cambridge/tetris/rulesets/ti_srs.lua

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local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local SRS = Ruleset:extend()
SRS.name = "Ti-World"
SRS.hash = "Bad I-kicks"
SRS.world = true
SRS.colourscheme = {
I = "C",
L = "O",
J = "B",
S = "G",
Z = "R",
O = "Y",
T = "M",
}
SRS.softdrop_lock = false
SRS.harddrop_lock = true
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SRS.MANIPULATIONS_MAX = 10
SRS.ROTATIONS_MAX = 8
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SRS.spawn_positions = {
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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 },
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}
SRS.big_spawn_positions = {
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I = { x=3, y=2 },
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J = { x=2, y=3 },
L = { x=2, y=3 },
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O = { x=3, y=3 },
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S = { x=2, y=3 },
T = { x=2, y=3 },
Z = { x=2, y=3 },
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}
SRS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
},
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=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
},
Z={
{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
}
}
SRS.wallkicks_3x3 = {
[0]={
[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
[2]={{x=0, y=1}, {x=0, y=-1}},
[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
},
[1]={
[0]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
[2]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
[3]={{x=0, y=1}, {x=0, y=-1}},
},
[2]={
[0]={{x=0, y=1}, {x=0, y=-1}},
[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
},
[3]={
[0]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
[1]={{x=0, y=1}, {x=0, y=-1}},
[2]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
},
};
SRS.wallkicks_line = {
[0]={
[1]={{x=-2, y= 0}, {x= 1, y= 0}, {x= 1, y=-2}, {x=-2, y= 1}},
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[2]={},
[3]={{x= 2, y= 0}, {x=-1, y= 0}, {x=-1, y=-2}, {x= 2, y= 1}},
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},
[1]={
[0]={{x= 2, y= 0}, {x=-1, y= 0}, {x= 2, y=-1}, {x=-1, y= 2}},
[2]={{x=-1, y= 0}, {x= 2, y= 0}, {x=-1, y=-2}, {x= 2, y= 1}},
[3]={},
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},
[2]={
[0]={},
[1]={{x=-2, y= 0}, {x= 1, y= 0}, {x=-2, y=-1}, {x= 1, y= 1}},
[3]={{x= 2, y= 0}, {x=-1, y= 0}, {x= 2, y=-1}, {x=-1, y= 1}},
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},
[3]={
[0]={{x=-2, y= 0}, {x= 1, y= 0}, {x=-2, y=-1}, {x= 1, y= 2}},
[1]={},
[2]={{x= 1, y= 0}, {x=-2, y= 0}, {x= 1, y=-2}, {x=-2, y= 1}},
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},
};
-- Component functions.
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
local kicks
if piece.shape == "O" then
return
elseif piece.shape == "I" then
kicks = SRS.wallkicks_line[piece.rotation][new_piece.rotation]
else
kicks = SRS.wallkicks_3x3[piece.rotation][new_piece.rotation]
end
assert(piece.rotation ~= new_piece.rotation)
for idx, offset in pairs(kicks) do
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
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self:onPieceRotate(piece, grid)
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piece:setRelativeRotation(rot_dir)
piece:setOffset(offset)
return
end
end
end
function SRS:onPieceCreate(piece, grid)
piece.manipulations = 0
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piece.rotations = 0
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end
function SRS:onPieceDrop(piece, grid)
if (piece.manipulations >= self.MANIPULATIONS_MAX or piece.rotations >= self.ROTATIONS_MAX) and piece:isDropBlocked(grid) then
piece.locked = true
else
piece.lock_delay = 0 -- step reset
end
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end
function SRS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= self.MANIPULATIONS_MAX then
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piece.locked = true
end
end
end
function SRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then
piece.rotations = piece.rotations + 1
if piece.rotations >= self.ROTATIONS_MAX then
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piece.locked = true
end
end
end
function SRS:get180RotationValue()
if config.gamesettings.world_reverse == 1 then
return 1
else
return 3
end
end
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return SRS