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
wbreedon 2021-08-07 19:38:54 +01:00
parent 7d4cefda1d
commit 1e664413a7
2 changed files with 771 additions and 0 deletions

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require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local MarathonA2Game = GameMode:extend()
MarathonA2Game.name = "Marathon A2 ARS16"
MarathonA2Game.hash = "MarathonA2"
MarathonA2Game.tagline = "The requirements are easier but can you cope with 9 additional pieces?"
function MarathonA2Game:new()
MarathonA2Game.super:new()
self.roll_frames = 0
self.combo = 1
self.grade_combo = 1
self.randomizer = History6RollsRandomizer()
self.grade = 0
self.grade_points = 0
self.grade_point_decay_counter = 0
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.section_tetrises = { [0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
self.tetris_count = 0
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.additive_gravity = false
self.lock_drop = false
self.lock_hard_drop = false
self.enable_hold = false
self.next_queue_length = 1
end
function MarathonA2Game:getARE()
if self.level < 700 then return 27
elseif self.level < 800 then return 18
else return 14 end
end
function MarathonA2Game:getLineARE()
if self.level < 600 then return 27
elseif self.level < 700 then return 18
elseif self.level < 800 then return 14
else return 8 end
end
function MarathonA2Game:getDasLimit()
if self.level < 500 then return 15
elseif self.level < 900 then return 9
else return 7 end
end
function MarathonA2Game:getLineClearDelay()
if self.level < 500 then return 40
elseif self.level < 600 then return 25
elseif self.level < 700 then return 16
elseif self.level < 800 then return 12
else return 6 end
end
function MarathonA2Game:getLockDelay()
if self.level < 900 then return 30
else return 17 end
end
function MarathonA2Game:getGravity()
if (self.level < 30) then return 4/256
elseif (self.level < 35) then return 6/256
elseif (self.level < 40) then return 8/256
elseif (self.level < 50) then return 10/256
elseif (self.level < 60) then return 12/256
elseif (self.level < 70) then return 16/256
elseif (self.level < 80) then return 32/256
elseif (self.level < 90) then return 48/256
elseif (self.level < 100) then return 64/256
elseif (self.level < 120) then return 80/256
elseif (self.level < 140) then return 96/256
elseif (self.level < 160) then return 112/256
elseif (self.level < 170) then return 128/256
elseif (self.level < 200) then return 144/256
elseif (self.level < 220) then return 4/256
elseif (self.level < 230) then return 32/256
elseif (self.level < 233) then return 64/256
elseif (self.level < 236) then return 96/256
elseif (self.level < 239) then return 128/256
elseif (self.level < 243) then return 160/256
elseif (self.level < 247) then return 192/256
elseif (self.level < 251) then return 224/256
elseif (self.level < 300) then return 1
elseif (self.level < 330) then return 2
elseif (self.level < 360) then return 3
elseif (self.level < 400) then return 4
elseif (self.level < 420) then return 5
elseif (self.level < 450) then return 4
elseif (self.level < 500) then return 3
else return 20
end
end
function MarathonA2Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then return false end
if self.roll_frames > 3694 then
self.completed = true
if self.grade == 32 then
self.grade = 33
end
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function MarathonA2Game:onPieceEnter()
if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
end
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
self:updateGrade(cleared_lines)
if cleared_lines >= 4 then
self.tetris_count = self.tetris_count + 1
end
if self.grid:checkForBravo(cleared_lines) then
self.bravo = 4
else
self.bravo = 1
end
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
if cleared_lines > 1 then
self.grade_combo = self.grade_combo + 1
end
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo * self.bravo
)
else
self.combo = 1
self.grade_combo = 1
end
self.drop_bonus = 0
else self.lines = self.lines + cleared_lines end
end
function MarathonA2Game:onLineClear(cleared_row_count)
self:updateSectionTimes(self.level, self.level + cleared_row_count)
self.level = math.min(self.level + cleared_row_count, 999)
if self.level == 999 and not self.clear then
self.clear = true
self.grid:clear()
if self:qualifiesForMRoll() then self.grade = 32 end
self.roll_frames = -150
end
self.lock_drop = self.level >= 900
self.lock_hard_drop = self.level >= 900
end
function MarathonA2Game:updateSectionTimes(old_level, new_level)
if self.clear then return end
if math.floor(old_level / 100) < math.floor(new_level / 100) or
new_level >= 999 then
-- record new section
section_time = self.frames - self.section_start_time
self.section_times[math.floor(old_level / 100)] = section_time
self.section_start_time = self.frames
self.section_tetrises[math.floor(old_level / 100)] = self.tetris_count
self.tetris_count = 0
end
end
local grade_point_bonuses = {
{50, 100, 100, 100},
{50, 100, 100, 100},
{20, 50, 100, 100},
{10, 15, 50, 100},
{10, 21, 40, 100},
{5, 15, 25, 30},
{5, 12, 25, 30},
{5, 12, 20, 30},
{5, 12, 20, 30},
{5, 12, 20, 30},
{5, 20, 40, 80},
{5, 20, 40, 80},
