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Define the concept of patterns + additional comments.
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
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{
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/// <summary>
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/// Generator to create a pattern <see cref="Pattern"/> from a hit object.
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/// </summary>
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internal abstract class PatternGenerator
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{
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/// <summary>
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/// The number of columns available to create the pattern.
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/// </summary>
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protected readonly int AvailableColumns;
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/// <summary>
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/// The last pattern.
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/// </summary>
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protected readonly Pattern PreviousPattern;
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/// <summary>
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/// The hit object to create the pattern for.
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/// </summary>
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protected readonly HitObject HitObject;
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/// <summary>
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/// The beatmap which <see cref="HitObject"/> is a part of.
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/// </summary>
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protected readonly Beatmap Beatmap;
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protected PatternGenerator(HitObject hitObject, Beatmap beatmap, Pattern previousPattern)
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{
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PreviousPattern = previousPattern;
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HitObject = hitObject;
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Beatmap = beatmap;
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AvailableColumns = (int)Math.Round(beatmap.BeatmapInfo.Difficulty.CircleSize);
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}
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/// <summary>
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/// Generates the pattern for <see cref="HitObject"/>, filled with hit objects.
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/// </summary>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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public abstract Pattern Generate();
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/// <summary>
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/// Constructs and adds a note to a pattern.
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/// </summary>
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/// <param name="pattern">The pattern to add to.</param>
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/// <param name="originalObject">The original hit object (used for samples).</param>
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/// <param name="column">The column to add the note to.</param>
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/// <param name="startTime">The start time of the note.</param>
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/// <param name="endTime">The end time of the note (set to <paramref name="startTime"/> for a non-hold note).</param>
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/// <param name="siblings">The number of children alongside this note (these will not be generated, but are used for volume calculations).</param>
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protected void AddToPattern(Pattern pattern, HitObject originalObject, int column, double startTime, double endTime, int siblings = 1)
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{
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ManiaHitObject newObject;
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if (startTime == endTime)
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{
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newObject = new Note
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{
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StartTime = startTime,
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Samples = originalObject.Samples,
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Column = column
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};
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}
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else
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{
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newObject = new HoldNote
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{
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StartTime = startTime,
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Samples = originalObject.Samples,
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Column = column,
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Duration = endTime - startTime
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};
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}
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// Todo: Consider siblings and write sample volumes (probably at ManiaHitObject level)
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pattern.Add(newObject);
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}
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}
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}
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