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Fixed ACE-ARS to floorkick infinitely
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502a50d004
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@ -1,5 +1,5 @@
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local Piece = require 'tetris.components.piece'
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local Piece = require 'tetris.components.piece'
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local Ruleset = require 'tetris.rulesets.arika_ti'
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local Ruleset = require 'tetris.rulesets.arika_ace2'
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local ARS = Ruleset:extend()
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local ARS = Ruleset:extend()
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@ -18,43 +18,5 @@ ARS.colourscheme = {
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ARS.softdrop_lock = false
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ARS.softdrop_lock = false
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ARS.harddrop_lock = true
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ARS.harddrop_lock = true
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ARS.spawn_above_field = true
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function ARS:onPieceCreate(piece, grid)
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piece.floorkick = 0
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piece.manipulations = 0
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end
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function ARS:onPieceMove(piece, grid)
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piece.lock_delay = 0 -- move reset
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if piece:isDropBlocked(grid) then
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piece.manipulations = piece.manipulations + 1
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if piece.manipulations >= 128 then
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piece:dropToBottom(grid)
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piece.locked = true
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end
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end
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end
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function ARS:onPieceRotate(piece, grid)
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piece.lock_delay = 0 -- rotate reset
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if piece:isDropBlocked(grid) then
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piece.manipulations = piece.manipulations + 1
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if piece.manipulations >= 128 then
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piece:dropToBottom(grid)
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piece.locked = true
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end
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end
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if piece.floorkick >= 1 then
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piece.floorkick = piece.floorkick + 1
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if piece:isDropBlocked(grid) then
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piece.locked = true
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end
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end
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end
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function ARS:get180RotationValue() return 3 end
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function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
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return ARS
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return ARS
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@ -7,11 +7,84 @@ ARS.name = "ACE-ARS2"
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ARS.hash = "ArikaACE2"
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ARS.hash = "ArikaACE2"
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ARS.spawn_above_field = true
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ARS.spawn_above_field = true
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function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
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-- O doesn't kick
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if (piece.shape == "O") then return end
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-- center column rule
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if (
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piece.shape == "J" or piece.shape == "T" or piece.shape == "L"
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) and (
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piece.rotation == 0 or piece.rotation == 2
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) then
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local offsets = new_piece:getBlockOffsets()
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table.sort(offsets, function(A, B) return A.y < B.y or A.y == B.y and A.x < B.y end)
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for index, offset in pairs(offsets) do
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if grid:isOccupied(piece.position.x + offset.x, piece.position.y + offset.y) then
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if offset.x == 0 then
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return
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else
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break
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end
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end
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end
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end
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if piece.shape == "I" then
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-- special kick rules for I
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if (new_piece.rotation == 0 or new_piece.rotation == 2) and
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(piece:isMoveBlocked(grid, {x=-1, y=0}) or piece:isMoveBlocked(grid, {x=1, y=0})) then
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-- kick right, right2, left
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if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
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self:onPieceRotate(piece, grid)
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piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
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elseif grid:canPlacePiece(new_piece:withOffset({x=2, y=0})) then
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self:onPieceRotate(piece, grid)
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piece:setRelativeRotation(rot_dir):setOffset({x=2, y=0})
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elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
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self:onPieceRotate(piece, grid)
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piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
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end
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elseif piece:isDropBlocked(grid) and (new_piece.rotation == 1 or new_piece.rotation == 3) then
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-- kick up, up2
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if grid:canPlacePiece(new_piece:withOffset({x=0, y=-1})) then
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self:onPieceRotate(piece, grid)
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piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
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elseif grid:canPlacePiece(new_piece:withOffset({x=0, y=-2})) then
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self:onPieceRotate(piece, grid)
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piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-2})
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end
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end
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else
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-- kick right, kick left
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if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
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self:onPieceRotate(piece, grid)
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piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
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elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
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self:onPieceRotate(piece, grid)
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piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
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elseif piece.shape == "T"
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and new_piece.rotation == 0
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and piece:isDropBlocked(grid)
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and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
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then
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-- T floorkick
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self:onPieceRotate(piece, grid)
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piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
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end
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end
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end
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function ARS:onPieceCreate(piece, grid)
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function ARS:onPieceCreate(piece, grid)
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piece.floorkick = 0
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piece.manipulations = 0
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piece.manipulations = 0
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end
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end
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function ARS:onPieceDrop(piece, grid)
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piece.lock_delay = 0
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end
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function ARS:onPieceMove(piece, grid)
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function ARS:onPieceMove(piece, grid)
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piece.lock_delay = 0 -- move reset
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piece.lock_delay = 0 -- move reset
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if piece:isDropBlocked(grid) then
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if piece:isDropBlocked(grid) then
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@ -32,12 +105,6 @@ function ARS:onPieceRotate(piece, grid)
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piece.locked = true
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piece.locked = true
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end
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end
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end
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end
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if piece.floorkick >= 1 then
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piece.floorkick = piece.floorkick + 1
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if piece:isDropBlocked(grid) then
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piece.locked = true
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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 ARS:get180RotationValue() return 3 end
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function ARS:get180RotationValue() return 3 end
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