local Piece = require 'tetris.components.piece' local Ruleset = require 'tetris.rulesets.ruleset' local SRS = Ruleset:extend() SRS.name = "Ti-World" SRS.hash = "StandardTI" 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.MANIPULATIONS_MAX = 10 SRS.ROTATIONS_MAX = 8 SRS.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 }, } SRS.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 }, } 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= 1, y=-2}, {x=-2, y= 1}}, [2]={}, [3]={{x= 2, y= 0}, {x=-1, 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]={}, }, [2]={ [0]={}, [1]={{x=-2, y= 0}, {x= 1, y= 0}, {x=-2, y=-1}, {x= 1, y= 1}}, [3]={{x= 2, y= 0}, {x=-1, y= 0}, {x= 2, y=-1}, {x=-1, y= 1}}, }, [3]={ [0]={{x=-2, y= 0}, {x= 1, y= 0}, {x=-2, y=-1}, {x= 1, y= 2}}, [1]={}, [2]={{x= 1, y= 0}, {x=-2, y= 0}, {x= 1, y=-2}, {x=-2, y= 1}}, }, }; -- 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 self:onPieceRotate(piece, grid) piece:setRelativeRotation(rot_dir) piece:setOffset(offset) return end end end function SRS:onPieceCreate(piece, grid) piece.manipulations = 0 piece.rotations = 0 end function SRS:onPieceDrop(piece, grid) if (piece.manipulations >= self.MANIPULATIONS_MAX or piece.rotations >= self.ROTATIONS_MAX) 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 >= self.MANIPULATIONS_MAX then piece.locked = true end end end function SRS:onPieceRotate(piece, grid) piece.lock_delay = 0 -- rotate reset if piece:isDropBlocked(grid) then piece.rotations = piece.rotations + 1 if piece.rotations >= self.ROTATIONS_MAX then piece.locked = true end end end function SRS:get180RotationValue() return 3 end return SRS