Large commit, read below

DAS Cut Delay added and configurable (like ARR and DAS)
BigInt lib added
IRS / IHS do not take effect when ARE = 0
Game now saves highscore correctly on game over
This commit is contained in:
Ishaan Bhardwaj 2021-01-24 14:55:35 -05:00
parent 3c83ae0bf4
commit 086f327371
9 changed files with 3970 additions and 13 deletions

View File

@ -139,4 +139,34 @@ NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE. OTHER DEALINGS IN THE SOFTWARE.
bigint.lua (https://github.com/empyreuma/bigint.lua)
--------------------
3-Clause BSD License
Copyright (c) Emily "empyreuma" 2016
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the <organization> nor the
names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

555
libs/bigint/bigint.lua Normal file
View File

@ -0,0 +1,555 @@
#!/usr/bin/env lua
-- If this variable is true, then strict type checking is performed for all
-- operations. This may result in slower code, but it will allow you to catch
-- errors and bugs earlier.
local strict = true
--------------------------------------------------------------------------------
local bigint = {}
local named_powers = require("libs.bigint.named-powers-of-ten")
-- Create a new bigint or convert a number or string into a big
-- Returns an empty, positive bigint if no number or string is given
function bigint.new(num)
local self = {
sign = "+",
digits = {}
}
-- Return a new bigint with the same sign and digits
function self:clone()
local newint = bigint.new()
newint.sign = self.sign
for _, digit in pairs(self.digits) do
newint.digits[#newint.digits + 1] = digit
end
return newint
end
setmetatable(self, {
__add = function(lhs, rhs)
return bigint.add(lhs, rhs)
end,
__unm = function()
if (self.sign == "+") then
self.sign = "-"
else
self.sign = "+"
end
return self
end,
__sub = function(lhs, rhs)
return bigint.subtract(lhs, rhs)
end,
__mul = function(lhs, rhs)
return bigint.multiply(lhs, rhs)
end,
__div = function(lhs, rhs)
return bigint.divide(lhs, rhs)
end,
__mod = function(lhs, rhs)
return bigint.modulus(lhs, rhs)
end,
__pow = function(lhs, rhs)
return bigint.exponentiate(lhs, rhs)
end,
__eq = function(lhs, rhs)
return bigint.compare(lhs, rhs, "==")
end,
__lt = function(lhs, rhs)
return bigint.compare(lhs, rhs, "<")
end,
__le = function(lhs, rhs)
return bigint.compare(lhs, rhs, "<=")
end
})
if (num) then
local num_string = tostring(num)
for digit in string.gmatch(num_string, "[0-9]") do
table.insert(self.digits, tonumber(digit))
end
if string.sub(num_string, 1, 1) == "-" then
self.sign = "-"
end
end
return self
end
-- Check the type of a big
-- Normally only runs when global variable "strict" == true, but checking can be
-- forced by supplying "true" as the second argument.
function bigint.check(big, force)
if (strict or force) then
assert(#big.digits > 0, "bigint is empty")
assert(type(big.sign) == "string", "bigint is unsigned")
for _, digit in pairs(big.digits) do
assert(type(digit) == "number", digit .. " is not a number")
assert(digit < 10, digit .. " is greater than or equal to 10")
end
end
return true
end
-- Return a new big with the same digits but with a positive sign (absolute
-- value)
function bigint.abs(big)
bigint.check(big)
local result = big:clone()
result.sign = "+"
return result
end
-- Convert a big to a number or string
function bigint.unserialize(big, output_type, precision)
bigint.check(big)
local num = ""
if big.sign == "-" then
num = "-"
end
if ((output_type == nil)
or (output_type == "number")
or (output_type == "n")
or (output_type == "string")
or (output_type == "s")) then
-- Unserialization to a string or number requires reconstructing the
-- entire number
