136 lines
3.8 KiB
Lua
136 lines
3.8 KiB
Lua
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local Object = require 'libs.classic'
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local Piece = require 'tetris.components.piece'
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local Ruleset = Object:extend()
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Ruleset.name = ""
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Ruleset.hash = ""
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Ruleset.enable_IRS_wallkicks = false
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-- Component functions.
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function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial)
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local new_inputs = {}
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for input, value in pairs(inputs) do
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if value and not prev_inputs[input] then
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new_inputs[input] = true
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end
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end
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self:attemptRotate(new_inputs, piece, grid, initial)
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-- prev_inputs becomes the previous inputs
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for input, value in pairs(inputs) do
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prev_inputs[input] = inputs[input]
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end
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end
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function Ruleset: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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local new_piece = piece:withRelativeRotation(rot_dir)
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if (grid:canPlacePiece(new_piece)) then
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piece:setRelativeRotation(rot_dir)
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self:onPieceRotate(piece, grid)
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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 Ruleset:attemptWallkicks(piece, new_piece, rot_dir, grid)
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-- do nothing in default ruleset
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end
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function Ruleset:movePiece(piece, grid, move)
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local x = piece.position.x
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if move == "left" then
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piece:moveInGrid({x=-1, y=0}, 1, grid)
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elseif move == "speedleft" then
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piece:moveInGrid({x=-1, y=0}, 10, grid)
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elseif move == "right" then
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piece:moveInGrid({x=1, y=0}, 1, grid)
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elseif move == "speedright" then
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piece:moveInGrid({x=1, y=0}, 10, grid)
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end
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if piece.position.x ~= x then
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self:onPieceMove(piece, grid)
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end
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end
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function Ruleset:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked, hard_drop_enabled)
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local y = piece.position.y
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if inputs["down"] == true and drop_locked == false then
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piece:addGravity(gravity + drop_speed, grid)
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elseif inputs["up"] == true and hard_drop_enabled == true then
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if hard_drop_locked == true or piece:isDropBlocked(grid) then
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piece:addGravity(gravity, grid)
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else
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piece:dropToBottom(grid)
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end
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else
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piece:addGravity(gravity, grid)
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end
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if piece.position.y ~= y then
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self:onPieceDrop(piece, grid)
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end
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end
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function Ruleset:lockPiece(piece, grid, lock_delay)
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if piece:isDropBlocked(grid) and piece.gravity >= 1 and piece.lock_delay >= lock_delay then
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piece.locked = true
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end
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end
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function Ruleset:get180RotationValue() return 2 end
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function Ruleset:getDefaultOrientation() return 1 end
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function Ruleset:initializePiece(
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inputs, data, grid, gravity, prev_inputs,
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move, lock_delay, drop_speed,
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drop_locked, hard_drop_locked
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)
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local piece = Piece(data.shape, data.orientation - 1, {
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x = self.spawn_positions[data.shape].x,
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y = self.spawn_positions[data.shape].y
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}, self.block_offsets, 0, 0, data.skin)
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self:onPieceCreate(piece)
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self:rotatePiece(inputs, piece, grid, {}, true)
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self:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked)
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return piece
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end
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-- stuff like move count, rotate count, floorkick count go here
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function Ruleset:onPieceCreate(piece) end
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function Ruleset:processPiece(
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inputs, piece, grid, gravity, prev_inputs,
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move, lock_delay, drop_speed,
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drop_locked, hard_drop_locked, hard_drop_enabled
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)
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self:rotatePiece(inputs, piece, grid, prev_inputs, false)
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self:movePiece(piece, grid, move)
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self:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked, hard_drop_enabled)
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self:lockPiece(piece, grid, lock_delay)
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end
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function Ruleset:onPieceMove(piece) end
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function Ruleset:onPieceRotate(piece) end
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function Ruleset:onPieceDrop(piece) end
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return Ruleset
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