mirror of
https://github.com/SashLilac/cambridge.git
synced 2024-11-24 09:29:01 -06:00
Renamed Marathon AX4 to Survival AX, among other things.
This commit is contained in:
parent
0f3883e18d
commit
79a25c3954
@ -3,19 +3,11 @@ Game modes
|
|||||||
|
|
||||||
There are several classes of game modes. The modes that originate from other games are organized by suffix:
|
There are several classes of game modes. The modes that originate from other games are organized by suffix:
|
||||||
|
|
||||||
* The "C" series stand for "Classic" games, games that were produced before around 1992-1993 and generally have no wallkicks or lock delay.
|
|
||||||
* C84 - The original version from the Electronika 60.
|
|
||||||
* C88 - Sega Tetris.
|
|
||||||
* C89 - Nintendo / NES Tetris.
|
|
||||||
* The "A" series stand for "Arika" games, or games in the Tetris the Grand Master series.
|
* The "A" series stand for "Arika" games, or games in the Tetris the Grand Master series.
|
||||||
* A1 - Tetris The Grand Master (the original from 1998).
|
* A1 - Tetris The Grand Master (the original from 1998).
|
||||||
* A2 - Tetris The Absolute The Grand Master 2 PLUS.
|
* A2 - Tetris The Absolute The Grand Master 2 PLUS.
|
||||||
* A3 - Tetris The Grand Master 3 Terror-Instinct.
|
* A3 - Tetris The Grand Master 3 Terror-Instinct.
|
||||||
* AX - Tetris The Grand Master ACE (X for Xbox).
|
* AX - Tetris The Grand Master ACE (X for Xbox).
|
||||||
* The "G" series stand for "Guideline" games, or games that follow the Tetris Guideline.
|
|
||||||
* GF - Tetris Friends (2007-2019)
|
|
||||||
* GJ - Tetris Online Japan (2005-2011)
|
|
||||||
* N stands for Nullpomino, only used for Phantom Mania N.
|
|
||||||
|
|
||||||
MARATHON
|
MARATHON
|
||||||
--------
|
--------
|
||||||
@ -28,8 +20,6 @@ From other games:
|
|||||||
* **MARATHON A1**: Tetris the Grand Master 1.
|
* **MARATHON A1**: Tetris the Grand Master 1.
|
||||||
* **MARATHON A2**: Tetris the Grand Master 2 (TAP Master).
|
* **MARATHON A2**: Tetris the Grand Master 2 (TAP Master).
|
||||||
* **MARATHON A3**: Tetris the Grand Master 3 (no exams).
|
* **MARATHON A3**: Tetris the Grand Master 3 (no exams).
|
||||||
* **MARATHON AX4**: Another mode from TGM Ace.
|
|
||||||
* **MARATHON C89**: Nintendo NES Tetris. Can you transition and make it to the killscreen?
|
|
||||||
|
|
||||||
|
|
||||||
SURVIVAL
|
SURVIVAL
|
||||||
@ -43,14 +33,7 @@ From other games:
|
|||||||
* **SURVIVAL A1**: 20G mode from Tetris the Grand Master.
|
* **SURVIVAL A1**: 20G mode from Tetris the Grand Master.
|
||||||
* **SURVIVAL A2**: T.A. Death.
|
* **SURVIVAL A2**: T.A. Death.
|
||||||
* **SURVIVAL A3**: Ti Shirase.
|
* **SURVIVAL A3**: Ti Shirase.
|
||||||
|
* **SURVIVAL AX**: Another mode from TGM Ace.
|
||||||
|
|
||||||
RACE
|
|
||||||
----
|
|
||||||
|
|
||||||
Modes with no levels, just a single timed goal.
|
|
||||||
|
|
||||||
* **Race 40**: How fast can you clear 40 lines? No limits, no holds barred.
