2018-04-13 17:19:50 +08:00
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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.Collections;
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using System.Collections.Generic;
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2018-10-10 20:37:02 +08:00
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using System.Linq;
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2018-04-13 17:19:50 +08:00
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using osu.Game.Rulesets.Osu.Objects;
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2018-05-15 16:36:29 +08:00
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namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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2018-04-13 17:19:50 +08:00
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{
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/// <summary>
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/// An enumerable container wrapping <see cref="OsuHitObject"/> input as <see cref="OsuDifficultyHitObject"/>
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/// which contains extra data required for difficulty calculation.
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/// </summary>
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public class OsuDifficultyBeatmap : IEnumerable<OsuDifficultyHitObject>
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{
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private readonly IEnumerator<OsuDifficultyHitObject> difficultyObjects;
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/// <summary>
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/// Creates an enumerator, which preprocesses a list of <see cref="OsuHitObject"/>s recieved as input, wrapping them as
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/// <see cref="OsuDifficultyHitObject"/> which contains extra data required for difficulty calculation.
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/// </summary>
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public OsuDifficultyBeatmap(List<OsuHitObject> objects, double timeRate)
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{
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// Sort OsuHitObjects by StartTime - they are not correctly ordered in some cases.
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// This should probably happen before the objects reach the difficulty calculator.
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difficultyObjects = createDifficultyObjectEnumerator(objects.OrderBy(h => h.StartTime).ToList(), timeRate);
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}
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/// <summary>
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/// Returns an enumerator that enumerates all <see cref="OsuDifficultyHitObject"/>s in the <see cref="OsuDifficultyBeatmap"/>.
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/// </summary>
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public IEnumerator<OsuDifficultyHitObject> GetEnumerator() => difficultyObjects;
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IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
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private IEnumerator<OsuDifficultyHitObject> createDifficultyObjectEnumerator(List<OsuHitObject> objects, double timeRate)
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{
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// The first jump is formed by the first two hitobjects of the map.
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// If the map has less than two OsuHitObjects, the enumerator will not return anything.
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for (int i = 1; i < objects.Count; i++)
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yield return new OsuDifficultyHitObject(objects[i], objects[i - 1], timeRate);
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}
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}
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}
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