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Use IBeatmap wherever possible
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@ -33,7 +33,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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private ManiaBeatmap beatmap;
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public ManiaBeatmapConverter(bool isForCurrentRuleset, Beatmap original)
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public ManiaBeatmapConverter(bool isForCurrentRuleset, IBeatmap original)
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{
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IsForCurrentRuleset = isForCurrentRuleset;
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@ -44,7 +44,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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TargetColumns = (int)Math.Max(1, roundedCircleSize);
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else
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{
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float percentSliderOrSpinner = (float)original.HitObjects.Count(h => h is IHasEndTime) / original.HitObjects.Count;
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float percentSliderOrSpinner = (float)original.HitObjects.Count(h => h is IHasEndTime) / original.HitObjects.Count();
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if (percentSliderOrSpinner < 0.2)
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TargetColumns = 7;
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else if (percentSliderOrSpinner < 0.3 || roundedCircleSize >= 5)
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@ -56,7 +56,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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}
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}
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protected override Beatmap<ManiaHitObject> ConvertBeatmap(Beatmap original)
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protected override Beatmap<ManiaHitObject> ConvertBeatmap(IBeatmap original)
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{
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BeatmapDifficulty difficulty = original.BeatmapInfo.BaseDifficulty;
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@ -68,7 +68,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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protected override Beatmap<ManiaHitObject> CreateBeatmap() => beatmap = new ManiaBeatmap(new StageDefinition { Columns = TargetColumns });
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protected override IEnumerable<ManiaHitObject> ConvertHitObject(HitObject original, Beatmap beatmap)
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protected override IEnumerable<ManiaHitObject> ConvertHitObject(HitObject original, IBeatmap beatmap)
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{
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var maniaOriginal = original as ManiaHitObject;
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if (maniaOriginal != null)
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@ -112,7 +112,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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/// <param name="original">The original hit object.</param>
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/// <param name="originalBeatmap">The original beatmap. This is used to look-up any values dependent on a fully-loaded beatmap.</param>
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/// <returns>The hit objects generated.</returns>
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private IEnumerable<ManiaHitObject> generateSpecific(HitObject original, Beatmap originalBeatmap)
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private IEnumerable<ManiaHitObject> generateSpecific(HitObject original, IBeatmap originalBeatmap)
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{
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var generator = new SpecificBeatmapPatternGenerator(random, original, beatmap, lastPattern, originalBeatmap);
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@ -128,7 +128,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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/// <param name="original">The original hit object.</param>
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/// <param name="originalBeatmap">The original beatmap. This is used to look-up any values dependent on a fully-loaded beatmap.</param>
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/// <returns>The hit objects generated.</returns>
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private IEnumerable<ManiaHitObject> generateConverted(HitObject original, Beatmap originalBeatmap)
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private IEnumerable<ManiaHitObject> generateConverted(HitObject original, IBeatmap originalBeatmap)
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{
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var endTimeData = original as IHasEndTime;
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var distanceData = original as IHasDistance;
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@ -165,7 +165,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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/// </summary>
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private class SpecificBeatmapPatternGenerator : Patterns.Legacy.PatternGenerator
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{
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public SpecificBeatmapPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, Beatmap originalBeatmap)
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public SpecificBeatmapPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, IBeatmap originalBeatmap)
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: base(random, hitObject, beatmap, previousPattern, originalBeatmap)
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{
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}
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@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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private PatternType convertType;
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public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, Beatmap originalBeatmap)
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public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, IBeatmap originalBeatmap)
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: base(random, hitObject, beatmap, previousPattern, originalBeatmap)
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{
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convertType = PatternType.None;
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@ -16,7 +16,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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private readonly double endTime;
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public EndTimeObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Beatmap originalBeatmap)
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public EndTimeObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, IBeatmap originalBeatmap)
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: base(random, hitObject, beatmap, new Pattern(), originalBeatmap)
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{
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var endtimeData = HitObject as IHasEndTime;
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@ -20,7 +20,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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private readonly PatternType convertType;
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public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair, Beatmap originalBeatmap)
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public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair, IBeatmap originalBeatmap)
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: base(random, hitObject, beatmap, previousPattern, originalBeatmap)
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{
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if (previousTime > hitObject.StartTime) throw new ArgumentOutOfRangeException(nameof(previousTime));
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@ -28,9 +28,9 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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/// <summary>
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/// The beatmap which <see cref="HitObject"/> is being converted from.
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/// </summary>
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protected readonly Beatmap OriginalBeatmap;
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protected readonly IBeatmap OriginalBeatmap;
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protected PatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, Beatmap originalBeatmap)
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protected PatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, IBeatmap originalBeatmap)
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: base(hitObject, beatmap, previousPattern)
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{
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if (random == null) throw new ArgumentNullException(nameof(random));
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@ -113,7 +113,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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drainTime /= 1000;
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BeatmapDifficulty difficulty = OriginalBeatmap.BeatmapInfo.BaseDifficulty;
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conversionDifficulty = ((difficulty.DrainRate + MathHelper.Clamp(difficulty.ApproachRate, 4, 7)) / 1.5 + OriginalBeatmap.HitObjects.Count / drainTime * 9f) / 38f * 5f / 1.15;
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conversionDifficulty = ((difficulty.DrainRate + MathHelper.Clamp(difficulty.ApproachRate, 4, 7)) / 1.5 + OriginalBeatmap.HitObjects.Count() / drainTime * 9f) / 38f * 5f / 1.15;
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conversionDifficulty = Math.Min(conversionDifficulty.Value, 12);
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return conversionDifficulty.Value;
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@ -31,12 +31,12 @@ namespace osu.Game.Rulesets.Mania
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/// </summary>
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private readonly List<ManiaHitObjectDifficulty> difficultyHitObjects = new List<ManiaHitObjectDifficulty>();
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public ManiaDifficultyCalculator(Beatmap beatmap)
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public ManiaDifficultyCalculator(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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public ManiaDifficultyCalculator(Beatmap beatmap, Mod[] mods)
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public ManiaDifficultyCalculator(IBeatmap beatmap, Mod[] mods)
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: base(beatmap, mods)
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{
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}
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@ -141,6 +141,6 @@ namespace osu.Game.Rulesets.Mania
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return difficulty;
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}
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protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter(Beatmap beatmap) => new ManiaBeatmapConverter(true, beatmap);
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protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(true, beatmap);
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}
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}
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@ -182,7 +182,7 @@ namespace osu.Game.Rulesets.Mania
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public override Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_osu_mania_o };
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public override DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap, Mod[] mods = null) => new ManiaDifficultyCalculator(beatmap, mods);
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public override DifficultyCalculator CreateDifficultyCalculator(IBeatmap beatmap, Mod[] mods = null) => new ManiaDifficultyCalculator(beatmap, mods);
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public override int? LegacyID => 3;
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@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Mania.Replays
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Actions.AddRange(actions);
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}
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public void ConvertFrom(LegacyReplayFrame legacyFrame, Beatmap beatmap)
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public void ConvertFrom(LegacyReplayFrame legacyFrame, IBeatmap beatmap)
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{
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// We don't need to fully convert, just create the converter
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var converter = new ManiaBeatmapConverter(beatmap.BeatmapInfo.RulesetID == 3, beatmap);
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