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group evenrhythms within a pattern
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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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using System.Collections.Generic;
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using System.Linq;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data
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{
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/// <summary>
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/// Represents <see cref="EvenHitObjects"/> grouped by their <see cref="EvenHitObjects.StartTime"/>'s interval.
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/// </summary>
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public class EvenPatterns : EvenRhythm<EvenHitObjects>
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{
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public EvenPatterns? Previous { get; private set; }
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/// <summary>
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/// The <see cref="EvenHitObjects.Interval"/> between children <see cref="EvenHitObjects"/> within this group.
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/// If there is only one child, this will have the value of the first child's <see cref="EvenHitObjects.Interval"/>.
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/// </summary>
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public double ChildrenInterval => Children.Count > 1 ? Children[1].Interval : Children[0].Interval;
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/// <summary>
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/// The ratio of <see cref="ChildrenInterval"/> between this and the previous <see cref="EvenPatterns"/>. In the
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/// case where there is no previous <see cref="EvenPatterns"/>, this will have a value of 1.
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/// </summary>
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public double IntervalRatio => ChildrenInterval / Previous?.ChildrenInterval ?? 1.0d;
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public TaikoDifficultyHitObject FirstHitObject => Children[0].FirstHitObject;
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public IEnumerable<TaikoDifficultyHitObject> AllHitObjects => Children.SelectMany(child => child.Children);
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private EvenPatterns(EvenPatterns? previous, List<EvenHitObjects> data, ref int i)
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: base(data, ref i, 5)
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{
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Previous = previous;
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foreach (TaikoDifficultyHitObject hitObject in AllHitObjects)
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{
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hitObject.Rhythm.EvenPatterns = this;
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}
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}
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public static void GroupPatterns(List<EvenHitObjects> data)
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{
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List<EvenPatterns> evenPatterns = new List<EvenPatterns>();
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// Index does not need to be incremented, as it is handled within the EvenRhythm constructor.
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for (int i = 0; i < data.Count;)
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{
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EvenPatterns? previous = evenPatterns.Count > 0 ? evenPatterns[^1] : null;
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evenPatterns.Add(new EvenPatterns(previous, data, ref i));
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}
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}
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}
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}
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