local Randomizer = require 'tetris.randomizers.randomizer' local SplitHistoryRandomizer = Randomizer:extend() function SplitHistoryRandomizer:initialize() self.history = {"Z", "Z", "Z", "Z", "Z", "Z", "Z", "Z"} self.piece_count = 0 end function SplitHistoryRandomizer:generatePiece() if self.piece_count < 2 then self.piece_count = self.piece_count + 1 return self:updateHistory(({"L", "J", "I", "T"})[love.math.random(4)]) else local shapes = {"I", "J", "L", "O", "S", "T", "Z"} for i = 1, 4 do local x = love.math.random(7) if not inHistory(shapes[x], self.history) or i == 4 then return self:updateHistory(shapes[x]) end end end end function SplitHistoryRandomizer:updateHistory(shape) table.remove(self.history, 1) table.insert(self.history, shape) return shape end function inHistory(piece, history) for i = 1, 7, 2 do if history[i] == piece then return true end end return false end return SplitHistoryRandomizer