Added a new ruleset (ARS with 16 pieces) and a new mode to go with it (TAP Master with revised grading/requirements)
This is a much improved version of the pseudopolymino mode I submitted on discord a few days ago. 2 more pieces are added and there is an improved rotation system. The approach of having a separate randomizer was discarded in favor of exploiting duplicate pieces to produce a 25-bag randomizer. I have extensively tested this, so it should be fit to include in the main modpack.pull/5/head
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7d4cefda1d
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1e664413a7
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@ -0,0 +1,406 @@
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require 'funcs'
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local GameMode = require 'tetris.modes.gamemode'
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local Piece = require 'tetris.components.piece'
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local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
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local MarathonA2Game = GameMode:extend()
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MarathonA2Game.name = "Marathon A2 ARS16"
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MarathonA2Game.hash = "MarathonA2"
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MarathonA2Game.tagline = "The requirements are easier but can you cope with 9 additional pieces?"
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function MarathonA2Game:new()
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MarathonA2Game.super:new()
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self.roll_frames = 0
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self.combo = 1
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self.grade_combo = 1
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self.randomizer = History6RollsRandomizer()
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self.grade = 0
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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.tetris_count = 0
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self.SGnames = {
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"9", "8", "7", "6", "5", "4", "3", "2", "1",
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"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
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"GM"
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}
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self.additive_gravity = false
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self.lock_drop = false
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self.lock_hard_drop = false
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self.enable_hold = false
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self.next_queue_length = 1
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end
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function MarathonA2Game: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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else return 14 end
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end
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function MarathonA2Game: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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else return 8 end
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end
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function MarathonA2Game: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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end
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function MarathonA2Game: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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else return 6 end
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end
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function MarathonA2Game:getLockDelay()
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if self.level < 900 then return 30
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else return 17 end
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end
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function MarathonA2Game: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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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 false 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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end
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return true
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end
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function MarathonA2Game:onPieceEnter()
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if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
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self.level = self.level + 1
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end
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end
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function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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self:updateGrade(cleared_lines)
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if cleared_lines >= 4 then
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self.tetris_count = self.tetris_count + 1
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end
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if self.grid:checkForBravo(cleared_lines) then
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self.bravo = 4
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else
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self.bravo = 1
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end
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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if cleared_lines > 1 then
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self.grade_combo = self.grade_combo + 1
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end
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * self.combo * self.bravo
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)
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else
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self.combo = 1
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self.grade_combo = 1
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end
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self.drop_bonus = 0
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else self.lines = self.lines + cleared_lines end
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end
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function MarathonA2Game:onLineClear(cleared_row_count)
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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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self.grid:clear()
