LARGE update to the modpack for upcoming beta5.1

pull/4/head
Ishaan Bhardwaj 2021-05-19 12:40:50 -04:00
parent b67bb3f344
commit 2bce1ae282
10 changed files with 1289 additions and 0 deletions

142
tetris/modes/baboo.lua Normal file
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local GameMode = require 'tetris.modes.gamemode'
local MarathonWBGame = GameMode:extend()
MarathonWBGame.name = "Marathon WB"
MarathonWBGame.hash = "MarathonWB"
MarathonWBGame.tagline = "What can you do with 300 keystrokes?"
function MarathonWBGame:new()
GameMode:new()
self.lock_drop = true
self.lock_hard_drop = true
self.instant_hard_drop = true
self.instant_soft_drop = false
self.enable_hold = true
self.next_queue_length = 6
self.keystrokes = 0
self.pieces = 0
self.b2b = false
self.immobile_spin_bonus = true
self.message = ""
self.message_timer = 0
end
function MarathonWBGame:getARE() return 0 end
function MarathonWBGame:getLineARE() return 0 end
function MarathonWBGame:getLineClearDelay() return 0 end
function MarathonWBGame:getDasLimit() return config.das end
function MarathonWBGame:getARR() return config.arr end
function MarathonWBGame:getDasCutDelay() return config.dcd end
function MarathonWBGame:getGravity() return 0 end
function MarathonWBGame:onSoftDrop(dropped_row_count)
self.score = self.score + dropped_row_count
end
function MarathonWBGame:onHardDrop(dropped_row_count)
self.score = self.score + 2 * dropped_row_count
end
function MarathonWBGame:onPieceLock(piece, cleared_row_count)
playSE("lock")
self.pieces = self.pieces + 1
if piece.spin then
self.score = self.score + (
500 * cleared_row_count +
(self.b2b and cleared_row_count > 0 and 200 or 0)
)
self.message = (
((self.b2b and cleared_row_count > 0) and "B2B " or "") ..
(type(piece.shape) == "string" and piece.shape .. "-" or "") ..
"SPIN " .. cleared_row_count .. "!"
)
if cleared_row_count > 0 then self.b2b = true end
elseif cleared_row_count > 0 then
local score_table = {100, 400, 700, 1200}
self.score = self.score + (
score_table[math.min(cleared_row_count, 4)] +
(self.b2b and cleared_row_count >= 4 and 200 or 0)
)
self.message = cleared_row_count >= 4 and (
(self.b2b and "B2B " or "") ..
string.upper(string.sub(
number_names[cleared_row_count * 3 + 3], 1, -7
)) .. "A!"
) or ""
self.b2b = cleared_row_count >= 4
else
self.message = ""
end
self.message_timer = 60
end
function MarathonWBGame:advanceOneFrame(inputs, ruleset)
if self.ready_frames == 0 then
self.frames = self.frames + 1
for input, value in pairs(inputs) do
if value and not self.prev_inputs[input] then
self.keystrokes = self.keystrokes + 1
self.game_over = self.keystrokes >= 300
end
end
end
return true
end
function MarathonWBGame:drawGrid()
self.grid:draw()
self:drawGhostPiece()
end
function MarathonWBGame:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
if config["side_next"] then
love.graphics.printf("NEXT", 240, 72, 40, "left")
else
love.graphics.printf("NEXT", 64, 40, 40, "left")
end
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.print("SCORE", 240, 140)
love.graphics.print("KEYSTROKES", 240, 200)
love.graphics.print("keys/piece", 240, 270)
if self.message_timer > 0 then
love.graphics.printf(self.message, 64, 400, 160, "center")
self.message_timer = self.message_timer - 1
end
love.graphics.setFont(font_3x5_3)
love.graphics.print(self.score, 240, 160)
love.graphics.print(
string.format("%.04f", self.keystrokes / math.max(self.pieces, 1)),
240, 290
)
love.graphics.print("B2B " .. tostring(self.b2b), 240, 330)
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
love.graphics.setFont(font_3x5_4)
love.graphics.print(math.max(300 - self.keystrokes, 0), 240, 220)
end
function MarathonWBGame:getHighscoreData()
return {
score = self.score
}
end
return MarathonWBGame

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local GameMode = require 'tetris.modes.gamemode'
local Grid = require 'tetris.components.grid'
local BagRandomizer = require 'tetris.randomizers.bag7'
local ComboChallenge = GameMode:extend()
ComboChallenge.name = "Combo Challenge"
ComboChallenge.hash = "ComboChallenge"
ComboChallenge.tagline = "Make the highest combo you can in 30 seconds!"
