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https://github.com/osukey/osukey.git
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Fix compilation due to previously-removed function.
This commit is contained in:
@ -9,6 +9,7 @@ using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Mania.MathUtils;
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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;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Mania.Objects;
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namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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{
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@ -144,7 +145,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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{
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while (pattern.IsFilled(nextColumn) || PreviousPattern.IsFilled(nextColumn)) //find available column
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while (pattern.IsFilled(nextColumn) || PreviousPattern.IsFilled(nextColumn)) //find available column
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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AddToPattern(pattern, HitObject, nextColumn, startTime, endTime, noteCount);
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addToPattern(pattern, HitObject, nextColumn, startTime, endTime, noteCount);
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}
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}
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// This is can't be combined with the above loop due to RNG
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// This is can't be combined with the above loop due to RNG
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@ -152,7 +153,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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{
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while (pattern.IsFilled(nextColumn))
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while (pattern.IsFilled(nextColumn))
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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AddToPattern(pattern, HitObject, nextColumn, startTime, endTime, noteCount);
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addToPattern(pattern, HitObject, nextColumn, startTime, endTime, noteCount);
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}
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}
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return pattern;
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return pattern;
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@ -185,7 +186,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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int lastColumn = nextColumn;
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int lastColumn = nextColumn;
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for (int i = 0; i <= repeatCount; i++)
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for (int i = 0; i <= repeatCount; i++)
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{
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{
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AddToPattern(pattern, HitObject, nextColumn, startTime, startTime);
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addToPattern(pattern, HitObject, nextColumn, startTime, startTime);
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while (nextColumn == lastColumn)
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while (nextColumn == lastColumn)
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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@ -220,7 +221,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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for (int i = 0; i <= repeatCount; i++)
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for (int i = 0; i <= repeatCount; i++)
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{
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{
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AddToPattern(pattern, HitObject, column, startTime, startTime);
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addToPattern(pattern, HitObject, column, startTime, startTime);
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startTime += separationTime;
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startTime += separationTime;
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// Check if we're at the borders of the stage, and invert the pattern if so
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// Check if we're at the borders of the stage, and invert the pattern if so
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@ -272,7 +273,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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for (int i = 0; i <= repeatCount; i++)
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for (int i = 0; i <= repeatCount; i++)
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{
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{
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AddToPattern(pattern, HitObject, nextColumn, startTime, startTime, 2);
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addToPattern(pattern, HitObject, nextColumn, startTime, startTime, 2);
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nextColumn += interval;
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nextColumn += interval;
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if (nextColumn >= AvailableColumns - RandomStart)
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if (nextColumn >= AvailableColumns - RandomStart)
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@ -281,7 +282,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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// If we're in 2K, let's not add many consecutive doubles
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// If we're in 2K, let's not add many consecutive doubles
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if (AvailableColumns > 2)
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if (AvailableColumns > 2)
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AddToPattern(pattern, HitObject, nextColumn, startTime, startTime, 2);
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addToPattern(pattern, HitObject, nextColumn, startTime, startTime, 2);
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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startTime += separationTime;
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startTime += separationTime;
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@ -375,7 +376,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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while (pattern.IsFilled(nextColumn))
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while (pattern.IsFilled(nextColumn))
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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AddToPattern(pattern, HitObject, nextColumn, startTime, endTime, noteCount);
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addToPattern(pattern, HitObject, nextColumn, startTime, endTime, noteCount);
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startTime += separationTime;
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startTime += separationTime;
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}
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}
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@ -406,7 +407,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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}
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}
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// Create the hold note
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// Create the hold note
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AddToPattern(pattern, HitObject, holdColumn, startTime, separationTime * repeatCount);
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addToPattern(pattern, HitObject, holdColumn, startTime, separationTime * repeatCount);
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int noteCount = 1;
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int noteCount = 1;
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if (ConversionDifficulty > 6.5)
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if (ConversionDifficulty > 6.5)
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@ -429,7 +430,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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{
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while (rowPattern.IsFilled(nextColumn) || nextColumn == holdColumn)
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while (rowPattern.IsFilled(nextColumn) || nextColumn == holdColumn)
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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AddToPattern(rowPattern, HitObject, nextColumn, startTime, startTime, noteCount + 1);
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addToPattern(rowPattern, HitObject, nextColumn, startTime, startTime, noteCount + 1);
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}
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}
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}
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}
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@ -459,5 +460,44 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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int index = (int)(segmentTime == 0 ? 0 : (time - HitObject.StartTime) / segmentTime);
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int index = (int)(segmentTime == 0 ? 0 : (time - HitObject.StartTime) / segmentTime);
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return curveData.RepeatSamples[index];
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return curveData.RepeatSamples[index];
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}
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}
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/// <summary>
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/// Constructs and adds a note to a pattern.
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/// </summary>
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/// <param name="pattern">The pattern to add to.</param>
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/// <param name="originalObject">The original hit object (used for samples).</param>
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/// <param name="column">The column to add the note to.</param>
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/// <param name="startTime">The start time of the note.</param>
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/// <param name="endTime">The end time of the note (set to <paramref name="startTime"/> for a non-hold note).</param>
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/// <param name="siblings">The number of children alongside this note (these will not be generated, but are used for volume calculations).</param>
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private void addToPattern(Pattern pattern, HitObject originalObject, int column, double startTime, double endTime, int siblings = 1)
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{
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ManiaHitObject newObject;
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if (startTime == endTime)
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{
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newObject = new Note
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{
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StartTime = startTime,
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Samples = originalObject.Samples,
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Column = column
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};
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}
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else
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{
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newObject = new HoldNote
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{
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StartTime = startTime,
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Samples = originalObject.Samples,
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Column = column,
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Duration = endTime - startTime
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};
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}
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// Todo: Consider siblings and write sample volumes (probably at ManiaHitObject level)
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pattern.Add(newObject);
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}
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}
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}
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}
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}
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