|
|
||||||
|
|
||||||
|
|
||||||
PHANTOM MANIA
|
PHANTOM MANIA
|
||||||
@ -69,8 +52,4 @@ OTHER MODES
|
|||||||
|
|
||||||
* **Strategy**: How well can you plan ahead your movements? Can you handle only having a short time to place each piece?
|
* **Strategy**: How well can you plan ahead your movements? Can you handle only having a short time to place each piece?
|
||||||
|
|
||||||
* **TetrisGram™ Pacer Test**: is a multi-stage piece-placing ability test that progressively gets more difficult as it continues.
|
* **Big A2**: Marathon A2 but all the pieces are BIG!
|
||||||
|
|
||||||
* **Interval Training**: 30 seconds per section. 20G. 15 frames of lock delay. How long can you last?
|
|
||||||
|
|
||||||
* **Demon Mode**: An original mode from Oshisaure! Can you push through the ever faster levels and not get denied?
|
|
@ -5,15 +5,15 @@ local Piece = require 'tetris.components.piece'
|
|||||||
|
|
||||||
local Bag7NoSZOStartRandomizer = require 'tetris.randomizers.bag7noSZOstart'
|
local Bag7NoSZOStartRandomizer = require 'tetris.randomizers.bag7noSZOstart'
|
||||||
|
|
||||||
local MarathonAX4Game = GameMode:extend()
|
local SurvivalAXGame = GameMode:extend()
|
||||||
|
|
||||||
MarathonAX4Game.name = "Marathon AX4"
|
SurvivalAXGame.name = "Survival AX"
|
||||||
MarathonAX4Game.hash = "MarathonAX4"
|
SurvivalAXGame.hash = "SurvivalAX"
|
||||||
MarathonAX4Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
|
SurvivalAXGame.tagline = "Can you clear the time hurdles when the game goes this fast?"
|
||||||
|
|
||||||
|
|
||||||
function MarathonAX4Game:new()
|
function SurvivalAXGame:new()
|
||||||
MarathonAX4Game.super:new()
|
SurvivalAXGame.super:new()
|
||||||
|
|
||||||
self.roll_frames = 0
|
self.roll_frames = 0
|
||||||
self.randomizer = Bag7NoSZOStartRandomizer()
|
self.randomizer = Bag7NoSZOStartRandomizer()
|
||||||
@ -29,7 +29,7 @@ function MarathonAX4Game:new()
|
|||||||
self.next_queue_length = 3
|
self.next_queue_length = 3
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonAX4Game:getARE()
|
function SurvivalAXGame:getARE()
|
||||||
if self.lines < 10 then return 18
|
if self.lines < 10 then return 18
|
||||||
elseif self.lines < 40 then return 14
|
elseif self.lines < 40 then return 14
|
||||||
elseif self.lines < 60 then return 12
|
elseif self.lines < 60 then return 12
|
||||||
@ -39,24 +39,24 @@ function MarathonAX4Game:getARE()
|
|||||||
else return 6 end
|
else return 6 end
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonAX4Game:getLineARE()
|
function SurvivalAXGame:getLineARE()
|
||||||
return self:getARE()
|
return self:getARE()
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonAX4Game:getDasLimit()
|
function SurvivalAXGame:getDasLimit()
|
||||||
if self.lines < 20 then return 10
|
if self.lines < 20 then return 10
|
||||||
elseif self.lines < 50 then return 9
|
elseif self.lines < 50 then return 9
|
||||||
elseif self.lines < 70 then return 8
|
elseif self.lines < 70 then return 8
|
||||||
else return 7 end
|
else return 7 end
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonAX4Game:getLineClearDelay()
|
function SurvivalAXGame:getLineClearDelay()
|
||||||
if self.lines < 10 then return 14
|
if self.lines < 10 then return 14
|
||||||
elseif self.lines < 30 then return 9
|
elseif self.lines < 30 then return 9
|
||||||
else return 5 end
