147 lines
3.8 KiB
Lua
147 lines
3.8 KiB
Lua
local Ruleset = require "tetris.rulesets.ruleset"
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local BONKERS = Ruleset:extend()
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BONKERS.name = "B.O.N.K.E.R.S."
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BONKERS.hash = "Bonkers"
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BONKERS.world = true
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BONKERS.spawn_positions = {
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I = { x=5, y=4 },
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J = { x=4, y=5 },
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L = { x=4, y=5 },
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O = { x=5, y=5 },
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S = { x=4, y=5 },
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T = { x=4, y=5 },
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Z = { x=4, y=5 },
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}
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BONKERS.colourscheme = {
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I = "G",
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J = "G",
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L = "G",
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O = "G",
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S = "G",
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T = "G",
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Z = "G",
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}
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BONKERS.softdrop_lock = false
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BONKERS.harddrop_lock = true
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BONKERS.block_offsets = {
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I={
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{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
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{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
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{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} },
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{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2} },
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},
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J={
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{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
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{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
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{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} },
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{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
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},
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L={
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{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
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{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
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{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} },
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{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
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},
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O={
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{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
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{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
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{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
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{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
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},
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S={
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{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
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{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
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{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
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{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
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},
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T={
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{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
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{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
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{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} },
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{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
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},
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Z={
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{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
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{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
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{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} },
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{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
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}
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}
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-- Component functions.
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function BONKERS: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 BONKERS:attemptWallkicks(piece, new_piece, rot_dir, grid)
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if piece.shape == "I" then
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horizontal_kicks = {0, 1, -1, 2, -2}
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else
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horizontal_kicks = {0, 1, -1}
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end
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for y_offset = 24, -24, -1 do
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for idx, x_offset in pairs(horizontal_kicks) do
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local offset = {x=x_offset, y=y_offset}
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kicked_piece = new_piece:withOffset(offset)
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if grid:canPlacePiece(kicked_piece) then
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piece:setRelativeRotation(rot_dir)
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piece:setOffset(offset)
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piece.lock_delay = 0 -- rotate reset
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return
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end
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end
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end
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end
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function BONKERS:onPieceDrop(piece, grid)
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piece.lock_delay = 0 -- step reset
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end
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function BONKERS:onPieceMove(piece, grid)
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piece.lock_delay = 0 -- move reset
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end
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function BONKERS:onPieceRotate(piece, grid)
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piece.lock_delay = 0 -- rotate reset
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end
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return BONKERS
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