local blk = { skin = "2tie", colour = "A" }
local maps = {
[1] = {
[23] = {blk, blk, nil, nil},
[24] = {blk, nil, nil, nil},
},
[2] = {
[23] = {blk, nil, nil, nil},
[24] = {blk, blk, nil, nil},
},
[3] = {
[23] = {nil, nil, blk, blk},
[24] = {nil, nil, nil, blk},
},
[4] = {
[23] = {nil, nil, nil, blk},
[24] = {nil, nil, blk, blk},
},
[5] = {
[24] = {blk, blk, blk, nil},
},
[6] = {
[24] = {nil, blk, blk, blk},
}
}
function ComboChallenge:new()
GameMode:new()
self.grid = Grid(4, 24)
self.grid:applyMap(maps[math.random(#maps)])
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true
self.next_queue_length = 6
self.rta = 0
self.combo = 0
self.max_combo = 0
self.skips = 2
end
function ComboChallenge:getARR() return config.arr end
function ComboChallenge:getARE() return 6 end
function ComboChallenge:getLineARE() return 6 end
function ComboChallenge:getLineClearDelay() return 12 end
function ComboChallenge:getDasLimit() return config.das end
function ComboChallenge:getDasCutDelay() return config.dcd end
-- skip instead of hold
function ComboChallenge:hold(inputs, ruleset, ihs)
if self.skips <= 0 then return end
-- special ihs case
if ihs then
table.remove(self.next_queue, 1)
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
-- skip
self:initializeNextPiece(inputs, ruleset, table.remove(self.next_queue, 1), false)
table.insert(self.next_queue, self:getNextPiece(ruleset))
self.skips = self.skips - 1
if ihs then playSE("ihs")
else playSE("hold") end
self:onHold()
end
function ComboChallenge:advanceOneFrame()
if self.ready_frames == 0 then
self.rta = self.rta + 1
if self.are == 0 then
self.frames = self.frames + 1
if self.frames >= frameTime(0,30) then
self.game_over = true
end
end
end
end
function ComboChallenge:onPieceLock(piece, cleared_row_count)
playSE("lock")
self.skips = math.min(self.skips + 1, 2)
if cleared_row_count > 0 then
self.combo = self.combo + 1
self.max_combo = math.max(self.combo, self.max_combo)
else
self.combo = 0
end
end
function ComboChallenge:drawGrid()
self.grid:draw()
self:drawGhostPiece()
end
function ComboChallenge:getHighscoreData()
return {
combo = self.max_combo
}
end
function ComboChallenge:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
if config["side_next"] then
love.graphics.printf("NEXT", 240, 72, 40, "left")
else
love.graphics.printf("NEXT", 64, 40, 40, "left")
end
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs) ..
self.drop_bonus
)
love.graphics.print("SKIPS", 200, 120)
love.graphics.print("MAX COMBO", 200, 200)
love.graphics.print("COMBO", 200, 280)
love.graphics.setFont(font_3x5_4)
love.graphics.print(self.skips, 200, 140)
love.graphics.print(self.max_combo, 200, 220)
love.graphics.print(self.combo, 200, 300)
love.graphics.setFont(font_8x11)
love.graphics.setColor(
(
self.frames >= frameTime(0,20) and self.rta % 4 < 2 and not self.game_over
) and {1, 0.3, 0.3, 1} or {1, 1, 1, 1}
)
love.graphics.printf(formatTime(frameTime(0,30) - self.frames), 64, 420, 160, "center")
love.graphics.setColor(1, 1, 1, 1)
end
return ComboChallenge

149
tetris/modes/lj.lua Normal file
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local GameMode = require 'tetris.modes.gamemode'
local MarathonWLJGame = GameMode:extend()
MarathonWLJGame.name = "Marathon WLJ"
MarathonWLJGame.hash = "MarathonWLJ"
MarathonWLJGame.tagline = "A simple marathon mode, originating from Lockjaw."
function MarathonWLJGame:new()
GameMode:new()
self.lock_drop = true
self.lock_hard_drop = true
self.instant_hard_drop = true
self.instant_soft_drop = false
self.enable_hold = true
self.next_queue_length = 6
self.pieces = 0
self.b2b = false
self.immobile_spin_bonus = true
self.message = ""
self.message_timer = 0
end
function MarathonWLJGame:getARE() return 6 end
function MarathonWLJGame:getLineARE() return 6 end
function MarathonWLJGame:getLineClearDelay() return 24 end
function MarathonWLJGame:getDasLimit() return config.das end
function MarathonWLJGame:getARR() return config.arr end
function MarathonWLJGame:getDasCutDelay() return config.dcd end
function MarathonWLJGame:getGravity()
if self.pieces < 609 then
return (1/60) * (259/256) ^ self.pieces
else
return 20
end
end
function MarathonWLJGame:getLockDelay()
if self.pieces >= 609 then
return math.ceil(40 / (1 + (3/256) * (self.pieces - 609)))
else
return 40
end
end
function MarathonWLJGame:onSoftDrop(dropped_row_count)
self.score = self.score + dropped_row_count
end
function MarathonWLJGame:onHardDrop(dropped_row_count)
self.score = self.score + 2 * dropped_row_count
end
function MarathonWLJGame:onPieceLock(piece, cleared_row_count)
playSE("lock")
self.pieces = self.pieces + 1
self.lines = self.lines + cleared_row_count
if piece.spin then
self.score = self.score + (
500 * cleared_row_count +
(self.b2b and cleared_row_count > 0 and 200 or 0)
)
self.message = (
((self.b2b and cleared_row_count > 0) and "B2B " or "") ..
(type(piece.shape) == "string" and piece.shape .. "-" or "") ..
"SPIN " .. cleared_row_count .. "!"
)
if cleared_row_count > 0 then self.b2b = true end
elseif cleared_row_count > 0 then
local score_table = {100, 400, 700, 1200}
self.score = self.score + (
score_table[math.min(cleared_row_count, 4)] +
(self.b2b and cleared_row_count >= 4 and 200 or 0)
)
self.message = cleared_row_count >= 4 and (
(self.b2b and "B2B " or "") ..
string.upper(string.sub(
number_names[cleared_row_count * 3 + 3], 1, -7
)) .. "A!"
