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osu-lazer/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/DistanceObjectPatternGenerator.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.
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#nullable disable
using System;
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using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
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using osu.Framework.Extensions.EnumExtensions;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps.Formats;
using osu.Game.Utils;
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namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
{
/// <summary>
/// A pattern generator for IHasDistance hit objects.
/// </summary>
internal class DistanceObjectPatternGenerator : PatternGenerator
{
/// <summary>
/// Base osu! slider scoring distance.
/// </summary>
private const float osu_base_scoring_distance = 100;
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public readonly int StartTime;
public readonly int EndTime;
public readonly int SegmentDuration;
public readonly int SpanCount;
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private PatternType convertType;
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public DistanceObjectPatternGenerator(LegacyRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, IBeatmap originalBeatmap)
: base(random, hitObject, beatmap, previousPattern, originalBeatmap)
{
convertType = PatternType.None;
if (!Beatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime).KiaiMode)
convertType = PatternType.LowProbability;
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var distanceData = hitObject as IHasDistance;
var repeatsData = hitObject as IHasRepeats;
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Debug.Assert(distanceData != null);
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TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(hitObject.StartTime);
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DifficultyControlPoint difficultyPoint = hitObject.DifficultyControlPoint;
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double beatLength;
#pragma warning disable 618
if (difficultyPoint is LegacyBeatmapDecoder.LegacyDifficultyControlPoint legacyDifficultyPoint)
#pragma warning restore 618
beatLength = timingPoint.BeatLength * legacyDifficultyPoint.BpmMultiplier;
else
beatLength = timingPoint.BeatLength / difficultyPoint.SliderVelocity;
SpanCount = repeatsData?.SpanCount() ?? 1;
StartTime = (int)Math.Round(hitObject.StartTime);
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// This matches stable's calculation.
EndTime = (int)Math.Floor(StartTime + distanceData.Distance * beatLength * SpanCount * 0.01 / beatmap.Difficulty.SliderMultiplier);
SegmentDuration = (EndTime - StartTime) / SpanCount;
}
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public override IEnumerable<Pattern> Generate()
{
var originalPattern = generate();
if (originalPattern.HitObjects.Count() == 1)
{
yield return originalPattern;
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yield break;
}
// We need to split the intermediate pattern into two new patterns:
// 1. A pattern containing all objects that do not end at our EndTime.
// 2. A pattern containing all objects that end at our EndTime. This will be used for further pattern generation.
var intermediatePattern = new Pattern();
var endTimePattern = new Pattern();
foreach (var obj in originalPattern.HitObjects)
{
if (EndTime != (int)Math.Round(obj.GetEndTime()))
intermediatePattern.Add(obj);
else
endTimePattern.Add(obj);
}
yield return intermediatePattern;
yield return endTimePattern;
}
private Pattern generate()
{
if (TotalColumns == 1)
{
var pattern = new Pattern();
addToPattern(pattern, 0, StartTime, EndTime);
return pattern;
}
if (SpanCount > 1)
{
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if (SegmentDuration <= 90)
return generateRandomHoldNotes(StartTime, 1);
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if (SegmentDuration <= 120)
{
convertType |= PatternType.ForceNotStack;
return generateRandomNotes(StartTime, SpanCount + 1);
}
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if (SegmentDuration <= 160)
return generateStair(StartTime);
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if (SegmentDuration <= 200 && ConversionDifficulty > 3)
return generateRandomMultipleNotes(StartTime);
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double duration = EndTime - StartTime;
if (duration >= 4000)
return generateNRandomNotes(StartTime, 0.23, 0, 0);
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if (SegmentDuration > 400 && SpanCount < TotalColumns - 1 - RandomStart)
return generateTiledHoldNotes(StartTime);
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return generateHoldAndNormalNotes(StartTime);
}
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if (SegmentDuration <= 110)
{
if (PreviousPattern.ColumnWithObjects < TotalColumns)
convertType |= PatternType.ForceNotStack;
else
convertType &= ~PatternType.ForceNotStack;
return generateRandomNotes(StartTime, SegmentDuration < 80 ? 1 : 2);
}
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if (ConversionDifficulty > 6.5)
{
