cambridge-modpack/tetris/rulesets/ex_classic.lua

183 lines
5.3 KiB
Lua

local Ruleset = require 'tetris.rulesets.ruleset'
local EXClassic = Ruleset:extend()
EXClassic.name = "T-EX-Classic"
EXClassic.hash = "EXClassic"
EXClassic.softdrop_lock = false
EXClassic.harddrop_lock = true
EXClassic.MANIPULATIONS_MAX = 10
EXClassic.ROTATIONS_MAX = 8
EXClassic.spawn_positions = {
I = { x=5, y=4 },
J = { x=4, y=5 },
L = { x=4, y=5 },
O = { x=5, y=5 },
S = { x=4, y=5 },
T = { x=4, y=5 },
Z = { x=4, y=5 },
}
EXClassic.big_spawn_positions = {
I = { x=3, y=2 },
J = { x=2, y=3 },
L = { x=2, y=3 },
O = { x=3, y=3 },
S = { x=2, y=3 },
T = { x=2, y=3 },
Z = { x=2, y=3 },
}
EXClassic.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=0, y=1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=0, y=1} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=-1}, {x=1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=1, y=0} },
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=-1, y=0} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=-2}, {x=0, y=-1}, {x=1, y=0}, {x=0, y=0} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=-1, y=0} },
{ {x=0, y=-1}, {x=-1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-1}, {x=0, y=-2} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=-1, y=-1}, {x=0, y=-2} },
},
Z={
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} },
}
}
EXClassic.normal_ccw = {
{x=0, y=0}, {x=-1, y=0}, {x=-1, y=1}, {x=0, y=1},
{x=1, y=1}, {x=1, y=0}, {x=0, y=-1}
}
EXClassic.normal_cw = {
{x=0, y=0}, {x=1, y=0}, {x=1, y=1}, {x=0, y=1},
{x=-1, y=1}, {x=-1, y=0}, {x=0, y=-1}
}
EXClassic.left_ccw = {
{x=-1, y=0}, {x=-1, y=1}, {x=-2, y=0}, {x=0, y=0},
{x=0, y=1}, {x=0, y=-1}, {x=1, y=1}, {x=1, y=0}
}
EXClassic.left_cw = {
{x=-1, y=0}, {x=-1, y=1}, {x=0, y=1}, {x=-1, y=2},
{x=0, y=0}, {x=0, y=-1}, {x=1, y=0}, {x=1, y=1}
}
EXClassic.right_ccw = {
{x=1, y=0}, {x=1, y=1}, {x=0, y=1}, {x=1, y=2},
{x=0, y=0}, {x=0, y=-1}, {x=-1, y=0}, {x=-1, y=1}
}
EXClassic.right_cw = {
{x=1, y=0}, {x=1, y=1}, {x=2, y=0}, {x=0, y=0},
{x=0, y=1}, {x=0, y=-1}, {x=-1, y=1}, {x=-1, y=0}
}
function EXClassic: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)
self:attemptWallkicks(piece, new_piece, rot_dir, grid)
end
function EXClassic:attemptWallkicks(piece, new_piece, rot_dir, grid)
local kicks
if self.game.das.direction == "left" and (
self.game.das.frames >= self.game:getDasLimit() - self.game:getARR() or
piece:isMoveBlocked(grid, {x=-1, y=0})
) then
kicks = rot_dir == 1 and EXClassic.left_cw or EXClassic.left_ccw
elseif self.game.das.direction == "right" and (
self.game.das.frames >= self.game:getDasLimit() - self.game:getARR() or
piece:isMoveBlocked(grid, {x=1, y=0})
) then
kicks = rot_dir == 1 and EXClassic.right_cw or EXClassic.right_ccw
else
kicks = rot_dir == 1 and EXClassic.normal_cw or EXClassic.normal_ccw
end
for idx, offset in pairs(kicks) do
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
piece:setRelativeRotation(rot_dir)
piece:setOffset(offset)
self:onPieceRotate(piece, grid, offset.y < 0)
return
end
end
end
function EXClassic:onPieceCreate(piece, grid)
piece.manipulations = 0
piece.rotations = 0
end
function EXClassic:onPieceMove(piece, grid)
if piece.manipulations < self.MANIPULATIONS_MAX then
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
end
end
end
function EXClassic:onPieceRotate(piece, grid, upward)
if piece.rotations < self.ROTATIONS_MAX then
piece.lock_delay = 0 -- rotate reset
if upward or piece:isDropBlocked(grid) then
piece.rotations = piece.rotations + 1
end
end
end
function EXClassic:get180RotationValue()
return 3
end
function EXClassic:getDefaultOrientation()
return 3
end
return EXClassic