|
else return 5 end
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonAX4Game:getLockDelay()
|
function SurvivalAXGame:getLockDelay()
|
||||||
if self.lines < 10 then return 28
|
if self.lines < 10 then return 28
|
||||||
elseif self.lines < 20 then return 24
|
elseif self.lines < 20 then return 24
|
||||||
elseif self.lines < 30 then return 22
|
elseif self.lines < 30 then return 22
|
||||||
@ -66,15 +66,15 @@ function MarathonAX4Game:getLockDelay()
|
|||||||
else return 13 end
|
else return 13 end
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonAX4Game:getGravity()
|
function SurvivalAXGame:getGravity()
|
||||||
return 20
|
return 20
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonAX4Game:getSection()
|
function SurvivalAXGame:getSection()
|
||||||
return math.floor(level / 100) + 1
|
return math.floor(level / 100) + 1
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonAX4Game:advanceOneFrame()
|
function SurvivalAXGame:advanceOneFrame()
|
||||||
if self.clear then
|
if self.clear then
|
||||||
self.roll_frames = self.roll_frames + 1
|
self.roll_frames = self.roll_frames + 1
|
||||||
if self.roll_frames < 0 then
|
if self.roll_frames < 0 then
|
||||||
@ -93,7 +93,7 @@ function MarathonAX4Game:advanceOneFrame()
|
|||||||
return true
|
return true
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonAX4Game:onLineClear(cleared_row_count)
|
function SurvivalAXGame:onLineClear(cleared_row_count)
|
||||||
if not self.clear then
|
if not self.clear then
|
||||||
local new_lines = self.lines + cleared_row_count
|
local new_lines = self.lines + cleared_row_count
|
||||||
self:updateSectionTimes(self.lines, new_lines)
|
self:updateSectionTimes(self.lines, new_lines)
|
||||||
@ -106,11 +106,11 @@ function MarathonAX4Game:onLineClear(cleared_row_count)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonAX4Game:getSectionTime()
|
function SurvivalAXGame:getSectionTime()
|
||||||
return self.frames - self.section_start_time
|
return self.frames - self.section_start_time
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonAX4Game:updateSectionTimes(old_lines, new_lines)
|
function SurvivalAXGame:updateSectionTimes(old_lines, new_lines)
|
||||||
if math.floor(old_lines / 10) < math.floor(new_lines / 10) then
|
if math.floor(old_lines / 10) < math.floor(new_lines / 10) then
|
||||||
-- record new section
|
-- record new section
|
||||||
table.insert(self.section_times, self:getSectionTime())
|
table.insert(self.section_times, self:getSectionTime())
|
||||||
@ -119,23 +119,23 @@ function MarathonAX4Game:updateSectionTimes(old_lines, new_lines)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonAX4Game:onPieceEnter()
|
function SurvivalAXGame:onPieceEnter()
|
||||||
self.section_clear = false
|
self.section_clear = false
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonAX4Game:drawGrid(ruleset)
|
function SurvivalAXGame:drawGrid(ruleset)
|
||||||
self.grid:draw()
|
self.grid:draw()
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonAX4Game:getHighscoreData()
|
function SurvivalAXGame:getHighscoreData()
|
||||||
return {
|
return {
|
||||||
lines = self.lines,
|
lines = self.lines,
|
||||||
frames = self.frames,
|
frames = self.frames,
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonAX4Game:drawScoringInfo()
|
function SurvivalAXGame:drawScoringInfo()
