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Merge pull request #23768 from peppy/fix-editor-drum-roll
Fix ticks being created after the end of drum rolls in osu!taiko editor
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commit
0ec6bc1bb8
@ -15,187 +15,175 @@ namespace osu.Game.Rulesets.Taiko.Tests.Judgements
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[Test]
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public void TestHitAllDrumRoll()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(1000, TaikoAction.LeftCentre),
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new TaikoReplayFrame(1001),
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new TaikoReplayFrame(1250, TaikoAction.LeftCentre),
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new TaikoReplayFrame(1251),
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new TaikoReplayFrame(1500, TaikoAction.LeftCentre),
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new TaikoReplayFrame(1501),
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new TaikoReplayFrame(1750, TaikoAction.LeftCentre),
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new TaikoReplayFrame(1751),
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new TaikoReplayFrame(2000, TaikoAction.LeftCentre),
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new TaikoReplayFrame(2001),
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}, CreateBeatmap(new DrumRoll
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{
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StartTime = hit_time,
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Duration = 1000
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}));
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}, CreateBeatmap(createDrumRoll(false)));
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AssertJudgementCount(3);
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AssertJudgementCount(6);
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AssertResult<DrumRollTick>(0, HitResult.SmallBonus);
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AssertResult<DrumRollTick>(1, HitResult.SmallBonus);
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AssertResult<DrumRollTick>(2, HitResult.SmallBonus);
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AssertResult<DrumRollTick>(3, HitResult.SmallBonus);
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AssertResult<DrumRollTick>(4, HitResult.SmallBonus);
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AssertResult<DrumRoll>(0, HitResult.IgnoreHit);
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}
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[Test]
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public void TestHitSomeDrumRoll()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(2000, TaikoAction.LeftCentre),
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new TaikoReplayFrame(2001),
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}, CreateBeatmap(new DrumRoll
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{
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StartTime = hit_time,
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Duration = 1000
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}));
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}, CreateBeatmap(createDrumRoll(false)));
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AssertJudgementCount(3);
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AssertJudgementCount(6);
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AssertResult<DrumRollTick>(0, HitResult.IgnoreMiss);
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AssertResult<DrumRollTick>(1, HitResult.SmallBonus);
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AssertResult<DrumRollTick>(1, HitResult.IgnoreMiss);
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AssertResult<DrumRollTick>(2, HitResult.IgnoreMiss);
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AssertResult<DrumRollTick>(3, HitResult.IgnoreMiss);
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AssertResult<DrumRollTick>(4, HitResult.SmallBonus);
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AssertResult<DrumRoll>(0, HitResult.IgnoreHit);
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}
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[Test]
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public void TestHitNoneDrumRoll()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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}, CreateBeatmap(new DrumRoll
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{
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StartTime = hit_time,
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Duration = 1000
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}));
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}, CreateBeatmap(createDrumRoll(false)));
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AssertJudgementCount(3);
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AssertJudgementCount(6);
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AssertResult<DrumRollTick>(0, HitResult.IgnoreMiss);
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AssertResult<DrumRollTick>(1, HitResult.IgnoreMiss);
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AssertResult<DrumRollTick>(2, HitResult.IgnoreMiss);
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AssertResult<DrumRollTick>(3, HitResult.IgnoreMiss);
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AssertResult<DrumRollTick>(4, HitResult.IgnoreMiss);
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AssertResult<DrumRoll>(0, HitResult.IgnoreHit);
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}
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[Test]
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public void TestHitAllStrongDrumRollWithOneKey()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(1000, TaikoAction.LeftCentre),
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new TaikoReplayFrame(1001),
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new TaikoReplayFrame(1250, TaikoAction.LeftCentre),
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new TaikoReplayFrame(1251),
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new TaikoReplayFrame(1500, TaikoAction.LeftCentre),
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new TaikoReplayFrame(1501),
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new TaikoReplayFrame(1750, TaikoAction.LeftCentre),
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new TaikoReplayFrame(1751),
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new TaikoReplayFrame(2000, TaikoAction.LeftCentre),
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new TaikoReplayFrame(2001),
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}, CreateBeatmap(new DrumRoll
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}, CreateBeatmap(createDrumRoll(true)));
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AssertJudgementCount(12);
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for (int i = 0; i < 5; i++)
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{
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StartTime = hit_time,
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Duration = 1000,
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IsStrong = true
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}));
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AssertJudgementCount(6);
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AssertResult<DrumRollTick>(0, HitResult.SmallBonus);
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AssertResult<StrongNestedHitObject>(0, HitResult.LargeBonus);
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AssertResult<DrumRollTick>(1, HitResult.SmallBonus);
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AssertResult<StrongNestedHitObject>(1, HitResult.LargeBonus);
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AssertResult<DrumRollTick>(i, HitResult.SmallBonus);
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AssertResult<StrongNestedHitObject>(i, HitResult.LargeBonus);
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}
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AssertResult<DrumRoll>(0, HitResult.IgnoreHit);
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AssertResult<StrongNestedHitObject>(2, HitResult.IgnoreHit);
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AssertResult<StrongNestedHitObject>(5, HitResult.IgnoreHit);
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}
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[Test]
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public void TestHitSomeStrongDrumRollWithOneKey()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(2000, TaikoAction.LeftCentre),
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new TaikoReplayFrame(2001),
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}, CreateBeatmap(new DrumRoll
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{
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StartTime = hit_time,
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Duration = 1000,
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IsStrong = true
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}));
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}, CreateBeatmap(createDrumRoll(true)));
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AssertJudgementCount(6);