) or ""
self.b2b = cleared_row_count >= 4
else
self.message = ""
end
self.message_timer = 60
end
function MarathonWLJGame:advanceOneFrame()
if self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function MarathonWLJGame:drawGrid()
self.grid:draw()
self:drawGhostPiece()
end
function MarathonWLJGame:getHighscoreData()
return {
score = self.score,
pieces = self.pieces,
frames = self.frames,
}
end
function MarathonWLJGame:getSectionEndLevel()
return math.floor(self.pieces / 30 + 1) * 30
end
function MarathonWLJGame:getBackground()
return math.floor(self.pieces / 30) % 20
end
function MarathonWLJGame: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("LINES", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
if self.message_timer > 0 then
love.graphics.printf(self.message, 64, 400, 160, "center")
self.message_timer = self.message_timer - 1
end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.lines, 240, 140, 90, "left")
love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.printf(self.pieces, 240, 340, 50, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 50, "right")
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
return MarathonWLJGame

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tetris/modes/nes-tgm.lua Normal file
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local GameMode = require 'tetris.modes.gamemode'
local NESRandomizer = require 'tetris.randomizers.nes'
local NESTGMMode = GameMode:extend()
NESTGMMode.name = "NES-TGM"
NESTGMMode.hash = "NESTGM"
NESTGMMode.tagline = "An arcade-styled mode with roots in retro!"
function NESTGMMode:new()
GameMode:new()
self.quad_clears = {[0] = 0, 0}
self.roll_frames = 0
self.randomizer = NESRandomizer()
self.ready_frames = 1
self.waiting_frames = 96
self.last_row = 1
self.lock_drop = true
self.enable_hard_drop = false
self.enable_hold = false
self.next_queue_length = 1
self.additive_gravity = false
self.classic_lock = true
self.irs = false
end
function NESTGMMode:getDropSpeed() return 1/2 end
function NESTGMMode:getDasLimit() return 16 end
function NESTGMMode:getARR() return 6 end
function NESTGMMode:getARE()
if self.last_row > 22 then return 10
elseif self.last_row > 18 then return 12
elseif self.last_row > 14 then return 14
elseif self.last_row > 10 then return 16
else return 18 end
end
function NESTGMMode:getLineARE() return self:getARE() end
function NESTGMMode:getLineClearDelay()
for i = 17, 20 do
if (self.frames + i) % 4 == 0 then return i end
end
end
function NESTGMMode:getLockDelay() return 0 end
function NESTGMMode:chargeDAS(inputs)
if inputs[self.das.direction] == true and
self.prev_inputs[self.das.direction] == true and
not inputs["down"] and
self.piece ~= nil
then
local das_frames = self.das.frames + 1
if das_frames >= self:getDasLimit() then
if self.das.direction == "left" then
self.move = (self:getARR() == 0 and "speed" or "") .. "left"
self.das.frames = self:getDasLimit() - self:getARR()
elseif self.das.direction == "right" then
self.move = (self:getARR() == 0 and "speed" or "") .. "right"
self.das.frames = self:getDasLimit() - self:getARR()
end
else
self.move = "none"
self.das.frames = das_frames
end
elseif inputs["right"] == true then
self.das.direction = "right"
if not inputs["down"] and self.piece ~= nil then
self.move = "right"
self.das.frames = 0
else
self.move = "none"
end
elseif inputs["left"] == true then
self.das.direction = "left"
if not inputs["down"] and self.piece ~= nil then
self.move = "left"
self.das.frames = 0
else
self.move = "none"
end
else
self.move = "none"
end
if self.das.direction == "left" and self.piece ~= nil and self.piece:isMoveBlocked(self.grid, {x=-1, y=0}) or
self.das.direction == "right" and self.piece ~= nil and self.piece:isMoveBlocked(self.grid, {x=1, y=0})
then
self.das.frames = self:getDasLimit()
end
if inputs["down"] == false and self.prev_inputs["down"] == true then
self.drop_bonus = 0
end
if inputs["down"] then self.waiting_frames = 0 end
end
function NESTGMMode:getLevelForLines()
if self.lines < 10 then return math.floor(self.lines / 5)