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if (convertType.HasFlagFast(PatternType.LowProbability))
return generateNRandomNotes(StartTime, 0.78, 0.3, 0);
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return generateNRandomNotes(StartTime, 0.85, 0.36, 0.03);
}
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if (ConversionDifficulty > 4)
{
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if (convertType.HasFlagFast(PatternType.LowProbability))
return generateNRandomNotes(StartTime, 0.43, 0.08, 0);
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return generateNRandomNotes(StartTime, 0.56, 0.18, 0);
}
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if (ConversionDifficulty > 2.5)
{
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if (convertType.HasFlagFast(PatternType.LowProbability))
return generateNRandomNotes(StartTime, 0.3, 0, 0);
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return generateNRandomNotes(StartTime, 0.37, 0.08, 0);
}
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if (convertType.HasFlagFast(PatternType.LowProbability))
return generateNRandomNotes(StartTime, 0.17, 0, 0);
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return generateNRandomNotes(StartTime, 0.27, 0, 0);
}
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/// <summary>
/// Generates random hold notes that start at an span the same amount of rows.
/// </summary>
/// <param name="startTime">Start time of each hold note.</param>
/// <param name="noteCount">Number of hold notes.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateRandomHoldNotes(int startTime, int noteCount)
{
// - - - -
// ■ - ■ ■
// □ - □ □
// ■ - ■ ■
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var pattern = new Pattern();
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int usableColumns = TotalColumns - RandomStart - PreviousPattern.ColumnWithObjects;
int nextColumn = GetRandomColumn();
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for (int i = 0; i < Math.Min(usableColumns, noteCount); i++)
{
// Find available column
nextColumn = FindAvailableColumn(nextColumn, pattern, PreviousPattern);
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addToPattern(pattern, nextColumn, startTime, EndTime);
}
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// This is can't be combined with the above loop due to RNG
for (int i = 0; i < noteCount - usableColumns; i++)
{
nextColumn = FindAvailableColumn(nextColumn, pattern);
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addToPattern(pattern, nextColumn, startTime, EndTime);
}
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return pattern;
}
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/// <summary>
/// Generates random notes, with one note per row and no stacking.
/// </summary>
/// <param name="startTime">The start time.</param>
/// <param name="noteCount">The number of notes.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateRandomNotes(int startTime, int noteCount)
{
// - - - -
// x - - -
// - - x -
// - - - x
// x - - -
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var pattern = new Pattern();
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if (convertType.HasFlagFast(PatternType.ForceNotStack) && PreviousPattern.ColumnWithObjects < TotalColumns)
nextColumn = FindAvailableColumn(nextColumn, PreviousPattern);
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int lastColumn = nextColumn;
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for (int i = 0; i < noteCount; i++)
{
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addToPattern(pattern, nextColumn, startTime, startTime);
nextColumn = FindAvailableColumn(nextColumn, validation: c => c != lastColumn);
lastColumn = nextColumn;
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startTime += SegmentDuration;
}
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return pattern;
}
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/// <summary>
/// Generates a stair of notes, with one note per row.
/// </summary>
/// <param name="startTime">The start time.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateStair(int startTime)
{
// - - - -
// x - - -
// - x - -
// - - x -
// - - - x
// - - x -
// - x - -
// x - - -
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var pattern = new Pattern();
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int column = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
bool increasing = Random.NextDouble() > 0.5;
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for (int i = 0; i <= SpanCount; i++)
{
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addToPattern(pattern, column, startTime, startTime);
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startTime += SegmentDuration;
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// Check if we're at the borders of the stage, and invert the pattern if so
if (increasing)
{
if (column >= TotalColumns - 1)
{
increasing = false;
column--;
}
else
column++;
}
else
{
if (column <= RandomStart)
{
increasing = true;
column++;
}
else
column--;
}
}
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return pattern;
}
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/// <summary>
/// Generates random notes with 1-2 notes per row and no stacking.
