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osu-lazer/osu.Game.Modes.Taiko/Beatmaps/TaikoBeatmapConverter.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;
using osu.Game.Beatmaps.Legacy;
using osu.Game.Beatmaps.Samples;
using osu.Game.Modes.Objects;
using osu.Game.Modes.Objects.Types;
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using osu.Game.Modes.Taiko.Objects;
using System.Collections.Generic;
using System.Linq;
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namespace osu.Game.Modes.Taiko.Beatmaps
{
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internal class TaikoBeatmapConverter : IBeatmapConverter<TaikoHitObject>
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{
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private const float legacy_velocity_scale = 1.4f;
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private const float bash_convert_factor = 1.65f;
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public Beatmap<TaikoHitObject> Convert(Beatmap original)
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{
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if (original is LegacyBeatmap)
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original.TimingInfo.ControlPoints.ForEach(c => c.VelocityAdjustment /= legacy_velocity_scale);
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return new Beatmap<TaikoHitObject>(original)
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{
HitObjects = convertHitObjects(original.HitObjects)
};
}
private List<TaikoHitObject> convertHitObjects(List<HitObject> hitObjects)
{
return hitObjects.Select(convertHitObject).ToList();
}
private TaikoHitObject convertHitObject(HitObject original)
{
// Check if this HitObject is already a TaikoHitObject, and return it if so
TaikoHitObject originalTaiko = original as TaikoHitObject;
if (originalTaiko != null)
return originalTaiko;
IHasDistance distanceData = original as IHasDistance;
IHasRepeats repeatsData = original as IHasRepeats;
IHasEndTime endTimeData = original as IHasEndTime;
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bool accented = ((original.Sample?.Type ?? SampleType.None) & SampleType.Finish) > 0;
if (distanceData != null)
{
return new DrumRoll
{
StartTime = original.StartTime,
Sample = original.Sample,
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Accented = accented,
Distance = distanceData.Distance * (repeatsData?.RepeatCount ?? 1)
};
}
if (endTimeData != null)
{
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// We compute the end time manually to add in the Bash convert factor
return new Bash
{
StartTime = original.StartTime,
Sample = original.Sample,
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Accented = accented,
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EndTime = original.StartTime + endTimeData.Duration * bash_convert_factor
};
}
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return new Hit
{
StartTime = original.StartTime,
Sample = original.Sample,
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Accented = accented
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};
}
}
}