|
||||||
MarathonAX4Game.super.drawScoringInfo(self)
|
SurvivalAXGame.super.drawScoringInfo(self)
|
||||||
|
|
||||||
love.graphics.setColor(1, 1, 1, 1)
|
love.graphics.setColor(1, 1, 1, 1)
|
||||||
|
|
||||||
@ -165,12 +165,12 @@ function MarathonAX4Game:drawScoringInfo()
|
|||||||
love.graphics.setColor(1, 1, 1, 1)
|
love.graphics.setColor(1, 1, 1, 1)
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonAX4Game:getSectionEndLines()
|
function SurvivalAXGame:getSectionEndLines()
|
||||||
return math.floor(self.lines / 10 + 1) * 10
|
return math.floor(self.lines / 10 + 1) * 10
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonAX4Game:getBackground()
|
function SurvivalAXGame:getBackground()
|
||||||
return math.floor(self.lines / 10)
|
return math.floor(self.lines / 10)
|
||||||
end
|
end
|
||||||
|
|
||||||
return MarathonAX4Game
|
return SurvivalAXGame
|
@ -110,13 +110,7 @@ function ARS:onPieceDrop(piece, grid)
|
|||||||
piece.lock_delay = 0 -- step reset
|
piece.lock_delay = 0 -- step reset
|
||||||
end
|
end
|
||||||
|
|
||||||
function ARS:get180RotationValue()
|
function ARS:get180RotationValue() return 3 end
|
||||||
if config.gamesettings.world_reverse == 3 then
|
|
||||||
return 1
|
|
||||||
else
|
|
||||||
return 3
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||||
|
|
||||||
|
@ -49,4 +49,8 @@ function ARS:onPieceRotate(piece, grid)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function ARS:get180RotationValue() return 3 end
|
||||||
|
|
||||||
|
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||||
|
|
||||||
return ARS
|
return ARS
|
||||||
|
@ -36,4 +36,8 @@ function ARS:onPieceRotate(piece, grid)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function ARS:get180RotationValue() return 3 end
|
||||||
|
|
||||||
|
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||||
|
|
||||||
return ARS
|
return ARS
|
||||||
|
@ -4,7 +4,19 @@ local Ruleset = require 'tetris.rulesets.ti_srs'
|
|||||||
local SRS = Ruleset:extend()
|
local SRS = Ruleset:extend()
|
||||||
|
|
||||||
SRS.name = "ACE-SRS"
|
SRS.name = "ACE-SRS"
|
||||||
SRS.hash = "ACE Standard"
|
SRS.hash = "StandardACE"
|
||||||
|
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
|
||||||
|
|
||||||
SRS.MANIPULATIONS_MAX = 128
|
SRS.MANIPULATIONS_MAX = 128
|
||||||
|
|
||||||
|
@ -99,4 +99,8 @@ function ARS:onPieceRotate(piece, grid)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function ARS:get180RotationValue() return 3 end
|
||||||
|
|
||||||
|
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||||
|
|
||||||
return ARS
|
return ARS
|
||||||
|
@ -364,9 +364,9 @@ function CRS:attemptRotate(new_inputs, piece, grid, initial)
|
|||||||
|
|
||||||
if rot_dir == 0 then return end
|
if rot_dir == 0 then return end
|
||||||
|
|
||||||
if self.world and config.gamesettings.world_reverse == 2 then
|
if config.gamesettings.world_reverse == 3 or (self.world and config.gamesettings.world_reverse == 2) then
|
||||||
rot_dir = 4 - rot_dir
|
rot_dir = 4 - rot_dir
|
||||||
end
|
end
|
||||||
|
|
||||||
local new_piece = piece:withRelativeRotation(rot_dir)
|
local new_piece = piece:withRelativeRotation(rot_dir)
|
||||||
self:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
self:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||||
|
206
tetris/rulesets/standard.lua
Normal file
