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Renamed Marathon AX4 to Survival AX, among other things.
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@ -3,19 +3,11 @@ Game modes
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There are several classes of game modes. The modes that originate from other games are organized by suffix:
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* The "C" series stand for "Classic" games, games that were produced before around 1992-1993 and generally have no wallkicks or lock delay.
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* C84 - The original version from the Electronika 60.
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* C88 - Sega Tetris.
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* C89 - Nintendo / NES Tetris.
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* The "A" series stand for "Arika" games, or games in the Tetris the Grand Master series.
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* A1 - Tetris The Grand Master (the original from 1998).
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* A2 - Tetris The Absolute The Grand Master 2 PLUS.
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* A3 - Tetris The Grand Master 3 Terror-Instinct.
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* AX - Tetris The Grand Master ACE (X for Xbox).
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* The "G" series stand for "Guideline" games, or games that follow the Tetris Guideline.
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* GF - Tetris Friends (2007-2019)
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* GJ - Tetris Online Japan (2005-2011)
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* N stands for Nullpomino, only used for Phantom Mania N.
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MARATHON
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--------
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@ -28,8 +20,6 @@ From other games:
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* **MARATHON A1**: Tetris the Grand Master 1.
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* **MARATHON A2**: Tetris the Grand Master 2 (TAP Master).
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* **MARATHON A3**: Tetris the Grand Master 3 (no exams).
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* **MARATHON AX4**: Another mode from TGM Ace.
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* **MARATHON C89**: Nintendo NES Tetris. Can you transition and make it to the killscreen?
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SURVIVAL
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@ -43,14 +33,7 @@ From other games:
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* **SURVIVAL A1**: 20G mode from Tetris the Grand Master.
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* **SURVIVAL A2**: T.A. Death.
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* **SURVIVAL A3**: Ti Shirase.
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RACE
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----
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Modes with no levels, just a single timed goal.
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* **Race 40**: How fast can you clear 40 lines? No limits, no holds barred.
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* **SURVIVAL AX**: Another mode from TGM Ace.
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PHANTOM MANIA
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@ -69,8 +52,4 @@ OTHER MODES
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* **Strategy**: How well can you plan ahead your movements? Can you handle only having a short time to place each piece?
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* **TetrisGram™ Pacer Test**: is a multi-stage piece-placing ability test that progressively gets more difficult as it continues.
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* **Interval Training**: 30 seconds per section. 20G. 15 frames of lock delay. How long can you last?
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* **Demon Mode**: An original mode from Oshisaure! Can you push through the ever faster levels and not get denied?
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* **Big A2**: Marathon A2 but all the pieces are BIG!
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@ -5,15 +5,15 @@ local Piece = require 'tetris.components.piece'
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local Bag7NoSZOStartRandomizer = require 'tetris.randomizers.bag7noSZOstart'
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local MarathonAX4Game = GameMode:extend()
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local SurvivalAXGame = GameMode:extend()
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MarathonAX4Game.name = "Marathon AX4"
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MarathonAX4Game.hash = "MarathonAX4"
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MarathonAX4Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
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SurvivalAXGame.name = "Survival AX"
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SurvivalAXGame.hash = "SurvivalAX"
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SurvivalAXGame.tagline = "Can you clear the time hurdles when the game goes this fast?"
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function MarathonAX4Game:new()
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MarathonAX4Game.super:new()
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function SurvivalAXGame:new()
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SurvivalAXGame.super:new()
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self.roll_frames = 0
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self.randomizer = Bag7NoSZOStartRandomizer()
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@ -29,7 +29,7 @@ function MarathonAX4Game:new()
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self.next_queue_length = 3
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end
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function MarathonAX4Game:getARE()
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function SurvivalAXGame:getARE()
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if self.lines < 10 then return 18
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elseif self.lines < 40 then return 14
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elseif self.lines < 60 then return 12
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@ -39,24 +39,24 @@ function MarathonAX4Game:getARE()
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else return 6 end
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end
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function MarathonAX4Game:getLineARE()
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function SurvivalAXGame:getLineARE()
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return self:getARE()
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end
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function MarathonAX4Game:getDasLimit()
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function SurvivalAXGame:getDasLimit()
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if self.lines < 20 then return 10
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elseif self.lines < 50 then return 9
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elseif self.lines < 70 then return 8
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else return 7 end
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end
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function MarathonAX4Game:getLineClearDelay()
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function SurvivalAXGame:getLineClearDelay()
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if self.lines < 10 then return 14
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elseif self.lines < 30 then return 9
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else return 5 end
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end
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function MarathonAX4Game:getLockDelay()
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function SurvivalAXGame:getLockDelay()
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if self.lines < 10 then return 28
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elseif self.lines < 20 then return 24
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elseif self.lines < 30 then return 22
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@ -66,15 +66,15 @@ function MarathonAX4Game:getLockDelay()
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else return 13 end
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end
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function MarathonAX4Game:getGravity()
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function SurvivalAXGame:getGravity()
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return 20
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end
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function MarathonAX4Game:getSection()
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function SurvivalAXGame:getSection()
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return math.floor(level / 100) + 1
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end
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function MarathonAX4Game:advanceOneFrame()
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function SurvivalAXGame:advanceOneFrame()
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if self.clear then
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self.roll_frames = self.roll_frames + 1
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if self.roll_frames < 0 then
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@ -93,7 +93,7 @@ function MarathonAX4Game:advanceOneFrame()
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return true