for _, digit in pairs(big.digits) do
num = num .. math.floor(digit) -- lazy way of getting rid of .0$
end
if ((output_type == nil)
or (output_type == "number")
or (output_type == "n")) then
return tonumber(num)
else
return num
end
else
-- Unserialization to human-readable form or scientific notation only
-- requires reading the first few digits
if (precision == nil) then
precision = 3
else
assert(precision > 0, "Precision cannot be less than 1")
assert(math.floor(precision) == precision,
"Precision must be a positive integer")
end
-- num is the first (precision + 1) digits, the first being separated by
-- a decimal point from the others
num = num .. big.digits[1]
if (precision > 1) then
num = num .. "."
for i = 1, (precision - 1) do
num = num .. big.digits[i + 1]
end
end
if ((output_type == "human-readable")
or (output_type == "human")
or (output_type == "h")) then
-- Human-readable output contributed by 123eee555
local name
local walkback = 0 -- Used to enumerate "ten", "hundred", etc
-- Walk backwards in the index of named_powers starting at the
-- number of digits of the input until the first value is found
for i = (#big.digits - 1), (#big.digits - 4), -1 do
name = named_powers[i]
if (name) then
if (walkback == 1) then
name = "ten " .. name
elseif (walkback == 2) then
name = "hundred " .. name
end
break
else
walkback = walkback + 1
end
end
return num .. " " .. name
else
return num .. "*10^" .. (#big.digits - 1)
end
end
end
-- Basic comparisons
-- Accepts symbols (<, >=, ~=) and Unix shell-like options (lt, ge, ne)
function bigint.compare(big1, big2, comparison)
bigint.check(big1)
bigint.check(big2)
local greater = false -- If big1.digits > big2.digits
local equal = false
if (big1.sign == "-") and (big2.sign == "+") then
greater = false
elseif (#big1.digits > #big2.digits)
or ((big1.sign == "+") and (big2.sign == "-")) then
greater = true
elseif (#big1.digits == #big2.digits) then
-- Walk left to right, comparing digits
for digit = 1, #big1.digits do
if (big1.digits[digit] > big2.digits[digit]) then
greater = true
break
elseif (big2.digits[digit] > big1.digits[digit]) then
break
elseif (digit == #big1.digits)
and (big1.digits[digit] == big2.digits[digit]) then
equal = true
end
end
end
-- If both numbers are negative, then the requirements for greater are
-- reversed
if (not equal) and (big1.sign == "-") and (big2.sign == "-") then
greater = not greater
end
return (((comparison == "<") or (comparison == "lt"))
and ((not greater) and (not equal)) and true)
or (((comparison == ">") or (comparison == "gt"))
and ((greater) and (not equal)) and true)
or (((comparison == "==") or (comparison == "eq"))
and (equal) and true)
or (((comparison == ">=") or (comparison == "ge"))
and (equal or greater) and true)
or (((comparison == "<=") or (comparison == "le"))
and (equal or not greater) and true)
or (((comparison == "~=") or (comparison == "!=") or (comparison == "ne"))
and (not equal) and true)
or false
end
-- BACKEND: Add big1 and big2, ignoring signs
function bigint.add_raw(big1, big2)
bigint.check(big1)
bigint.check(big2)
local result = bigint.new()
local max_digits = 0
local carry = 0
if (#big1.digits >= #big2.digits) then
max_digits = #big1.digits
else
max_digits = #big2.digits
end
-- Walk backwards right to left, like in long addition
for digit = 0, max_digits - 1 do
local sum = (big1.digits[#big1.digits - digit] or 0)
+ (big2.digits[#big2.digits - digit] or 0)
+ carry
if (sum >= 10) then
carry = 1
sum = sum - 10
else
carry = 0
end
result.digits[max_digits - digit] = sum
end
-- Leftover carry in cases when #big1.digits == #big2.digits and sum > 10, ex. 7 + 9
if (carry == 1) then
table.insert(result.digits, 1, 1)
end
return result
