local ARS = require 'tetris.rulesets.arika' local Trans = ARS:extend() Trans.name = "TransRS" Trans.hash = "TransRS" function Trans: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 = 2 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 initial then if (grid:canPlacePiece(new_piece)) then self:onPieceRotate(piece, grid) piece:setRelativeRotation(rot_dir) end else self:attemptWallkicks(piece, new_piece, rot_dir, grid) end end function Trans:attemptWallkicks(piece, new_piece, rot_dir, grid) local pieces = {"I", "J", "L", "O", "S", "T", "Z"} repeat new_piece.shape = pieces[math.random(7)] until piece.shape ~= new_piece.shape local offsets = {{x=0, y=0}, {x=1, y=0}, {x=-1, y=0}} for _, o in pairs(offsets) do local kicked_piece = new_piece:withOffset(o) if (grid:canPlacePiece(kicked_piece)) then self:onPieceRotate(piece, grid) piece:setRelativeRotation(rot_dir) piece:setOffset(o) piece.shape = new_piece.shape return end end end return Trans