/// </summary>
/// <param name="startTime">The start time.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateRandomMultipleNotes(int startTime)
{
// - - - -
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// x - - -
// - x x -
// - - - x
// x - x -
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var pattern = new Pattern();
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bool legacy = TotalColumns >= 4 && TotalColumns <= 8;
int interval = Random.Next(1, TotalColumns - (legacy ? 1 : 0));
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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for (int i = 0; i <= SpanCount; i++)
{
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addToPattern(pattern, nextColumn, startTime, startTime);
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nextColumn += interval;
if (nextColumn >= TotalColumns - RandomStart)
nextColumn = nextColumn - TotalColumns - RandomStart + (legacy ? 1 : 0);
nextColumn += RandomStart;
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// If we're in 2K, let's not add many consecutive doubles
if (TotalColumns > 2)
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addToPattern(pattern, nextColumn, startTime, startTime);
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nextColumn = GetRandomColumn();
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startTime += SegmentDuration;
}
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return pattern;
}
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/// <summary>
/// Generates random hold notes. The amount of hold notes generated is determined by probabilities.
/// </summary>
/// <param name="startTime">The hold note start time.</param>
/// <param name="p2">The probability required for 2 hold notes to be generated.</param>
/// <param name="p3">The probability required for 3 hold notes to be generated.</param>
/// <param name="p4">The probability required for 4 hold notes to be generated.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateNRandomNotes(int startTime, double p2, double p3, double p4)
{
// - - - -
// ■ - ■ ■
// □ - □ □
// ■ - ■ ■
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switch (TotalColumns)
{
case 2:
p2 = 0;
p3 = 0;
p4 = 0;
break;
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case 3:
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p2 = Math.Min(p2, 0.1);
p3 = 0;
p4 = 0;
break;
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case 4:
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p2 = Math.Min(p2, 0.3);
p3 = Math.Min(p3, 0.04);
p4 = 0;
break;
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case 5:
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p2 = Math.Min(p2, 0.34);
p3 = Math.Min(p3, 0.1);
p4 = Math.Min(p4, 0.03);
break;
}
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static bool isDoubleSample(HitSampleInfo sample) => sample.Name == HitSampleInfo.HIT_CLAP || sample.Name == HitSampleInfo.HIT_FINISH;
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bool canGenerateTwoNotes = !convertType.HasFlagFast(PatternType.LowProbability);
canGenerateTwoNotes &= HitObject.Samples.Any(isDoubleSample) || sampleInfoListAt(StartTime).Any(isDoubleSample);
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if (canGenerateTwoNotes)
p2 = 1;
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return generateRandomHoldNotes(startTime, GetRandomNoteCount(p2, p3, p4));
}
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/// <summary>
/// Generates tiled hold notes. You can think of this as a stair of hold notes.
/// </summary>
/// <param name="startTime">The first hold note start time.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateTiledHoldNotes(int startTime)
{
// - - - -
// ■ ■ ■ ■
// □ □ □ □
// □ □ □ □
// □ □ □ ■
// □ □ ■ -
// □ ■ - -
// ■ - - -
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var pattern = new Pattern();
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int columnRepeat = Math.Min(SpanCount, TotalColumns);
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// Due to integer rounding, this is not guaranteed to be the same as EndTime (the class-level variable).
int endTime = startTime + SegmentDuration * SpanCount;
int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if (convertType.HasFlagFast(PatternType.ForceNotStack) && PreviousPattern.ColumnWithObjects < TotalColumns)
nextColumn = FindAvailableColumn(nextColumn, PreviousPattern);
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for (int i = 0; i < columnRepeat; i++)
{
nextColumn = FindAvailableColumn(nextColumn, pattern);
addToPattern(pattern, nextColumn, startTime, endTime);
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startTime += SegmentDuration;
}
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return pattern;
}
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/// <summary>
/// Generates a hold note alongside normal notes.
