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https://github.com/SashLilac/cambridge-modpack.git
synced 2024-11-22 16:19:03 -06:00
Side next preparation 2 electric boogaloo
This commit is contained in:
parent
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commit
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BIN
res/bgm/blitz.mp3
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res/bgm/blitz.mp3
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res/se/multiplier_up.wav
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res/se/multiplier_up.wav
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tetris/modes/blitz.lua
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tetris/modes/blitz.lua
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--[[
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Blitz Mode
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Design by MattMayuga
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Spaghetti code by terpyderp
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Music from Bejeweled Twist
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HSV to RGB code copied from https://gist.github.com/GigsD4X/8513963 because I'm lazy and stupid lol.
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]]--
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require 'funcs'
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local GameMode = require 'tetris.modes.gamemode'
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local Piece = require 'tetris.components.piece'
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local Bag7Randomiser = require 'tetris.randomizers.bag7noSZOstart'
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local Blitz = GameMode:extend()
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sounds.blitz = {
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multi_up = love.audio.newSource("res/se/multiplier_up.wav", "static")
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}
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bgm.blitz = {
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blitz = love.audio.newSource("res/bgm/blitz.mp3", "stream"),
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}
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Blitz.name = "Blitz"
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Blitz.hash = "Blitz"
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Blitz.tagline = "How many points can you get in 5 minutes? Do cool tricks, get All Clears, increase your score multiplier and bring your best game to reach higher speed levels and gain more points in this action-packed mode!"
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local scoreTable = {
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250, -- Single
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750,
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1250,
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2000, -- Quadruple
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3750, -- Quintuple
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1000, -- T-Spin Zero
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2000,
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3000,
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4000, -- T-Spin Triple
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250, -- T-Spin Mini Zero
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750,
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1000, -- T-Spin Mini Double
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2000, -- All Clear Single
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3000,
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4500,
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5000,
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6000, -- All Clear Quintuple
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8000, -- B2B AC Quadruple
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9000 -- B2B AC Quintuple
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}
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local chainActions = {
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3, 4, 6, 8, 10, 10, 10, 10, 10, 10, 10
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}
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local SRSTPiece = {
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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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local ARSTPiece = {
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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=-1}, {x=0, y=0}, {x=1, y=-1}, {x=0, y=-2} },
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{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=0} },
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{ {x=0, y=-1}, {x=0, y=0}, {x=-1, y=-1}, {x=0, y=-2} },
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}
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function Blitz:new()
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Blitz.super:new()
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self.lines = 0
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self.frames = 18000
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self.pieces = 0
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self.roll_frames = 0
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self.upstacked = false
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self.activeTime = 0
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self.framesButBackwards = 0
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-- blitz mode variables
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self.score = 0
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self.b2b = 0
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self.b2bMulti = 1
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self.multi = 1
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self.chain = 0
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self.lastLineCount = 4
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self.lastPieceTime = 0
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self.rainbowMode = 0 -- 0 = not started, 1 = active, 2 = finished
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self.tSpin = 0 -- 0 = none, 1 = normal, 2 = mini
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self.randomizer = Bag7Randomiser()
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self.lock_drop = true
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self.lock_hard_drop = true
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self.instant_hard_drop = true
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self.instant_soft_drop = false
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self.enable_hold = true
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self.next_queue_length = 5
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self.immobile_spin_bonus = true
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end
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function Blitz:getDropSpeed() return 20 end
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function Blitz:getARR() return config.arr end
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function Blitz:getARE() return 0 end
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function Blitz:getLineARE() return self:getARE() end
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function Blitz:getDasLimit() return config.das end
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function Blitz:getLineClearDelay() return 0 end
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function Blitz:getLockDelay() return 30 end
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function Blitz:getGravity() return 1/64 end
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function Blitz:getDasCutDelay() return config.dcd end
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function Blitz:getBackground() return 3 end
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function Blitz:advanceOneFrame()
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if self.ready_frames == 0 then
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if self.frames == 18000 then
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switchBGM("blitz", "blitz")
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end
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end
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if self.clear then
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self.roll_frames = self.roll_frames + 1
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if self.roll_frames > 360 then
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self.completed = true
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end
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return false
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elseif self.ready_frames == 0 then
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self.frames = self.frames - 1
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if self.frames <= 0 then
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self.clear = true
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end
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end
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self.framesButBackwards = self.framesButBackwards + 1
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return true
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end
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function Blitz:onPieceLock(piece, cleared_row_count)
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self.super:onPieceLock()
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self.pieces = self.pieces + 1
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allClear = self.grid:checkForBravo(cleared_row_count)
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-- detect what kind of T piece the ruleset has (either 0-SRS, 1-ARS, or 2-idk) (pain)
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if piece.shape == "T" then
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SRS = true
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for i,v in ipairs(self.ruleset.block_offsets.T) do -- for every rotation of the T
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for ii,vv in ipairs(v) do -- for every block in the T
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if #(v) == 4 then
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if vv.x ~= SRSTPiece[i][ii].x and vv.y ~= SRSTPiece[i][ii].y then
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SRS = false
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break
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end
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else
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SRS = false
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break
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end
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end
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end
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if SRS then
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self.rulesetType = 0
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else
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ARS = true
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for i,v in ipairs(self.ruleset.block_offsets.T) do -- for every rotation of the T
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for ii,vv in ipairs(v) do -- for every block in the T
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if #(v) == 4 then
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if vv.x ~= ARSTPiece[i][ii].x and vv.y ~= ARSTPiece[i][ii].y then
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ARS = false
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break
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end
