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https://github.com/osukey/osukey.git
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Do not use statics
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@ -7,18 +7,36 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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{
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public class TaikoDifficultyHitObjectRhythm
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{
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private static TaikoDifficultyHitObjectRhythm[] commonRhythms;
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private static TaikoDifficultyHitObjectRhythm constRhythm;
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private static int constRhythmID;
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private readonly TaikoDifficultyHitObjectRhythm[] commonRhythms;
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private readonly TaikoDifficultyHitObjectRhythm constRhythm;
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private int constRhythmID;
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public int ID = 0;
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public readonly double Difficulty;
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private readonly double ratio;
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private static void initialiseCommonRhythms()
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public bool IsRepeat()
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{
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return ID == constRhythmID;
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}
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public bool IsRepeat(int id)
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{
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return id == constRhythmID;
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}
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public bool IsSpeedup()
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{
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return ratio < 1.0;
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}
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public bool IsLargeSpeedup()
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{
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return ratio < 0.49;
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}
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public TaikoDifficultyHitObjectRhythm()
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{
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/*
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ALCHYRS CODE
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@ -40,8 +58,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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*/
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commonRhythms = new TaikoDifficultyHitObjectRhythm[]
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commonRhythms = new[]
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{
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new TaikoDifficultyHitObjectRhythm(1, 1, 0.1),
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new TaikoDifficultyHitObjectRhythm(2, 1, 0.3),
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@ -61,33 +78,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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constRhythmID = 0;
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constRhythm = commonRhythms[constRhythmID];
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}
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public bool IsRepeat()
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{
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return ID == constRhythmID;
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}
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public static bool IsRepeat(int id)
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{
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return id == constRhythmID;
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}
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public bool IsSpeedup()
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{
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return ratio < 1.0;
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}
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public bool IsLargeSpeedup()
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{
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return ratio < 0.49;
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}
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private TaikoDifficultyHitObjectRhythm(double ratio, double difficulty)
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{
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this.ratio = ratio;
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this.Difficulty = difficulty;
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}
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private TaikoDifficultyHitObjectRhythm(int numerator, int denominator, double difficulty)
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@ -97,13 +87,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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}
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// Code is inefficient - we are searching exhaustively through the sorted list commonRhythms
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public static TaikoDifficultyHitObjectRhythm GetClosest(double ratio)
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public TaikoDifficultyHitObjectRhythm GetClosest(double ratio)
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{
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if (commonRhythms == null)
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{
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initialiseCommonRhythms();
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}
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TaikoDifficultyHitObjectRhythm closestRhythm = commonRhythms[0];
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double closestDistance = Double.MaxValue;
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@ -117,8 +102,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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}
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return closestRhythm;
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}
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}
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}
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