-- thanks Adventium_ for heavily un-spaghetti-ing this code local Ruleset = require 'tetris.rulesets.ruleset' local Piece = require 'tetris.components.piece' local RandomPieces = Ruleset:extend() RandomPieces.name = "Random Pieces" RandomPieces.hash = "RandomPieces" function RandomPieces:generateBlockOffsets() function containsPoint(points, p) for _, point in pairs(points) do if point.x == p.x and point.y == p.y then return true end end return false end local offsets = {} for i = 1, 4 do local generated_offset = {} repeat generated_offset = { x = love.math.random(-1, 1), y = love.math.random(-2, 0) } until not containsPoint(offsets, generated_offset) offsets[i] = generated_offset end return { { offsets, offsets, offsets, offsets } } end RandomPieces.spawn_positions = { { x=4, y=5 } } RandomPieces.big_spawn_positions = { { x=2, y=3 } } RandomPieces.next_sounds = { "O" } RandomPieces.colourscheme = { "W" } RandomPieces.block_offsets = { { { {x=0, y=0} }, { {x=0, y=0} }, { {x=0, y=0} }, { {x=0, y=0} }, } } function RandomPieces:onPieceCreate(piece) piece.block_offsets = RandomPieces.generateBlockOffsets() end function RandomPieces:attemptRotate(new_inputs, piece, grid, initial) if not ( new_inputs.rotate_left or new_inputs.rotate_left2 or new_inputs.rotate_right or new_inputs.rotate_right2 or new_inputs.rotate_180 ) then return end local new_piece = piece:withOffset({x=0, y=0}) new_piece.block_offsets = RandomPieces.generateBlockOffsets() if (grid:canPlacePiece(new_piece)) then piece.block_offsets = new_piece.block_offsets self:onPieceRotate(piece, grid) end end function RandomPieces:onPieceDrop(piece) piece.lock_delay = 0 end function RandomPieces:onPieceMove(piece) piece.lock_delay = 0 end function RandomPieces:onPieceRotate(piece) piece.lock_delay = 0 end return RandomPieces