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Remove AvailableColumns from ManiaRulesetContainer
Also restructures with the addition of a ManiaBeatmap which holds definitions for "groups" of columns. At the moment these are empty save for a "Column" property, but can be expanded in the future, maybe.
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@ -2,7 +2,6 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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@ -16,8 +15,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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private readonly double endTime;
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public EndTimeObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns)
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: base(random, hitObject, beatmap, availableColumns, new Pattern())
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public EndTimeObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap)
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: base(random, hitObject, beatmap, new Pattern())
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{
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var endtimeData = HitObject as IHasEndTime;
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@ -30,14 +29,14 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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bool generateHold = endTime - HitObject.StartTime >= 100;
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if (AvailableColumns == 8)
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if (TotalColumns == 8)
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{
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if (HitObject.Samples.Any(s => s.Name == SampleInfo.HIT_FINISH) && endTime - HitObject.StartTime < 1000)
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addToPattern(pattern, 0, generateHold);
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else
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addToPattern(pattern, getNextRandomColumn(RandomStart), generateHold);
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}
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else if (AvailableColumns > 0)
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else if (TotalColumns > 0)
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addToPattern(pattern, getNextRandomColumn(0), generateHold);
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return pattern;
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@ -50,10 +49,10 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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/// <returns>A random column after <paramref name="start"/>.</returns>
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private int getNextRandomColumn(int start)
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{
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int nextColumn = Random.Next(start, AvailableColumns);
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int nextColumn = Random.Next(start, TotalColumns);
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while (PreviousPattern.ColumnHasObject(nextColumn))
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nextColumn = Random.Next(start, AvailableColumns);
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nextColumn = Random.Next(start, TotalColumns);
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return nextColumn;
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}
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