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https://github.com/SashLilac/cambridge.git
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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.
112 lines
2.8 KiB
Lua
112 lines
2.8 KiB
Lua
local Piece = require 'tetris.components.piece'
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local Ruleset = require 'tetris.rulesets.standard_ace'
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local SRS = Ruleset:extend()
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SRS.name = "Guideline SRS"
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SRS.hash = "Standard"
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SRS.softdrop_lock = false
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SRS.harddrop_lock = true
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SRS.MANIPULATIONS_MAX = 15
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SRS.wallkicks_line = {
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[0]={
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[1]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
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[2]={{x=-1,y=0},{x=-2,y=0},{x=1,y=0},{x=2,y=0},{x=0,y=1}},
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[3]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
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},
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[1]={
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[0]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
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[2]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
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[3]={{x=0,y=1},{x=0,y=2},{x=0,y=-1},{x=0,y=-2},{x=-1,y=0}},
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},
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[2]={
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[0]={{x=1,y=0},{x=2,y=0},{x=-1,y=0},{x=-2,y=0},{x=0,y=-1}},
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[1]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
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[3]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
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},
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[3]={
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[0]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
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[1]={{x=0,y=1},{x=0,y=2},{x=0,y=-1},{x=0,y=-2},{x=1,y=0}},
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[2]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
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},
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};
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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)
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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: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.manipulations = 0
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piece.rotations = 0
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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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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 piece.manipulations >= self.MANIPULATIONS_MAX 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)
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piece.lock_delay = 0 -- rotate reset
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self:checkNewLow(piece)
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piece.manipulations = piece.manipulations + 1
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if piece.manipulations >= self.MANIPULATIONS_MAX then
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piece:moveInGrid({ x = 0, y = 1 }, 1, grid)
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if 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() return true end
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return SRS
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