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Add ruleset templates structure
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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.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Pippidon.Objects;
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using osu.Game.Rulesets.Pippidon.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Pippidon.Beatmaps
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{
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public class PippidonBeatmapConverter : BeatmapConverter<PippidonHitObject>
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{
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private readonly float minPosition;
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private readonly float maxPosition;
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public PippidonBeatmapConverter(IBeatmap beatmap, Ruleset ruleset)
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: base(beatmap, ruleset)
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{
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minPosition = beatmap.HitObjects.Min(getUsablePosition);
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maxPosition = beatmap.HitObjects.Max(getUsablePosition);
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}
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public override bool CanConvert() => Beatmap.HitObjects.All(h => h is IHasXPosition && h is IHasYPosition);
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protected override IEnumerable<PippidonHitObject> ConvertHitObject(HitObject original, IBeatmap beatmap, CancellationToken cancellationToken)
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{
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yield return new PippidonHitObject
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{
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Samples = original.Samples,
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StartTime = original.StartTime,
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Lane = getLane(original)
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};
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}
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private int getLane(HitObject hitObject) => (int)MathHelper.Clamp(
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(getUsablePosition(hitObject) - minPosition) / (maxPosition - minPosition) * PippidonPlayfield.LANE_COUNT, 0, PippidonPlayfield.LANE_COUNT - 1);
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private float getUsablePosition(HitObject h) => (h as IHasYPosition)?.Y ?? ((IHasXPosition)h).X;
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}
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}
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