/// </summary>
/// <param name="startTime">The start time of notes.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateHoldAndNormalNotes(int startTime)
{
// - - - -
// ■ x x -
// ■ - x x
// ■ x - x
// ■ - x x
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var pattern = new Pattern();
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int holdColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if (convertType.HasFlagFast(PatternType.ForceNotStack) && PreviousPattern.ColumnWithObjects < TotalColumns)
holdColumn = FindAvailableColumn(holdColumn, PreviousPattern);
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// Create the hold note
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addToPattern(pattern, holdColumn, startTime, EndTime);
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int nextColumn = GetRandomColumn();
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int noteCount;
if (ConversionDifficulty > 6.5)
noteCount = GetRandomNoteCount(0.63, 0);
else if (ConversionDifficulty > 4)
noteCount = GetRandomNoteCount(TotalColumns < 6 ? 0.12 : 0.45, 0);
else if (ConversionDifficulty > 2.5)
noteCount = GetRandomNoteCount(TotalColumns < 6 ? 0 : 0.24, 0);
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else
noteCount = 0;
noteCount = Math.Min(TotalColumns - 1, noteCount);
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bool ignoreHead = !sampleInfoListAt(startTime).Any(s => s.Name == HitSampleInfo.HIT_WHISTLE || s.Name == HitSampleInfo.HIT_FINISH || s.Name == HitSampleInfo.HIT_CLAP);
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var rowPattern = new Pattern();
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for (int i = 0; i <= SpanCount; i++)
{
if (!(ignoreHead && startTime == StartTime))
{
for (int j = 0; j < noteCount; j++)
{
nextColumn = FindAvailableColumn(nextColumn, validation: c => c != holdColumn, patterns: rowPattern);
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addToPattern(rowPattern, nextColumn, startTime, startTime);
}
}
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pattern.Add(rowPattern);
rowPattern.Clear();
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startTime += SegmentDuration;
}
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return pattern;
}
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/// <summary>
/// Retrieves the sample info list at a point in time.
/// </summary>
/// <param name="time">The time to retrieve the sample info list from.</param>
private IList<HitSampleInfo> sampleInfoListAt(int time) => nodeSamplesAt(time)?.First() ?? HitObject.Samples;
/// <summary>
/// Retrieves the list of node samples that occur at time greater than or equal to <paramref name="time"/>.
/// </summary>
/// <param name="time">The time to retrieve node samples at.</param>
private IList<IList<HitSampleInfo>> nodeSamplesAt(int time)
{
if (!(HitObject is IHasPathWithRepeats curveData))
return null;
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int index = SegmentDuration == 0 ? 0 : (time - StartTime) / SegmentDuration;
// avoid slicing the list & creating copies, if at all possible.
return index == 0 ? curveData.NodeSamples : curveData.NodeSamples.Skip(index).ToList();
}
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/// <summary>
/// Constructs and adds a note to a pattern.
/// </summary>
/// <param name="pattern">The pattern to add to.</param>
/// <param name="column">The column to add the note to.</param>
/// <param name="startTime">The start time of the note.</param>
/// <param name="endTime">The end time of the note (set to <paramref name="startTime"/> for a non-hold note).</param>
private void addToPattern(Pattern pattern, int column, int startTime, int endTime)
{
ManiaHitObject newObject;
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if (startTime == endTime)
{
newObject = new Note
{
StartTime = startTime,
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Samples = sampleInfoListAt(startTime),
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Column = column
};
}
else
{
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newObject = new HoldNote
{
StartTime = startTime,
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Duration = endTime - startTime,
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Column = column,
Samples = HitObject.Samples,
NodeSamples = nodeSamplesAt(startTime)
};
}
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pattern.Add(newObject);
}
}
}