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Resolve errors + auto-format
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@ -1,15 +1,12 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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{
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public class StaminaCheeseDetector
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{
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private const int roll_min_repetitions = 12;
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private const int tl_min_repetitions = 16;
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@ -39,6 +36,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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if (history.Count > 2 * patternLength) history.RemoveAt(0);
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bool isRepeat = true;
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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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@ -62,13 +60,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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(hitObjects[i]).StaminaCheese = true;
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}
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}
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}
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}
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private void findTLTap(int parity, bool kat)
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{
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int tl_length = -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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@ -90,6 +88,5 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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}
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}
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}
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}
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}
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@ -1,7 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Taiko.Objects;
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@ -27,12 +26,15 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate)
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: base(hitObject, lastObject, clockRate)
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{
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var lastHit = lastObject as Hit;
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var currentHit = hitObject as Hit;
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NoteLength = DeltaTime;
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double prevLength = (lastObject.StartTime - lastLastObject.StartTime) / clockRate;
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Rhythm = TaikoDifficultyHitObjectRhythm.GetClosest(NoteLength / prevLength);
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RhythmID = Rhythm.ID;
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HasTypeChange = lastObject is RimHit != hitObject is RimHit;
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IsKat = lastObject is RimHit;
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HasTypeChange = lastHit?.Type != currentHit?.Type;
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IsKat = lastHit?.Type == HitType.Rim;
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HasTimingChange = !TaikoDifficultyHitObjectRhythm.IsRepeat(RhythmID);
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n = counter;
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@ -40,7 +42,5 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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}
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public const int CONST_RHYTHM_ID = 0;
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}
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}
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