cambridge-modpack/tetris/rulesets/kon.lua

190 lines
5.1 KiB
Lua

local SRS = require 'tetris.rulesets.standard'
local kon = SRS:extend()
kon.name = "kon"
kon.hash = "kon"
kon.colourscheme = {
I = "M",
L = "R",
J = "C",
S = "Y",
Z = "B",
O = "O",
T = "G",
}
kon.kicks_cw = { -- also 180
{x=0, y=0}, {x=1, y=0}, {x=-1, y=0},
{x=0, y=1}, {x=1, y=1}, {x=-1, y=1},
{x=0, y=-1}, {x=1, y=-1}, {x=-1, y=-1},
{x=0, y=2}, {x=0, y=-2},
}
kon.kicks_ccw = {
{x=0, y=0}, {x=-1, y=0}, {x=1, y=0},
{x=0, y=1}, {x=-1, y=1}, {x=1, y=1},
{x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1},
{x=0, y=2}, {x=0, y=-2},
}
kon.kicks_I_cw = {}
kon.kicks_I_ccw = {}
for _, y in pairs({0, 2, 1, -1, -2}) do
for _, x in pairs({0, 1, -1, 2, -2}) do
table.insert(kon.kicks_I_cw, {x=x, y=y})
table.insert(kon.kicks_I_ccw, {x=-x, y=y})
end
end
kon.corners_I = {
[0] = {
{x=0, y=-1}, {x=-1, y=-1}, {x=-2, y=-1}, {x=1, y=-1}, {x=2, y=0},
{x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1}, {x=-3, y=0},
},
[1] = {
{x=1, y=0}, {x=1, y=-1}, {x=1, y=1}, {x=1, y=2}, {x=0, y=-2},
{x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2}, {x=0, y=3},
},
[2] = {
{x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0}, {x=2, y=1},
{x=0, y=2}, {x=-1, y=2}, {x=-2, y=2}, {x=1, y=2}, {x=-3, y=1},
},
[3] = {
{x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2}, {x=-1, y=-2},
{x=-2, y=0}, {x=-2, y=-1}, {x=-2, y=1}, {x=-2, y=2}, {x=-1, y=3},
}
}
kon.corners_O = {
{x=0, y=1}, {x=-1, y=1},
{x=-2, y=0}, {x=-2, y=-1},
{x=-1, y=-2}, {x=0, y=-2},
{x=1, y=-1}, {x=1, y=0},
}
kon.corners_3x3 = {
L = {
[0] = {
{x=-2, y=0}, {x=-1, y=1}, {x=-1, y=-1}, {x=0, y=1}, {x=0, y=-1},
{x=1, y=1}, {x=1, y=-2}, {x=2, y=0}, {x=2, y=-1},
}
},
Z = {
[0] = {
{x=-2, y=-1}, {x=-1, y=-2}, {x=-1, y=0}, {x=0, y=-2},
{x=0, y=1}, {x=1, y=-1}, {x=1, y=1}, {x=2, y=0},
}
},
T = {
[0] = {
{x=-2, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=0, y=-2},
{x=0, y=1}, {x=1, y=-1}, {x=1, y=1}, {x=2, y=0},
}
},
S = {
[0] = {
{x=-2, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=0, y=-2},
{x=0, y=1}, {x=1, y=-2}, {x=1, y=0}, {x=2, y=-1},
}
},
J = {
[0] = {
{x=-2, y=-1}, {x=-2, y=0}, {x=-1, y=-2}, {x=-1, y=1}, {x=0, y=-1},
{x=0, y=1}, {x=1, y=-1}, {x=1, y=1}, {x=2, y=0},
}
}
}
for piece, _ in pairs(kon.corners_3x3) do
for i = 1, 3 do
kon.corners_3x3[piece][i] = {}
for _, corner in pairs(kon.corners_3x3[piece][i - 1]) do
table.insert(
kon.corners_3x3[piece][i],
{x=-corner.y, y=corner.x}
)
end
end
end
function kon: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 = self:get180RotationValue()
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 (grid:canPlacePiece(new_piece)) then
if piece:isDropBlocked(grid) then
self:attemptWallkicks(piece, new_piece, rot_dir, grid)
else
piece:setRelativeRotation(rot_dir)
self:onPieceRotate(piece, grid)
end
else
if not(initial and self.enable_IRS_wallkicks == false) then
self:attemptWallkicks(piece, new_piece, rot_dir, grid)
end
end
end
function kon:attemptWallkicks(piece, new_piece, rot_dir, grid)
local kicks
if rot_dir == 3 then
kicks = piece.shape == "I" and kon.kicks_I_ccw or kon.kicks_ccw
else
kicks = piece.shape == "I" and kon.kicks_I_cw or kon.kicks_cw
end
local corners
if piece.shape == "I" then
corners = kon.corners_I[new_piece.rotation]
elseif piece.shape == "O" then
corners = kon.corners_O
else
corners = kon.corners_3x3[piece.shape][new_piece.rotation]
end
local chosen_kick
local greatest_corners = -1
for _, offset in pairs(kicks) do
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
local occupied_corners = 0
for _, corner in pairs(corners) do
if grid:isOccupied(
kicked_piece.position.x + corner.x,
kicked_piece.position.y + corner.y
) then
occupied_corners = occupied_corners + 1
end
end
if occupied_corners > greatest_corners then
greatest_corners = occupied_corners
chosen_kick = offset
end
end
end
if chosen_kick then
piece:setRelativeRotation(rot_dir)
piece:setOffset(chosen_kick)
self:onPieceRotate(piece, grid)
end
end
return kon