{5, 20, 40, 80},
{5, 20, 40, 80},
{5, 20, 40, 80},
{5, 20, 40, 80},
{5, 20, 40, 80},
{5, 20, 40, 80},
{5, 20, 40, 80},
{5, 20, 40, 80},
{5, 20, 40, 80},
{5, 20, 40, 80},
{5, 20, 40, 80},
{5, 20, 40, 80},
{5, 20, 40, 80},
{5, 20, 40, 80},
{5, 20, 40, 80},
{5, 20, 40, 80},
{5, 20, 40, 80},
{5, 20, 40, 80},
{5, 20, 40, 80},
{5, 20, 40, 80},
}
local grade_point_decays = {
125, 80, 80, 50, 45, 45, 45,
40, 40, 40, 40, 40, 30, 30, 30,
20, 20, 20, 20, 20,
15, 15, 15, 15, 15, 15, 15, 15, 15, 15,
10, 10
}
local combo_multipliers = {
{1.0, 1.0, 1.0, 1.0},
{1.2, 1.4, 1.5, 1.0},
{1.2, 1.5, 1.8, 1.0},
{1.4, 1.6, 2.0, 1.0},
{1.4, 1.7, 2.2, 1.0},
{1.4, 1.8, 2.3, 1.0},
{1.4, 1.9, 2.4, 1.0},
{1.5, 2.0, 2.5, 1.0},
{1.5, 2.1, 2.6, 1.0},
{2.0, 2.5, 3.0, 1.0},
}
local grade_conversion = {
[0] = 0,
1, 2, 3, 4, 5, 5, 6, 6, 7, 7,
7, 8, 8, 8, 9, 9, 9, 10, 11, 12,
12, 12, 13, 13, 14, 14, 15, 15, 16, 16,
17, 18, 19
}
function MarathonA2Game:whilePieceActive()
self.grade_point_decay_counter = self.grade_point_decay_counter + 1
if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then
self.grade_point_decay_counter = 0
self.grade_points = math.max(0, self.grade_points - 1)
end
end
function MarathonA2Game:updateGrade(cleared_lines)
if self.clear or cleared_lines == 0 then return
else
self.grade_points = self.grade_points + (
math.ceil(
grade_point_bonuses[self.grade + 1][cleared_lines] *
combo_multipliers[math.min(self.grade_combo, 10)][cleared_lines]
) * (1 + math.floor(self.level / 250))
)
if self.grade_points >= 100 and self.grade < 31 then
self.grade_points = 0
self.grade = self.grade + 1
end
end
end
local tetris_requirements = { [0] = 1, 1, 1, 1, 1, 0, 0, 0, 0, 0 }
function MarathonA2Game:qualifiesForMRoll()
if not self.clear then return false end
-- tetris requirements
for section = 0, 9 do
if self.section_tetrises[section] < tetris_requirements[section] then
return false
end
end
-- section time requirements
local section_average = 0
for section = 0, 4 do
section_average = section_average + self.section_times[section]
if self.section_times[section] > frameTime(1,45) then
return false
end
end
-- section time average requirements
if self.section_times[5] > section_average / 5 then
return false
end
for section = 6, 9 do
if self.section_times[section] > self.section_times[section - 1] + 120 then
return false
end
end
if self.grade < 31 or self.frames > frameTime(13,30) then
return false
end
return true
end
function MarathonA2Game:getLetterGrade()
local grade = grade_conversion[self.grade]
if grade < 9 then
return tostring(9 - grade)
elseif grade < 18 then
return "S" .. tostring(grade - 8)
elseif grade == 18 then
return "M"
else
return "GM"
end
end
MarathonA2Game.rollOpacityFunction = function(age)
if age < 240 then return 1
elseif age > 300 then return 0
else return 1 - (age - 240) / 60 end
end
MarathonA2Game.mRollOpacityFunction = function(age)
if age > 4 then return 0
else return 1 - age / 4 end
end
function MarathonA2Game:drawGrid()
if self.clear and not (self.completed or self.game_over) then
if self:qualifiesForMRoll() then
self.grid:drawInvisible(self.mRollOpacityFunction, nil, false)
else
self.grid:drawInvisible(self.rollOpacityFunction, nil, false)
end
else
self.grid:draw()
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
end
end
end
function MarathonA2Game:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
love.graphics.setFont(font_3x5_3)
if self.clear then
if self:qualifiesForMRoll() then
if self.lines >= 32 and self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
else love.graphics.setColor(0, 1, 0, 1) end
else
if self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
else love.graphics.setColor(0, 1, 0, 1) end
end
end
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function MarathonA2Game:getHighscoreData()
return {
grade = grade_conversion[self.grade],
score = self.score,
level = self.level,
frames = self.frames,
}
end
function MarathonA2Game:getSectionEndLevel()
if self.level >= 900 then return 999
else return math.floor(self.level / 100 + 1) * 100 end
end
function MarathonA2Game:getBackground()
return math.floor(self.level / 100)
end
return MarathonA2Game

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tetris/rulesets/16ARS.lua Normal file
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--local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.arika'
local ARS = Ruleset:extend()
ARS.name = "Ti-ARS16"
ARS.hash = "ArikaTI"
ARS.spawn_positions = {
[1] = { x=5, y=4 },
[2] = { x=4, y=5 },
[3] = { x=4, y=5 },
[4] = { x=5, y=5 },
[5] = { x=4, y=5 },
[6] = { x=4, y=5 },
[7] = { x=4, y=5 },
[8] = { x=5, y=4 },
[9] = { x=4, y=5 },
[10] = { x=4, y=5 },
[11] = { x=5, y=5 },
[12] = { x=4, y=5 },
[13] = { x=4, y=5 },
[14] = { x=4, y=5 },
[15] = { x=4, y=5 },
[16] = { x=4, y=5 },
[17] = { x=5, y=4 },
[18] = { x=4, y=5 },
[19] = { x=4, y=5 },
[20] = { x=5, y=5 },
[21] = { x=4, y=5 },
[22] = { x=4, y=5 },
[23] = { x=4, y=5 },
[24] = { x=5, y=4 },
[25] = { x=4, y=5 },
}
ARS.big_spawn_positions = {
[1] = { x=3, y=2 },
[2] = { x=2, y=3 },
[3] = { x=2, y=3 },
[4] = { x=3, y=3 },
[5] = { x=2, y=3 },
[6] = { x=2, y=3 },
[7] = { x=2, y=3 },
}
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