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end
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function MarathonAX4Game:onLineClear(cleared_row_count)
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function SurvivalAXGame:onLineClear(cleared_row_count)
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if not self.clear then
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local new_lines = self.lines + cleared_row_count
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self:updateSectionTimes(self.lines, new_lines)
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@ -106,11 +106,11 @@ function MarathonAX4Game:onLineClear(cleared_row_count)
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end
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end
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function MarathonAX4Game:getSectionTime()
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function SurvivalAXGame:getSectionTime()
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return self.frames - self.section_start_time
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end
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function MarathonAX4Game:updateSectionTimes(old_lines, new_lines)
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function SurvivalAXGame:updateSectionTimes(old_lines, new_lines)
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if math.floor(old_lines / 10) < math.floor(new_lines / 10) then
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-- record new section
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table.insert(self.section_times, self:getSectionTime())
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@ -119,23 +119,23 @@ function MarathonAX4Game:updateSectionTimes(old_lines, new_lines)
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end
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end
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function MarathonAX4Game:onPieceEnter()
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function SurvivalAXGame:onPieceEnter()
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self.section_clear = false
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end
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function MarathonAX4Game:drawGrid(ruleset)
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function SurvivalAXGame:drawGrid(ruleset)
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self.grid:draw()
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end
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function MarathonAX4Game:getHighscoreData()
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function SurvivalAXGame:getHighscoreData()
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return {
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lines = self.lines,
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frames = self.frames,
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}
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end
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function MarathonAX4Game:drawScoringInfo()
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MarathonAX4Game.super.drawScoringInfo(self)
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function SurvivalAXGame:drawScoringInfo()
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SurvivalAXGame.super.drawScoringInfo(self)
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love.graphics.setColor(1, 1, 1, 1)
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@ -165,12 +165,12 @@ function MarathonAX4Game:drawScoringInfo()
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love.graphics.setColor(1, 1, 1, 1)
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end
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function MarathonAX4Game:getSectionEndLines()
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function SurvivalAXGame:getSectionEndLines()
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return math.floor(self.lines / 10 + 1) * 10
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end
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function MarathonAX4Game:getBackground()
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function SurvivalAXGame:getBackground()
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return math.floor(self.lines / 10)
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end
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return MarathonAX4Game
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return SurvivalAXGame
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@ -110,13 +110,7 @@ function ARS:onPieceDrop(piece, grid)
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piece.lock_delay = 0 -- step reset
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end
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function ARS:get180RotationValue()
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if config.gamesettings.world_reverse == 3 then
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return 1
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else
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return 3
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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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@ -49,4 +49,8 @@ function ARS:onPieceRotate(piece, grid)
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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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@ -36,4 +36,8 @@ function ARS:onPieceRotate(piece, grid)
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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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@ -4,7 +4,19 @@ local Ruleset = require 'tetris.rulesets.ti_srs'
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local SRS = Ruleset:extend()
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SRS.name = "ACE-SRS"
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SRS.hash = "ACE Standard"
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SRS.hash = "StandardACE"
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SRS.world = true
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SRS.colourscheme = {
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I = "C",
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L = "O",
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J = "B",
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S = "G",
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Z = "R",
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O = "Y",
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T = "M",
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}
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SRS.softdrop_lock = false
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SRS.harddrop_lock = true
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SRS.MANIPULATIONS_MAX = 128
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@ -99,4 +99,8 @@ function ARS:onPieceRotate(piece, grid)
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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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@ -364,7 +364,7 @@ function CRS:attemptRotate(new_inputs, piece, grid, initial)
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if rot_dir == 0 then return end
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if self.world and config.gamesettings.world_reverse == 2 then
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if config.gamesettings.world_reverse == 3 or (self.world and config.gamesettings.world_reverse == 2) then
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rot_dir = 4 - rot_dir
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end
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206
tetris/rulesets/standard.lua
Normal file
206
tetris/rulesets/standard.lua
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@ -0,0 +1,206 @@
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local Piece = require 'tetris.components.piece'
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local Ruleset = require 'tetris.rulesets.ruleset'
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local SRS = Ruleset:extend()
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SRS.name = "Guideline SRS"
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SRS.hash = "Standard"
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SRS.world = true
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SRS.colourscheme = {
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I = "C",
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L = "O",
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J = "B",
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S = "G",
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Z = "R",
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O = "Y",
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T = "M",
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}
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SRS.softdrop_lock = false
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SRS.harddrop_lock = true
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SRS.enable_IRS_wallkicks = true
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SRS.spawn_positions = {
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I = { x=5, y=2 },
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J = { x=4, y=3 },
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L = { x=4, y=3 },
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O = { x=5, y=3 },
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S = { x=4, y=3 },
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T = { x=4, y=3 },
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Z = { x=4, y=3 },
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}
