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Add initial changes
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Taiko.Objects;
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@ -10,11 +11,36 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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public class TaikoDifficultyHitObject : DifficultyHitObject
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{
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public readonly bool HasTypeChange;
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public readonly bool HasTimingChange;
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public readonly TaikoDifficultyHitObjectRhythm Rhythm;
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public readonly bool IsKat;
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public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate)
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public bool StaminaCheese = false;
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public readonly int RhythmID;
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public readonly double NoteLength;
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public readonly int n;
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private int counter = 0;
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public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate)
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: base(hitObject, lastObject, clockRate)
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{
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HasTypeChange = (lastObject as Hit)?.Type != (hitObject as Hit)?.Type;
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NoteLength = DeltaTime;
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double prevLength = (lastObject.StartTime - lastLastObject.StartTime) / clockRate;
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Rhythm = TaikoDifficultyHitObjectRhythm.GetClosest(NoteLength / prevLength);
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RhythmID = Rhythm.ID;
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HasTypeChange = lastObject is RimHit != hitObject is RimHit;
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IsKat = lastObject is RimHit;
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HasTimingChange = !TaikoDifficultyHitObjectRhythm.IsRepeat(RhythmID);
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n = counter;
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counter++;
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}
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public const int CONST_RHYTHM_ID = 0;
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}
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}
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