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AssertJudgementCount(12);
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AssertResult<DrumRollTick>(0, HitResult.IgnoreMiss);
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AssertResult<StrongNestedHitObject>(0, HitResult.IgnoreMiss);
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AssertResult<DrumRollTick>(1, HitResult.SmallBonus);
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AssertResult<StrongNestedHitObject>(1, HitResult.LargeBonus);
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AssertResult<DrumRollTick>(4, HitResult.SmallBonus);
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AssertResult<StrongNestedHitObject>(4, HitResult.LargeBonus);
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AssertResult<DrumRoll>(0, HitResult.IgnoreHit);
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AssertResult<StrongNestedHitObject>(2, HitResult.IgnoreHit);
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AssertResult<StrongNestedHitObject>(5, HitResult.IgnoreHit);
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}
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[Test]
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public void TestHitAllStrongDrumRollWithBothKeys()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(1000, TaikoAction.LeftCentre, TaikoAction.RightCentre),
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new TaikoReplayFrame(1001),
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new TaikoReplayFrame(1250, TaikoAction.LeftCentre, TaikoAction.RightCentre),
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new TaikoReplayFrame(1251),
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new TaikoReplayFrame(1500, TaikoAction.LeftCentre, TaikoAction.RightCentre),
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new TaikoReplayFrame(1501),
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new TaikoReplayFrame(1750, TaikoAction.LeftCentre, TaikoAction.RightCentre),
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new TaikoReplayFrame(1751),
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new TaikoReplayFrame(2000, TaikoAction.LeftCentre, TaikoAction.RightCentre),
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new TaikoReplayFrame(2001),
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}, CreateBeatmap(new DrumRoll
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}, CreateBeatmap(createDrumRoll(true)));
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AssertJudgementCount(12);
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for (int i = 0; i < 5; i++)
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{
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StartTime = hit_time,
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Duration = 1000,
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IsStrong = true
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}));
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AssertJudgementCount(6);
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AssertResult<DrumRollTick>(0, HitResult.SmallBonus);
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AssertResult<StrongNestedHitObject>(0, HitResult.LargeBonus);
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AssertResult<DrumRollTick>(1, HitResult.SmallBonus);
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AssertResult<StrongNestedHitObject>(1, HitResult.LargeBonus);
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AssertResult<DrumRollTick>(i, HitResult.SmallBonus);
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AssertResult<StrongNestedHitObject>(i, HitResult.LargeBonus);
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}
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AssertResult<DrumRoll>(0, HitResult.IgnoreHit);
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AssertResult<StrongNestedHitObject>(2, HitResult.IgnoreHit);
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AssertResult<StrongNestedHitObject>(5, HitResult.IgnoreHit);
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}
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[Test]
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public void TestHitSomeStrongDrumRollWithBothKeys()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(2000, TaikoAction.LeftCentre, TaikoAction.RightCentre),
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new TaikoReplayFrame(2001),
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}, CreateBeatmap(new DrumRoll
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{
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StartTime = hit_time,
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Duration = 1000,
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IsStrong = true
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}));
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}, CreateBeatmap(createDrumRoll(true)));
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AssertJudgementCount(6);
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AssertJudgementCount(12);
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AssertResult<DrumRollTick>(0, HitResult.IgnoreMiss);
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AssertResult<StrongNestedHitObject>(0, HitResult.IgnoreMiss);
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AssertResult<DrumRollTick>(1, HitResult.SmallBonus);
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AssertResult<StrongNestedHitObject>(1, HitResult.LargeBonus);
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AssertResult<DrumRollTick>(4, HitResult.SmallBonus);
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AssertResult<StrongNestedHitObject>(4, HitResult.LargeBonus);
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AssertResult<DrumRoll>(0, HitResult.IgnoreHit);
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AssertResult<StrongNestedHitObject>(2, HitResult.IgnoreHit);
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AssertResult<StrongNestedHitObject>(5, HitResult.IgnoreHit);
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}
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private DrumRoll createDrumRoll(bool strong) => new DrumRoll
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{
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StartTime = 1000,
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Duration = 1000,
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IsStrong = strong
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};
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}
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}
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@ -92,6 +92,14 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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}).ToList();
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}
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// TODO: stable makes the last tick of a drumroll non-required when the next object is too close.
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// This probably needs to be reimplemented:
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//
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// List<HitObject> hitobjects = hitObjectManager.hitObjects;
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// int ind = hitobjects.IndexOf(this);
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// if (i < hitobjects.Count - 1 && hitobjects[i + 1].HittableStartTime - (EndTime + (int)TickSpacing) <= (int)TickSpacing)
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// lastTickHittable = false;
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return converted;
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}
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@ -133,7 +141,6 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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StartTime = obj.StartTime,
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Samples = obj.Samples,
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Duration = taikoDuration,
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TickRate = beatmap.Difficulty.SliderTickRate == 3 ? 3 : 4,
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SliderVelocity = obj is IHasSliderVelocity velocityData ? velocityData.SliderVelocity : 1
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};
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}
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@ -1,8 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using osu.Game.Rulesets.Objects.Types;
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using System.Threading;
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using osu.Framework.Bindables;
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@ -69,6 +67,8 @@ namespace osu.Game.Rulesets.Taiko.Objects
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double scoringDistance = base_distance * difficulty.SliderMultiplier * SliderVelocity;
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Velocity = scoringDistance / timingPoint.BeatLength;
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TickRate = difficulty.SliderTickRate == 3 ? 3 : 4;
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tickSpacing = timingPoint.BeatLength / TickRate;
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}
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