local Piece = require 'tetris.components.piece' local Ruleset = require 'tetris.rulesets.ruleset' local SRS = Ruleset:extend() SRS.name = "Guideline SRS" SRS.hash = "Standard" SRS.world = true SRS.colourscheme = { I = "C", L = "O", J = "B", S = "G", Z = "R", O = "Y", T = "M", } SRS.softdrop_lock = false SRS.harddrop_lock = true SRS.enable_IRS_wallkicks = true SRS.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 }, } SRS.big_spawn_positions = { I = { x=3, y=0 }, J = { x=2, y=1 }, L = { x=2, y=1 }, O = { x=3, y=1 }, S = { x=2, y=1 }, T = { x=2, y=1 }, Z = { x=2, y=1 }, } SRS.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=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} }, { {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2} }, }, J={ { {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} }, { {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} }, { {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} }, { {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} }, }, L={ { {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} }, { {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} }, { {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} }, { {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} }, }, 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=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} }, { {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} }, { {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} }, }, T={ { {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} }, { {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} }, { {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} }, { {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} }, }, Z={ { {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} }, { {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} }, { {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} }, { {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} }, } } SRS.wallkicks_3x3 = { [0]={ [1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}}, [2]={{x=0, y=1}, {x=0, y=-1}}, [3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}}, }, [1]={ [0]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}}, [2]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}}, [3]={{x=0, y=1}, {x=0, y=-1}}, }, [2]={ [0]={{x=0, y=1}, {x=0, y=-1}}, [1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}}, [3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}}, }, [3]={ [0]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}}, [1]={{x=0, y=1}, {x=0, y=-1}}, [2]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}}, }, }; SRS.wallkicks_line = { [0]={ [1]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}}, [2]={}, [3]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}}, }, [1]={ [0]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}}, [2]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}}, [3]={{x=0, y=1}, {x=0, y=-1}, {x=0, y=2}, {x=0, y=-2}}, }, [2]={ [0]={}, [1]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}}, [3]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}}, }, [3]={ [0]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}}, [1]={{x=0, y=1}, {x=0, y=-1}, {x=0, y=2}, {x=0, y=-2}}, [2]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}}, }, }; function SRS:check_new_low(piece) for _, block in pairs(piece:getBlockOffsets()) do local y = piece.position.y + block.y if y > piece.lowest_y then piece.manipulations = 0 piece.lowest_y = y end end end -- Component functions. function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid) local kicks if piece.shape == "O" then return elseif piece.shape == "I" then kicks = SRS.wallkicks_line[piece.rotation][new_piece.rotation] else kicks = SRS.wallkicks_3x3[piece.rotation][new_piece.rotation] end assert(piece.rotation ~= new_piece.rotation) for idx, offset in pairs(kicks) do kicked_piece = new_piece:withOffset(offset) if grid:canPlacePiece(kicked_piece) then piece:setRelativeRotation(rot_dir) piece:setOffset(offset) self:onPieceRotate(piece, grid) return end end end function SRS:onPieceCreate(piece, grid) piece.manipulations = 0 piece.lowest_y = -math.huge end function SRS:onPieceDrop(piece, grid) self:check_new_low(piece) if piece.manipulations >= 15 and piece:isDropBlocked(grid) then piece.locked = true else piece.lock_delay = 0 -- step reset end end function SRS:onPieceMove(piece, grid) piece.lock_delay = 0 -- move reset if piece:isDropBlocked(grid) then piece.manipulations = piece.manipulations + 1 if piece.manipulations >= 15 then piece.locked = true end end end function SRS:onPieceRotate(piece, grid) piece.lock_delay = 0 -- rotate reset self:check_new_low(piece) piece.manipulations = piece.manipulations + 1 if piece:isDropBlocked(grid) then if piece.manipulations >= 15 then piece.locked = true end end end return SRS