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The Tetra-X kickset incorrectly defines at least one T-Spin Mini scenario as a full T-Spin #626

Open ZaptorZap opened 3 years ago

ZaptorZap commented 3 years ago

Checklist

This same kick is included in the Tetra-X kickset, and after reproducing it, you will end up with a full T-Spin as opposed to a T-Spin mini. This is demonstrated in example 2.

At first, I believed this was a nod to Tetra Legends's ingame "TETRA-X" mode, which uses immobile spin detection, as immobile spin detection does not include specifications for mini T-Spins. This is not the case, as T-Spin minis utilizing North to West kick 1/North to East kick 1 will count for a T-Spin mini under Tetra-X(shown in example 3!). It doesn't take a genius to try something that would count for immobile systems and not 3 point detection spins, as example 4 shows a spin that counts in Tetra Legends and not in TETR.IO.

Here's a .zip file containing examples 1, 2, 3, and 4: issue 626 TTR examples.zip

Reproducing

Steps to reproduce the behavior:

  1. Start either a solo custom game or an online multiplayer lobby with the "TETRA-X" kickset enabled and "ALLOWED SPINS" set to its default "T-SPINS"
  2. Create a spin that resembles the East to North kick #2 for the T piece in SRS
  3. Note that this move causes an attack of 2 lines(+B2B) or creates a score of 800 points(*b2b) and causes the action text of "T-SPIN SINGLE" as opposed to "T-SPIN MINI SINGLE"
  4. If you do this on a solo custom game, you can also confirm this with the "FULL" stats in the after-action stat screen.

    Expected behavior

    The T-Spin should count as a T-Spin mini, considering in other kicksets, such as ASC, ARS, or SRS+, it counts as a T-Spin mini.

    Screenshots

    with SRS+: image with Tetra-X image

    Your setup

    • OS and version: Linux, Debian Buster (10) x86_64
    • Browser and version: Desktop V7, 6.0.0-Production

      Additional context

      I mentioned ARS and ASC up there and it got me thinking; perhaps you could embrace this issue and make the T piece count immobile spins when used with the ASC and Tetra-X kicktables. The Tetris The Grand Master series also has some seriously dumb rules for what counts as a T-Spin as well. SRS, SRS-X, and SRS+ could also make a switch to the guideline default 4-point detection for all pieces instead of the hybrid "immobile for every piece except T" option we have at the moment. In a way, this is related to #622.

UU6202 commented 3 years ago

I can't seem to find information about "guideline default 4-point detection for all pieces" but only know it is implemented in Nullpomino from this forum.

ZaptorZap commented 3 years ago

It's also implemented in the Tetris Party Deluxe series by Hudson Soft (Tetris Party, Tetris Party Deluxe, and Tetris Axis) an example of this posted by user Ðimentio#0001 on the TETR.IO Discord server:

https://user-images.githubusercontent.com/64891705/109087898-35e78e00-76c3-11eb-8569-9d22cf4821f5.mp4

github-actions[bot] commented 3 years ago

This bug report has not seen any activity in a while. If the issue is still relevant, please comment on it or the issue will be automatically closed. This way, the issue tracker can be kept clean. Thank you!

ZaptorZap commented 3 years ago

Yep, this still happens:

https://user-images.githubusercontent.com/64891705/119592963-4379e600-bd8e-11eb-9ac8-67e63c1fb3a4.mp4

deedeeen commented 3 years ago

Should have reread the issue - deleted comment. (context: wrongly reminded author of checking under TL)

ZaptorZap commented 3 years ago

don't worry about it lol

deedeeen commented 3 years ago

lol now we wait to challenge osk for the implementation

deedeeen commented 3 years ago

just something - is it a good idea to set graphics to Ultra and play under fast speed to show the problem? by the nature of the bug, none of them are necessary

ZaptorZap commented 3 years ago

It was a rather quickly made video for a bug report that's already quite detailed. If you'd like slower examples, please pick up a copy of my .zip archive which contains replays you can slow down yourself to a quarter of its speed.

deedeeen commented 3 years ago

What I mean here is, it is quite unnecessary to formally record them with the high settings. I can personally follow the inputs, to clarify. Edit: graphic effects can distract you, too - your screenshots have them.

ZaptorZap commented 3 years ago

This is all just a byproduct of my natural setting selections. You said it yourself, it's not necessary to use these high settings to record. It is not necessary either, however, to lower the settings to cause the bug described as it is a bug with the engine, not with the renderer.

deedeeen commented 3 years ago

It is a bug with the engine; as such I have based my suggestion to reduce both gameplay speed and graphics on accessibility. After all, you're here to report a bug, not show off any of them. So in my opinion, it's best if everything possible is minimal.

ZaptorZap commented 3 years ago

So sorry for the wait, but here's an improved version of my previous video. Feel free to send your friends a copy! I hope it lets them understand the previously uploaded extremely high-speed footage.

deedeeen commented 3 years ago

A good one - it could have some room for improvement, such as a higher locking delay. note: It is usually not recommended due to its gameplay alteration but this is an exception.

github-actions[bot] commented 3 years ago

This bug report has not seen any activity in a while. If the issue is still relevant, please comment on it or the issue will be automatically closed. This way, the issue tracker can be kept clean. Thank you!

ZaptorZap commented 3 years ago

yop still exists

KonSola5 commented 5 months ago

This may be intended, as the kick used was the 5th kick in the Tetra-X kick table (#310). explanation

ZaptorZap commented 5 months ago

Well that's a good explanation, but I still believe this to be unintended behavior. Afterall, the original system has no concept of Mini T-Spins.

KonSola5 commented 5 months ago

In ASC, the aforementioned kick is the 4th kick in the kick table (3rd not counting the natural rotation), that's why it's Mini.

ASC also uses immobile spin detection in its home game, just like Tetra-X.

ZaptorZap commented 5 months ago

Sure, but these are SRS standards. It's hard to take a 2D array and know immediately if something like this is gonna happen. That's why I presume this was an oversight, not an intentional design choice. (The intentional choice, if there were one, would be to make all T-Spins immobile, just like in the source game.)