cambridge/tetris/rulesets/ruleset.lua
Oshisaure 05230ac046 Game settings screen, and minor fix on discordRPC
- 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
2020-10-11 00:42:56 +01:00

173 lines
4.5 KiB
Lua

local Object = require 'libs.classic'
local Piece = require 'tetris.components.piece'
local Ruleset = Object:extend()
Ruleset.name = ""
Ruleset.hash = ""
-- Arika-type ruleset defaults
Ruleset.world = false
Ruleset.colourscheme = {
I = "R",
L = "O",
J = "B",
S = "M",
Z = "G",
O = "Y",
T = "C",
}
Ruleset.softdrop_lock = true
Ruleset.harddrop_lock = false
Ruleset.enable_IRS_wallkicks = false
-- Component functions.
function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial)
local new_inputs = {}
for input, value in pairs(inputs) do
if value and not prev_inputs[input] then
new_inputs[input] = true
end
end
self:attemptRotate(new_inputs, piece, grid, initial)
-- prev_inputs becomes the previous inputs
for input, value in pairs(inputs) do
prev_inputs[input] = inputs[input]
end
end
function Ruleset:attemptRotate(new_inputs, piece, grid, initial)
local rot_dir = 0
if (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
rot_dir = 3
elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
rot_dir = 1
elseif (new_inputs["rotate_180"]) then
rot_dir = self:get180RotationValue()
end
if rot_dir == 0 then return end
if self.world and config.gamesettings.world_reverse == 2 then
rot_dir = 4 - rot_dir
end
local new_piece = piece:withRelativeRotation(rot_dir)
if (grid:canPlacePiece(new_piece)) then
piece:setRelativeRotation(rot_dir)
self:onPieceRotate(piece, grid)
else
if not(initial and self.enable_IRS_wallkicks == false) then
self:attemptWallkicks(piece, new_piece, rot_dir, grid)
end
end
end
function Ruleset:attemptWallkicks(piece, new_piece, rot_dir, grid)
-- do nothing in default ruleset
end
function Ruleset:movePiece(piece, grid, move)
local x = piece.position.x
if move == "left" then
piece:moveInGrid({x=-1, y=0}, 1, grid)
elseif move == "speedleft" then
piece:moveInGrid({x=-1, y=0}, 10, grid)
elseif move == "right" then
piece:moveInGrid({x=1, y=0}, 1, grid)
elseif move == "speedright" then
piece:moveInGrid({x=1, y=0}, 10, grid)
end
if piece.position.x ~= x then
self:onPieceMove(piece, grid)
end
end
function Ruleset:dropPiece(
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity
)
local y = piece.position.y
if inputs["down"] == true and drop_locked == false then
if additive_gravity then
piece:addGravity(gravity + drop_speed, grid)
else
piece:addGravity(math.max(gravity, drop_speed), grid)
end
elseif inputs["up"] == true and hard_drop_enabled == true then
if hard_drop_locked == true or piece:isDropBlocked(grid) then
piece:addGravity(gravity, grid)
else
piece:dropToBottom(grid)
end
else
piece:addGravity(gravity, grid)
end
if piece.position.y ~= y then
self:onPieceDrop(piece, grid)
end
end
function Ruleset:lockPiece(piece, grid, lock_delay)
if piece:isDropBlocked(grid) and piece.gravity >= 1 and piece.lock_delay >= lock_delay then
piece.locked = true
end
end
function Ruleset:get180RotationValue() return 2 end
function Ruleset:getDefaultOrientation() return 1 end
function Ruleset:initializePiece(
inputs, data, grid, gravity, prev_inputs,
move, lock_delay, drop_speed,
drop_locked, hard_drop_locked, big
)
local spawn_positions
if big then
spawn_positions = self.big_spawn_positions
else
spawn_positions = self.spawn_positions
end
local colours = ({self.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
local piece = Piece(data.shape, data.orientation - 1, {
x = spawn_positions[data.shape].x,
y = spawn_positions[data.shape].y
}, self.block_offsets, 0, 0, data.skin, colours[data.shape], big)
self:onPieceCreate(piece)
self:rotatePiece(inputs, piece, grid, {}, true)
self:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked)
return piece
end
-- stuff like move count, rotate count, floorkick count go here
function Ruleset:onPieceCreate(piece) end
function Ruleset:processPiece(
inputs, piece, grid, gravity, prev_inputs,
move, lock_delay, drop_speed,
drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity
)
self:rotatePiece(inputs, piece, grid, prev_inputs, false)
self:movePiece(piece, grid, move)
self:dropPiece(
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity
)
self:lockPiece(piece, grid, lock_delay)
end
function Ruleset:onPieceMove(piece) end
function Ruleset:onPieceRotate(piece) end
function Ruleset:onPieceDrop(piece) end
return Ruleset