end
-- BACKEND: Subtract big2 from big1, ignoring signs
function bigint.subtract_raw(big1, big2)
-- Type checking is done by bigint.compare
assert(bigint.compare(bigint.abs(big1), bigint.abs(big2), ">="),
"Size of " .. bigint.unserialize(big1, "string") .. " is less than "
.. bigint.unserialize(big2, "string"))
local result = big1:clone()
local max_digits = #big1.digits
local borrow = 0
-- Logic mostly copied from bigint.add_raw ---------------------------------
-- Walk backwards right to left, like in long subtraction
for digit = 0, max_digits - 1 do
local diff = (big1.digits[#big1.digits - digit] or 0)
- (big2.digits[#big2.digits - digit] or 0)
- borrow
if (diff < 0) then
borrow = 1
diff = diff + 10
else
borrow = 0
end
result.digits[max_digits - digit] = diff
end
----------------------------------------------------------------------------
-- Strip leading zeroes if any, but not if 0 is the only digit
while (#result.digits > 1) and (result.digits[1] == 0) do
table.remove(result.digits, 1)
end
return result
end
-- FRONTEND: Addition and subtraction operations, accounting for signs
function bigint.add(big1, big2)
-- Type checking is done by bigint.compare
local result
-- If adding numbers of different sign, subtract the smaller sized one from
-- the bigger sized one and take the sign of the bigger sized one
if (big1.sign ~= big2.sign) then
if (bigint.compare(bigint.abs(big1), bigint.abs(big2), ">")) then
result = bigint.subtract_raw(big1, big2)
result.sign = big1.sign
else
result = bigint.subtract_raw(big2, big1)
result.sign = big2.sign
end
elseif (big1.sign == "+") and (big2.sign == "+") then
result = bigint.add_raw(big1, big2)
elseif (big1.sign == "-") and (big2.sign == "-") then
result = bigint.add_raw(big1, big2)
result.sign = "-"
end
return result
end
function bigint.subtract(big1, big2)
-- Type checking is done by bigint.compare in bigint.add
-- Subtracting is like adding a negative
local big2_local = big2:clone()
if (big2.sign == "+") then
big2_local.sign = "-"
else
big2_local.sign = "+"
end
return bigint.add(big1, big2_local)
end
-- BACKEND: Multiply a big by a single digit big, ignoring signs
function bigint.multiply_single(big1, big2)
bigint.check(big1)
bigint.check(big2)
assert(#big2.digits == 1, bigint.unserialize(big2, "string")
.. " has more than one digit")
local result = bigint.new()
local carry = 0
-- Logic mostly copied from bigint.add_raw ---------------------------------
-- Walk backwards right to left, like in long multiplication
for digit = 0, #big1.digits - 1 do
local this_digit = big1.digits[#big1.digits - digit]
* big2.digits[1]
+ carry
if (this_digit >= 10) then
carry = math.floor(this_digit / 10)
this_digit = this_digit - (carry * 10)
else
carry = 0
end
result.digits[#big1.digits - digit] = this_digit
end
-- Leftover carry in cases when big1.digits[1] * big2.digits[1] > 0
if (carry > 0) then
table.insert(result.digits, 1, carry)
end
----------------------------------------------------------------------------
return result
end
-- FRONTEND: Multiply two bigs, accounting for signs
function bigint.multiply(big1, big2)
-- Type checking done by bigint.multiply_single
local result = bigint.new(0)
local larger, smaller -- Larger and smaller in terms of digits, not size
if (bigint.unserialize(big1) == 0) or (bigint.unserialize(big2) == 0) then
return result
end
if (#big1.digits >= #big2.digits) then
larger = big1
smaller = big2
else
larger = big2
smaller = big1
end
-- Walk backwards right to left, like in long multiplication
for digit = 0, #smaller.digits - 1 do
-- Sorry for going over column 80! There's lots of big names here
local this_digit_product = bigint.multiply_single(larger,
