New IRS and IHS settings

This commit is contained in:
Ishaan Bhardwaj 2020-11-16 12:48:28 -05:00
parent 2bc9dc179c
commit cf6e0be4e7

View File

@ -43,6 +43,8 @@ function GameMode:new()
self.draw_section_times = false self.draw_section_times = false
self.draw_secondary_section_times = false self.draw_secondary_section_times = false
self.big_mode = false self.big_mode = false
self.irs = true
self.ihs = true
self.rpc_details = "In game" self.rpc_details = "In game"
-- variables related to configurable parameters -- variables related to configurable parameters
self.drop_locked = false self.drop_locked = false
@ -105,7 +107,7 @@ function GameMode:update(inputs, ruleset)
self:whilePieceActive() self:whilePieceActive()
local gravity = self:getGravity() local gravity = self:getGravity()
if self.enable_hold and inputs["hold"] == true and self.held == false then if self.enable_hold and inputs["hold"] == true and self.held == false and self.prev_inputs["hold"] == false then
self:hold(inputs, ruleset) self:hold(inputs, ruleset)
self.prev_inputs = inputs self.prev_inputs = inputs
return return
@ -284,7 +286,7 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
end end
function GameMode:initializeOrHold(inputs, ruleset) function GameMode:initializeOrHold(inputs, ruleset)
if self.enable_hold and inputs["hold"] == true then if self.ihs and self.enable_hold and inputs["hold"] == true then
self:hold(inputs, ruleset) self:hold(inputs, ruleset)
else else
self:initializeNextPiece(inputs, ruleset, self.next_queue[1]) self:initializeNextPiece(inputs, ruleset, self.next_queue[1])
@ -324,7 +326,8 @@ function GameMode:initializeNextPiece(inputs, ruleset, piece_data, generate_next
inputs, piece_data, self.grid, gravity, inputs, piece_data, self.grid, gravity,
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
) )
if self.lock_drop then if self.lock_drop then
self.drop_locked = true self.drop_locked = true