local Piece = require 'tetris.components.piece' local Ruleset = require 'tetris.rulesets.arika' local ARS = Ruleset:extend() ARS.name = "Ti-ARS" ARS.hash = "ArikaTI" -- 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) and (piece:isMoveBlocked(grid, {x=-1, y=0}) or piece:isMoveBlocked(grid, {x=1, y=0})) then -- kick right, right2, 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=2, y=0})) then self:onPieceRotate(piece, grid) piece:setRelativeRotation(rot_dir):setOffset({x=2, 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 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 self:onPieceRotate(piece, grid) piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1}) piece.floorkick = 1 elseif grid:canPlacePiece(new_piece:withOffset({x=0, y=-2})) then self:onPieceRotate(piece, grid) piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-2}) piece.floorkick = 1 end end else -- 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}) elseif piece.shape == "T" and new_piece.rotation == 0 and piece.floorkick == 0 and piece:isDropBlocked(grid) and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1})) then -- T floorkick piece.floorkick = piece.floorkick + 1 self:onPieceRotate(piece, grid) piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1}) end end end function ARS:onPieceCreate(piece, grid) piece.floorkick = 0 end function ARS:onPieceDrop(piece, grid) piece.lock_delay = 0 -- step reset if piece.floorkick >= 2 and piece:isDropBlocked(grid) then piece.locked = true end end function ARS:onPieceRotate(piece, grid) if piece.floorkick >= 1 then piece.floorkick = piece.floorkick + 1 end end function ARS:get180RotationValue() return 3 end function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default return ARS