206
tetris/rulesets/standard.lua
Normal file
@ -0,0 +1,206 @@
|
|||||||
|
local Piece = require 'tetris.components.piece'
|
||||||
|
local Ruleset = require 'tetris.rulesets.ruleset'
|
||||||
|
|
||||||
|
local SRS = Ruleset:extend()
|
||||||
|
|
||||||
|
SRS.name = "Guideline SRS"
|
||||||
|
SRS.hash = "Standard"
|
||||||
|
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
|
||||||
|
|
||||||
|
SRS.enable_IRS_wallkicks = true
|
||||||
|
|
||||||
|
SRS.spawn_positions = {
|
||||||
|
I = { x=5, y=2 },
|
||||||
|
J = { x=4, y=3 },
|
||||||
|
L = { x=4, y=3 },
|
||||||
|
O = { x=5, y=3 },
|
||||||
|
S = { x=4, y=3 },
|
||||||
|
T = { x=4, y=3 },
|
||||||
|
Z = { x=4, y=3 },
|
||||||
|
}
|
||||||
|
|
||||||
|
SRS.big_spawn_positions = {
|
||||||
|
I = { x=3, y=0 },
|
||||||
|
J = { x=2, y=1 },
|
||||||
|
L = { x=2, y=1 },
|
||||||
|
O = { x=3, y=1 },
|
||||||
|
S = { x=2, y=1 },
|
||||||
|
T = { x=2, y=1 },
|
||||||
|
Z = { x=2, y=1 },
|
||||||
|
}
|
||||||
|
|
||||||
|
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=-2, y=1}, {x=1, y=-2}},
|
||||||
|
[2]={},
|
||||||
|
[3]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
|
||||||
|
},
|
||||||
|
[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]={{x=0, y=1}, {x=0, y=-1}, {x=0, y=2}, {x=0, y=-2}},
|
||||||
|
},
|
||||||
|
[2]={
|
||||||
|
[0]={},
|
||||||
|
[1]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
|
||||||
|
[3]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
|
||||||
|
},
|
||||||
|
[3]={
|
||||||
|
[0]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
|
||||||
|
[1]={{x=0, y=1}, {x=0, y=-1}, {x=0, y=2}, {x=0, y=-2}},
|
||||||
|
[2]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
function SRS:check_new_low(piece)
|
||||||
|
for _, block in pairs(piece:getBlockOffsets()) do
|
||||||
|
local y = piece.position.y + block.y
|
||||||
|
if y > piece.lowest_y then
|
||||||
|
piece.manipulations = 0
|
||||||
|
piece.lowest_y = y
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- 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
|
||||||
|
piece:setRelativeRotation(rot_dir)
|
||||||
|
piece:setOffset(offset)
|
||||||
|
self:onPieceRotate(piece, grid)
|
||||||
|
return
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
end
|
||||||
|
|
||||||
|
function SRS:onPieceCreate(piece, grid)
|
||||||
|
piece.manipulations = 0
|
||||||
|
piece.lowest_y = -math.huge
|
||||||
|
end
|
||||||
|
|
||||||
|
function SRS:onPieceDrop(piece, grid)
|
||||||
|
self:check_new_low(piece)
|
||||||
|
if piece.manipulations >= 15 and piece:isDropBlocked(grid) then
|
||||||
|
piece.locked = true
|
||||||
|
else
|
||||||
|
piece.lock_delay = 0 -- step reset
|
||||||
|
end
|
||||||
|
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 >= 15 then
|
||||||
|
piece.locked = true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function SRS:onPieceRotate(piece, grid)
|
||||||
|
piece.lock_delay = 0 -- rotate reset
|
||||||
|
self:check_new_low(piece)
|
||||||
|
piece.manipulations = piece.manipulations + 1
|
||||||
|
if piece:isDropBlocked(grid) then
|
||||||
|
if piece.manipulations >= 15 then
|
||||||
|
piece.locked = true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
return SRS
|
@ -3,18 +3,32 @@ local Ruleset = require 'tetris.rulesets.arika_srs'
|
|||||||
|
|
||||||
local SRS = Ruleset:extend()
|