elseif self.lines < 150 then return math.floor(self.lines / 10) + 1
elseif self.lines < 300 then return math.floor(self.lines / 50) + 13
else return 19 end
end
local gravity_table = {
[0] = 1/48, 1/43, 1/38, 1/33, 1/28,
1/23, 1/48, 1/28, 1/13, 1/8, 1/6,
1/5, 1/4, 1/4, 1/5, 1/5, 1/3, 1/3,
1/3, 1/2
}
function NESTGMMode:getGravity()
if self.waiting_frames > 0 then return 0 end
return gravity_table[self:getLevelForLines()]
end
function NESTGMMode:advanceOneFrame()
if self.waiting_frames > 0 then
self.waiting_frames = self.waiting_frames - 1
elseif self:getLevelForLines() >= 19 then
self.roll_frames = self.roll_frames + 1
if self.roll_frames >= 3600 then
self.completed = true
end
else
self.frames = self.frames + 1
end
return true
end
function NESTGMMode:onPieceLock()
self.super:onPieceLock()
self.score = self.score + self.drop_bonus
self.drop_bonus = 0
self.last_row = self.piece.position.y
end
function NESTGMMode:getGrade()
if (
self.lines >= 300 and
self.score >= 600000 and
self.quad_clears[0] >= 25 and
self.quad_clears[1] >= 15
) then
if self.roll_frames >= 3600 then return {19, "???"}
else return {18, "???"} end
else
if self.score < 002000 then return {0, 2000}
elseif self.score < 005300 then return {1, 5300}
elseif self.score < 011000 then return {2, 11000}
elseif self.score < 018000 then return {3, 18000}
elseif self.score < 027000 then return {4, 27000}
elseif self.score < 038000 then return {5, 38000}
elseif self.score < 050000 then return {6, 50000}
elseif self.score < 065000 then return {7, 65000}
elseif self.score < 083000 then return {8, 83000}
elseif self.score < 110000 then return {9, 110000}
elseif self.score < 150000 then return {10, 150000}
elseif self.score < 200000 then return {11, 200000}
elseif self.score < 260000 then return {12, 260000}
elseif self.score < 330000 then return {13, 330000}
elseif self.score < 410000 then return {14, 410000}
elseif self.score < 500000 then return {15, 500000}
elseif self.score < 600000 then return {16, 600000}
else return {17, "???"} end
end
end
function NESTGMMode:updateScore(level, drop_bonus, cleared_lines)
if cleared_lines > 0 then
if cleared_lines >= 4 and self.lines < 300 then
self.quad_clears[math.floor(self.lines / 150)] = (
self.quad_clears[math.floor(self.lines / 150)] + 1
)
end
self.lines = self.lines + cleared_lines
local score_to_add = 40
if cleared_lines > 1 then
score_to_add = 100
for i = 3, cleared_lines do
score_to_add = score_to_add * i
end
end
self.score = self.score + score_to_add * (self:getLevelForLines() + 1)
for i = 1, 4 do
self.grid:clearSpecificRow(i)
end
end
end
function NESTGMMode: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("NEXT RANK", 240, 260, 90, "left")
love.graphics.printf("LINES", 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)
love.graphics.printf(self.score, 240, 220, 90, "left")
if self:getGrade()[1] == 19 then
love.graphics.printf("GM", 240, 140, 90, "left")
elseif self:getGrade()[1] == 18 then
love.graphics.printf("M", 240, 140, 90, "left")
else
love.graphics.printf(
self.SGnames[self:getGrade()[1] + 1], 240, 140, 90, "left"
)
end
love.graphics.printf(self:getGrade()[2], 240, 280, 90, "left")
love.graphics.printf(math.min(300, self.lines), 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLines(), 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 NESTGMMode:getSectionEndLines()
if self.lines < 10 then return (1 + math.floor(self.lines / 5)) * 5
elseif self.lines < 150 then return (1 + math.floor(self.lines / 10)) * 10
elseif self.lines < 300 then return (1 + math.floor(self.lines / 50)) * 50
else return 300 end
end
function NESTGMMode:drawGrid()
self.grid:draw()
end
function NESTGMMode:getBackground()
return self:getLevelForLines()
end
function NESTGMMode:getHighscoreData()
return {
grade = self:getGrade()[1],
score = self.score,
level = self:getLevelForLines(),
lines = self.lines,
}
end
return NESTGMMode

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local SurvivalAXHGame = require 'tetris.modes.survival_axh'
local SurvivalAXH2Game = SurvivalAXHGame:extend()
SurvivalAXH2Game.name = "Survival AXH2"
