-- A randomizer based on Tetra Legends' "Tetra-X" game mode -- There are two main rules: -- * if piece hasn't been generated for 13+ pieces, force it -- * if piece has been generated in the last two pieces, don't give it out -- -- The official implementation also has self-balancing functionality (bias -- towards pieces that have appeared less often). local Randomizer = require 'tetris.randomizers.randomizer' local TetraXRandomizer = Randomizer:extend() function TetraXRandomizer:initialize() local pieces = {"I", "J", "L", "O", "S", "T", "Z"} self.count = {} self.lastseen = {} self.totalcount = 0 self.pieceselection = pieces for _, piece in ipairs(pieces) do self.count[piece] = 0 self.lastseen[piece] = -1 -- use -1 as magic value for "not seen" end end function TetraXRandomizer:generatePiece() local generated = nil while true do generated = self.pieceselection[love.math.random(#self.pieceselection)] if not (self.lastseen[generated] == 0 or self.lastseen[generated] == 1) then break end end -- piece has not been generated in the last 13+ for piece, val in pairs(self.lastseen) do if val >= 13 then generated = piece break end end for piece, val in pairs(self.lastseen) do if piece == generated then self.lastseen[piece] = 0 else if val ~= -1 then self.lastseen[piece] = val + 1 end end end self.count[generated] = self.count[generated] + 1 self.totalcount = self.totalcount + 1 -- shuffle the piece selection for the next time self.pieceselection = {} for piece, count in pairs(self.count) do -- in this case 6 = #piece types - 1, so all probabilities sum to 1 local probability = (self.totalcount - count) / (self.totalcount * 6) local chances = math.floor(probability * 1000 + 0.5) -- simulated "round" for _ = 1, chances do table.insert(self.pieceselection, piece) end end return generated end return TetraXRandomizer