local Piece = require 'tetris.components.piece' local Ruleset = require 'tetris.rulesets.ruleset' local ARS = Ruleset:extend() ARS.name = "ACE-ARS" ARS.hash = "ArikaACE" ARS.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 }, } ARS.big_spawn_positions = { I = { x=2, y=0 }, J = { x=2, y=1 }, L = { x=2, y=1 }, O = { x=2, y=1 }, S = { x=2, y=1 }, T = { x=2, y=1 }, Z = { x=2, y=1 }, } ARS.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=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} }, }, J={ { {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} }, { {x=0, y=-1}, {x=1, y=-2}, {x=0, y=-2}, {x=0, y=0} }, { {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=1, y=0} }, { {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=-1, y=0} }, }, L={ { {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} }, { {x=0, y=-2}, {x=0, y=-1}, {x=1, y=0}, {x=0, y=0} }, { {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=-1, y=0} }, { {x=0, y=-1}, {x=-1, y=-2}, {x=0, y=-2}, {x=0, y=0} }, }, 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=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} }, { {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} }, { {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} }, }, T={ { {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} }, { {x=0, y=-1}, {x=0, y=0}, {x=1, y=-1}, {x=0, y=-2} }, { {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=0} }, { {x=0, y=-1}, {x=0, y=0}, {x=-1, y=-1}, {x=0, y=-2} }, }, Z={ { {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} }, { {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} }, { {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} }, { {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} }, } } -- Component functions. function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid) -- O doesn't kick if (piece.shape == "O") then return end -- center column rule if ( piece.shape == "J" or piece.shape == "T" or piece.shape == "L" ) and ( piece.rotation == 0 or piece.rotation == 2 ) then local offsets = new_piece:getBlockOffsets() table.sort(offsets, function(A, B) return A.y < B.y or A.y == B.y and A.x < B.y end) for index, offset in pairs(offsets) do if grid:isOccupied(piece.position.x + offset.x, piece.position.y + offset.y) then if offset.x == 0 then return else break end end end end if piece.shape == "I" then -- special kick rules for I if new_piece.rotation == 0 or new_piece.rotation == 2 then -- kick right, right2, left if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0}) self:onPieceRotate(piece, grid) elseif grid:canPlacePiece(new_piece:withOffset({x=2, y=0})) then piece:setRelativeRotation(rot_dir):setOffset({x=2, y=0}) self:onPieceRotate(piece, grid) elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0}) self:onPieceRotate(piece, grid) end elseif piece:isDropBlocked(grid) and (new_piece.rotation == 1 or new_piece.rotation == 3) and piece.floorkick == 0 then -- kick up, up2 if grid:canPlacePiece(new_piece:withOffset({x=0, y=-1})) then piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1}) self:onPieceRotate(piece, grid) piece.floorkick = 1 elseif grid:canPlacePiece(new_piece:withOffset({x=0, y=-2})) then piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-2}) self:onPieceRotate(piece, grid) piece.floorkick = 1 end end else -- kick right, kick left if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0}) elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0}) elseif piece.shape == "T" and new_piece.rotation == 1 and piece.floorkick == 0 and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1})) then -- T floorkick piece.floorkick = piece.floorkick + 1 piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1}) end end end function ARS:onPieceCreate(piece, grid) piece.floorkick = 0 piece.manipulations = 0 end function ARS:onPieceDrop(piece, grid) piece.lock_delay = 0 -- step reset piece.manipulations = 0 end function ARS:onPieceMove(piece, grid) piece.lock_delay = 0 -- move reset if piece:isDropBlocked(grid) then piece.manipulations = piece.manipulations + 1 if piece.manipulations >= 127 then piece.locked = true end end end function ARS:onPieceRotate(piece, grid) piece.lock_delay = 0 -- rotate reset if piece:isDropBlocked(grid) then piece.manipulations = piece.manipulations + 1 if piece.manipulations >= 127 then piece.locked = true end end end function ARS:get180RotationValue() return 3 end function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default return ARS