local Piece = require 'tetris.components.piece' local Ruleset = require 'tetris.rulesets.standard_ace' local SRS = Ruleset:extend() SRS.name = "Guideline SRS" SRS.hash = "Standard" SRS.softdrop_lock = false SRS.harddrop_lock = true SRS.enable_IRS_wallkicks = true SRS.MANIPULATIONS_MAX = 15 SRS.wallkicks_line = { [0]={ [1]={{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=0},{x=2,y=0},{x=0,y=1}}, [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=2},{x=0,y=-1},{x=0,y=-2},{x=-1,y=0}}, }, [2]={ [0]={{x=1,y=0},{x=2,y=0},{x=-1,y=0},{x=-2,y=0},{x=0,y=-1}}, [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=2},{x=0,y=-1},{x=0,y=-2},{x=1,y=0}}, [2]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}}, }, }; 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:checkNewLow(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.rotations = 0 piece.lowest_y = y end end end function SRS:onPieceCreate(piece, grid) piece.manipulations = 0 piece.rotations = 0 piece.lowest_y = -math.huge end function SRS:onPieceDrop(piece, grid) self:checkNewLow(piece) if piece.manipulations >= self.MANIPULATIONS_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 >= SRS.MANIPULATIONS_MAX then piece.locked = true end else piece.locked = false end end function SRS:onPieceRotate(piece, grid) piece.lock_delay = 0 -- rotate reset self:checkNewLow(piece) piece.manipulations = piece.manipulations + 1 if piece.manipulations >= self.MANIPULATIONS_MAX then piece:moveInGrid({ x = 0, y = 1 }, 1, grid) if piece:isDropBlocked(grid) then piece.locked = true end end end function SRS:canPieceRotate() return true end function SRS:get180RotationValue() return 2 end return SRS