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osu-lazer/osu.Game.Modes.Taiko/Objects/DrumRoll.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Beatmaps.Samples;
using osu.Game.Modes.Objects.Types;
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps.Timing;
using osu.Game.Database;
namespace osu.Game.Modes.Taiko.Objects
{
public class DrumRoll : TaikoHitObject, IHasDistance
{
public double EndTime => StartTime + Distance / Velocity;
public double Duration => EndTime - StartTime;
/// <summary>
/// Raw length of the drum roll in positional length units.
/// </summary>
public double Distance { get; set; }
/// <summary>
/// Velocity of the drum roll in positional length units per millisecond.
/// </summary>
public double Velocity { get; protected set; } = 5;
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/// <summary>
/// The distance between ticks of this drumroll.
/// <para>Half of this value is the hit window of the ticks.</para>
/// </summary>
public double TickTimeDistance { get; protected set; } = 200;
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/// <summary>
/// Number of drum roll ticks required for a "Good" hit.
/// </summary>
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public double RequiredGoodHits { get; protected set; }
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/// <summary>
/// Number of drum roll ticks required for a "Great" hit.
/// </summary>
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public double RequiredGreatHits { get; protected set; }
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/// <summary>
/// Total number of drum roll ticks.
/// </summary>
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public int TotalTicks => Ticks.Count();
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/// <summary>
/// Initializes the drum roll ticks if not initialized and returns them.
/// </summary>
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public IEnumerable<DrumRollTick> Ticks => ticks ?? (ticks = createTicks());
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private List<DrumRollTick> ticks;
public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
{
base.ApplyDefaults(timing, difficulty);
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Velocity = timing.SliderVelocityAt(StartTime) * difficulty.SliderMultiplier / 1000;
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TickTimeDistance = timing.BeatLengthAt(StartTime);
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//TODO: move this to legacy conversion code to allow for direct division without special case.
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if (difficulty.SliderTickRate == 3)
TickTimeDistance /= 3;
else
TickTimeDistance /= 4;
RequiredGoodHits = TotalTicks * Math.Min(0.15, 0.05 + 0.10 / 6 * difficulty.OverallDifficulty);
RequiredGreatHits = TotalTicks * Math.Min(0.30, 0.10 + 0.20 / 6 * difficulty.OverallDifficulty);
}
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private List<DrumRollTick> createTicks()
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{
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var ret = new List<DrumRollTick>();
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if (TickTimeDistance == 0)
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return ret;
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bool first = true;
for (double t = StartTime; t < EndTime + (int)TickTimeDistance; t += TickTimeDistance)
{
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ret.Add(new DrumRollTick
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{
FirstTick = first,
PreEmpt = PreEmpt,
TickTimeDistance = TickTimeDistance,
StartTime = t,
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IsStrong = IsStrong,
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Sample = new HitSampleInfo
{
Type = SampleType.None,
Set = SampleSet.Soft
}
});
first = false;
}
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return ret;
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}
}
}