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A bit more cleanup.
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1cb3fc7262
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@ -20,12 +20,15 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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private Pattern lastPattern = new Pattern();
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private Pattern lastPattern = new Pattern();
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private FastRandom random;
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private FastRandom random;
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private Beatmap beatmap;
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private bool isForCurrentRuleset;
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private bool isForCurrentRuleset;
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protected override Beatmap<ManiaHitObject> ConvertBeatmap(Beatmap original, bool isForCurrentRuleset)
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protected override Beatmap<ManiaHitObject> ConvertBeatmap(Beatmap original, bool isForCurrentRuleset)
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{
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{
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this.isForCurrentRuleset = isForCurrentRuleset;
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this.isForCurrentRuleset = isForCurrentRuleset;
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beatmap = original;
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BeatmapDifficulty difficulty = original.BeatmapInfo.Difficulty;
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BeatmapDifficulty difficulty = original.BeatmapInfo.Difficulty;
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int seed = (int)Math.Round(difficulty.DrainRate + difficulty.CircleSize) * 20 + (int)(difficulty.OverallDifficulty * 41.2) + (int)Math.Round(difficulty.ApproachRate);
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int seed = (int)Math.Round(difficulty.DrainRate + difficulty.CircleSize) * 20 + (int)(difficulty.OverallDifficulty * 41.2) + (int)Math.Round(difficulty.ApproachRate);
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@ -43,11 +46,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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yield break;
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yield break;
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}
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}
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IEnumerable<ManiaHitObject> objects;
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var objects = isForCurrentRuleset ? generateSpecific(original) : generateConverted(original);
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if (isForCurrentRuleset)
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objects = generateSpecific(original, beatmap);
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else
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objects = generateConverted(original, beatmap);
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if (objects == null)
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if (objects == null)
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yield break;
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yield break;
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@ -60,9 +59,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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/// Method that generates hit objects for osu!mania specific beatmaps.
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/// Method that generates hit objects for osu!mania specific beatmaps.
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/// </summary>
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/// </summary>
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/// <param name="original">The original hit object.</param>
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/// <param name="original">The original hit object.</param>
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/// <param name="beatmap">The beatmap.</param>
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/// <returns>The hit objects generated.</returns>
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/// <returns>The hit objects generated.</returns>
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private IEnumerable<ManiaHitObject> generateSpecific(HitObject original, Beatmap beatmap)
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private IEnumerable<ManiaHitObject> generateSpecific(HitObject original)
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{
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{
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var generator = new SpecificBeatmapPatternGenerator(random, original, beatmap, lastPattern);
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var generator = new SpecificBeatmapPatternGenerator(random, original, beatmap, lastPattern);
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@ -76,9 +74,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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/// Method that generates hit objects for non-osu!mania beatmaps.
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/// Method that generates hit objects for non-osu!mania beatmaps.
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/// </summary>
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/// </summary>
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/// <param name="original">The original hit object.</param>
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/// <param name="original">The original hit object.</param>
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/// <param name="beatmap">The beatmap.</param>
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/// <returns>The hit objects generated.</returns>
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/// <returns>The hit objects generated.</returns>
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private IEnumerable<ManiaHitObject> generateConverted(HitObject original, Beatmap beatmap)
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private IEnumerable<ManiaHitObject> generateConverted(HitObject original)
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{
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{
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var endTimeData = original as IHasEndTime;
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var endTimeData = original as IHasEndTime;
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var distanceData = original as IHasDistance;
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var distanceData = original as IHasDistance;
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