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Merge branch 'master' into no-more-difficulty-control-points-info
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@ -42,8 +42,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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{
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IsForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.Equals(ruleset.RulesetInfo);
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var roundedCircleSize = Math.Round(beatmap.BeatmapInfo.BaseDifficulty.CircleSize);
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var roundedOverallDifficulty = Math.Round(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty);
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var roundedCircleSize = Math.Round(beatmap.Difficulty.CircleSize);
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var roundedOverallDifficulty = Math.Round(beatmap.Difficulty.OverallDifficulty);
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if (IsForCurrentRuleset)
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{
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@ -71,9 +71,9 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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originalTargetColumns = TargetColumns;
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}
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public static int GetColumnCountForNonConvert(BeatmapInfo beatmap)
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public static int GetColumnCountForNonConvert(BeatmapInfo beatmapInfo)
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{
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var roundedCircleSize = Math.Round(beatmap.BaseDifficulty.CircleSize);
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var roundedCircleSize = Math.Round(beatmapInfo.BaseDifficulty.CircleSize);
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return (int)Math.Max(1, roundedCircleSize);
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}
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@ -81,7 +81,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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protected override Beatmap<ManiaHitObject> ConvertBeatmap(IBeatmap original, CancellationToken cancellationToken)
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{
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BeatmapDifficulty difficulty = original.BeatmapInfo.BaseDifficulty;
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IBeatmapDifficultyInfo difficulty = original.Difficulty;
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int seed = (int)MathF.Round(difficulty.DrainRate + difficulty.CircleSize) * 20 + (int)(difficulty.OverallDifficulty * 41.2) + (int)MathF.Round(difficulty.ApproachRate);
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Random = new FastRandom(seed);
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@ -61,7 +61,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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StartTime = (int)Math.Round(hitObject.StartTime);
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// This matches stable's calculation.
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EndTime = (int)Math.Floor(StartTime + distanceData.Distance * beatLength * SpanCount * 0.01 / beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier);
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EndTime = (int)Math.Floor(StartTime + distanceData.Distance * beatLength * SpanCount * 0.01 / beatmap.Difficulty.SliderMultiplier);
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SegmentDuration = (EndTime - StartTime) / SpanCount;
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}
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@ -111,7 +111,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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if (drainTime == 0)
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drainTime = 10000;
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BeatmapDifficulty difficulty = OriginalBeatmap.BeatmapInfo.BaseDifficulty;
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IBeatmapDifficultyInfo difficulty = OriginalBeatmap.Difficulty;
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conversionDifficulty = ((difficulty.DrainRate + Math.Clamp(difficulty.ApproachRate, 4, 7)) / 1.5 + (double)OriginalBeatmap.HitObjects.Count / drainTime * 9f) / 38f * 5f / 1.15;
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conversionDifficulty = Math.Min(conversionDifficulty.Value, 12);
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