local Piece = require 'tetris.components.piece' local Ruleset = require 'tetris.rulesets.ruleset' local Tengen = Ruleset:extend() Tengen.name = "Tengen" Tengen.hash = "Tengen" Tengen.spawn_positions = { I = { x=3, y=4 }, J = { x=4, y=4 }, L = { x=4, y=4 }, O = { x=5, y=4 }, S = { x=4, y=4 }, T = { x=4, y=4 }, Z = { x=4, y=4 }, } Tengen.block_offsets = { I={ { {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} }, { {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} }, { {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} }, { {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} }, }, J={ { {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=2, y=1} }, { {x=1, y=0}, {x=1, y=1}, {x=1, y=2}, {x=0, y=2} }, { {x=0, y=0}, {x=0, y=1}, {x=1, y=1}, {x=2, y=1} }, { {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=1, y=0} }, }, L={ { {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=0, y=1} }, { {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=1, y=2} }, { {x=2, y=0}, {x=0, y=1}, {x=1, y=1}, {x=2, y=1} }, { {x=0, y=0}, {x=1, y=0}, {x=1, y=1}, {x=1, y=2} }, }, 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} }, }, -- up to here S={ { {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} }, { {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} }, { {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} }, { {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} }, }, T={ { {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} }, { {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} }, { {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} }, { {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} }, }, Z={ { {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} }, { {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} }, { {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} }, { {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} }, } } -- Component functions. function Tengen: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 ) and ( grid:isOccupied(piece.position.x, piece.position.y) or grid:isOccupied(piece.position.x, piece.position.y - 1) or grid:isOccupied(piece.position.x, piece.position.y - 2) ) then return 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 elseif piece.shape ~= "I" then -- 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}) end else end end function Tengen:onPieceCreate(piece, grid) piece.floorkick = 0 end function Tengen:onPieceDrop(piece, grid) piece.lock_delay = 0 -- step reset end function Tengen:get180RotationValue() if config.gamesettings.world_reverse == 3 then return 1 else return 3 end end function Tengen:getDefaultOrientation() return 3 end -- downward facing pieces by default return Tengen