mirror of
https://github.com/SashLilac/cambridge.git
synced 2024-11-16 20:49:02 -06:00
05230ac046
- Uses BG previously from the input config screen, which has gotten a new BG - Minor tweak on the input config screen to display all inputs names regardless of if they are bound or not - Added Mod1 function to `funcs.lua`, may be useful again sometime - Added game settings * Manual locking (per gamemode, per ruleset, on harddrop or on softdrop) * Piece colours (per ruleset, TTC or Arika) * World Reverse toggle - Moved the discordRPC `libs/` directory, as it's a third party library - Edited the `discordRPC.lua` file to look for the dll at the right place regardless of how you run the game (until we fuse it that is) This should have probably been done in several commits, sorry about that
158 lines
5.0 KiB
Lua
158 lines
5.0 KiB
Lua
local Piece = require 'tetris.components.piece'
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local Ruleset = require 'tetris.rulesets.ruleset'
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local ARS = Ruleset:extend()
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ARS.name = "Ti-ARS"
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ARS.hash = "ArikaTI"
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ARS.spawn_positions = {
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I = { x=5, y=4 },
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J = { x=4, y=5 },
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L = { x=4, y=5 },
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O = { x=5, y=5 },
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S = { x=4, y=5 },
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T = { x=4, y=5 },
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Z = { x=4, y=5 },
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}
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ARS.big_spawn_positions = {
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I = { x=2, y=2 },
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J = { x=2, y=3 },
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L = { x=2, y=3 },
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O = { x=2, y=3 },
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S = { x=2, y=3 },
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T = { x=2, y=3 },
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Z = { x=2, y=3 },
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}
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ARS.block_offsets = {
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I={
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{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
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{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
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{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
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{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
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},
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J={
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{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
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{ {x=0, y=-1}, {x=1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
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{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=1, y=0} },
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{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=-1, y=0} },
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},
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L={
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{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
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{ {x=0, y=-2}, {x=0, y=-1}, {x=1, y=0}, {x=0, y=0} },
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{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=-1, y=0} },
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{ {x=0, y=-1}, {x=-1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
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},
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O={
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{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
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{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
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{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
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{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
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},
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S={
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{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
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{ {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
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{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
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{ {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
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},
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T={
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{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
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{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-1}, {x=0, y=-2} },
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{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=0} },
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{ {x=0, y=-1}, {x=0, y=0}, {x=-1, y=-1}, {x=0, y=-2} },
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},
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Z={
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{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} },
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{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} },
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{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} },
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{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} },
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}
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}
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-- Component functions.
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function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
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-- O doesn't kick
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if (piece.shape == "O") then return end
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-- center column rule
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if (
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piece.shape == "J" or piece.shape == "T" or piece.shape == "L"
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) and (
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piece.rotation == 0 or piece.rotation == 2
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) then
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local offsets = new_piece:getBlockOffsets()
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table.sort(offsets, function(A, B) return A.y < B.y or A.y == B.y and A.x < B.y end)
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for index, offset in pairs(offsets) do
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if grid:isOccupied(piece.position.x + offset.x, piece.position.y + offset.y) then
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if offset.x == 0 then
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return
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else
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break
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end
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end
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end
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end
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if piece.shape == "I" then
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-- special kick rules for I
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if new_piece.rotation == 0 or new_piece.rotation == 2 then
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-- kick right, right2, left
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if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
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piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
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self:onPieceRotate(piece, grid)
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elseif grid:canPlacePiece(new_piece:withOffset({x=2, y=0})) then
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piece:setRelativeRotation(rot_dir):setOffset({x=2, y=0})
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self:onPieceRotate(piece, grid)
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elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
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piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
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self:onPieceRotate(piece, grid)
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end
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elseif piece:isDropBlocked(grid) and (new_piece.rotation == 1 or new_piece.rotation == 3) and piece.floorkick == 0 then
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-- kick up, up2
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if grid:canPlacePiece(new_piece:withOffset({x=0, y=-1})) then
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piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
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self:onPieceRotate(piece, grid)
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piece.floorkick = 1
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elseif grid:canPlacePiece(new_piece:withOffset({x=0, y=-2})) then
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piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-2})
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self:onPieceRotate(piece, grid)
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piece.floorkick = 1
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end
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end
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else
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-- kick right, kick left
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if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
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piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
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elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
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piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
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elseif piece.shape == "T"
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and new_piece.rotation == 1
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and piece.floorkick == 0
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and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
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then
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-- T floorkick
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piece.floorkick = piece.floorkick + 1
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piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
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end
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end
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end
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function ARS:onPieceCreate(piece, grid)
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piece.floorkick = 0
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end
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function ARS:onPieceDrop(piece, grid)
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piece.lock_delay = 0 -- step reset
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end
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function ARS:get180RotationValue() return 3 end
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function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
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return ARS
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