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) local pieces = {"I", "J", "L", "O", "S", "T", "Z"} repeat new_piece.shape = pieces[math.random(7)] until piece.shape ~= new_piece.shape if (grid:canPlacePiece(new_piece)) then self:onPieceRotate(piece, grid) piece:setRelativeRotation(rot_dir) piece.shape = new_piece.shape else if not(initial and self.enable_IRS_wallkicks == false) then if (grid:canPlacePiece(new_piece:withOffset({x=1, y=0}))) then self:onPieceRotate(piece, grid) piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0}) piece.shape = new_piece.shape elseif (grid:canPlacePiece(new_piece:withOffset({x=-1, y=0}))) then self:onPieceRotate(piece, grid) piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0}) piece.shape = new_piece.shape end end end end return Trans