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if self:qualifiesForMRoll() then self.grade = 32 end
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self.roll_frames = -150
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end
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self.lock_drop = self.level >= 900
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self.lock_hard_drop = self.level >= 900
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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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self.section_tetrises[math.floor(old_level / 100)] = self.tetris_count
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self.tetris_count = 0
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end
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end
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local grade_point_bonuses = {
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{50, 100, 100, 100},
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{50, 100, 100, 100},
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{20, 50, 100, 100},
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{10, 15, 50, 100},
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{10, 21, 40, 100},
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{5, 15, 25, 30},
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{5, 12, 25, 30},
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{5, 12, 20, 30},
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{5, 12, 20, 30},
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{5, 12, 20, 30},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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{5, 20, 40, 80},
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}
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local grade_point_decays = {
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125, 80, 80, 50, 45, 45, 45,
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40, 40, 40, 40, 40, 30, 30, 30,
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20, 20, 20, 20, 20,
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15, 15, 15, 15, 15, 15, 15, 15, 15, 15,
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10, 10
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}
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local combo_multipliers = {
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{1.0, 1.0, 1.0, 1.0},
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{1.2, 1.4, 1.5, 1.0},
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{1.2, 1.5, 1.8, 1.0},
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{1.4, 1.6, 2.0, 1.0},
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{1.4, 1.7, 2.2, 1.0},
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{1.4, 1.8, 2.3, 1.0},
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{1.4, 1.9, 2.4, 1.0},
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{1.5, 2.0, 2.5, 1.0},
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{1.5, 2.1, 2.6, 1.0},
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{2.0, 2.5, 3.0, 1.0},
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}
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local grade_conversion = {
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[0] = 0,
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1, 2, 3, 4, 5, 5, 6, 6, 7, 7,
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7, 8, 8, 8, 9, 9, 9, 10, 11, 12,
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12, 12, 13, 13, 14, 14, 15, 15, 16, 16,
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17, 18, 19
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}
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function MarathonA2Game:whilePieceActive()
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self.grade_point_decay_counter = self.grade_point_decay_counter + 1
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if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then
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self.grade_point_decay_counter = 0
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self.grade_points = math.max(0, self.grade_points - 1)
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end
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end
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function MarathonA2Game:updateGrade(cleared_lines)
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if self.clear or cleared_lines == 0 then return
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else
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self.grade_points = self.grade_points + (
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math.ceil(
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grade_point_bonuses[self.grade + 1][cleared_lines] *
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combo_multipliers[math.min(self.grade_combo, 10)][cleared_lines]
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) * (1 + math.floor(self.level / 250))
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)
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if self.grade_points >= 100 and self.grade < 31 then
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self.grade_points = 0
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self.grade = self.grade + 1
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end
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end
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end
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local tetris_requirements = { [0] = 1, 1, 1, 1, 1, 0, 0, 0, 0, 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(1,45) 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 < 31 or self.frames > frameTime(13,30) 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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MarathonA2Game.rollOpacityFunction = function(age)
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if age < 240 then return 1
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elseif age > 300 then return 0
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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()
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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, nil, false)
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else
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self.grid:drawInvisible(self.rollOpacityFunction, nil, false)
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end
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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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self:drawGhostPiece(ruleset)
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end
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end
