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https://github.com/SashLilac/cambridge.git
synced 2025-05-13 20:21:25 -05:00
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4 Commits
v0.3-april
...
v0.3.2
| Author | SHA1 | Date | |
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a4b7a41a15 | ||
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323c457809 | ||
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decc1f563f | ||
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e5892c0fae |
@@ -1 +1 @@
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version = "v0.3.1"
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version = "v0.3.2"
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40
main.lua
40
main.lua
@@ -81,7 +81,7 @@ function love.draw()
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love.graphics.setFont(font_3x5_2)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(
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string.format("%.2f", 1 / love.timer.getAverageDelta()) ..
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string.format("%.2f", 1.0 / love.timer.getAverageDelta()) ..
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"fps - " .. version, 0, 460, 635, "right"
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)
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end
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@@ -290,6 +290,7 @@ function love.resize(w, h)
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end
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local TARGET_FPS = 60
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local FRAME_DURATION = 1.0 / TARGET_FPS
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function love.run()
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if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
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@@ -299,7 +300,7 @@ function love.run()
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local dt = 0
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local last_time = love.timer.getTime()
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local time_accumulator = 0
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local time_accumulator = 0.0
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return function()
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if love.event then
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love.event.pump()
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@@ -320,24 +321,39 @@ function love.run()
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if scene and scene.update and love.timer then
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scene:update()
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local frame_duration = 1.0 / TARGET_FPS
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if time_accumulator < frame_duration then
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if time_accumulator < FRAME_DURATION then
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if love.graphics and love.graphics.isActive() and love.draw then
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love.graphics.origin()
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love.graphics.clear(love.graphics.getBackgroundColor())
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love.draw()
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love.graphics.present()
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end
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local end_time = last_time + frame_duration
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local time = love.timer.getTime()
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while time < end_time do
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love.timer.sleep(0.001)
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time = love.timer.getTime()
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-- request 1ms delays first but stop short of overshooting, then do "0ms" delays without overshooting (0ms requests generally do a delay of some nonzero amount of time, but maybe less than 1ms)
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for milliseconds=0.001,0.000,-0.001 do
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local max_delay = 0.0
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while max_delay < FRAME_DURATION do
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local delay_start_time = love.timer.getTime()
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if delay_start_time - last_time < FRAME_DURATION - max_delay then
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love.timer.sleep(milliseconds)
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local last_delay = love.timer.getTime() - delay_start_time
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if last_delay > max_delay then
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max_delay = last_delay
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end
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time_accumulator = time_accumulator + time - last_time
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else
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break
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end
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time_accumulator = time_accumulator - frame_duration
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end
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last_time = love.timer.getTime()
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end
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while love.timer.getTime() - last_time < FRAME_DURATION do
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-- busy loop, do nothing here until delay is finished; delays above stop short of finishing, so this part can finish it off precisely
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end
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end
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local finish_delay_time = love.timer.getTime()
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local real_frame_duration = finish_delay_time - last_time
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time_accumulator = time_accumulator + real_frame_duration - FRAME_DURATION
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last_time = finish_delay_time
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end
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end
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end
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@@ -1 +1,3 @@
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#!/bin/sh
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zip -r cambridge.love libs load res scene tetris conf.lua main.lua scene.lua funcs.lua
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@@ -1,4 +1,6 @@
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./package
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#!/bin/sh
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./package-love.sh
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mkdir dist
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mkdir dist/windows
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mkdir dist/win32
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@@ -28,7 +28,6 @@ function PhantomManiaGame:new()
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self.combo = 1
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self.tetrises = 0
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self.section_tetrises = {[0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
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self.section_req = true
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self.randomizer = History6RollsRandomizer()
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end
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@@ -120,11 +119,6 @@ function PhantomManiaGame:onLineClear(cleared_row_count)
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self.level = 999
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end
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self.clear = true
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for i = 0, 9 do
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if self.section_tetrises[i] < (i == 9 and 1 or 2) then
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self.section_req = false
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end
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end
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else
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self.level = new_level
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end
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@@ -175,6 +169,10 @@ local function getLetterGrade(level, clear)
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end
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end
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function PhantomManiaGame:qualifiesForGM()
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return true
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end
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function PhantomManiaGame:drawScoringInfo()
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PhantomManiaGame.super.drawScoringInfo(self)
