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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Rhythm/TaikoRhythmDifficultyPreprocessor.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm
{
public static class TaikoRhythmDifficultyPreprocessor
{
public static void ProcessAndAssign(List<TaikoDifficultyHitObject> hitObjects)
{
var rhythmGroups = createSameRhythmGroupedHitObjects(hitObjects);
foreach (var rhythmGroup in rhythmGroups)
{
foreach (var hitObject in rhythmGroup.Children)
{
hitObject.Rhythm.SameRhythmGroupedHitObjects = rhythmGroup;
hitObject.HitObjectInterval = rhythmGroup.HitObjectInterval;
}
}
var patternGroups = createSamePatternGroupedHitObjects(rhythmGroups);
foreach (var patternGroup in patternGroups)
{
foreach (var hitObject in patternGroup.AllHitObjects)
{
hitObject.Rhythm.SamePatternsGroupedHitObjects = patternGroup;
}
}
}
private static List<SameRhythmGroupedHitObjects> createSameRhythmGroupedHitObjects(List<TaikoDifficultyHitObject> hitObjects)
{
var rhythmGroups = new List<SameRhythmGroupedHitObjects>();
var groups = IntervalGroupingUtils.GroupByInterval(hitObjects);
foreach (var group in groups)
{
var previous = rhythmGroups.Count > 0 ? rhythmGroups[^1] : null;
rhythmGroups.Add(new SameRhythmGroupedHitObjects(previous, group));
}
return rhythmGroups;
}
private static List<SamePatternsGroupedHitObjects> createSamePatternGroupedHitObjects(List<SameRhythmGroupedHitObjects> rhythmGroups)
{
var patternGroups = new List<SamePatternsGroupedHitObjects>();
var groups = IntervalGroupingUtils.GroupByInterval(rhythmGroups);
foreach (var group in groups)
{
var previous = patternGroups.Count > 0 ? patternGroups[^1] : null;
patternGroups.Add(new SamePatternsGroupedHitObjects(previous, group));
}
return patternGroups;
}
}
}