cambridge/tetris/randomizers/history_6rolls_35bag.lua

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local Randomizer = require 'tetris.randomizers.randomizer'
local History6Rolls35PoolRandomizer = Randomizer:extend()
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function History6Rolls35PoolRandomizer:initialize()
self.first = true
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self.history = {"Z", "S", "Z", "S"}
self.pool = {
"I", "I", "I", "I", "I",
"T", "T", "T", "T", "T",
"L", "L", "L", "L", "L",
"J", "J", "J", "J", "J",
"S", "S", "S", "S", "S",
"Z", "Z", "Z", "Z", "Z",
"O", "O", "O", "O", "O",
}
self.droughts = {
I = 0,
T = 0,
L = 0,
J = 0,
S = 0,
Z = 0,
O = 0,
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}
end
function History6Rolls35PoolRandomizer:generatePiece()
local index, x
if self.first then
index = math.random(20)
x = self.pool[index]
self.first = false
else
for i = 1, 6 do
index = math.random(#self.pool)
x = self.pool[index]
if not inHistory(x, self.history) or i == 6 then
break
end
end
end
self.pool[index] = self:updateHistory(x)
return x
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end
function History6Rolls35PoolRandomizer:updateHistory(shape)
table.remove(self.history, 1)
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table.insert(self.history, shape)
local highdrought
local highdroughtcount = 0
for k, v in pairs(self.droughts) do
if k == shape then
self.droughts[k] = 0
else
self.droughts[k] = v + 1
if v >= highdroughtcount then
highdrought = k
highdroughtcount = v
end
end
end
return highdrought
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end
function inHistory(piece, history)
for idx, entry in pairs(history) do
if entry == piece then
return true
end
end
return false
end
return History6Rolls35PoolRandomizer