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Tweaked rotation/manipulation behaviour on SRS rules.
Also changed order of operations to call onPieceRotate in Rulesets after actually rotating the piece.
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@ -6,6 +6,8 @@ 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.MANIPULATIONS_MAX = 128
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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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@ -26,23 +28,11 @@ SRS.big_spawn_positions = {
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Z = { x=2, y=1 },
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}
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function SRS: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 SRS: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.manipulations = piece.manipulations + 1
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if piece.manipulations >= self.MANIPULATIONS_MAX then
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piece.locked = true
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end
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end
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@ -115,8 +115,8 @@ function Ruleset:attemptRotate(new_inputs, piece, grid, initial)
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local new_piece = piece:withRelativeRotation(rot_dir)
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if (grid:canPlacePiece(new_piece)) then
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self:onPieceRotate(piece, grid)
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piece:setRelativeRotation(rot_dir)
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self:onPieceRotate(piece, grid)
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else
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if not(initial and self.enable_IRS_wallkicks == false) then
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self:attemptWallkicks(piece, new_piece, rot_dir, grid)
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@ -8,6 +8,8 @@ SRS.hash = "Standard"
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SRS.enable_IRS_wallkicks = true
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SRS.MANIPULATIONS_MAX = 15
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function SRS:check_new_low(piece)
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for _, block in pairs(piece:getBlockOffsets()) do
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local y = piece.position.y + block.y
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@ -75,7 +77,7 @@ end
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function SRS:onPieceDrop(piece, grid)
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self:check_new_low(piece)
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if piece.manipulations >= 15 and piece:isDropBlocked(grid) then
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if piece.manipulations >= self.MANIPULATIONS_MAX and piece:isDropBlocked(grid) then
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piece.locked = true
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else
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piece.lock_delay = 0 -- step reset
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@ -86,8 +88,7 @@ function SRS: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 >= 15 then
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piece:dropToBottom(grid)
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if piece.manipulations >= self.MANIPULATIONS_MAX then
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piece.locked = true
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end
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end
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@ -97,12 +98,12 @@ function SRS:onPieceRotate(piece, grid)
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piece.lock_delay = 0 -- rotate reset
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self:check_new_low(piece)
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piece.manipulations = piece.manipulations + 1
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if piece:isDropBlocked(grid) then
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if piece.manipulations >= 15 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.manipulations >= self.MANIPULATIONS_MAX then
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piece:moveInGrid({ x = 0, y = 1 }, 1, grid)
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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 SRS:get180RotationValue() return 2 end
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@ -18,6 +18,9 @@ SRS.colourscheme = {
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SRS.softdrop_lock = false
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SRS.harddrop_lock = true
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SRS.MANIPULATIONS_MAX = 10
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SRS.ROTATIONS_MAX = 8
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SRS.spawn_positions = {
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I = { x=5, y=4 },
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J = { x=4, y=5 },
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@ -162,15 +165,18 @@ function SRS:onPieceCreate(piece, grid)
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end
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function SRS:onPieceDrop(piece, grid)
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piece.lock_delay = 0 -- step reset
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if (piece.manipulations >= self.MANIPULATIONS_MAX or piece.rotations >= self.ROTATIONS_MAX) and piece:isDropBlocked(grid) then
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piece.locked = true
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else
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piece.lock_delay = 0 -- step reset
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end
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end
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function SRS: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 >= 10 then
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piece:dropToBottom(grid)
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if piece.manipulations >= self.MANIPULATIONS_MAX then
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piece.locked = true
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end
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end
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@ -179,9 +185,8 @@ end
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function SRS: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.rotations = piece.rotations + 1
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if piece.rotations >= 8 then
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piece:dropToBottom(grid)
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piece.rotations = piece.rotations + 1
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if piece.rotations >= self.ROTATIONS_MAX then
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piece.locked = true
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end
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end
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