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Merge branch 'master' into legacy-skin-default-fallback
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@ -68,7 +68,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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// Sorting is done in CreateDifficultyHitObjects, since the full list of hitobjects is required.
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protected override IEnumerable<DifficultyHitObject> SortObjects(IEnumerable<DifficultyHitObject> input) => input;
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => new Skill[]
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[]
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{
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new Strain(mods, ((ManiaBeatmap)beatmap).TotalColumns)
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};
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@ -4,7 +4,6 @@
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using System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Replays;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
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@ -12,7 +11,7 @@ using osu.Game.Users;
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namespace osu.Game.Rulesets.Mania.Mods
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{
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public class ManiaModAutoplay : ModAutoplay<ManiaHitObject>
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public class ManiaModAutoplay : ModAutoplay
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{
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public override Score CreateReplayScore(IBeatmap beatmap, IReadOnlyList<Mod> mods) => new Score
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{
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Utils;
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@ -17,8 +18,11 @@ namespace osu.Game.Rulesets.Mania.Mods
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public void ApplyToBeatmap(IBeatmap beatmap)
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{
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Seed.Value ??= RNG.Next();
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var rng = new Random((int)Seed.Value);
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var availableColumns = ((ManiaBeatmap)beatmap).TotalColumns;
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var shuffledColumns = Enumerable.Range(0, availableColumns).OrderBy(item => RNG.Next()).ToList();
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var shuffledColumns = Enumerable.Range(0, availableColumns).OrderBy(item => rng.Next()).ToList();
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beatmap.HitObjects.OfType<ManiaHitObject>().ForEach(h => h.Column = shuffledColumns[h.Column]);
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}
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