local Piece = require 'tetris.components.piece' local Ruleset = require 'tetris.rulesets.ruleset' local ARS = Ruleset:extend() ARS.name = "Classic ARS" ARS.hash = "Arika" ARS.spawn_positions = { I = { x=5, y=4 }, J = { x=4, y=5 }, L = { x=4, y=5 }, O = { x=5, y=5 }, S = { x=4, y=5 }, T = { x=4, y=5 }, Z = { x=4, y=5 }, } ARS.big_spawn_positions = { I = { x=3, y=2 }, J = { x=2, y=3 }, L = { x=2, y=3 }, O = { x=3, y=3 }, S = { x=2, y=3 }, T = { x=2, y=3 }, Z = { x=2, y=3 }, } 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} }, } } function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid) -- I and O don't kick if (piece.shape == "I" or 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 -- kick right, kick left if (grid:canPlacePiece(new_piece:withOffset({x=1, y=0}))) then self:onPieceRotate(piece, grid) piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0}) elseif (grid:canPlacePiece(new_piece:withOffset({x=-1, y=0}))) then self:onPieceRotate(piece, grid) piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0}) end end function ARS:onPieceDrop(piece, grid) piece.lock_delay = 0 -- step reset end function ARS:get180RotationValue() return 3 end function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default return ARS