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