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SRS.big_spawn_positions = {
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I = { x=3, y=0 },
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J = { x=2, y=1 },
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L = { x=2, y=1 },
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O = { x=3, y=1 },
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S = { x=2, y=1 },
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T = { x=2, y=1 },
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Z = { x=2, y=1 },
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}
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SRS.block_offsets = {
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I={
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{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
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{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
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{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} },
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{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2} },
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},
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J={
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{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
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{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
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{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} },
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{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
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},
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L={
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{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
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{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
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{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} },
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{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
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},
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O={
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{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
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{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
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{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
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{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
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},
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S={
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{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
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{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
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{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
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{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
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},
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T={
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{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
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{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
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{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} },
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{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
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},
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Z={
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{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
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{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
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{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} },
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{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
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}
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}
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SRS.wallkicks_3x3 = {
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[0]={
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[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
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[2]={{x=0, y=1}, {x=0, y=-1}},
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[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
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},
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[1]={
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[0]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
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[2]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
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[3]={{x=0, y=1}, {x=0, y=-1}},
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},
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[2]={
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[0]={{x=0, y=1}, {x=0, y=-1}},
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[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
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[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
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},
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[3]={
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[0]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
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[1]={{x=0, y=1}, {x=0, y=-1}},
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[2]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
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},
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};
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SRS.wallkicks_line = {
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[0]={
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[1]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
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[2]={},
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[3]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
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},
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[1]={
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[0]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
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[2]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
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[3]={{x=0, y=1}, {x=0, y=-1}, {x=0, y=2}, {x=0, y=-2}},
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},
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[2]={
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[0]={},
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[1]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
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[3]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
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},
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[3]={
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[0]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
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[1]={{x=0, y=1}, {x=0, y=-1}, {x=0, y=2}, {x=0, y=-2}},
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[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()
|
||||
|
||||
SRS.name = "Guideline SRS"
|
||||
SRS.hash = "Standard"
|
||||
SRS.name = "SRS-X"
|
||||
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.MANIPULATIONS_MAX = 15
|
||||
SRS.MANIPULATIONS_MAX = 24
|
||||
SRS.ROTATIONS_MAX = 12
|
||||
|
||||
function SRS:checkNewLow(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.rotations = 0
|
||||
piece.lowest_y = y
|
||||
end
|
||||
end
|
||||
@ -72,6 +86,7 @@ end
|
||||
|
||||
function SRS:onPieceCreate(piece, grid)
|
||||
piece.manipulations = 0
|
||||
piece.rotations = 0
|
||||
piece.lowest_y = -math.huge
|
||||
end
|
||||
|
||||
@ -88,7 +103,7 @@ function SRS:onPieceMove(piece, grid)
|
||||
piece.lock_delay = 0 -- move reset
|
||||
if piece:isDropBlocked(grid) then
|
||||
piece.manipulations = piece.manipulations + 1
|
||||
if piece.manipulations >= self.MANIPULATIONS_MAX then
|
||||
if piece.manipulations >= 24 then
|
||||
piece.locked = true
|
||||
end
|
||||
end
|
||||
@ -97,8 +112,8 @@ end
|
||||
function SRS:onPieceRotate(piece, grid)
|
||||
piece.lock_delay = 0 -- rotate reset
|
||||
self:checkNewLow(piece)
|
||||
piece.manipulations = piece.manipulations + 1
|
||||
if piece.manipulations >= self.MANIPULATIONS_MAX then
|
||||
piece.rotations = piece.rotations + 1
|
||||
if piece.rotations >= self.ROTATIONS_MAX then
|
||||
piece:moveInGrid({ x = 0, y = 1 }, 1, grid)
|
||||
if piece:isDropBlocked(grid) then
|
||||
piece.locked = true
|
||||
|
@ -4,7 +4,7 @@ local Ruleset = require 'tetris.rulesets.ruleset'
|
||||
local SRS = Ruleset:extend()
|
||||
|
||||
SRS.name = "Ti-World"
|
||||
SRS.hash = "Bad I-kicks"
|
||||
SRS.hash = "StandardTI"
|
||||
SRS.world = true
|
||||
SRS.colourscheme = {
|
||||
I = "C",
|
||||
@ -192,12 +192,6 @@ function SRS:onPieceRotate(piece, grid)
|
||||
end
|
||||
end
|
||||
|
||||
function SRS:get180RotationValue()
|
||||
if config.gamesettings.world_reverse == 1 then
|
||||
return 1
|
||||
else
|
||||
return 3
|
||||
end
|
||||
end
|
||||
function SRS:get180RotationValue() return 3 end
|
||||
|
||||
return SRS
|
||||
|
Loading…
Reference in New Issue
Block a user