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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.Collections.Generic;
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2019-02-12 15:01:25 +08:00
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Difficulty.Preprocessing
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{
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/// <summary>
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/// Wraps a <see cref="HitObject"/> and provides additional information to be used for difficulty calculation.
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/// </summary>
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public class DifficultyHitObject
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{
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private readonly IReadOnlyList<DifficultyHitObject> difficultyHitObjects;
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/// <summary>
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/// The position of this <see cref="DifficultyHitObject"/> in the <see cref="difficultyHitObjects"/> list.
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/// </summary>
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public int Position;
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/// <summary>
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/// The <see cref="HitObject"/> this <see cref="DifficultyHitObject"/> wraps.
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/// </summary>
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public readonly HitObject BaseObject;
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/// <summary>
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/// The last <see cref="HitObject"/> which occurs before <see cref="BaseObject"/>.
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/// </summary>
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public readonly HitObject LastObject;
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/// <summary>
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/// Amount of time elapsed between <see cref="BaseObject"/> and <see cref="LastObject"/>, adjusted by clockrate.
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/// </summary>
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public readonly double DeltaTime;
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/// <summary>
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/// Clockrate adjusted start time of <see cref="BaseObject"/>.
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/// </summary>
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public readonly double StartTime;
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/// <summary>
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/// Clockrate adjusted end time of <see cref="BaseObject"/>.
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/// </summary>
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public readonly double EndTime;
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/// <summary>
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/// Creates a new <see cref="DifficultyHitObject"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> which this <see cref="DifficultyHitObject"/> wraps.</param>
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/// <param name="lastObject">The last <see cref="HitObject"/> which occurs before <paramref name="hitObject"/> in the beatmap.</param>
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/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
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/// <param name="objects">The list of <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
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public DifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, List<DifficultyHitObject> objects)
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{
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difficultyHitObjects = objects;
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Position = objects.Count;
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BaseObject = hitObject;
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LastObject = lastObject;
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DeltaTime = (hitObject.StartTime - lastObject.StartTime) / clockRate;
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StartTime = hitObject.StartTime / clockRate;
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EndTime = hitObject.GetEndTime() / clockRate;
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}
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public DifficultyHitObject Previous(int backwardsIndex) => difficultyHitObjects[Position - (backwardsIndex + 1)];
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public DifficultyHitObject Next(int forwardsIndex) => difficultyHitObjects[Position + (forwardsIndex + 1)];
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}
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}
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