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Fix mania autoplay simulation judging objects in different order to gameplay
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@ -2,7 +2,12 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Mania.Scoring
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@ -16,6 +21,9 @@ namespace osu.Game.Rulesets.Mania.Scoring
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{
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}
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protected override IEnumerable<HitObject> EnumerateHitObjects(IBeatmap beatmap)
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=> base.EnumerateHitObjects(beatmap).OrderBy(ho => (ManiaHitObject)ho, JudgementOrderComparer.DEFAULT);
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protected override double ComputeTotalScore(double comboProgress, double accuracyProgress, double bonusPortion)
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{
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return 10000 * comboProgress
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@ -25,5 +33,27 @@ namespace osu.Game.Rulesets.Mania.Scoring
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protected override double GetComboScoreChange(JudgementResult result)
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=> Judgement.ToNumericResult(result.Type) * Math.Min(Math.Max(0.5, Math.Log(result.ComboAfterJudgement, combo_base)), Math.Log(400, combo_base));
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private class JudgementOrderComparer : IComparer<ManiaHitObject>
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{
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public static readonly JudgementOrderComparer DEFAULT = new JudgementOrderComparer();
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public int Compare(ManiaHitObject? x, ManiaHitObject? y)
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{
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if (ReferenceEquals(x, y)) return 0;
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if (ReferenceEquals(x, null)) return -1;
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if (ReferenceEquals(y, null)) return 1;
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int result = x.GetEndTime().CompareTo(y.GetEndTime());
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if (result != 0)
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return result;
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// due to the way input is handled in mania, notes take precedence over ticks in judging order.
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if (x is Note && y is not Note) return -1;
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if (x is not Note && y is Note) return 1;
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return x.Column.CompareTo(y.Column);
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}
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}
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}
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}
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