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@@ -195,7 +193,7 @@ function PhantomManiaGame:drawScoringInfo()
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if getLetterGrade(self.level, self.clear) ~= "" then
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if self.roll_frames > 1982 then love.graphics.setColor(1, 0.5, 0, 1)
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elseif self.level == 999 and self.clear then love.graphics.setColor(0, 1, 0, 1) end
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if self.level == 999 and self.section_req and self.tetrises >= 31 then
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if self.level == 999 and self:qualifiesForGM() then
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love.graphics.printf("GM", text_x, 140, 90, "left")
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else
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love.graphics.printf(getLetterGrade(self.level, self.clear), text_x, 140, 90, "left")
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@@ -202,13 +202,13 @@ end
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local cool_cutoffs = {
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frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36),
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frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30),
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frameTime(0,27), frameTime(0,27), frameTime(0,27),
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frameTime(0,30), frameTime(0,30), frameTime(0,30),
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}
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local regret_cutoffs = {
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frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50),
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frameTime(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40),
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frameTime(0,35), frameTime(0,35), frameTime(0,35),
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frameTime(0,42), frameTime(0,42), frameTime(0,42), frameTime(0,42), frameTime(0,42),
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frameTime(0,42), frameTime(0,42), frameTime(0,42),
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}
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function PhantomMania2Game:updateSectionTimes(old_level, new_level)
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@@ -13,4 +13,14 @@ function PhantomManiaNGame:new()
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self.enable_hold = true
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end
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function PhantomManiaNGame:qualifiesForGM()
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if self.tetrises < 31 then return false end
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for i = 0, 9 do
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if self.section_tetrises[i] < (i == 9 and 1 or 2) then
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return false
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end
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end
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return true
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end
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return PhantomManiaNGame
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49
tetris/rulesets/arika_exp.lua
Normal file
49
tetris/rulesets/arika_exp.lua
Normal file
@@ -0,0 +1,49 @@
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local Piece = require 'tetris.components.piece'
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local Ruleset = require 'tetris.rulesets.arika_ace2'
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local ARS = Ruleset:extend()
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ARS.name = "ARS-X"
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ARS.hash = "ArikaEXP"
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ARS.MANIPULATIONS_MAX = 24
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ARS.ROTATIONS_MAX = 12
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function ARS:onPieceCreate(piece, grid)
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piece.manipulations = 0
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piece.rotations = 0
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piece.lowest_y = -math.huge
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end
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function ARS:checkNewLow(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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if y > piece.lowest_y then
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piece.manipulations = 0
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piece.rotations = 0
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piece.lowest_y = y
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end
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end
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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 >= ARS.MANIPULATIONS_MAX 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:onPieceRotate(piece, grid, upward)
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piece.lock_delay = 0 -- rotate reset
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if upward or piece:isDropBlocked(grid) then
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piece.rotations = piece.rotations + 1
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if piece.rotations >= ARS.ROTATIONS_MAX and 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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return ARS
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@@ -1,5 +1,5 @@
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local Piece = require 'tetris.components.piece'
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local Ruleset = require 'tetris.rulesets.standard_exp'
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local Ruleset = require 'tetris.rulesets.standard_ace'
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local SRS = Ruleset:extend()
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@@ -33,8 +33,8 @@ SRS.wallkicks_line = {
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},
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};
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function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
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function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
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local kicks
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if piece.shape == "O" then
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return
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@@ -69,6 +69,12 @@ function SRS:checkNewLow(piece)
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end
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end
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function SRS:onPieceCreate(piece, grid)
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piece.manipulations = 0
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piece.rotations = 0
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piece.lowest_y = -math.huge
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end
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function SRS:onPieceDrop(piece, grid)
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self:checkNewLow(piece)
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if piece.manipulations >= self.MANIPULATIONS_MAX and piece:isDropBlocked(grid) then
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2
tetris/rulesets/arika_srs.lua → tetris/rulesets/standard_ace.lua
Executable file → Normal file
2
tetris/rulesets/arika_srs.lua → tetris/rulesets/standard_ace.lua
Executable file → Normal file
@@ -1,5 +1,5 @@
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local Piece = require 'tetris.components.piece'
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local Ruleset = require 'tetris.rulesets.ti_srs'
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local Ruleset = require 'tetris.rulesets.standard_ti'
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local SRS = Ruleset:extend()
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@@ -1,5 +1,5 @@
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local Piece = require 'tetris.components.piece'
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local Ruleset = require 'tetris.rulesets.arika_srs'
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local Ruleset = require 'tetris.rulesets.standard_ti'
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local SRS = Ruleset:extend()
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@@ -27,8 +27,6 @@ function SRS:checkNewLow(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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if y > piece.lowest_y then
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--piece.manipulations = 0
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--piece.rotations = 0
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piece.lowest_y = y
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end
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end
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