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else
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ARS = false
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break
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end
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end
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end
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if ARS then
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self.rulesetType = 1
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else
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self.rulesetType = 2
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end
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end
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end
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-- 4-corner T-Spin detection (also pain)
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if self.rulesetType == 2 then -- just be lazy and do immobile if it's not SRS or ARS
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if self.piece.spin and self.piece.shape == "T" then
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self.tSpin = 1
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else
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self.tSpin = 0
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end
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else
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if self.rulesetType == 0 then tempYOffset = 0
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else tempYOffset = -1
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end
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if piece.shape == "T" and piece.last_rotated then
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topCount = 0
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bottomCount = 0
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if self.grid:isOccupied(piece.position.x+1, piece.position.y+1) then
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if piece.rotation <= 1 then bottomCount = bottomCount + 1
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else topCount = topCount + 1
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end
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end
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if self.grid:isOccupied(piece.position.x+1, piece.position.y-1+tempYOffset) then
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if piece.rotation <= 1 then topCount = topCount + 1
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else bottomCount = bottomCount + 1
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end
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end
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if self.grid:isOccupied(piece.position.x-1, piece.position.y+1+tempYOffset) then
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if piece.rotation == 1 or piece.rotation == 2 then topCount = topCount + 1
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else bottomCount = bottomCount + 1
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end
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end
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if self.grid:isOccupied(piece.position.x-1, piece.position.y-1+tempYOffset) then
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if piece.rotation == 1 or piece.rotation == 2 then bottomCount = bottomCount + 1
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else topCount = topCount + 1
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end
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end
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if topCount == 2 and bottomCount >= 1 then
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self.tSpin = 1 -- normal
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elseif topCount == 1 and bottomCount == 2 then
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self.tSpin = 2 -- mini
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else
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self.tSpin = 0 -- none
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end
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else
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self.tSpin = 0
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end
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end
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-- updates the multiplier for back to back
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if self.b2b > 0 then self.b2bMulti = 1.5
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else self.b2bMulti = 1
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end
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-- updates the score
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-- if it's a T spin
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if self.tSpin == 1 then
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self.score = self.score + scoreTable[cleared_row_count+6] * self.b2bMulti * self.multi
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-- if it's a T spin mini
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elseif self.tSpin == 2 then
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self.score = self.score + scoreTable[cleared_row_count+10] * self.b2bMulti * self.multi
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-- if it's an all clear
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elseif self.grid:checkForBravo(cleared_row_count) then
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if self.b2b > 0 and cleared_row_count >= 4 then
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self.score = self.score + scoreTable[cleared_row_count+14] * self.multi
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else
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self.score = self.score + scoreTable[cleared_row_count+12] * self.multi
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end
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-- if it's a quad or quin
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elseif cleared_row_count >= 4 then
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self.score = self.score + scoreTable[cleared_row_count] * self.b2bMulti * self.multi
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-- if it's none of the above and it clears at least one line
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elseif cleared_row_count > 0 then
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self.score = self.score + scoreTable[cleared_row_count] * self.multi
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end
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-- raises the chain count if necessary
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-- if it's an all clear
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if allClear then
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self.chain = self.chain + 12
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-- if at least 4 lines are cleared or it's a T-Spin
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elseif self.tSpin ~= 0 or cleared_row_count >= 4 then
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if self.b2b > 10 then
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self.chain = self.chain + 2
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else
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self.chain = self.chain + 1
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end
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-- if 3 lines are cleared
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elseif cleared_row_count >= 3 then
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self.chain = self.chain + 1
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end
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-- decreases the multiplier or chain meter if necessary
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if self.lastLineCount < 3 and (cleared_row_count < 3 and cleared_row_count ~= 0) and not allClear then
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if self.chain < 1 then
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if self.multi > 1 then
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self.multi = self.multi - 1
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self.rainbowMode = 0
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end
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else
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if self.rainbowMode == 2 then
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self.rainbowMode = 0
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self.multi = 9
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end
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self.chain = 0
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end
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elseif self.lastPieceTime >= 180 and self.activeTime >= 180 and self.multi > 1 then
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self.multi = self.multi - 1
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end
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-- increases the multiplier if necessary
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if self.multi < 10 then
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while self.chain >= chainActions[self.multi] do
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self.chain = self.chain - chainActions[self.multi]
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self.multi = self.multi + 1
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playSE("blitz", "multi_up")
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end
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elseif self.rainbowMode == 0 then
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if self.chain >= chainActions[10] then
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self.rainbowMode = 1
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self.chain = self.chain - chainActions[10]
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playSE("blitz", "multi_up")
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end
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elseif self.rainbowMode == 1 then
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if self.chain >= chainActions[11] then
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self.score = self.score + 300000
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self.chain = 10
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self.rainbowMode = 2
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playSE("blitz", "multi_up")
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end
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end
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-- updates back to back
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if self.tSpin ~= 0 or cleared_row_count >= 4 then
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self.b2b = self.b2b + 1
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elseif cleared_row_count > 0 and cleared_row_count < 4 then
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self.b2b = 0
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end
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-- print("chain: " .. tostring(self.chain) .. " multiplier: " .. tostring(self.multi) .. " rainbow mode: " .. tostring(self.rainbowMode) .. " lastLineCount: " .. tostring(self.lastLineCount))
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-- update some other stuff
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self.lastPieceTime = self.activeTime
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self.activeTime = 0
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if self.tSpin ~= 0 then
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self.lastLineCount = 4 -- if it works it's not stupid right?
