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5d022f9037
A ruleset can now have offsets for where pieces should be drawn in queue No rulesets use this *yet*
276 lines
8.4 KiB
Lua
276 lines
8.4 KiB
Lua
local Object = require 'libs.classic'
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local Piece = require 'tetris.components.piece'
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local Ruleset = Object:extend()
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Ruleset.name = ""
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Ruleset.hash = ""
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-- Arika-type ruleset defaults
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Ruleset.world = false
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Ruleset.colourscheme = {
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I = "R",
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L = "O",
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J = "B",
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S = "M",
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Z = "G",
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O = "Y",
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T = "C",
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}
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Ruleset.softdrop_lock = true
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Ruleset.harddrop_lock = false
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Ruleset.enable_IRS_wallkicks = false
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Ruleset.are_cancel = false
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Ruleset.are = true
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Ruleset.next_sounds = {
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I = "I",
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L = "L",
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J = "J",
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S = "S",
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Z = "Z",
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O = "O",
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T = "T"
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}
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Ruleset.draw_offsets = {
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I = { x=0, y=0 },
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J = { x=0, y=0 },
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L = { x=0, y=0 },
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O = { x=0, y=0 },
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S = { x=0, y=0 },
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T = { x=0, y=0 },
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Z = { x=0, y=0 },
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}
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Ruleset.pieces = 7
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-- Component functions.
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function Ruleset:new()
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if config.gamesettings.piece_colour == 1 then
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blocks["bone"] = (not self.world) and
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{
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R = love.graphics.newImage("res/img/bone.png"),
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O = love.graphics.newImage("res/img/bone.png"),
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Y = love.graphics.newImage("res/img/bone.png"),
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G = love.graphics.newImage("res/img/bone.png"),
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C = love.graphics.newImage("res/img/bone.png"),
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B = love.graphics.newImage("res/img/bone.png"),
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M = love.graphics.newImage("res/img/bone.png"),
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F = love.graphics.newImage("res/img/bone.png"),
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A = love.graphics.newImage("res/img/bone.png"),
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X = love.graphics.newImage("res/img/bone.png"),
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} or {
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R = love.graphics.newImage("res/img/bonew.png"),
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O = love.graphics.newImage("res/img/bonew.png"),
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Y = love.graphics.newImage("res/img/bonew.png"),
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G = love.graphics.newImage("res/img/bonew.png"),
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C = love.graphics.newImage("res/img/bonew.png"),
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B = love.graphics.newImage("res/img/bonew.png"),
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M = love.graphics.newImage("res/img/bonew.png"),
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F = love.graphics.newImage("res/img/bonew.png"),
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A = love.graphics.newImage("res/img/bonew.png"),
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X = love.graphics.newImage("res/img/bonew.png"),
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}
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else
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blocks["bone"] = (config.gamesettings.piece_colour == 2) and
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{
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R = love.graphics.newImage("res/img/bone.png"),
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O = love.graphics.newImage("res/img/bone.png"),
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Y = love.graphics.newImage("res/img/bone.png"),
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G = love.graphics.newImage("res/img/bone.png"),
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C = love.graphics.newImage("res/img/bone.png"),
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B = love.graphics.newImage("res/img/bone.png"),
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M = love.graphics.newImage("res/img/bone.png"),
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F = love.graphics.newImage("res/img/bone.png"),
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A = love.graphics.newImage("res/img/bone.png"),
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X = love.graphics.newImage("res/img/bone.png"),
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} or {
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R = love.graphics.newImage("res/img/bonew.png"),
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O = love.graphics.newImage("res/img/bonew.png"),
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Y = love.graphics.newImage("res/img/bonew.png"),
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G = love.graphics.newImage("res/img/bonew.png"),
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C = love.graphics.newImage("res/img/bonew.png"),
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B = love.graphics.newImage("res/img/bonew.png"),
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M = love.graphics.newImage("res/img/bonew.png"),
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F = love.graphics.newImage("res/img/bonew.png"),
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A = love.graphics.newImage("res/img/bonew.png"),
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X = love.graphics.newImage("res/img/bonew.png"),
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}
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end
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end
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function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial)
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local new_inputs = {}
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for input, value in pairs(inputs) do
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if value and not prev_inputs[input] then
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new_inputs[input] = true
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end
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end
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self:attemptRotate(new_inputs, piece, grid, initial)
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-- prev_inputs becomes the previous inputs
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for input, value in pairs(inputs) do
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prev_inputs[input] = inputs[input]
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end
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end
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function Ruleset:attemptRotate(new_inputs, piece, grid, initial)
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local rot_dir = 0
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if (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
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rot_dir = 3
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elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
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rot_dir = 1
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elseif (new_inputs["rotate_180"]) then
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rot_dir = self:get180RotationValue()
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end
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if rot_dir == 0 then return end
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if config.gamesettings.world_reverse == 3 or (self.world and config.gamesettings.world_reverse == 2) then
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rot_dir = 4 - rot_dir
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end
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local new_piece = piece:withRelativeRotation(rot_dir)
