Preparing for v0.2.1
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173
tetris/rulesets/crap.lua
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173
tetris/rulesets/crap.lua
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local Piece = require 'tetris.components.piece'
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local Ruleset = require 'tetris.rulesets.ruleset'
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local CRAP = Ruleset:extend()
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CRAP.name = "C.R.A.P."
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CRAP.hash = "Completely Random Auto-Positioner"
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CRAP.world = true
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CRAP.colors={"C","O","M","R","G","Y","B"}
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CRAP.colourscheme = {
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I = CRAP.colors[math.ceil(math.random(7))],
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L = CRAP.colors[math.ceil(math.random(7))],
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J = CRAP.colors[math.ceil(math.random(7))],
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S = CRAP.colors[math.ceil(math.random(7))],
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Z = CRAP.colors[math.ceil(math.random(7))],
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O = CRAP.colors[math.ceil(math.random(7))],
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T = CRAP.colors[math.ceil(math.random(7))],
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}
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CRAP.softdrop_lock = true
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CRAP.harddrop_lock = false
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CRAP.enable_IRS_wallkicks = true
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CRAP.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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CRAP.big_spawn_positions = {
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I = { x=3, 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=3, 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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CRAP.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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-- Component functions.
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function CRAP:attemptRotate(new_inputs, piece, grid, initial)
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local rot_dir = 0
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if (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
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rot_dir = 3
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elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
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rot_dir = 1
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elseif (new_inputs["rotate_180"]) then
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rot_dir = self:get180RotationValue()
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end
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if rot_dir == 0 then return end
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if self.world and config.gamesettings.world_reverse == 2 then
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rot_dir = 4 - rot_dir
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end
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local new_piece = piece:withRelativeRotation(rot_dir)
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self:attemptWallkicks(piece, new_piece, rot_dir, grid)
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end
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function CRAP:attemptWallkicks(piece, new_piece, rot_dir, grid)
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for i=1,20 do
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dx=math.floor(math.random(11))-5
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dy=math.floor(math.random(11))-5
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if grid:canPlacePiece(new_piece:withOffset({x=dx, y=dy})) then
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piece:setRelativeRotation(rot_dir):setOffset({x=dx, y=dy})
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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 CRAP:onPieceCreate(piece, grid)
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CRAP:randomizeColours()
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piece.manipulations = 0
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piece.rotations = 0
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end
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function CRAP:onPieceDrop(piece, grid)
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CRAP:randomizeColours()
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piece.lock_delay = 0 -- step reset
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end
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function CRAP:onPieceMove(piece, grid)
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CRAP:randomizeColours()
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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 >= 10 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 CRAP:onPieceRotate(piece, grid)
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CRAP:randomizeColours()
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piece.lock_delay = 0 -- rotate reset
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if piece:isDropBlocked(grid) then
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piece.rotations = piece.rotations + 1
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if piece.rotations >= 8 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 CRAP:get180RotationValue() return 2 end
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function CRAP:randomizeColours()
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CRAP.colourscheme = {
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I = CRAP.colors[math.ceil(math.random(7))],
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L = CRAP.colors[math.ceil(math.random(7))],
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J = CRAP.colors[math.ceil(math.random(7))],
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S = CRAP.colors[math.ceil(math.random(7))],
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Z = CRAP.colors[math.ceil(math.random(7))],
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O = CRAP.colors[math.ceil(math.random(7))],
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T = CRAP.colors[math.ceil(math.random(7))],
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}
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end
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return CRAP
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