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https://github.com/SashLilac/cambridge-modpack.git
synced 2024-12-26 13:29:02 -06:00
190 lines
5.1 KiB
Lua
190 lines
5.1 KiB
Lua
local SRS = require 'tetris.rulesets.standard'
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local kon = SRS:extend()
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kon.name = "kon"
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kon.hash = "kon"
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kon.colourscheme = {
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I = "M",
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L = "R",
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J = "C",
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S = "Y",
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Z = "B",
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O = "O",
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T = "G",
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}
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kon.kicks_cw = { -- also 180
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{x=0, y=0}, {x=1, y=0}, {x=-1, y=0},
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{x=0, y=1}, {x=1, y=1}, {x=-1, y=1},
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{x=0, y=-1}, {x=1, y=-1}, {x=-1, y=-1},
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{x=0, y=2}, {x=0, y=-2},
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}
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kon.kicks_ccw = {
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{x=0, y=0}, {x=-1, y=0}, {x=1, y=0},
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{x=0, y=1}, {x=-1, y=1}, {x=1, y=1},
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{x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1},
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{x=0, y=2}, {x=0, y=-2},
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}
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kon.kicks_I_cw = {}
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kon.kicks_I_ccw = {}
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for _, y in pairs({0, 2, 1, -1, -2}) do
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for _, x in pairs({0, 1, -1, 2, -2}) do
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table.insert(kon.kicks_I_cw, {x=x, y=y})
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table.insert(kon.kicks_I_ccw, {x=-x, y=y})
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end
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end
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kon.corners_I = {
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[0] = {
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{x=0, y=-1}, {x=-1, y=-1}, {x=-2, y=-1}, {x=1, y=-1}, {x=2, y=0},
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{x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1}, {x=-3, y=0},
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},
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[1] = {
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{x=1, y=0}, {x=1, y=-1}, {x=1, y=1}, {x=1, y=2}, {x=0, y=-2},
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{x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2}, {x=0, y=3},
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},
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[2] = {
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{x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0}, {x=2, y=1},
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{x=0, y=2}, {x=-1, y=2}, {x=-2, y=2}, {x=1, y=2}, {x=-3, y=1},
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},
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[3] = {
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{x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2}, {x=-1, y=-2},
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{x=-2, y=0}, {x=-2, y=-1}, {x=-2, y=1}, {x=-2, y=2}, {x=-1, y=3},
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}
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}
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kon.corners_O = {
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{x=0, y=1}, {x=-1, y=1},
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{x=-2, y=0}, {x=-2, y=-1},
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{x=-1, y=-2}, {x=0, y=-2},
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{x=1, y=-1}, {x=1, y=0},
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}
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kon.corners_3x3 = {
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L = {
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[0] = {
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{x=-2, y=0}, {x=-1, y=1}, {x=-1, y=-1}, {x=0, y=1}, {x=0, y=-1},
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{x=1, y=1}, {x=1, y=-2}, {x=2, y=0}, {x=2, y=-1},
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}
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},
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Z = {
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[0] = {
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{x=-2, y=-1}, {x=-1, y=-2}, {x=-1, y=0}, {x=0, y=-2},
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{x=0, y=1}, {x=1, y=-1}, {x=1, y=1}, {x=2, y=0},
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}
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},
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T = {
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[0] = {
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{x=-2, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=0, y=-2},
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{x=0, y=1}, {x=1, y=-1}, {x=1, y=1}, {x=2, y=0},
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}
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},
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S = {
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[0] = {
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{x=-2, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=0, y=-2},
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{x=0, y=1}, {x=1, y=-2}, {x=1, y=0}, {x=2, y=-1},
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}
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},
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J = {
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[0] = {
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{x=-2, y=-1}, {x=-2, y=0}, {x=-1, y=-2}, {x=-1, y=1}, {x=0, y=-1},
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{x=0, y=1}, {x=1, y=-1}, {x=1, y=1}, {x=2, y=0},
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}
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}
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}
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for piece, _ in pairs(kon.corners_3x3) do
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for i = 1, 3 do
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kon.corners_3x3[piece][i] = {}
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for _, corner in pairs(kon.corners_3x3[piece][i - 1]) do
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table.insert(
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kon.corners_3x3[piece][i],
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{x=-corner.y, y=corner.x}
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)
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end
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end
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end
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function kon:attemptRotate(new_inputs, piece, grid, initial)
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local rot_dir = 0
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if (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
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rot_dir = 3
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elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
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rot_dir = 1
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elseif (new_inputs["rotate_180"]) then
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rot_dir = self:get180RotationValue()
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end
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if rot_dir == 0 then return end
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if config.gamesettings.world_reverse == 3 or (self.world and config.gamesettings.world_reverse == 2) then
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rot_dir = 4 - rot_dir
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end
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local new_piece = piece:withRelativeRotation(rot_dir)
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if (grid:canPlacePiece(new_piece)) then
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if piece:isDropBlocked(grid) then
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self:attemptWallkicks(piece, new_piece, rot_dir, grid)
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else
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piece:setRelativeRotation(rot_dir)
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self:onPieceRotate(piece, grid)
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end
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else
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if not(initial and self.enable_IRS_wallkicks == false) then
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self:attemptWallkicks(piece, new_piece, rot_dir, grid)
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end
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end
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end
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function kon:attemptWallkicks(piece, new_piece, rot_dir, grid)
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local kicks
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if rot_dir == 3 then
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kicks = piece.shape == "I" and kon.kicks_I_ccw or kon.kicks_ccw
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else
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kicks = piece.shape == "I" and kon.kicks_I_cw or kon.kicks_cw
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end
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local corners
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if piece.shape == "I" then
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corners = kon.corners_I[new_piece.rotation]
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elseif piece.shape == "O" then
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corners = kon.corners_O
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else
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corners = kon.corners_3x3[piece.shape][new_piece.rotation]
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end
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local chosen_kick
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local greatest_corners = -1
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for _, offset in pairs(kicks) do
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kicked_piece = new_piece:withOffset(offset)
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if grid:canPlacePiece(kicked_piece) then
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local occupied_corners = 0
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for _, corner in pairs(corners) do
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if grid:isOccupied(
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kicked_piece.position.x + corner.x,
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kicked_piece.position.y + corner.y
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) then
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occupied_corners = occupied_corners + 1
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end
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end
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if occupied_corners > greatest_corners then
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greatest_corners = occupied_corners
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chosen_kick = offset
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end
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end
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end
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if chosen_kick then
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piece:setRelativeRotation(rot_dir)
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piece:setOffset(chosen_kick)
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self:onPieceRotate(piece, grid)
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end
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end
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return kon |