SurvivalAXH2Game.hash = "SurvivalAXH2"
SurvivalAXH2Game.tagline = "Hellish speeds, fading blocks!"
function SurvivalAXH2Game:getSkin()
return "bone"
end
function SurvivalAXH2Game:getFadeoutTime()
if self.lines >= 190 then return 60
elseif self.lines >= 150 then return 120
elseif self.lines >= 50 then return 150
end
end
local function rollOpacityFunction(game, block, x, y, age)
local opacity
if age < game:getFadeoutTime() then opacity = 1
elseif age >= game:getFadeoutTime() + 60 then opacity = 0
else opacity = 1 - (age - game:getFadeoutTime()) / 60 end
return 0.5, 0.5, 0.5, opacity, 0
end
function SurvivalAXH2Game:drawGrid()
if self:getFadeoutTime() then
self.grid:drawCustom(rollOpacityFunction, self)
else
self.grid:draw()
end
end
return SurvivalAXH2Game

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local SRS = require 'tetris.rulesets.standard'
local Infinity = SRS:extend()
Infinity.name = "Infinity-SRS"
Infinity.hash = "Infinity-SRS"
function Infinity:onPieceDrop(piece) piece.lock_delay = 0 end
function Infinity:onPieceMove(piece) piece.lock_delay = 0 end
function Infinity:onPieceRotate(piece) piece.lock_delay = 0 end
return Infinity

190
tetris/rulesets/kon.lua Normal file
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local SRS = require 'tetris.rulesets.standard'
local kon = SRS:extend()
kon.name = "kon"
kon.hash = "kon"
kon.colourscheme = {
I = "M",
L = "R",
J = "C",
S = "Y",
Z = "B",
O = "O",
T = "G",
}
kon.kicks_cw = { -- also 180
{x=0, y=0}, {x=1, y=0}, {x=-1, y=0},
{x=0, y=1}, {x=1, y=1}, {x=-1, y=1},
{x=0, y=-1}, {x=1, y=-1}, {x=-1, y=-1},
{x=0, y=2}, {x=0, y=-2},
}
kon.kicks_ccw = {
{x=0, y=0}, {x=-1, y=0}, {x=1, y=0},
{x=0, y=1}, {x=-1, y=1}, {x=1, y=1},
{x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1},
{x=0, y=2}, {x=0, y=-2},
}
kon.kicks_I_cw = {}
kon.kicks_I_ccw = {}
for _, y in pairs({0, 2, 1, -1, -2}) do
for _, x in pairs({0, 1, -1, 2, -2}) do
table.insert(kon.kicks_I_cw, {x=x, y=y})
table.insert(kon.kicks_I_ccw, {x=-x, y=y})
end
end
kon.corners_I = {
[0] = {
{x=0, y=-1}, {x=-1, y=-1}, {x=-2, y=-1}, {x=1, y=-1}, {x=2, y=0},
{x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1}, {x=-3, y=0},
},
[1] = {
{x=1, y=0}, {x=1, y=-1}, {x=1, y=1}, {x=1, y=2}, {x=0, y=-2},
{x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2}, {x=0, y=3},
},
[2] = {
{x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0}, {x=2, y=1},
{x=0, y=2}, {x=-1, y=2}, {x=-2, y=2}, {x=1, y=2}, {x=-3, y=1},
},
[3] = {
{x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2}, {x=-1, y=-2},
{x=-2, y=0}, {x=-2, y=-1}, {x=-2, y=1}, {x=-2, y=2}, {x=-1, y=3},
}
}
kon.corners_O = {
{x=0, y=1}, {x=-1, y=1},
{x=-2, y=0}, {x=-2, y=-1},
{x=-1, y=-2}, {x=0, y=-2},
{x=1, y=-1}, {x=1, y=0},
}
kon.corners_3x3 = {
L = {
[0] = {
{x=-2, y=0}, {x=-1, y=1}, {x=-1, y=-1}, {x=0, y=1}, {x=0, y=-1},
{x=1, y=1}, {x=1, y=-2}, {x=2, y=0}, {x=2, y=-1},
}
},
Z = {
[0] = {
{x=-2, y=-1}, {x=-1, y=-2}, {x=-1, y=0}, {x=0, y=-2},
{x=0, y=1}, {x=1, y=-1}, {x=1, y=1}, {x=2, y=0},
}
},
T = {
[0] = {
{x=-2, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=0, y=-2},
{x=0, y=1}, {x=1, y=-1}, {x=1, y=1}, {x=2, y=0},
}
},
S = {
[0] = {
{x=-2, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=0, y=-2},
{x=0, y=1}, {x=1, y=-2}, {x=1, y=0}, {x=2, y=-1},
}
},
J = {
[0] = {
{x=-2, y=-1}, {x=-2, y=0}, {x=-1, y=-2}, {x=-1, y=1}, {x=0, y=-1},
{x=0, y=1}, {x=1, y=-1}, {x=1, y=1}, {x=2, y=0},
}
}
}
for piece, _ in pairs(kon.corners_3x3) do
for i = 1, 3 do
kon.corners_3x3[piece][i] = {}
for _, corner in pairs(kon.corners_3x3[piece][i - 1]) do
table.insert(
kon.corners_3x3[piece][i],
{x=-corner.y, y=corner.x}
)
end
end
end
function kon:attemptRotate(new_inputs, piece, grid, initial)
local rot_dir = 0
if (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
rot_dir = 3
elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
rot_dir = 1
elseif (new_inputs["rotate_180"]) then
rot_dir = self:get180RotationValue()
end
if rot_dir == 0 then return end
if config.gamesettings.world_reverse == 3 or (self.world and config.gamesettings.world_reverse == 2) then
