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osu-lazer/osu.Game/Beatmaps/BeatmapConverter.cs

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
using System.Collections.Generic;
using System.Linq;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Beatmaps
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{
/// <summary>
/// Converts a Beatmap for another mode.
/// </summary>
/// <typeparam name="T">The type of HitObject stored in the Beatmap.</typeparam>
public abstract class BeatmapConverter<T> where T : HitObject
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{
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/// <summary>
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/// Checks if a Beatmap can be converted using this Beatmap Converter.
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/// </summary>
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/// <param name="beatmap">The Beatmap to check.</param>
/// <returns>Whether the Beatmap can be converted using this Beatmap Converter.</returns>
public bool CanConvert(Beatmap beatmap) => ValidConversionTypes.All(t => beatmap.HitObjects.Any(t.IsInstanceOfType));
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/// <summary>
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/// Converts a Beatmap using this Beatmap Converter.
/// </summary>
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/// <param name="original">The un-converted Beatmap.</param>
/// <returns>The converted Beatmap.</returns>
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public Beatmap<T> Convert(Beatmap original)
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{
// We always operate on a clone of the original beatmap, to not modify it game-wide
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return ConvertBeatmap(new Beatmap(original));
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}
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/// <summary>
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/// Performs the conversion of a Beatmap using this Beatmap Converter.
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/// </summary>
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/// <param name="original">The un-converted Beatmap.</param>
/// <returns>The converted Beatmap.</returns>
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protected virtual Beatmap<T> ConvertBeatmap(Beatmap original)
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{
var beatmap = CreateBeatmap();
beatmap.BeatmapInfo = original.BeatmapInfo;
beatmap.ControlPointInfo = original.ControlPointInfo;
beatmap.HitObjects = original.HitObjects.SelectMany(h => convert(h, original)).ToList();
return beatmap;
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}
/// <summary>
/// Converts a hit object.
/// </summary>
/// <param name="original">The hit object to convert.</param>
/// <param name="beatmap">The un-converted Beatmap.</param>
/// <returns>The converted hit object.</returns>
private IEnumerable<T> convert(HitObject original, Beatmap beatmap)
{
// Check if the hitobject is already the converted type
T tObject = original as T;
if (tObject != null)
{
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yield return tObject;
yield break;
}
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// Convert the hit object
foreach (var obj in ConvertHitObject(original, beatmap))
{
if (obj == null)
continue;
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yield return obj;
}
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}
/// <summary>
/// The types of HitObjects that can be converted to be used for this Beatmap.
/// </summary>
protected abstract IEnumerable<Type> ValidConversionTypes { get; }
/// <summary>
/// Creates the <see cref="Beatmap{T}"/> that will be returned by this <see cref="BeatmapProcessor{T}"/>.
/// </summary>
protected virtual Beatmap<T> CreateBeatmap() => new Beatmap<T>();
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/// <summary>
/// Performs the conversion of a hit object.
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/// This method is generally executed sequentially for all objects in a beatmap.
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/// </summary>
/// <param name="original">The hit object to convert.</param>
/// <param name="beatmap">The un-converted Beatmap.</param>
/// <returns>The converted hit object.</returns>
protected abstract IEnumerable<T> ConvertHitObject(HitObject original, Beatmap beatmap);
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}
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}