cambridge-modpack/tetris/rulesets/randompieces.lua

87 lines
2.0 KiB
Lua

-- thanks Adventium_ for heavily un-spaghetti-ing this code
local Ruleset = require 'tetris.rulesets.ruleset'
local Piece = require 'tetris.components.piece'
local RandomPieces = Ruleset:extend()
RandomPieces.name = "Random Pieces"
RandomPieces.hash = "RandomPieces"
function RandomPieces:generateBlockOffsets()
function containsPoint(points, p)
for _, point in pairs(points) do
if point.x == p.x and point.y == p.y then
return true
end
end
return false
end
local offsets = {}
for i = 1, 4 do
local generated_offset = {}
repeat
generated_offset = {
x = love.math.random(-1, 1),
y = love.math.random(-2, 0)
}
until not containsPoint(offsets, generated_offset)
offsets[i] = generated_offset
end
return { { offsets, offsets, offsets, offsets } }
end
RandomPieces.spawn_positions = {
{ x=4, y=5 }
}
RandomPieces.big_spawn_positions = {
{ x=2, y=3 }
}
RandomPieces.next_sounds = {
"O"
}
RandomPieces.colourscheme = {
"W"
}
RandomPieces.block_offsets = {
{
{ {x=0, y=0} },
{ {x=0, y=0} },
{ {x=0, y=0} },
{ {x=0, y=0} },
}
}
function RandomPieces:onPieceCreate(piece)
piece.block_offsets = RandomPieces.generateBlockOffsets()
end
function RandomPieces:attemptRotate(new_inputs, piece, grid, initial)
if not (
new_inputs.rotate_left or new_inputs.rotate_left2 or
new_inputs.rotate_right or new_inputs.rotate_right2 or
new_inputs.rotate_180
) then
return
end
local new_piece = piece:withOffset({x=0, y=0})
new_piece.block_offsets = RandomPieces.generateBlockOffsets()
if (grid:canPlacePiece(new_piece)) then
piece.block_offsets = new_piece.block_offsets
self:onPieceRotate(piece, grid)
end
end
function RandomPieces:onPieceDrop(piece) piece.lock_delay = 0 end
function RandomPieces:onPieceMove(piece) piece.lock_delay = 0 end
function RandomPieces:onPieceRotate(piece) piece.lock_delay = 0 end
return RandomPieces