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Set RequiredHits at conversion time to remove HitMultiplier.
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@ -10,6 +10,7 @@ using osu.Game.Modes.Taiko.Objects;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using osu.Game.Database;
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namespace osu.Game.Modes.Taiko.Beatmaps
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namespace osu.Game.Modes.Taiko.Beatmaps
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{
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{
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@ -84,6 +85,8 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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}
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}
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else if (endTimeData != null)
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else if (endTimeData != null)
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{
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{
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double hitMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.OverallDifficulty, 3, 5, 7.5) * bash_convert_factor;
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// We compute the end time manually to add in the Bash convert factor
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// We compute the end time manually to add in the Bash convert factor
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yield return new Swell
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yield return new Swell
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{
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{
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@ -92,7 +95,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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IsStrong = strong,
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IsStrong = strong,
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EndTime = obj.StartTime + endTimeData.Duration,
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EndTime = obj.StartTime + endTimeData.Duration,
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HitMultiplier = bash_convert_factor
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RequiredHits = (int)Math.Max(1, endTimeData.Duration / 1000 * hitMultiplier)
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};
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};
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}
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}
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else
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else
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@ -1,9 +1,6 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Database;
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using osu.Game.Modes.Objects.Types;
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using osu.Game.Modes.Objects.Types;
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namespace osu.Game.Modes.Taiko.Objects
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namespace osu.Game.Modes.Taiko.Objects
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@ -14,23 +11,9 @@ namespace osu.Game.Modes.Taiko.Objects
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public double Duration => EndTime - StartTime;
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public double Duration => EndTime - StartTime;
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/// <summary>
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/// The multiplier for cases in which the number of required hits by a swell is not
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/// dependent on solely the overall difficulty and the duration of the swell.
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/// </summary>
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public double HitMultiplier { get; set; } = 1;
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/// <summary>
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/// <summary>
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/// The number of hits required to complete the swell successfully.
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/// The number of hits required to complete the swell successfully.
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/// </summary>
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/// </summary>
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public int RequiredHits { get; protected set; } = 10;
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public int RequiredHits = 10;
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public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaults(timing, difficulty);
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double baseHitMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 3, 5, 7.5);
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RequiredHits = (int)Math.Max(1, Duration / 1000f * baseHitMultiplier * HitMultiplier);
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}
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}
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}
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}
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}
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