local Piece = require 'tetris.components.piece' local Ruleset = require 'tetris.rulesets.ruleset' local TheNew = Ruleset:extend() TheNew.name = "The Newtris" TheNew.hash = "TheNew" TheNew.softdrop_lock = false TheNew.harddrop_lock = false TheNew.colourscheme = { I = "C", J = "B", L = "M", O = "W", S = "G", Z = "R", T = "Y" } TheNew.spawn_above_field = true TheNew.spawn_positions = { I = { x=5, y=4 }, J = { x=4, y=5 }, L = { x=4, y=5 }, O = { x=5, y=5 }, S = { x=4, y=5 }, T = { x=4, y=5 }, Z = { x=4, y=5 }, } TheNew.big_spawn_positions = { I = { x=3, y=2 }, J = { x=2, y=3 }, L = { x=2, y=3 }, O = { x=3, y=3 }, S = { x=2, y=3 }, T = { x=2, y=3 }, Z = { x=2, y=3 }, } TheNew.block_offsets = { T={ { {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=-1}, {x=-1, y=0} }, { {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=1}, {x=1, y=0} }, }, I={ { {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} }, { {x=-1, y=-1}, {x=-1, y=-2}, {x=-1, y=0}, {x=-1, y=1} }, { {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} }, { {x=-1, y=-1}, {x=-1, y=-2}, {x=-1, y=0}, {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} }, }, S={ { {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} }, { {x=0, y=-1}, {x=0, y=0}, {x=1, y=0}, {x=1, y=1} }, { {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} }, { {x=0, y=-1}, {x=0, y=0}, {x=1, y=0}, {x=1, y=1} }, }, Z={ { {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} }, { {x=-1, y=1}, {x=-1, y=0}, {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=1}, {x=-1, y=0}, {x=0, y=-1}, {x=0, y=0} }, }, J={ { {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} }, { {x=0, y=0}, {x=0, y=-1}, {x=1, y=-1}, {x=0, y=1} }, { {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=1, y=0} }, { {x=1, y=0}, {x=1, y=-1}, {x=1, y=1}, {x=0, y=1} }, }, L={ { {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} }, { {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=1}, {x=-1, y=1} }, { {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=-1, y=0} }, { {x=0, y=0}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=1} }, }, } TheNew.wallkicks_ccw = {{x=0, y=1}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1}} TheNew.wallkicks_cw = {{x=0, y=1}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=-1}} function TheNew:attemptWallkicks(piece, new_piece, rot_dir, grid) local kicks if piece.shape == "O" then return elseif rot_dir == 1 then kicks = TheNew.wallkicks_cw else kicks = TheNew.wallkicks_ccw 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 self:onPieceRotate(piece, grid) piece:setRelativeRotation(rot_dir) piece:setOffset(offset) return end end end function TheNew:onPieceDrop(piece, grid) piece.lock_delay = 0 -- step reset end function TheNew:get180RotationValue() return 3 end function TheNew:getDefaultOrientation() return 3 end return TheNew