fixed holding spwaning the piece 1 row lower
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@@ -67,27 +67,29 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
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if (AREJustEnded) {
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this->lost = this->board.spawnNextPiece();
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this->resetPiece(true);
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}
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/* IRS and IHS */
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Rotation initialRotation = NONE
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+ ((this->initialActions.contains(ROTATE_CW)) ? CLOCKWISE : NONE)
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+ ((this->initialActions.contains(ROTATE_180)) ? DOUBLE : NONE)
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+ ((this->initialActions.contains(ROTATE_CCW)) ? COUNTERCLOCKWISE : NONE);
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/* IRS and IHS */
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bool initialRotated = (this->initialActions.contains(ROTATE_0) || this->initialActions.contains(ROTATE_CW)
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|| this->initialActions.contains(ROTATE_180) || this->initialActions.contains(ROTATE_CCW));
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Rotation initialRotation = NONE
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+ ((this->initialActions.contains(ROTATE_CW)) ? CLOCKWISE : NONE)
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+ ((this->initialActions.contains(ROTATE_180)) ? DOUBLE : NONE)
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+ ((this->initialActions.contains(ROTATE_CCW)) ? COUNTERCLOCKWISE : NONE);
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if (this->initialActions.contains(HOLD)) {
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this->lost = (!this->board.hold(initialRotation));
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}
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else {
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if ((initialRotation != NONE) || this->initialActions.contains(ROTATE_0)) {
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this->lost = (!this->board.rotate(initialRotation));
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if (this->initialActions.contains(HOLD)) {
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this->board.hold(initialRotation);
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}
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else {
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if (initialRotated) {
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this->board.rotate(initialRotation);
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}
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}
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}
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if (this->lost) {
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if (initialRotation == NONE) {
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this->lost = this->board.activePieceInWall();
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if (this->lost) {
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this->board.rotate(NONE);
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this->lost = this->board.activePieceInWall();
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if (this->lost) {
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this->framesPassed++;
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return;
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@@ -97,7 +99,7 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
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/* HOLD */
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if (playerActions.contains(HOLD) && (!this->heldActions.contains(HOLD))) {
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if (this->board.hold()) {
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if (this->board.hold({})) {
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this->resetPiece(false);
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}
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}
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