bigint.new(smaller.digits[#smaller.digits - digit]))
-- "Placeholding zeroes"
if (digit > 0) then
for placeholder = 1, digit do
table.insert(this_digit_product.digits, 0)
end
end
result = bigint.add(result, this_digit_product)
end
if (larger.sign == smaller.sign) then
result.sign = "+"
else
result.sign = "-"
end
return result
end
-- Raise a big to a positive integer or big power (TODO: negative integer power)
function bigint.exponentiate(big, power)
-- Type checking for big done by bigint.multiply
assert(bigint.compare(power, bigint.new(0), ">="),
" negative powers are not supported")
local exp = power:clone()
if (bigint.compare(exp, bigint.new(0), "==")) then
return bigint.new(1)
elseif (bigint.compare(exp, bigint.new(1), "==")) then
return big
else
local result = big:clone()
while (bigint.compare(exp, bigint.new(1), ">")) do
result = bigint.multiply(result, big)
exp = bigint.subtract(exp, bigint.new(1))
end
return result
end
end
-- BACKEND: Divide two bigs (decimals not supported), returning big result and
-- big remainder
-- WARNING: Only supports positive integers
function bigint.divide_raw(big1, big2)
-- Type checking done by bigint.compare
if (bigint.compare(big1, big2, "==")) then
return bigint.new(1), bigint.new(0)
elseif (bigint.compare(big1, big2, "<")) then
return bigint.new(0), bigint.new(0)
else
assert(bigint.compare(big2, bigint.new(0), "!="), "error: divide by zero")
assert(big1.sign == "+", "error: big1 is not positive")
assert(big2.sign == "+", "error: big2 is not positive")
local result = bigint.new()
local dividend = bigint.new() -- Dividend of a single operation, not the
-- dividend of the overall function
local divisor = big2:clone()
local factor = 1
-- Walk left to right among digits in the dividend, like in long
-- division
for _, digit in pairs(big1.digits) do
dividend.digits[#dividend.digits + 1] = digit
-- The dividend is smaller than the divisor, so a zero is appended
-- to the result and the loop ends
if (bigint.compare(dividend, divisor, "<")) then
if (#result.digits > 0) then -- Don't add leading zeroes
result.digits[#result.digits + 1] = 0
end
else
-- Find the maximum number of divisors that fit into the
-- dividend
factor = 0
while (bigint.compare(divisor, dividend, "<=")) do
divisor = bigint.add(divisor, big2)
factor = factor + 1
end
-- Append the factor to the result
if (factor == 10) then
-- Fixes a weird bug that introduces a new bug if fixed by
-- changing the comparison in the while loop to "<="
result.digits[#result.digits] = 1
result.digits[#result.digits + 1] = 0
else
result.digits[#result.digits + 1] = factor
end
-- Subtract the divisor from the dividend to obtain the
-- remainder, which is the new dividend for the next loop
dividend = bigint.subtract(dividend,
bigint.subtract(divisor, big2))
-- Reset the divisor
divisor = big2:clone()
end
end
-- The remainder of the final loop is returned as the function's
-- overall remainder
return result, dividend
end
end
-- FRONTEND: Divide two bigs (decimals not supported), returning big result and
-- big remainder, accounting for signs
function bigint.divide(big1, big2)
local result, remainder = bigint.divide_raw(bigint.abs(big1),
bigint.abs(big2))
if (big1.sign == big2.sign) then
result.sign = "+"
else
result.sign = "-"
end
return result, remainder
end
-- FRONTEND: Return only the remainder from bigint.divide
function bigint.modulus(big1, big2)
local result, remainder = bigint.divide(big1, big2)
-- Remainder will always have the same sign as the dividend per C standard
-- https://en.wikipedia.org/wiki/Modulo_operation#Remainder_calculation_for_the_modulo_operation
remainder.sign = big1.sign
return remainder
end
return bigint

