v0.3-beta7
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@ -0,0 +1,189 @@
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local Ruleset = require 'tetris.rulesets.ruleset'
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local Minote = Ruleset:extend()
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Minote.name = "Minote"
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Minote.hash = "Minote"
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Minote.block_offsets = {
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J={
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{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=-1, y=-2} },
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{ {x=0, y=-1}, {x=1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
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{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=1, y=0} },
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{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=-1, y=0} },
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},
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L={
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{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=1, y=-2} },
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{ {x=0, y=-2}, {x=0, y=-1}, {x=1, y=0}, {x=0, y=0} },
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{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=-1, y=0} },
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{ {x=0, y=-1}, {x=-1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
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},
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O={
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{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
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{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
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{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
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{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
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},
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T={
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{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=-2} },
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{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-1}, {x=0, y=-2} },
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{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=0} },
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{ {x=0, y=-1}, {x=0, y=0}, {x=-1, y=-1}, {x=0, y=-2} },
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},
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I={
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{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
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{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
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{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
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{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
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},
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S={
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{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
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{ {x=0, y=-2}, {x=0, y=-1}, {x=1, y=-1}, {x=1, y=0} },
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{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
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{ {x=0, y=-2}, {x=0, y=-1}, {x=1, y=-1}, {x=1, y=0} },
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},
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Z={
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{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} },
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{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} },
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{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} },
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{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} },
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}
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}
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Minote.spawn_positions = {
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I = { x=5, y=4 },
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J = { x=4, y=5 },
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L = { x=4, y=5 },
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O = { x=5, y=5 },
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S = { x=4, y=5 },
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T = { x=4, y=5 },
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Z = { x=4, y=5 },
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}
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Minote.big_spawn_positions = {
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I = { x=3, y=2 },
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J = { x=2, y=3 },
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L = { x=2, y=3 },
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O = { x=3, y=3 },
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S = { x=2, y=3 },
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T = { x=2, y=3 },
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Z = { x=2, y=3 },
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}
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function Minote:new()
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Ruleset:new()
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self.last_direction = 1 -- 1 is right, -1 is left
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end
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Minote.kicks = {{0,1},{1,0},{-1,0},{1,1},{-1,1}}
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function Minote:attemptRotate(new_inputs, piece, grid, initial)
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-- last direction check
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if new_inputs["right"] then
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self.last_direction = 1
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elseif new_inputs["left"] then
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self.last_direction = -1
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end
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local rot_dir = 0
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if (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
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rot_dir = 3
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elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
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rot_dir = 1
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elseif (new_inputs["rotate_180"]) then
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rot_dir = self:get180RotationValue()
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end
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if rot_dir == 0 then return end
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if config.gamesettings.world_reverse == 3 or (self.world and config.gamesettings.world_reverse == 2) then
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rot_dir = 4 - rot_dir
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end
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local new_piece = piece:withRelativeRotation(rot_dir)
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self:attemptWallkicks(piece, new_piece, rot_dir, grid, initial)
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end
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function Minote:attemptWallkicks(piece, new_piece, rot_dir, grid, initial)
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-- piece drift calculation
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local drift
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if (piece.shape == "S" or piece.shape == "Z" or piece.shape == "I") then
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if (new_piece.rotation % 2 == 0 and rot_dir == 1) then
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drift = 1
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elseif (new_piece.rotation % 2 == 1 and rot_dir == 3) then
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drift = -1
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else
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drift = 0
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end
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else
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drift = 0
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end
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-- base rotation + drift
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if grid:canPlacePiece(new_piece:withOffset({x=drift, y=0})) then
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piece:setRelativeRotation(rot_dir)
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piece:setOffset({x=drift, y=0})
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self:onPieceRotate(piece)
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return
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end
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-- I, IRS don't kick
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if (piece.shape == "I") or initial then return end
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-- J, L, T floorkick
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if (
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(piece.shape == "J" or piece.shape == "L" or piece.shape == "T") and
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piece.rotation == 0 and
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grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
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) then
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piece:setRelativeRotation(rot_dir)
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piece:setOffset({x=0, y=-1})
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self:onPieceRotate(piece)
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return
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end
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for idx, kick in pairs(Minote.kicks) do
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-- kick calculation
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offset = {
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x = kick[1] * self.last_direction + drift,
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y = kick[2]
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}
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kicked_piece = new_piece:withOffset(offset)
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if grid:canPlacePiece(kicked_piece) then
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piece:setRelativeRotation(rot_dir)
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piece:setOffset(offset)
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self:onPieceRotate(piece)
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return
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end
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end
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end
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function Minote:checkNewLow(piece)
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for _, block in pairs(piece:getBlockOffsets()) do
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local y = piece.position.y + block.y
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if y > piece.lowest_y then
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piece.lock_delay = 0
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piece.lowest_y = y
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end
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end
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end
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function Minote:onPieceCreate(piece)
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piece.lowest_y = -math.huge
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end
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function Minote:onPieceDrop(piece)
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self:checkNewLow(piece)
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end
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function Minote:onPieceRotate(piece)
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self:checkNewLow(piece)
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end
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function Minote:get180RotationValue() return 3 end
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function Minote:getDefaultOrientation() return 3 end -- downward facing pieces by default
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return Minote
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@ -58,49 +58,7 @@ RandomPieces.block_offsets = {
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}
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}
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function RandomPieces:initializePiece(
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inputs, data, grid, gravity, prev_inputs,
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move, lock_delay, drop_speed,
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drop_locked, hard_drop_locked, big, irs,
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buffer_hard_drop, buffer_soft_drop,
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lock_on_hard_drop, lock_on_soft_drop
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)
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local spawn_positions
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if big then
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spawn_positions = self.big_spawn_positions
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else
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spawn_positions = self.spawn_positions
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end
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local colours = ({self.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
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local spawn_x
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if (grid.width ~= 10) then
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local percent = spawn_positions[data.shape].x / 10
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for i = 0, grid.width - 1 do
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if i / grid.width >= percent then
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spawn_x = i
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break
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end
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end
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end
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local spawn_dy
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if (config.gamesettings.spawn_positions == 1) then
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spawn_dy = (
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self.spawn_above_field and 2 or 0
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)
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else
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spawn_dy = (
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config.gamesettings.spawn_positions == 3 and
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2 or 0
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)
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end
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local piece = Piece(data.shape, data.orientation - 1, {
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x = spawn_x and spawn_x or spawn_positions[data.shape].x,
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y = spawn_positions[data.shape].y - spawn_dy
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}, self.block_offsets, 0, 0, data.skin, colours[data.shape], big)
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function RandomPieces:onPieceCreate(piece)
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local offsets = self:generateBlockOffsets()
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piece.getBlockOffsets = function()
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return offsets
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@ -147,23 +105,6 @@ function RandomPieces:initializePiece(
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end
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return piece
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end
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self:onPieceCreate(piece)
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if irs then
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self:rotatePiece(inputs, piece, grid, {}, true)
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if (data.orientation - 1) ~= piece.rotation then
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playSE("irs")
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end
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end
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self:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked)
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if (buffer_hard_drop and config.gamesettings.buffer_lock == 1) then
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piece:dropToBottom(grid)
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if lock_on_hard_drop then piece.locked = true end
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end
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if (buffer_soft_drop and lock_on_soft_drop and piece:isDropBlocked(grid) and config.gamesettings.buffer_lock == 1) then
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piece.locked = true
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end
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return piece
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end
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function RandomPieces:attemptRotate(new_inputs, piece, grid, initial)
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