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end
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function MarathonA2Game:drawScoringInfo()
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.setFont(font_3x5_2)
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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strTrueValues(self.prev_inputs)
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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("GRADE", 240, 120, 40, "left")
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love.graphics.printf("SCORE", 240, 200, 40, "left")
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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local sg = self.grid:checkSecretGrade()
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if sg >= 5 then
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love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
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end
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love.graphics.setFont(font_3x5_3)
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if self.clear then
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if self:qualifiesForMRoll() then
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if self.lines >= 32 and self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
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else love.graphics.setColor(0, 1, 0, 1) end
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else
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if self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
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else love.graphics.setColor(0, 1, 0, 1) end
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end
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end
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love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(self.score, 240, 220, 90, "left")
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love.graphics.printf(self.level, 240, 340, 40, "right")
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love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
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if sg >= 5 then
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love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
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end
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love.graphics.setFont(font_8x11)
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love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
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end
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function MarathonA2Game:getHighscoreData()
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return {
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grade = grade_conversion[self.grade],
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score = self.score,
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level = self.level,
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frames = self.frames,
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}
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end
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function MarathonA2Game:getSectionEndLevel()
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if self.level >= 900 then return 999
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else return math.floor(self.level / 100 + 1) * 100 end
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end
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function MarathonA2Game:getBackground()
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return math.floor(self.level / 100)
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end
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return MarathonA2Game
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@ -0,0 +1,365 @@
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--local Piece = require 'tetris.components.piece'
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local Ruleset = require 'tetris.rulesets.arika'
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local ARS = Ruleset:extend()
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ARS.name = "Ti-ARS16"
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ARS.hash = "ArikaTI"
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ARS.spawn_positions = {
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[1] = { x=5, y=4 },
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[2] = { x=4, y=5 },
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[3] = { x=4, y=5 },
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[4] = { x=5, y=5 },
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[5] = { x=4, y=5 },
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[6] = { x=4, y=5 },
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[7] = { x=4, y=5 },
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[8] = { x=5, y=4 },
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[9] = { x=4, y=5 },
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[10] = { x=4, y=5 },
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[11] = { x=5, y=5 },
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[12] = { x=4, y=5 },
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[13] = { x=4, y=5 },
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[14] = { x=4, y=5 },
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[15] = { x=4, y=5 },
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[16] = { x=4, y=5 },
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[17] = { x=5, y=4 },
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[18] = { x=4, y=5 },
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[19] = { x=4, y=5 },
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[20] = { x=5, y=5 },
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[21] = { x=4, y=5 },
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[22] = { x=4, y=5 },
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[23] = { x=4, y=5 },
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[24] = { x=5, y=4 },
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[25] = { x=4, y=5 },
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}
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ARS.big_spawn_positions = {
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[1] = { x=3, y=2 },
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[2] = { x=2, y=3 },
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[3] = { x=2, y=3 },
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[4] = { x=3, y=3 },
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[5] = { x=2, y=3 },
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[6] = { x=2, y=3 },
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[7] = { x=2, y=3 },
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}