File diff suppressed because it is too large Load Diff

2
load/bigint.lua Normal file
View File

@ -0,0 +1,2 @@
bigint = require "libs.bigint.bigint"
number_names = require "libs.bigint.named-powers-of-ten"

View File

@ -7,6 +7,7 @@ function love.load()
require "load.sounds" require "load.sounds"
require "load.bgm" require "load.bgm"
require "load.save" require "load.save"
require "load.bigint"
loadSave() loadSave()
require "scene" require "scene"
--config["side_next"] = false --config["side_next"] = false
@ -15,8 +16,10 @@ function love.load()
love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true}); love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
-- init config
if not config.das then config.das = 10 end if not config.das then config.das = 10 end
if not config.arr then config.arr = 2 end if not config.arr then config.arr = 2 end
if not config.dcd then config.dcd = 0 end
if not config.sfx_volume then config.sfx_volume = 0.5 end if not config.sfx_volume then config.sfx_volume = 0.5 end
if not config.bgm_volume then config.bgm_volume = 0.5 end if not config.bgm_volume then config.bgm_volume = 0.5 end

View File

@ -113,7 +113,7 @@ function GameScene:render()
end end
function GameScene:onInputPress(e) function GameScene:onInputPress(e)
if self.game.completed and (e.input == "menu_decide" or e.input == "menu_back" or e.input == "retry") then if (self.game.game_over or self.game.completed) and (e.input == "menu_decide" or e.input == "menu_back" or e.input == "retry") then
highscore_entry = self.game:getHighscoreData() highscore_entry = self.game:getHighscoreData()
highscore_hash = self.game.hash .. "-" .. self.ruleset.hash highscore_hash = self.game.hash .. "-" .. self.ruleset.hash
submitHighscore(highscore_hash, highscore_entry) submitHighscore(highscore_hash, highscore_entry)

View File

@ -9,6 +9,7 @@ TuningScene.options = {
-- Serves as a reference for the options available in the menu. Format: {name in config, name as displayed if applicable, slider name} -- Serves as a reference for the options available in the menu. Format: {name in config, name as displayed if applicable, slider name}
{"das", "DAS", "dasSlider"}, {"das", "DAS", "dasSlider"},
{"arr", "ARR", "arrSlider"}, {"arr", "ARR", "arrSlider"},
{"dcd", "DCD", "dcdSlider"},
} }
local optioncount = #TuningScene.options local optioncount = #TuningScene.options
@ -21,12 +22,14 @@ function TuningScene:new()
self.highlight = 1 self.highlight = 1
self.dasSlider = newSlider(290, 225, 400, config.das, 0, 20, function(v) config.das = math.floor(v) end, {width=20, knob="circle", track="roundrect"}) self.dasSlider = newSlider(290, 225, 400, config.das, 0, 20, function(v) config.das = math.floor(v) end, {width=20, knob="circle", track="roundrect"})
self.arrSlider = newSlider(290, 325, 400, config.arr, 0, 6, function(v) config.arr = math.floor(v) end, {width=20, knob="circle", track="roundrect"}) self.arrSlider = newSlider(290, 300, 400, config.arr, 0, 6, function(v) config.arr = math.floor(v) end, {width=20, knob="circle", track="roundrect"})
self.dcdSlider = newSlider(290, 375, 400, config.dcd, 0, 6, function(v) config.dcd = math.floor(v) end, {width=20, knob="circle", track="roundrect"})
end end
function TuningScene:update() function TuningScene:update()
self.dasSlider:update() self.dasSlider:update()
self.arrSlider:update() self.arrSlider:update()
self.dcdSlider:update()
end end
function TuningScene:render() function TuningScene:render()
@ -38,7 +41,7 @@ function TuningScene:render()
) )
love.graphics.setColor(1, 1, 1, 0.5) love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.rectangle("fill", 75, 73 + self.highlight * 100, 400, 33) love.graphics.rectangle("fill", 75, 98 + self.highlight * 75, 400, 33)
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
@ -50,11 +53,13 @@ function TuningScene:render()
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
love.graphics.print("Delayed Auto-Shift (DAS): " .. math.floor(self.dasSlider:getValue()) .. "F", 80, 175) love.graphics.print("Delayed Auto-Shift (DAS): " .. math.floor(self.dasSlider:getValue()) .. "F", 80, 175)
love.graphics.print("Auto-Repeat Rate (ARR): " .. math.floor(self.arrSlider:getValue()) .. "F", 80, 275) love.graphics.print("Auto-Repeat Rate (ARR): " .. math.floor(self.arrSlider:getValue()) .. "F", 80, 250)
love.graphics.print("DAS Cut Delay (DCD): " .. math.floor(self.dcdSlider:getValue()) .. "F", 80, 325)
love.graphics.setColor(1, 1, 1, 0.75) love.graphics.setColor(1, 1, 1, 0.75)
self.dasSlider:draw() self.dasSlider:draw()
self.arrSlider:draw() self.arrSlider:draw()
self.dcdSlider:draw()
end end
function TuningScene:onInputPress(e) function TuningScene:onInputPress(e)