rot_dir = 4 - rot_dir
end
local new_piece = piece:withRelativeRotation(rot_dir)
if (grid:canPlacePiece(new_piece)) then
if piece:isDropBlocked(grid) then
self:attemptWallkicks(piece, new_piece, rot_dir, grid)
else
piece:setRelativeRotation(rot_dir)
self:onPieceRotate(piece, grid)
end
else
if not(initial and self.enable_IRS_wallkicks == false) then
self:attemptWallkicks(piece, new_piece, rot_dir, grid)
end
end
end
function kon:attemptWallkicks(piece, new_piece, rot_dir, grid)
local kicks
if rot_dir == 3 then
kicks = piece.shape == "I" and kon.kicks_I_ccw or kon.kicks_ccw
else
kicks = piece.shape == "I" and kon.kicks_I_cw or kon.kicks_cw
end
local corners
if piece.shape == "I" then
corners = kon.corners_I[new_piece.rotation]
elseif piece.shape == "O" then
corners = kon.corners_O
else
corners = kon.corners_3x3[piece.shape][new_piece.rotation]
end
local chosen_kick
local greatest_corners = -1
for _, offset in pairs(kicks) do
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
local occupied_corners = 0
for _, corner in pairs(corners) do
if grid:isOccupied(
kicked_piece.position.x + corner.x,
kicked_piece.position.y + corner.y
) then
occupied_corners = occupied_corners + 1
end
end
if occupied_corners > greatest_corners then
greatest_corners = occupied_corners
chosen_kick = offset
end
end
end
if chosen_kick then
piece:setRelativeRotation(rot_dir)
piece:setOffset(chosen_kick)
self:onPieceRotate(piece, grid)
end
end
return kon

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@ -0,0 +1,66 @@
local NRS_R = require 'tetris.rulesets.nintendo_r'
local NRS_X = NRS_R:extend()
NRS_X.name = "Nintendo-X"
NRS_X.hash = "NintendoX"
NRS_X.wallkicks_line_cw = {{x=1, y=0}, {x=2, y=0}, {x=-1, y=0}, {x=0, y=-1}}
NRS_X.wallkicks_line_ccw = {{x=-1, y=0}, {x=1, y=0}, {x=2, y=0}, {x=0, y=-1}}
NRS_X.wallkicks_other_cw = {{x=1, y=0}, {x=-1, y=0}, {x=0, y=-1}}
NRS_X.wallkicks_other_ccw = {{x=-1, y=0}, {x=1, y=0}, {x=0, y=-1}}
function NRS_X:checkNewLow(piece)
for _, block in pairs(piece:getBlockOffsets()) do
local y = piece.position.y + block.y
if y > piece.lowest_y then
piece.lock_delay = 0
piece.lowest_y = y
end
end
end
function NRS_X:onPieceCreate(piece, grid)
piece.lowest_y = -math.huge
end
function NRS_X:onPieceDrop(piece)
self:checkNewLow(piece)
end
function NRS_X:onPieceRotate(piece)
self:checkNewLow(piece)
end
function NRS_X:attemptWallkicks(piece, new_piece, rot_dir, grid)
local kicks
if piece.shape == "O" then
return
elseif piece.shape == "I" then
kicks = (
rot_dir == 3 and
NRS_X.wallkicks_line_ccw or
NRS_X.wallkicks_line_cw
)
else
kicks = (
rot_dir == 3 and
NRS_X.wallkicks_other_ccw or
NRS_X.wallkicks_other_cw
)
end
assert(piece.rotation ~= new_piece.rotation)
for idx, offset in pairs(kicks) do
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
piece:setRelativeRotation(rot_dir)
piece:setOffset(offset)
self:onPieceRotate(piece, grid, offset.y < 0)
return
end
end
end
return NRS_X

43
tetris/rulesets/tod.lua Normal file
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local SRS = require 'tetris.rulesets.arika_srs'
local TOD = SRS:extend()
TOD.name = "TOD M4"
TOD.hash = "TOD"
TOD.colourscheme = {
I = "C",
J = "B",
L = "M",
O = "F",
S = "G",
Z = "R",
T = "Y"
}
TOD.harddrop_lock = false
function TOD:attemptWallkicks(piece, new_piece, rot_dir, grid)
local kicks = {{x=1, y=0}, {x=-1, y=0}, {x=0, y=-1}}
for idx, offset in pairs(kicks) do
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
piece:setRelativeRotation(rot_dir)
piece:setOffset(offset)
self:onPieceRotate(piece, grid)
return
end
end
end
function TOD:onPieceDrop(piece)
piece.lock_delay = math.max(
0, piece.lock_delay - math.ceil(1 / self.game:getGravity())
)
end
function TOD:onPieceMove() end
function TOD:onPieceRotate() end
function TOD:canPieceRotate() return true end
return TOD

238
tetris/rulesets/vrs.lua Normal file
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local Ruleset = require "tetris.rulesets.ruleset"
local VRS = Ruleset:extend()
VRS.name = "V.R.S."
VRS.hash = "VRS"
VRS.world = true
VRS.colourscheme = {
I = "M",
L = "R",
J = "C",
S = "Y",
