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Refactor ppv2 to allow integration of pp+ features.
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections;
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using System.Collections.Generic;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
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{
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public class OsuDifficulyBeatmap : IEnumerable<OsuDifficultyHitObject>
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{
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IEnumerator<OsuDifficultyHitObject> difficultyObjects;
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private Queue<OsuDifficultyHitObject> onScreen = new Queue<OsuDifficultyHitObject>();
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public OsuDifficulyBeatmap(List<OsuHitObject> objects)
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{
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// Sort HitObjects by StartTime - they are not correctly ordered in some cases.
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// This should probably happen before the objects reach the difficulty calculator.
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objects.Sort((a, b) => a.StartTime.CompareTo(b.StartTime));
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difficultyObjects = createDifficultyObjectEnumerator(objects);
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}
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public IEnumerator<OsuDifficultyHitObject> GetEnumerator()
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{
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do
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{
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// Add upcoming notes to the queue until we have at least one note that had been hit and can be dequeued.
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// This means there is always at least one note in the queue unless we reached the end of the map.
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bool hasNext;
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do
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{
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hasNext = difficultyObjects.MoveNext();
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if (onScreen.Count == 0 && !hasNext)
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yield break; // Stop if we have an empty enumerator.
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if (hasNext)
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{
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OsuDifficultyHitObject latest = difficultyObjects.Current;
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// Calculate flow values here
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foreach (OsuDifficultyHitObject h in onScreen)
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{
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h.MSUntilHit -= latest.MS;
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// Calculate reading strain here
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}
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onScreen.Enqueue(latest);
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}
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}
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while (onScreen.Peek().MSUntilHit > 0 && hasNext); // Keep adding new notes on screen while there is still time before we have to hit the next one.
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yield return onScreen.Dequeue(); // Remove and return notes one by one that had to be hit before the latest note appeared.
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}
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while (onScreen.Count > 0);
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}
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IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
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IEnumerator<OsuDifficultyHitObject> createDifficultyObjectEnumerator(List<OsuHitObject> objects)
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{
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// We will process HitObjects in groups of three to form a triangle, so we can calculate an angle for each note.
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OsuHitObject[] triangle = new OsuHitObject[3];
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// Difficulty object construction requires three components, an extra copy of the first object is used at the beginning.
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if (objects.Count > 1)
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{
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triangle[1] = objects[0]; // This copy will get shifted to the last spot in the triangle.
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triangle[0] = objects[0]; // This is the real first note.
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}
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// The final component of the first triangle will be the second note, which forms the first jump.
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// If the beatmap has less than two HitObjects, the enumerator will not return anything.
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for (int i = 1; i < objects.Count; ++i)
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{
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triangle[2] = triangle[1];
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triangle[1] = triangle[0];
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triangle[0] = objects[i];
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yield return new OsuDifficultyHitObject(triangle);
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}
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}
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}
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}
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