View File

@ -75,6 +75,7 @@ function GameMode:getLineARE() return 25 end
function GameMode:getLockDelay() return 30 end function GameMode:getLockDelay() return 30 end
function GameMode:getLineClearDelay() return 40 end function GameMode:getLineClearDelay() return 40 end
function GameMode:getDasLimit() return 15 end function GameMode:getDasLimit() return 15 end
function GameMode:getDasCutDelay() return 0 end
function GameMode:getNextPiece(ruleset) function GameMode:getNextPiece(ruleset)
return { return {
@ -177,7 +178,9 @@ function GameMode:update(inputs, ruleset)
self.hard_drop_locked = false self.hard_drop_locked = false
end end
-- diff vars to use in checks
local piece_y = self.piece.position.y local piece_y = self.piece.position.y
local piece_rot = self.piece.rotation
ruleset:processPiece( ruleset:processPiece(
inputs, self.piece, self.grid, self:getGravity(), self.prev_inputs, inputs, self.piece, self.grid, self:getGravity(), self.prev_inputs,
@ -187,6 +190,22 @@ function GameMode:update(inputs, ruleset)
) )
local piece_dy = self.piece.position.y - piece_y local piece_dy = self.piece.position.y - piece_y
local piece_drot = self.piece.rotation - piece_rot
-- das cut
if (
(piece_dy ~= 0 and (inputs.up or inputs.down)) or
(piece_drot ~= 0 and (
inputs.rotate_left or inputs.rotate_right or
inputs.rotate_left2 or inputs.rotate_right2 or
inputs.rotate_180
))
) then
self.das.frames = math.max(
self.das.frames - self:getDasCutDelay(),
-self:getDasCutDelay()
)
end
if inputs["up"] == true and if inputs["up"] == true and
self.piece:isDropBlocked(self.grid) and self.piece:isDropBlocked(self.grid) and
@ -421,7 +440,9 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
end end
function GameMode:initializeOrHold(inputs, ruleset) function GameMode:initializeOrHold(inputs, ruleset)
if self.ihs and self.enable_hold and inputs["hold"] == true then if (
self.frames == 0 or (ruleset.are and self:getARE() ~= 0) and self.ihs or false
) and self.enable_hold and inputs["hold"] == true then
self:hold(inputs, ruleset, true) self:hold(inputs, ruleset, true)
else else
self:initializeNextPiece(inputs, ruleset, self.next_queue[1]) self:initializeNextPiece(inputs, ruleset, self.next_queue[1])
@ -464,7 +485,10 @@ function GameMode:initializeNextPiece(inputs, ruleset, piece_data, generate_next
self.prev_inputs, self.move, self.prev_inputs, self.move,
self:getLockDelay(), self:getDropSpeed(), self:getLockDelay(), self:getDropSpeed(),
self.lock_drop, self.lock_hard_drop, self.big_mode, self.lock_drop, self.lock_hard_drop, self.big_mode,
self.irs, self.buffer_hard_drop, self.buffer_soft_drop, (
self.frames == 0 or (ruleset.are and self:getARE() ~= 0)
) and self.irs or false,
self.buffer_hard_drop, self.buffer_soft_drop,
self.lock_on_hard_drop, self.lock_on_soft_drop self.lock_on_hard_drop, self.lock_on_soft_drop
) )
if self.piece:isDropBlocked(self.grid) and if self.piece:isDropBlocked(self.grid) and

View File

@ -255,12 +255,10 @@ function Ruleset:initializePiece(
self:onPieceCreate(piece) self:onPieceCreate(piece)
if irs then if irs then
if inputs.rotate_left or inputs.rotate_left2 or self:rotatePiece(inputs, piece, grid, {}, true)
inputs.rotate_right or inputs.rotate_right2 or if (data.orientation - 1) ~= piece.rotation then
inputs.rotate_180 then
playSE("irs") playSE("irs")
end end
self:rotatePiece(inputs, piece, grid, {}, true)
end end
self:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked) self:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked)
if (buffer_hard_drop and config.gamesettings.buffer_lock == 1) then if (buffer_hard_drop and config.gamesettings.buffer_lock == 1) then