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Remove PlayMode enum requirement. Clean things up a lot.
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@ -1,7 +1,9 @@
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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 OpenTK.Graphics;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Database;
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using osu.Game.Modes;
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using osu.Game.Modes.Objects;
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using System.Collections.Generic;
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@ -10,23 +12,31 @@ using System.Linq;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// A Beatmap containing HitObjects.
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/// A Beatmap containing converted HitObjects.
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/// </summary>
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public class Beatmap<T> : BeatmapBase
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public class Beatmap<T>
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where T : HitObject
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{
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public BeatmapInfo BeatmapInfo;
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public List<ControlPoint> ControlPoints;
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public List<Color4> ComboColors;
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public BeatmapMetadata Metadata => BeatmapInfo?.Metadata ?? BeatmapInfo?.BeatmapSet?.Metadata;
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/// <summary>
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/// The HitObjects this Beatmap contains.
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/// </summary>
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public List<T> HitObjects;
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/// <summary>
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/// Constructs a new Beatmap containing HitObjects.
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/// Constructs a new beatmap.
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/// </summary>
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/// <param name="original">If this Beatmap is a convert, the original Beatmap to use the properties of.</param>
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public Beatmap(BeatmapBase original = null)
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: base(original)
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/// <param name="original">The original beatmap to use the parameters of.</param>
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public Beatmap(Beatmap original = null)
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{
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BeatmapInfo = original?.BeatmapInfo;
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ControlPoints = original?.ControlPoints;
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ComboColors = original?.ComboColors;
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}
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public double BPMMaximum => 60000 / (ControlPoints?.Where(c => c.BeatLength != 0).OrderBy(c => c.BeatLength).FirstOrDefault() ?? ControlPoint.Default).BeatLength;
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@ -81,15 +91,5 @@ namespace osu.Game.Beatmaps
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/// </summary>
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/// <returns>The star difficulty.</returns>
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public double CalculateStarDifficulty() => Ruleset.GetRuleset(BeatmapInfo.Mode).CreateDifficultyCalculator(this).Calculate();
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/// <summary>
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/// Converts this Beatmap to a <see cref="Beatmap{T}"/> containing another type of <see cref="HitObject"/>.
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/// </summary>
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/// <typeparam name="T">The type of HitObject the new Beatmap should contain.</typeparam>
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/// <returns></returns>
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public Beatmap<T> ConvertTo<T>(PlayMode playMode) where T : HitObject
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{
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return Ruleset.GetRuleset(playMode).CreateBeatmapConverter<T>().Convert(this);
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}
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}
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}
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