local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'

local ARS = Ruleset:extend()

ARS.name = "Classic ARS"
ARS.hash = "Arika"
ARS.description = "The classic Arika Rotation System, from TGM1 and TGM2/TAP."

ARS.spawn_positions = {
	I = { x=5, y=4 },
	J = { x=4, y=5 },
	L = { x=4, y=5 },
	O = { x=5, y=5 },
	S = { x=4, y=5 },
	T = { x=4, y=5 },
	Z = { x=4, y=5 },
}

ARS.big_spawn_positions = {
	I = { x=3, y=2 },
	J = { x=2, y=3 },
	L = { x=2, y=3 },
	O = { x=3, y=3 },
	S = { x=2, y=3 },
	T = { x=2, y=3 },
	Z = { x=2, y=3 },
}

ARS.block_offsets = {
	I={
		{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
		{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
		{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
		{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
	},
	J={
		{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=1, y=0} },
		{ {x=0, y=-1}, {x=0, y=-2}, {x=1, y=-2}, {x=0, y=0} },
		{ {x=0, y=-1}, {x=1, y=-1}, {x=1, y=0}, {x=-1, y=-1} },
		{ {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0}, {x=0, y=-2} },
	},
	L={
		{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
		{ {x=0, y=-1}, {x=0, y=0}, {x=0, y=-2}, {x=1, y=0} },
		{ {x=0, y=-1}, {x=1, y=-1}, {x=-1, y=-1}, {x=-1, y=0} },
		{ {x=0, y=-1}, {x=0, y=0}, {x=0, y=-2}, {x=-1, y=-2} },
	},
	O={
		{ {x=-1, y=0}, {x=0, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
		{ {x=-1, y=-1}, {x=0, y=0}, {x=-1, y=0}, {x=0, y=-1} },
		{ {x=0, y=-1}, {x=0, y=0}, {x=-1, y=-1}, {x=-1, y=0} },
		{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
	},
	S={
		{ {x=0, y=0}, {x=1, y=-1}, {x=0, y=-1}, {x=-1, y=0} },
		{ {x=-1, y=-1}, {x=0, y=0}, {x=-1, y=-2}, {x=0, y=-1} },
		{ {x=0, y=0}, {x=1, y=-1}, {x=0, y=-1}, {x=-1, y=0} },
		{ {x=0, y=-1}, {x=-1, y=-1}, {x=-1, y=-2}, {x=0, y=0} },
	},
	T={
		{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
		{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=1, y=-1} },
		{ {x=0, y=-1}, {x=1, y=-1}, {x=-1, y=-1}, {x=0, y=0} },
		{ {x=0, y=-1}, {x=0, y=0}, {x=0, y=-2}, {x=-1, y=-1} },
	},
	Z={
		{ {x=0, y=0}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=-1} },
		{ {x=0, y=-1}, {x=1, y=-2}, {x=0, y=0}, {x=1, y=-1} },
		{ {x=0, y=0}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=-1} },
		{ {x=0, y=-1}, {x=1, y=-2}, {x=0, y=0}, {x=1, y=-1} },
	}
}

function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)

	-- I and O don't kick
	if (piece.shape == "I" or piece.shape == "O") then return end

	-- center column rule
	if (
		piece.shape == "J" or piece.shape == "T" or piece.shape == "L"
	) and (
		piece.rotation == 0 or piece.rotation == 2
	) then
		local offsets = new_piece:getBlockOffsets()
		table.sort(offsets, function(A, B) return A.y < B.y or A.y == B.y and A.x < B.y end)
		for index, offset in pairs(offsets) do
			if grid:isOccupied(piece.position.x + offset.x, piece.position.y + offset.y) then
				if offset.x == 0 then
					return
				else
					break
				end
			end
		end
	end

	-- kick right, kick left
	if (grid:canPlacePiece(new_piece:withOffset({x=1, y=0}))) then
		self:onPieceRotate(piece, grid)
		piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
	elseif (grid:canPlacePiece(new_piece:withOffset({x=-1, y=0}))) then
		self:onPieceRotate(piece, grid)
		piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
	end

end

function ARS:onPieceDrop(piece, grid)
	piece.lock_delay = 0 -- step reset
end

function ARS:get180RotationValue() return 3 end

function ARS:getDefaultOrientation() return 3 end  -- downward facing pieces by default

return ARS