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||||
ARS.next_sounds = {
|
||||
[1] = "I",
|
||||
[2] = "O",
|
||||
[3] = "S",
|
||||
[4] = "Z",
|
||||
[5] = "L",
|
||||
[6] = "J",
|
||||
[7] = "Z",
|
||||
[8] = "S",
|
||||
[9] = "J",
|
||||
[10] = "L",
|
||||
[11] = "O",
|
||||
[12] = "O",
|
||||
[13] = "T",
|
||||
[14] = "L",
|
||||
[15] = "J",
|
||||
[16] = "O",
|
||||
[17] = "I",
|
||||
[18] = "O",
|
||||
[19] = "S",
|
||||
[20] = "Z",
|
||||
[21] = "L",
|
||||
[22] = "J",
|
||||
[23] = "Z",
|
||||
[24] = "S",
|
||||
[25] = "J"
|
||||
}
|
||||
|
||||
ARS.colourscheme = {
|
||||
[1] = "R",
|
||||
[2] = "B",
|
||||
[3] = "O",
|
||||
[4] = "Y",
|
||||
[5] = "M",
|
||||
[6] = "C",
|
||||
[7] = "G",
|
||||
[8] = "R",
|
||||
[9] = "B",
|
||||
[10] = "O",
|
||||
[11] = "Y",
|
||||
[12] = "M",
|
||||
[13] = "C",
|
||||
[14] = "G",
|
||||
[15] = "B",
|
||||
[16] = "M",
|
||||
[17] = "R",
|
||||
[18] = "B",
|
||||
[19] = "O",
|
||||
[20] = "Y",
|
||||
[21] = "M",
|
||||
[22] = "C",
|
||||
[23] = "G",
|
||||
[24] = "R",
|
||||
[25] = "B"
|
||||
}
|
||||
|
||||
ARS.block_offsets = {
|
||||
[1]={
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
|
||||
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
|
||||
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
|
||||
},
|
||||
[2]={
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
|
||||
{ {x=0, y=-1}, {x=1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
|
||||
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=1, y=0} },
|
||||
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=-1, y=0} },
|
||||
},
|
||||
[3]={
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
|
||||
{ {x=0, y=-2}, {x=0, y=-1}, {x=1, y=0}, {x=0, y=0} },
|
||||
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=-1, y=0} },
|
||||
{ {x=0, y=-1}, {x=-1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
|
||||
},
|
||||
[4]={
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
|
||||
},
|
||||
[5]={
|
||||
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
|
||||
{ {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
|
||||
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
|
||||
{ {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
|
||||
},
|
||||
[6]={
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
|
||||
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-1}, {x=0, y=-2} },
|
||||
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=0} },
|
||||
{ {x=0, y=-1}, {x=0, y=0}, {x=-1, y=-1}, {x=0, y=-2} },
|
||||
},
|
||||
[7]={
|
||||
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} },
|
||||
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} },
|
||||
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} },
|
||||
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} },
|
||||
},
|
||||
[8]={
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0} },
|
||||
{ {x=0, y=-1}, {x=0, y=0}, {x=0, y=1} },
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0} },
|
||||
{ {x=0, y=-1}, {x=0, y=0}, {x=0, y=1} },
|
||||
},
|
||||
[9]={
|
||||
{ {x=0, y=0}, {x=1, y=-0}, {x=0, y=1} },
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=0, y=1}, },
|
||||
{ {x=0, y=0}, {x=0, y=-1}, {x=-1, y=0}, },
|
||||
{ {x=0, y=0}, {x=1, y=0}, {x=0, y=-1}, },
|
||||
},
|
||||
[10]={
|
||||
{ {x=0, y=1}, {x=1, y=0}, {x=2, y=0} },
|
||||
{ {x=-1, y=0}, {x=0, y=1}, {x=0, y=2} },
|
||||
{ {x=0, y=-1}, {x=-1, y=0}, {x=-2, y=0} },
|
||||
{ {x=1, y=0}, {x=0, y=-1}, {x=0, y=-2} },
|
||||
},
|
||||
[11]={
|
||||
{ {x=0, y=0}, },
|
||||
{ {x=0, y=0}, },
|
||||
{ {x=0, y=0}, },
|
||||
{ {x=0, y=0}, },
|
||||
},
|
||||
[12]={
|
||||
{ {x=1, y=1}, {x=0, y=0}, {x=-1, y=-1}, },
|
||||
{ {x=-1, y=1}, {x=0, y=0}, {x=1, y=-1}, },
|
||||
{ {x=1, y=1}, {x=0, y=0}, {x=-1, y=-1}, },
|
||||
{ {x=-1, y=1}, {x=0, y=0}, {x=1, y=-1}, },
|
||||
},
|
||||
[13]={
|
||||
{ {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=-2} },
|
||||
{ {x=0, y=0}, {x=0, y=-2}, {x=1, y=-1} },
|
||||
{ {x=1, y=-1}, {x=-1, y=-1}, {x=0, y=0} },
|
||||
{ {x=0, y=0}, {x=0, y=-2}, {x=-1, y=-1} },
|
||||
},
|
||||
[14]={
|
||||
{ {x=0, y=0}, {x=1, y=0}, },
|
||||
{ {x=0, y=0}, {x=0, y=1}, },
|
||||
{ {x=0, y=0}, {x=1, y=0}, },
|
||||
{ {x=0, y=0}, {x=0, y=1}, },
|
||||
},
|
||||
[15]={
|
||||
{ {x=0, y=1}, {x=1, y=1}, {x=2, y=0} },
|
||||
{ {x=-1, y=0}, {x=-1, y=1}, {x=0, y=2} },
|
||||
{ {x=0, y=-1}, {x=-1, y=-1}, {x=-2, y=0} },
|
||||
{ {x=1, y=0}, {x=1, y=-1}, {x=0, y=-2} },
|
||||
},
|
||||
[16]={
|
||||
{ {x=1, y=1}, {x=0, y=0}, },
|
||||
{ {x=-1, y=1}, {x=0, y=0}, },
|
||||
{ {x=1, y=1}, {x=0, y=0}, },
|
||||
{ {x=-1, y=1}, {x=0, y=0}, },
|
||||
},
|
||||
[17]={
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
|
||||
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
|
||||
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
|
||||
},
|
||||
[18]={
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
|
||||
{ {x=0, y=-1}, {x=1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
|
||||
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=1, y=0} },
|
||||
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=-1, y=0} },
|
||||
},
|
||||
[19]={
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
|
||||
{ {x=0, y=-2}, {x=0, y=-1}, {x=1, y=0}, {x=0, y=0} },
|
||||
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=-1, y=0} },
|
||||
{ {x=0, y=-1}, {x=-1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
|
||||
},
|
||||
[20]={
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
|
||||
},
|
||||
[21]={
|
||||
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
|
||||
{ {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
|
||||
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
|
||||
{ {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
|
||||
},
|
||||
[22]={
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
|
||||
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-1}, {x=0, y=-2} },
|
||||
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=0} },
|
||||
{ {x=0, y=-1}, {x=0, y=0}, {x=-1, y=-1}, {x=0, y=-2} },
|
||||
},
|
||||
[23]={
|
||||
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} },
|
||||
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} },
|
||||
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} },
|
||||
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} },
|
||||
},
|
||||
[24]={
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0} },
|
||||
{ {x=0, y=-1}, {x=0, y=0}, {x=0, y=1} },
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0} },
|
||||
{ {x=0, y=-1}, {x=0, y=0}, {x=0, y=1} },
|
||||
},
|
||||
[25]={
|
||||
{ {x=0, y=0}, {x=1, y=-0}, {x=0, y=1} },
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=0, y=1}, },
|
||||
{ {x=0, y=0}, {x=0, y=-1}, {x=-1, y=0}, },
|
||||
{ {x=0, y=0}, {x=1, y=0}, {x=0, y=-1}, },
|
||||
},
|
||||
|
||||
}
|
||||
|
||||
ARS.pieces = 25
|
||||
|
||||
function ARS:get180RotationValue()
|
||||
return 3
|
||||
end
|
||||
|
||||
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||
|
||||
|
||||
-- Component functions.
