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https://github.com/osukey/osukey.git
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Replace IsKat with HitType
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@ -2,6 +2,7 @@
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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 osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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{
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@ -17,10 +18,10 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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hitObjects = difficultyHitObjects;
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findRolls(3);
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findRolls(4);
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findTlTap(0, true);
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findTlTap(1, true);
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findTlTap(0, false);
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findTlTap(1, false);
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findTlTap(0, HitType.Rim);
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findTlTap(1, HitType.Rim);
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findTlTap(0, HitType.Centre);
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findTlTap(1, HitType.Centre);
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}
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private void findRolls(int patternLength)
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@ -40,7 +41,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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for (int j = 0; j < patternLength; j++)
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{
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if (history[j].IsKat != history[j + patternLength].IsKat)
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if (history[j].HitType != history[j + patternLength].HitType)
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{
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isRepeat = false;
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}
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@ -63,13 +64,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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}
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}
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private void findTlTap(int parity, bool kat)
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private void findTlTap(int parity, HitType type)
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{
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int tlLength = -2;
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for (int i = parity; i < hitObjects.Count; i += 2)
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{
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if (kat == hitObjects[i].IsKat)
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if (hitObjects[i].HitType == type)
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{
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tlLength += 2;
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}
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@ -13,7 +13,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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public class TaikoDifficultyHitObject : DifficultyHitObject
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{
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public readonly TaikoDifficultyHitObjectRhythm Rhythm;
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public readonly bool IsKat;
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public readonly HitType? HitType;
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public bool StaminaCheese = false;
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@ -28,7 +28,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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double prevLength = (lastObject.StartTime - lastLastObject.StartTime) / clockRate;
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Rhythm = getClosestRhythm(DeltaTime / prevLength, commonRhythms);
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IsKat = currentHit?.Type == HitType.Rim;
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HitType = currentHit?.Type;
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ObjectIndex = objectIndex;
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}
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