Z = "B",
O = "O",
T = "G",
}
VRS.enable_IRS_wallkicks = true
VRS.spawn_above_field = true
VRS.spawn_positions = {
I = { x=4, y=4 },
J = { x=4, y=5 },
L = { x=4, y=5 },
O = { x=4, y=5 },
S = { x=4, y=5 },
T = { x=4, y=5 },
Z = { x=4, y=5 },
}
VRS.big_spawn_positions = {
I = { x=2, y=2 },
J = { x=2, y=3 },
L = { x=2, y=3 },
O = { x=2, y=3 },
S = { x=2, y=3 },
T = { x=2, y=3 },
Z = { x=2, y=3 },
}
VRS.block_offsets = {
I = {
{{x=1, y=0}, {x=0, y=0}, {x=-1, y=0}, {x=2, y=0}},
{{x=1, y=-2}, {x=1, y=-1}, {x=1, y=0}, {x=1, y=1}},
{{x=1, y=0}, {x=0, y=0}, {x=-1, y=0}, {x=2, y=0}},
{{x=1, y=-2}, {x=1, y=-1}, {x=1, y=0}, {x=1, y=1}}
},
S = {
{{x=-1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=1, y=-1}},
{{x=0, y=-1}, {x=0, y=0}, {x=1, y=0}, {x=1, y=1}},
{{x=-1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=1, y=-1}},
{{x=0, y=-1}, {x=0, y=0}, {x=1, y=0}, {x=1, y=1}}
},
Z = {
{{x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0}},
{{x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1}},
{{x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0}},
{{x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1}}
},
T = {
{{x=1, y=0}, {x=0, y=0}, {x=-1, y=0}, {x=0, y=-1}},
{{x=0, y=-1}, {x=0, y=0}, {x=0, y=1}, {x=1, y=0}},
{{x=1, y=0}, {x=0, y=0}, {x=-1, y=0}, {x=0, y=1}},
{{x=0, y=-1}, {x=0, y=0}, {x=0, y=1}, {x=-1, y=0}}
},
J = {
{{x=1, y=0}, {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}},
{{x=0, y=-1}, {x=0, y=0}, {x=0, y=1}, {x=1, y=-1}},
{{x=1, y=0}, {x=0, y=0}, {x=-1, y=0}, {x=1, y=1}},
{{x=0, y=-1}, {x=0, y=0}, {x=0, y=1}, {x=-1, y=1}}
},
L = {
{{x=1, y=0}, {x=0, y=0}, {x=-1, y=0}, {x=1, y=-1}},
{{x=0, y=-1}, {x=0, y=0}, {x=0, y=1}, {x=1, y=1}},
{{x=1, y=0}, {x=0, y=0}, {x=-1, y=0}, {x=-1, y=1}},
{{x=0, y=-1}, {x=0, y=0}, {x=0, y=1}, {x=-1, y=-1}}
},
O = {
{{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}}
},
}
VRS.kicks_ccw = {
I = {
[0] = {{x=-1, y=0}, {x=-1, y=1}, {x=-2, y=0}, {x=-2, y=1}, {x=-1, y=-1}, {x=-2, y=-1}, {x=-1, y=2}, {x=-2, y=2}, {x=0, y=0}, {x=0, y=1}, {x=1, y=0}, {x=1, y=1}, {x=0, y=-1}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
{{x=0, y=0}, {x=0, y=1}, {x=-1, y=0}, {x=-1, y=1}, {x=0, y=-1}, {x=-1, y=-1}, {x=0, y=-2}, {x=-1, y=-2}, {x=1, y=0}, {x=1, y=1}, {x=2, y=0}, {x=2, y=1}, {x=1, y=-1}, {x=2, y=-1}, {x=1, y=-2}, {x=2, y=-2}},
{{x=-1, y=0}, {x=-1, y=1}, {x=-2, y=0}, {x=-2, y=1}, {x=-1, y=-1}, {x=-2, y=-1}, {x=-1, y=2}, {x=-2, y=2}, {x=0, y=0}, {x=0, y=1}, {x=1, y=0}, {x=1, y=1}, {x=0, y=-1}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
{{x=0, y=0}, {x=0, y=1}, {x=-1, y=0}, {x=-1, y=1}, {x=0, y=-1}, {x=-1, y=-1}, {x=0, y=-2}, {x=-1, y=-2}, {x=1, y=0}, {x=1, y=1}, {x=2, y=0}, {x=2, y=1}, {x=1, y=-1}, {x=2, y=-1}, {x=1, y=-2}, {x=2, y=-2}},
},
TLJ = {
[0] = {{x=0, y=0}, {x=0, y=1}, {x=1, y=0}, {x=1, y=1}, {x=-1, y=0}, {x=-1, y=1}, {x=0, y=-1}, {x=1, y=-1}, {x=-1, y=-1}, {x=0, y=2}, {x=0, y=-2}},
{{x=0, y=0}, {x=0, y=1}, {x=1, y=0}, {x=1, y=1}, {x=-1, y=0}, {x=-1, y=1}, {x=0, y=-1}, {x=1, y=-1}, {x=-1, y=-1}, {x=0, y=2}, {x=0, y=-2}},
{{x=0, y=0}, {x=0, y=1}, {x=-1, y=0}, {x=-1, y=1}, {x=1, y=0}, {x=1, y=1}, {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=2}, {x=0, y=-2}},
{{x=0, y=0}, {x=0, y=1}, {x=-1, y=0}, {x=-1, y=1}, {x=1, y=0}, {x=1, y=1}, {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=2}, {x=0, y=-2}},
},
SZ = {
[0] = {{x=-1, y=0}, {x=-1, y=1}, {x=-2, y=0}, {x=-2, y=1}, {x=-1, y=-1}, {x=-2, y=-1}, {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=2}, {x=-1, y=-2}},
{{x=0, y=0}, {x=0, y=1}, {x=-1, y=0}, {x=-1, y=1}, {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=1, y=1}, {x=1, y=-1}, {x=0, y=2}, {x=0, y=-2}},
{{x=-1, y=0}, {x=-1, y=1}, {x=-2, y=0}, {x=-2, y=1}, {x=-1, y=-1}, {x=-2, y=-1}, {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=2}, {x=-1, y=-2}},
{{x=0, y=0}, {x=0, y=1}, {x=-1, y=0}, {x=-1, y=1}, {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=1, y=1}, {x=1, y=-1}, {x=0, y=2}, {x=0, y=-2}},
},
O = {
-- lol
[0] = {{x=0, y=0}},
{{x=0, y=0}},
{{x=0, y=0}},
{{x=0, y=0}},
},
}
VRS.kicks_cw = {