local SRS = Ruleset:extend()
|
||||||
|
|
||||||
SRS.name = "Guideline SRS"
|
SRS.name = "SRS-X"
|
||||||
SRS.hash = "Standard"
|
SRS.hash = "StandardEXP"
|
||||||
|
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
|
||||||
|
|
||||||
SRS.enable_IRS_wallkicks = true
|
SRS.enable_IRS_wallkicks = true
|
||||||
|
|
||||||
SRS.MANIPULATIONS_MAX = 15
|
SRS.MANIPULATIONS_MAX = 24
|
||||||
|
SRS.ROTATIONS_MAX = 12
|
||||||
|
|
||||||
function SRS:checkNewLow(piece)
|
function SRS:checkNewLow(piece)
|
||||||
for _, block in pairs(piece:getBlockOffsets()) do
|
for _, block in pairs(piece:getBlockOffsets()) do
|
||||||
local y = piece.position.y + block.y
|
local y = piece.position.y + block.y
|
||||||
if y > piece.lowest_y then
|
if y > piece.lowest_y then
|
||||||
piece.manipulations = 0
|
piece.manipulations = 0
|
||||||
|
piece.rotations = 0
|
||||||
piece.lowest_y = y
|
piece.lowest_y = y
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@ -72,6 +86,7 @@ end
|
|||||||
|
|
||||||
function SRS:onPieceCreate(piece, grid)
|
function SRS:onPieceCreate(piece, grid)
|
||||||
piece.manipulations = 0
|
piece.manipulations = 0
|
||||||
|
piece.rotations = 0
|
||||||
piece.lowest_y = -math.huge
|
piece.lowest_y = -math.huge
|
||||||
end
|
end
|
||||||
|
|
||||||
@ -88,7 +103,7 @@ function SRS:onPieceMove(piece, grid)
|
|||||||
piece.lock_delay = 0 -- move reset
|
piece.lock_delay = 0 -- move reset
|
||||||
if piece:isDropBlocked(grid) then
|
if piece:isDropBlocked(grid) then
|
||||||
piece.manipulations = piece.manipulations + 1
|
piece.manipulations = piece.manipulations + 1
|
||||||
if piece.manipulations >= self.MANIPULATIONS_MAX then
|
if piece.manipulations >= 24 then
|
||||||
piece.locked = true
|
piece.locked = true
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@ -97,8 +112,8 @@ end
|
|||||||
function SRS:onPieceRotate(piece, grid)
|
function SRS:onPieceRotate(piece, grid)
|
||||||
piece.lock_delay = 0 -- rotate reset
|
piece.lock_delay = 0 -- rotate reset
|
||||||
self:checkNewLow(piece)
|
self:checkNewLow(piece)
|
||||||
piece.manipulations = piece.manipulations + 1
|
piece.rotations = piece.rotations + 1
|
||||||
if piece.manipulations >= self.MANIPULATIONS_MAX then
|
if piece.rotations >= self.ROTATIONS_MAX then
|
||||||
piece:moveInGrid({ x = 0, y = 1 }, 1, grid)
|
piece:moveInGrid({ x = 0, y = 1 }, 1, grid)
|
||||||
if piece:isDropBlocked(grid) then
|
if piece:isDropBlocked(grid) then
|
||||||
piece.locked = true
|
piece.locked = true
|
||||||
|
@ -4,7 +4,7 @@ local Ruleset = require 'tetris.rulesets.ruleset'
|
|||||||
local SRS = Ruleset:extend()
|
local SRS = Ruleset:extend()
|
||||||
|
|
||||||
SRS.name = "Ti-World"
|
SRS.name = "Ti-World"
|
||||||
SRS.hash = "Bad I-kicks"
|
SRS.hash = "StandardTI"
|
||||||
SRS.world = true
|
SRS.world = true
|
||||||
SRS.colourscheme = {
|
SRS.colourscheme = {
|
||||||
I = "C",
|
I = "C",
|
||||||
@ -192,12 +192,6 @@ function SRS:onPieceRotate(piece, grid)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function SRS:get180RotationValue()
|
function SRS:get180RotationValue() return 3 end
|
||||||
if config.gamesettings.world_reverse == 1 then
|
|
||||||
return 1
|
|
||||||
else
|
|
||||||
return 3
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
return SRS
|
return SRS
|
||||||
|
Loading…
Reference in New Issue
Block a user