34 lines
1.7 KiB
Markdown
34 lines
1.7 KiB
Markdown
Rulesets
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========
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A **ruleset** is a set of rules that apply to any game mode.
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A ruleset consists of the following things:
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* A *rotation system*, which defines how pieces move and rotate.
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* A *lock delay reset system*, which defines how pieces lock when they can no longer move or rotate.
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If you're used to Nullpomino, you may notice a few things missing from that definition. For example, piece previews, hold queues, and randomizers have been moved to being game-specific rules, rather than rules that are changeable with the ruleset you use. Soft and hard drop behaviour is also game-specific now, so that times can be more plausibly compared across rulesets.
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Rotation system
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---------------
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A rotation system defines the following things:
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* The block offsets of each piece orientation.
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* The wall or floor kicks that will be attempted for each type of rotation.
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There are three main classes/families of rotation systems:
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* **ARIKA**, commonly known as ARS.
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* **ARIKA-CLASSIC**, commonly known as Classic ARS.
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* **ARIKA-TI**, commonly known as Ti-ARS, or "ARS with floorkicks".
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* **STANDARD**, commonly known as SRS.
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* **STANDARD**, or normal SRS.
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* **STANDARD-EXP**, known as SRS-X in its original Heboris incarnation.
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* **STANDARD-WORLD**, known as World Rule in TGM3.
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* **CLASSIC**, commonly known as ORS or NRS (Nintendo). Also houses some traditional rotation systems.
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* **CLASSIC-1989**, the no-wallkick system used by NES Tetris.
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* **CLASSIC-1984**, the Electonika-60 system, where the I piece is one space higher than in CLASSIC-1989.
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* **CLASSIC-SEGA**, the original Sega rotation system that spawned Arika.
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* **CLASSIC-TENGEN**, the weird one with orientation problems.
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