I = {
[0] = {{x=0, y=0}, {x=0, y=1}, {x=1, y=0}, {x=1, y=1}, {x=0, y=-1}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}, {x=-1, y=0}, {x=-1, y=1}, {x=-2, y=0}, {x=-2, y=1}, {x=-1, y=-1}, {x=-2, y=-1}, {x=-1, y=2}, {x=-2, y=2}},
{{x=1, y=0}, {x=1, y=1}, {x=2, y=0}, {x=2, y=1}, {x=1, y=-1}, {x=2, y=-1}, {x=1, y=-2}, {x=2, y=-2}, {x=0, y=0}, {x=0, y=1}, {x=-1, y=0}, {x=-1, y=1}, {x=0, y=-1}, {x=-1, y=-1}, {x=0, y=-2}, {x=-1, y=-2}},
{{x=0, y=0}, {x=0, y=1}, {x=1, y=0}, {x=1, y=1}, {x=0, y=-1}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}, {x=-1, y=0}, {x=-1, y=1}, {x=-2, y=0}, {x=-2, y=1}, {x=-1, y=-1}, {x=-2, y=-1}, {x=-1, y=2}, {x=-2, y=2}},
{{x=1, y=0}, {x=1, y=1}, {x=2, y=0}, {x=2, y=1}, {x=1, y=-1}, {x=2, y=-1}, {x=1, y=-2}, {x=2, y=-2}, {x=0, y=0}, {x=0, y=1}, {x=-1, y=0}, {x=-1, y=1}, {x=0, y=-1}, {x=-1, y=-1}, {x=0, y=-2}, {x=-1, y=-2}},
},
TLJ = {
[0] = {{x=0, y=0}, {x=0, y=1}, {x=-1, y=0}, {x=-1, y=1}, {x=1, y=0}, {x=1, y=1}, {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=2}, {x=0, y=-2}},
{{x=0, y=0}, {x=0, y=1}, {x=1, y=0}, {x=1, y=1}, {x=-1, y=0}, {x=-1, y=1}, {x=0, y=-1}, {x=1, y=-1}, {x=-1, y=-1}, {x=0, y=2}, {x=0, y=-2}},
{{x=0, y=0}, {x=0, y=1}, {x=1, y=0}, {x=1, y=1}, {x=-1, y=0}, {x=-1, y=1}, {x=0, y=-1}, {x=1, y=-1}, {x=-1, y=-1}, {x=0, y=2}, {x=0, y=-2}},
{{x=0, y=0}, {x=0, y=1}, {x=-1, y=0}, {x=-1, y=1}, {x=1, y=0}, {x=1, y=1}, {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=2}, {x=0, y=-2}},
},
SZ = {
[0] = {{x=0, y=0}, {x=0, y=1}, {x=1, y=0}, {x=1, y=1}, {x=0, y=-1}, {x=1, y=-1}, {x=-1, y=0}, {x=-1, y=1}, {x=-1, y=-1}, {x=0, y=2}, {x=0, y=-2}},
{{x=1, y=0}, {x=1, y=1}, {x=2, y=0}, {x=2, y=1}, {x=1, y=-1}, {x=2, y=-1}, {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=1, y=2}, {x=1, y=-2}},
{{x=0, y=0}, {x=0, y=1}, {x=1, y=0}, {x=1, y=1}, {x=0, y=-1}, {x=1, y=-1}, {x=-1, y=0}, {x=-1, y=1}, {x=-1, y=-1}, {x=0, y=2}, {x=0, y=-2}},
{{x=1, y=0}, {x=1, y=1}, {x=2, y=0}, {x=2, y=1}, {x=1, y=-1}, {x=2, y=-1}, {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=1, y=2}, {x=1, y=-2}},
},
O = {
-- lol
[0] = {{x=0, y=0}},
{{x=0, y=0}},
{{x=0, y=0}},
{{x=0, y=0}},
},
}
function VRS:attemptRotate(new_inputs, piece, grid, initial)
local rot_dir = 0
if (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
rot_dir = 3
elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
rot_dir = 1
elseif (new_inputs["rotate_180"]) then
rot_dir = self:get180RotationValue()
end
if rot_dir == 0 then return end
if config.gamesettings.world_reverse == 3 or (self.world and config.gamesettings.world_reverse == 2) then
rot_dir = 4 - rot_dir
end
local new_piece = piece:withRelativeRotation(rot_dir)
self:attemptWallkicks(piece, new_piece, rot_dir, grid)
end
function VRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
local kicks
if rot_dir == 1 then
if piece.shape == "I" then
kicks = VRS.kicks_cw.I[piece.rotation]
elseif (
piece.shape == "T" or
piece.shape == "L" or
piece.shape == "J"
) then
kicks = VRS.kicks_cw.TLJ[piece.rotation]
elseif (
piece.shape == "S" or
piece.shape == "Z"
) then
kicks = VRS.kicks_cw.SZ[piece.rotation]
else
kicks = VRS.kicks_cw.O[piece.rotation]
end
else
if piece.shape == "I" then
kicks = VRS.kicks_ccw.I[piece.rotation]
elseif (
piece.shape == "T" or
piece.shape == "L" or
piece.shape == "J"
) then
kicks = VRS.kicks_ccw.TLJ[piece.rotation]
elseif (
piece.shape == "S" or
piece.shape == "Z"
) then
kicks = VRS.kicks_ccw.SZ[piece.rotation]
else
kicks = VRS.kicks_ccw.O[piece.rotation]
end
end
for idx, offset in pairs(kicks) do
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
piece:setRelativeRotation(rot_dir)
piece:setOffset(offset)
self:onPieceRotate(piece, grid)
return
end
end
end
function VRS:onPieceCreate(piece)
piece.rotate_counter = 0
end
function VRS:onPieceDrop(piece)
piece.lock_delay = 0 -- step reset
end
function VRS:onPieceRotate(piece)
piece.rotate_counter = piece.rotate_counter + 1
piece.lock_delay = 0
end
function VRS:canPieceRotate(piece)
return piece.rotate_counter < 15
end
function VRS:get180RotationValue() return 3 end
return VRS