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207 lines
5.2 KiB
Lua
Executable File
207 lines
5.2 KiB
Lua
Executable File
local Piece = require 'tetris.components.piece'
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local Ruleset = require 'tetris.rulesets.ruleset'
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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.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 = false
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SRS.harddrop_lock = true
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SRS.enable_IRS_wallkicks = true
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SRS.spawn_positions = {
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I = { x=5, y=2 },
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J = { x=4, y=3 },
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L = { x=4, y=3 },
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O = { x=5, y=3 },
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S = { x=4, y=3 },
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T = { x=4, y=3 },
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Z = { x=4, y=3 },
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}
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SRS.big_spawn_positions = {
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I = { x=3, y=0 },
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J = { x=2, y=1 },
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L = { x=2, y=1 },
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O = { x=3, y=1 },
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S = { x=2, y=1 },
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T = { x=2, y=1 },
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Z = { x=2, y=1 },
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}
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SRS.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=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} },
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{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, 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=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
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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=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
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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=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
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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=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
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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=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
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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=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
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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=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
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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=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
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},
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Z={
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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=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
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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=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
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}
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}
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SRS.wallkicks_3x3 = {
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[0]={
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[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
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[2]={{x=0, y=1}, {x=0, y=-1}},
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[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
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},
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[1]={
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[0]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
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[2]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
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[3]={{x=0, y=1}, {x=0, y=-1}},
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},
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[2]={
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[0]={{x=0, y=1}, {x=0, y=-1}},
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[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
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[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
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},
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[3]={
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[0]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
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[1]={{x=0, y=1}, {x=0, y=-1}},
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[2]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
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},
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};
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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]={},
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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=-1}, {x=0, y=2}, {x=0, y=-2}},
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},
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[2]={
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[0]={},
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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=-1}, {x=0, y=2}, {x=0, y=-2}},
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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:check_new_low(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.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)
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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.lowest_y = -math.huge
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end
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function SRS:onPieceDrop(piece, grid)
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self:check_new_low(piece)
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if piece.manipulations >= 15 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 >= 15 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:check_new_low(piece)
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piece.manipulations = piece.manipulations + 1
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if piece:isDropBlocked(grid) then
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if piece.manipulations >= 15 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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return SRS
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