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if (grid:canPlacePiece(new_piece)) then
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piece:setRelativeRotation(rot_dir)
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self:onPieceRotate(piece, grid)
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else
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if not(initial and self.enable_IRS_wallkicks == false) then
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self:attemptWallkicks(piece, new_piece, rot_dir, grid)
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end
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end
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end
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function Ruleset:attemptWallkicks(piece, new_piece, rot_dir, grid)
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-- do nothing in default ruleset
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end
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function Ruleset:movePiece(piece, grid, move, instant)
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local x = piece.position.x
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if move == "left" then
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piece:moveInGrid({x=-1, y=0}, 1, grid, false)
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elseif move == "right" then
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piece:moveInGrid({x=1, y=0}, 1, grid, false)
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elseif move == "speedleft" then
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piece:moveInGrid({x=-1, y=0}, 10, grid, instant)
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elseif move == "speedright" then
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piece:moveInGrid({x=1, y=0}, 10, grid, instant)
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end
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if piece.position.x ~= x then
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self:onPieceMove(piece, grid)
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end
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end
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function Ruleset:dropPiece(
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inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
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hard_drop_enabled, additive_gravity
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)
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local y = piece.position.y
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if inputs["down"] == true and drop_locked == false then
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if additive_gravity then
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piece:addGravity(gravity + drop_speed, grid)
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else
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piece:addGravity(math.max(gravity, drop_speed), grid)
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end
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elseif inputs["up"] == true and hard_drop_enabled == true then
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if hard_drop_locked == true or piece:isDropBlocked(grid) then
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piece:addGravity(gravity, grid)
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else
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piece:dropToBottom(grid)
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end
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else
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piece:addGravity(gravity, grid)
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end
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if piece.position.y ~= y then
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self:onPieceDrop(piece, grid)
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end
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end
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function Ruleset:lockPiece(piece, grid, lock_delay)
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if piece:isDropBlocked(grid) and piece.gravity >= 1 and piece.lock_delay >= lock_delay then
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piece.locked = true
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end
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end
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function Ruleset:get180RotationValue() return 2 end
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function Ruleset:getDefaultOrientation() return 1 end
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function Ruleset:initializePiece(
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inputs, data, grid, gravity, prev_inputs,
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move, lock_delay, drop_speed,
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drop_locked, hard_drop_locked, big, irs,
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buffer_hard_drop, buffer_soft_drop,
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lock_on_hard_drop, lock_on_soft_drop
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)
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local spawn_positions
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if big then
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spawn_positions = self.big_spawn_positions
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else
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spawn_positions = self.spawn_positions
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end
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local colours = ({self.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
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local piece = Piece(data.shape, data.orientation - 1, {
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x = spawn_positions[data.shape].x,
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y = spawn_positions[data.shape].y
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}, self.block_offsets, 0, 0, data.skin, colours[data.shape], big)
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self:onPieceCreate(piece)
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if irs then
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if inputs.rotate_left or inputs.rotate_left2 or
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inputs.rotate_right or inputs.rotate_right2 or
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inputs.rotate_180 then
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playSE("irs")
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end
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self:rotatePiece(inputs, piece, grid, {}, true)
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end
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self:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked)
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if (buffer_hard_drop and config.gamesettings.buffer_lock == 1) then
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piece:dropToBottom(grid)
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if lock_on_hard_drop then piece.locked = true end
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end
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if (buffer_soft_drop and lock_on_soft_drop and piece:isDropBlocked(grid) and config.gamesettings.buffer_lock == 1) then
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piece.locked = true
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end
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return piece
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end
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-- stuff like move count, rotate count, floorkick count go here
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function Ruleset:onPieceCreate(piece) end
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function Ruleset:processPiece(
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inputs, piece, grid, gravity, prev_inputs,
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move, lock_delay, drop_speed,
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drop_locked, hard_drop_locked,
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hard_drop_enabled, additive_gravity
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)
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local synchroes_allowed = ({not self.world, true, false})[config.gamesettings.synchroes_allowed]
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if synchroes_allowed then
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self:rotatePiece(inputs, piece, grid, prev_inputs, false)
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self:movePiece(piece, grid, move, gravity >= 20)
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else
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self:movePiece(piece, grid, move, gravity >= 20)
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self:rotatePiece(inputs, piece, grid, prev_inputs, false)
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end
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self:dropPiece(
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inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
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hard_drop_enabled, additive_gravity
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)
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self:lockPiece(piece, grid, lock_delay)
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end
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function Ruleset:onPieceMove(piece) end
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function Ruleset:onPieceRotate(piece) end
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function Ruleset:onPieceDrop(piece) end
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return Ruleset
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