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elseif cleared_row_count ~= 0 then
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self.lastLineCount = cleared_row_count
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end
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if self.rainbowMode == 2 then
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self.chain = chainActions[11]
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end
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end
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function Blitz:onLineClear(cleared_row_count)
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if not self.clear then
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self.lines = self.lines + cleared_row_count
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end
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end
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function Blitz:drawGrid(ruleset)
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self.grid:draw()
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if self.piece ~= nil then
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self:drawGhostPiece(ruleset)
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end
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end
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function Blitz:getHighscoreData()
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return {
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level = self.level,
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frames = self.frames,
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}
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end
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function Blitz:drawScoringInfo()
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love.graphics.setColor(1, 1, 1, 1)
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if config["side_next"] then
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love.graphics.printf("NEXT", 240, 72, 40, "left")
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else
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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end
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local text_x = config["side_next"] and 316 or 240
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love.graphics.setFont(font_3x5_2)
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love.graphics.printf("SCORE", text_x, 72, 80, "left")
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love.graphics.printf("PPS", text_x, 132, 80, "left")
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love.graphics.printf("LINES", text_x, 192, 40, "left")
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self.score, text_x, 92, 80, "left")
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love.graphics.printf(string.format("%.04f", self.pieces / math.max(1, self.framesButBackwards) * 60), text_x, 152, 80, "left")
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love.graphics.printf(math.max(0, self.lines), text_x, 212, 40, "left")
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-- draw chain meter
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if self.rainbowMode == 1 then
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self.red, self.green, self.blue = Blitz:HSVToRGB(((-self.frames+180000)*2)%360, 1, 1)
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else
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self.red, self.green, self.blue = Blitz:HSVToRGB((-self.multi*36)+395, 1, 1)
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end
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love.graphics.setColor(self.red/4, self.blue/4, self.green/4)
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love.graphics.rectangle("fill", 240, 382, 160, 24)
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love.graphics.setColor(self.red, self.blue, self.green)
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love.graphics.rectangle("fill", 240, 382, (self.chain/chainActions[self.multi])*160, 24)
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love.graphics.setColor(0, 0, 0)
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love.graphics.setLineWidth(4)
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love.graphics.rectangle("line", 240, 382, 160, 24)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.setFont(font_3x5_2)
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love.graphics.printf(tostring(self.chain) .. " / " .. tostring(chainActions[self.multi]), 240, 412, 160, "center")
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-- draw multiplier
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf("MULTI: X" .. tostring(self.multi), 240, 352, 400, "left")
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love.graphics.setColor(1, 1, 1, 1)
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end
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function Blitz:whilePieceActive()
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self.activeTime = self.activeTime + 1
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end
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-- copied from https://gist.github.com/GigsD4X/8513963
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function Blitz:HSVToRGB( hue, saturation, value )
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-- Returns the RGB equivalent of the given HSV-defined color
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-- (adapted from some code found around the web)
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-- If it's achromatic, just return the value
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if saturation == 0 then
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return value, value, value;
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end;
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-- Get the hue sector
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local hue_sector = math.floor( hue / 60 );
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local hue_sector_offset = ( hue / 60 ) - hue_sector;
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local p = value * ( 1 - saturation );
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local q = value * ( 1 - saturation * hue_sector_offset );
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local t = value * ( 1 - saturation * ( 1 - hue_sector_offset ) );
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if hue_sector == 0 then
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return value, t, p;
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elseif hue_sector == 1 then
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return q, value, p;
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elseif hue_sector == 2 then
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return p, value, t;
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elseif hue_sector == 3 then
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return p, q, value;
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elseif hue_sector == 4 then
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return t, p, value;
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elseif hue_sector == 5 then
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return value, p, q;
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end;
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end;
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return Blitz
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