Apply newline additions

This commit is contained in:
Dean Herbert
2019-04-01 12:16:05 +09:00
parent 7d6a08d6da
commit 612db31c38
108 changed files with 359 additions and 7 deletions

View File

@ -179,6 +179,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
int usableColumns = TotalColumns - RandomStart - PreviousPattern.ColumnWithObjects;
int nextColumn = GetRandomColumn();
for (int i = 0; i < Math.Min(usableColumns, noteCount); i++)
{
// Find available column
@ -217,6 +218,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
nextColumn = FindAvailableColumn(nextColumn, PreviousPattern);
int lastColumn = nextColumn;
for (int i = 0; i < noteCount; i++)
{
addToPattern(pattern, nextColumn, startTime, startTime);
@ -299,6 +301,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
int interval = Random.Next(1, TotalColumns - (legacy ? 1 : 0));
int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
for (int i = 0; i <= spanCount; i++)
{
addToPattern(pattern, nextColumn, startTime, startTime);
@ -341,16 +344,19 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
p3 = 0;
p4 = 0;
break;
case 3:
p2 = Math.Min(p2, 0.1);
p3 = 0;
p4 = 0;
break;
case 4:
p2 = Math.Min(p2, 0.3);
p3 = Math.Min(p3, 0.04);
p4 = 0;
break;
case 5:
p2 = Math.Min(p2, 0.34);
p3 = Math.Min(p3, 0.1);
@ -440,6 +446,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
bool ignoreHead = !sampleInfoListAt(startTime).Any(s => s.Name == SampleInfo.HIT_WHISTLE || s.Name == SampleInfo.HIT_FINISH || s.Name == SampleInfo.HIT_CLAP);
var rowPattern = new Pattern();
for (int i = 0; i <= spanCount; i++)
{
if (!(ignoreHead && startTime == HitObject.StartTime))

View File

@ -233,6 +233,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
noteCount = Math.Min(noteCount, TotalColumns - RandomStart - PreviousPattern.ColumnWithObjects);
int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
for (int i = 0; i < noteCount; i++)
{
nextColumn = allowStacking
@ -303,6 +304,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
int columnLimit = (TotalColumns % 2 == 0 ? TotalColumns : TotalColumns - 1) / 2;
int nextColumn = GetRandomColumn(upperBound: columnLimit);
for (int i = 0; i < noteCount; i++)
{
nextColumn = FindAvailableColumn(nextColumn, upperBound: columnLimit, patterns: pattern);
@ -340,18 +342,21 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
p4 = 0;
p5 = 0;
break;
case 3:
p2 = Math.Min(p2, 0.1);
p3 = 0;
p4 = 0;
p5 = 0;
break;
case 4:
p2 = Math.Min(p2, 0.23);
p3 = Math.Min(p3, 0.04);
p4 = 0;
p5 = 0;
break;
case 5:
p3 = Math.Min(p3, 0.15);
p4 = Math.Min(p4, 0.03);
@ -384,20 +389,24 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
p2 = 0;
p3 = 0;
break;
case 3:
centreProbability = Math.Min(centreProbability, 0.03);
p2 = 0;
p3 = 0;
break;
case 4:
centreProbability = 0;
p2 = Math.Min(p2 * 2, 0.2);
p3 = 0;
break;
case 5:
centreProbability = Math.Min(centreProbability, 0.03);
p3 = 0;
break;
case 6:
centreProbability = 0;
p2 = Math.Min(p2 * 2, 0.5);

View File

@ -158,6 +158,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
// Ensure that we have at least one free column, so that an endless loop is avoided
bool hasValidColumns = false;
for (int i = lowerBound.Value; i < upperBound.Value; i++)
{
hasValidColumns = isValid(i);