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323c457809
Also, the ruleset inheritance was a little wonky, so I changed that too. In particular, I made SRS-X always spawn in-frame since that was always supposed to be how it worked.
107 lines
2.3 KiB
Lua
Executable File
107 lines
2.3 KiB
Lua
Executable File
local Piece = require 'tetris.components.piece'
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local Ruleset = require 'tetris.rulesets.standard_ti'
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local SRS = Ruleset:extend()
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SRS.name = "SRS-X"
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SRS.hash = "StandardEXP"
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SRS.world = true
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SRS.colourscheme = {
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I = "C",
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L = "O",
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J = "B",
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S = "G",
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Z = "R",
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O = "Y",
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T = "M",
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}
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SRS.softdrop_lock = true
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SRS.harddrop_lock = false
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SRS.enable_IRS_wallkicks = true
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SRS.MANIPULATIONS_MAX = 24
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SRS.ROTATIONS_MAX = 12
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function SRS:checkNewLow(piece)
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for _, block in pairs(piece:getBlockOffsets()) do
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local y = piece.position.y + block.y
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if y > piece.lowest_y then
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piece.lowest_y = y
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end
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end
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end
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-- Component functions.
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function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
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local kicks
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if piece.shape == "O" then
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return
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elseif piece.shape == "I" then
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kicks = SRS.wallkicks_line[piece.rotation][new_piece.rotation]
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else
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kicks = SRS.wallkicks_3x3[piece.rotation][new_piece.rotation]
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end
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assert(piece.rotation ~= new_piece.rotation)
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for idx, offset in pairs(kicks) do
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kicked_piece = new_piece:withOffset(offset)
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if grid:canPlacePiece(kicked_piece) then
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piece:setRelativeRotation(rot_dir)
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piece:setOffset(offset)
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self:onPieceRotate(piece, grid, offset.y < 0)
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return
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end
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end
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end
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function SRS:onPieceCreate(piece, grid)
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piece.manipulations = 0
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piece.rotations = 0
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piece.lowest_y = -math.huge
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end
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function SRS:onPieceDrop(piece, grid)
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self:checkNewLow(piece)
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if (
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piece.manipulations >= self.MANIPULATIONS_MAX or
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piece.rotations >= self.ROTATIONS_MAX
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) and piece:isDropBlocked(grid) then
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piece.locked = true
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else
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piece.lock_delay = 0 -- step reset
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end
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end
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function SRS:onPieceMove(piece, grid)
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piece.lock_delay = 0 -- move reset
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if piece:isDropBlocked(grid) then
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piece.manipulations = piece.manipulations + 1
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if piece.manipulations >= SRS.MANIPULATIONS_MAX then
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piece.locked = true
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end
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end
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end
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function SRS:onPieceRotate(piece, grid, upward)
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piece.lock_delay = 0 -- rotate reset
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if upward or piece:isDropBlocked(grid) then
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piece.rotations = piece.rotations + 1
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if piece.rotations >= self.ROTATIONS_MAX and piece:isDropBlocked(grid) then
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piece.locked = true
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end
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end
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end
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function SRS:canPieceRotate(piece)
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return piece.rotations < self.ROTATIONS_MAX
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end
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function SRS:get180RotationValue() return 2 end
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return SRS
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