|
||||
|
||||
function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
|
||||
-- O doesn't kick
|
||||
if (piece.shape == "4") then return end
|
||||
|
||||
-- center column rule
|
||||
if (
|
||||
piece.shape == "2" or piece.shape == "6" or piece.shape == "3"
|
||||
) and (
|
||||
piece.rotation == 0 or piece.rotation == 2
|
||||
) then
|
||||
local offsets = new_piece:getBlockOffsets()
|
||||
table.sort(offsets, function(A, B) return A.y < B.y or A.y == B.y and A.x < B.y end)
|
||||
for index, offset in pairs(offsets) do
|
||||
if grid:isOccupied(piece.position.x + offset.x, piece.position.y + offset.y) then
|
||||
if offset.x == 0 then
|
||||
return
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if piece.shape == "1" then
|
||||
-- special kick rules for I
|
||||
if (new_piece.rotation == 0 or new_piece.rotation == 2) and
|
||||
(piece:isMoveBlocked(grid, {x=-1, y=0}) or piece:isMoveBlocked(grid, {x=1, y=0})) then
|
||||
-- kick right, right2, left
|
||||
if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
|
||||
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
|
||||
self:onPieceRotate(piece, grid)
|
||||
elseif grid:canPlacePiece(new_piece:withOffset({x=2, y=0})) then
|
||||
piece:setRelativeRotation(rot_dir):setOffset({x=2, y=0})
|
||||
self:onPieceRotate(piece, grid)
|
||||
elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
|
||||
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
|
||||
self:onPieceRotate(piece, grid)
|
||||
end
|
||||
elseif piece:isDropBlocked(grid) and (new_piece.rotation == 1 or new_piece.rotation == 3) and piece.floorkick == 0 then
|
||||
-- kick up, up2
|
||||
if grid:canPlacePiece(new_piece:withOffset({x=0, y=-1})) then
|
||||
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
|
||||
piece.floorkick = 1
|
||||
self:onPieceRotate(piece, grid, true)
|
||||
elseif grid:canPlacePiece(new_piece:withOffset({x=0, y=-2})) then
|
||||
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-2})
|
||||
piece.floorkick = 1
|
||||
self:onPieceRotate(piece, grid, true)
|
||||
end
|
||||
end
|
||||
else
|
||||
-- kick right, kick left
|
||||
if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
|
||||
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
|
||||
self:onPieceRotate(piece, grid)
|
||||
elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
|
||||
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
|
||||
self:onPieceRotate(piece, grid)
|
||||
elseif piece.shape == "6"
|
||||
and new_piece.rotation == 0
|
||||
and piece.floorkick == 0
|
||||
and piece:isDropBlocked(grid)
|
||||
and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
|
||||
then
|
||||
-- T floorkick
|
||||
piece.floorkick = piece.floorkick + 1
|
||||
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
|
||||
self:onPieceRotate(piece, grid, true)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function ARS:onPieceCreate(piece, grid)
|
||||
piece.floorkick = 0
|
||||
end
|
||||
|
||||
function ARS:onPieceDrop(piece, grid)
|
||||
piece.lock_delay = 0 -- step reset
|
||||
if piece.floorkick >= 2 and piece:isDropBlocked(grid) then
|
||||
piece.locked = true
|
||||
end
|
||||
end
|
||||
|
||||
function ARS:onPieceRotate(piece, grid, floorkick)
|
||||
if piece.floorkick >= 2 and piece:isDropBlocked(grid) then
|
||||
piece.locked = true
|
||||
elseif piece.floorkick >= 1 and not floorkick then
|
||||
piece.floorkick = piece.floorkick + 1
|
||||
end
|
||||
end
|
||||
|
||||
function ARS:get180RotationValue() return 3 end
|
||||
|
||||
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||
|
||||
return ARS
|
Loading…
Reference in New Issue