
5.7 KiB
Lua
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local Ruleset = require 'tetris.rulesets.ruleset'
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local Piece = require 'tetris.components.piece'
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local RandomPieces = Ruleset:extend()
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RandomPieces.name = "Random Pieces"
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RandomPieces.hash = "RandomPieces"
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function RandomPieces:generateBlockOffsets()
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function containsPoint(points, p)
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for _, point in pairs(points) do
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if point.x == p.x and point.y == p.y then
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return true
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end
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end
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return false
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end
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local offsets = {}
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for i = 1, 4 do
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local generated_offset = {}
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repeat
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generated_offset = {
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x = math.random(-1, 1),
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y = math.random(-2, 0)
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}
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until not containsPoint(offsets, generated_offset)
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offsets[i] = generated_offset
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end
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return offsets
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end
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RandomPieces.pieces = 1
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RandomPieces.spawn_positions = {
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{ x=4, y=5 }
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}
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RandomPieces.big_spawn_positions = {
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{ x=2, y=3 }
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}
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RandomPieces.next_sounds = {
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"O"
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}
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RandomPieces.colourscheme = {
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"F"
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}
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RandomPieces.block_offsets = {
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{
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{ {x=0, y=0} },
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{ {x=0, y=0} },
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{ {x=0, y=0} },
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{ {x=0, y=0} },
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}
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}
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function RandomPieces:initializePiece(
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inputs, data, grid, gravity, prev_inputs,
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move, lock_delay, drop_speed,
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drop_locked, hard_drop_locked, big, irs,
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buffer_hard_drop, buffer_soft_drop,
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lock_on_hard_drop, lock_on_soft_drop
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)
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local spawn_positions
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if big then
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spawn_positions = self.big_spawn_positions
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else
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spawn_positions = self.spawn_positions
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end
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local colours = ({self.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
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local spawn_x
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if (grid.width ~= 10) then
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local percent = spawn_positions[data.shape].x / 10
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for i = 0, grid.width - 1 do
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if i / grid.width >= percent then
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spawn_x = i
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break
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end
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end
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end
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local spawn_dy
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if (config.gamesettings.spawn_positions == 1) then
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spawn_dy = (
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self.spawn_above_field and 2 or 0
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)
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else
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spawn_dy = (
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config.gamesettings.spawn_positions == 3 and
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2 or 0
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)
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end
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local piece = Piece(data.shape, data.orientation - 1, {
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x = spawn_x and spawn_x or spawn_positions[data.shape].x,
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y = spawn_positions[data.shape].y - spawn_dy
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}, self.block_offsets, 0, 0, data.skin, colours[data.shape], big)
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local offsets = self:generateBlockOffsets()
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piece.getBlockOffsets = function()
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return offsets
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end
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piece.withOffset = function(self, offset)
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local piece = Piece(
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self.shape, self.rotation,
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{x = self.position.x + offset.x, y = self.position.y + offset.y},
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self.block_offsets, self.gravity, self.lock_delay, self.skin, self.colour, self.big
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)
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local offsets = self:getBlockOffsets()
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piece.getBlockOffsets = function()
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return offsets
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end
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piece.draw = function(self, opacity, brightness, grid, partial_das)
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if self.ghost then return false end
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if opacity == nil then opacity = 1 end
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if brightness == nil then brightness = 1 end
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love.graphics.setColor(brightness, brightness, brightness, opacity)
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local offsets = self:getBlockOffsets()
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local gravity_offset = 0
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if config.gamesettings.smooth_movement == 1 and
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grid ~= nil and not self:isDropBlocked(grid) then
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gravity_offset = self.gravity * 16
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end
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if partial_das == nil then partial_das = 0 end
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for index, offset in pairs(offsets) do
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local x = self.position.x + offset.x
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local y = self.position.y + offset.y
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if self.big then
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love.graphics.draw(
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blocks[self.skin][self.colour],
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64+x*32+partial_das*2, 16+y*32+gravity_offset*2,
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0, 2, 2
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)
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else
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love.graphics.draw(
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blocks[self.skin][self.colour],
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64+x*16+partial_das, 16+y*16+gravity_offset
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)
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end
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end
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return false
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end
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return piece
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end
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self:onPieceCreate(piece)
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if irs then
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self:rotatePiece(inputs, piece, grid, {}, true)
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if (data.orientation - 1) ~= piece.rotation then
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playSE("irs")
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end
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end
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self:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked)
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if (buffer_hard_drop and config.gamesettings.buffer_lock == 1) then
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piece:dropToBottom(grid)
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if lock_on_hard_drop then piece.locked = true end
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end
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if (buffer_soft_drop and lock_on_soft_drop and piece:isDropBlocked(grid) and config.gamesettings.buffer_lock == 1) then
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piece.locked = true
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end
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return piece
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end
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function RandomPieces:attemptRotate(new_inputs, piece, grid, initial)
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if not (
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new_inputs.rotate_left or new_inputs.rotate_left2 or
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new_inputs.rotate_right or new_inputs.rotate_right2 or
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new_inputs.rotate_180
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) then
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return
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end
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local new_piece = piece:withOffset({x=0, y=0})
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local offsets = self:generateBlockOffsets()
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new_piece.getBlockOffsets = function()
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return offsets
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end
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if (grid:canPlacePiece(new_piece)) then
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piece.getBlockOffsets = function()
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return offsets
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end
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self:onPieceRotate(piece, grid)
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else
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if not(initial and self.enable_IRS_wallkicks == false) then
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self:attemptWallkicks(piece, new_piece, offsets, grid)
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end
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end
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end
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function RandomPieces:onPieceDrop(piece) piece.lock_delay = 0 end
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function RandomPieces:onPieceMove(piece) piece.lock_delay = 0 end
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function RandomPieces:onPieceRotate(piece) piece.lock_delay = 0 end
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return RandomPieces
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