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Use IBeatmap wherever possible
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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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