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Fix stair type not being flipped correctly
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@ -89,120 +89,121 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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public override Pattern Generate()
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{
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if (TotalColumns == 1)
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var pattern = new Pattern();
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try
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{
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var pattern = new Pattern();
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addToPattern(pattern, 0);
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return pattern;
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}
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int lastColumn = PreviousPattern.HitObjects.FirstOrDefault()?.Column ?? 0;
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if ((convertType & PatternType.Reverse) > 0 && PreviousPattern.HitObjects.Any())
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{
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// Generate a new pattern by copying the last hit objects in reverse-column order
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var pattern = new Pattern();
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for (int i = RandomStart; i < TotalColumns; i++)
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if (PreviousPattern.ColumnHasObject(i))
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addToPattern(pattern, RandomStart + TotalColumns - i - 1);
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return pattern;
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}
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if ((convertType & PatternType.Cycle) > 0 && PreviousPattern.HitObjects.Count() == 1
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// If we convert to 7K + 1, let's not overload the special key
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&& (TotalColumns != 8 || lastColumn != 0)
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// Make sure the last column was not the centre column
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&& (TotalColumns % 2 == 0 || lastColumn != TotalColumns / 2))
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{
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// Generate a new pattern by cycling backwards (similar to Reverse but for only one hit object)
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var pattern = new Pattern();
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int column = RandomStart + TotalColumns - lastColumn - 1;
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addToPattern(pattern, column);
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return pattern;
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}
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if ((convertType & PatternType.ForceStack) > 0 && PreviousPattern.HitObjects.Any())
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{
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// Generate a new pattern by placing on the already filled columns
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var pattern = new Pattern();
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for (int i = RandomStart; i < TotalColumns; i++)
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if (PreviousPattern.ColumnHasObject(i))
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addToPattern(pattern, i);
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return pattern;
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}
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if ((convertType & PatternType.Stair) > 0 && PreviousPattern.HitObjects.Count() == 1)
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{
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// Generate a new pattern by placing on the next column, cycling back to the start if there is no "next"
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var pattern = new Pattern();
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int targetColumn = lastColumn + 1;
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if (targetColumn == TotalColumns)
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if (TotalColumns == 1)
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{
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targetColumn = RandomStart;
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StairType = PatternType.ReverseStair;
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addToPattern(pattern, 0);
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return pattern;
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}
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addToPattern(pattern, targetColumn);
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return pattern;
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}
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int lastColumn = PreviousPattern.HitObjects.FirstOrDefault()?.Column ?? 0;
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if ((convertType & PatternType.ReverseStair) > 0 && PreviousPattern.HitObjects.Count() == 1)
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{
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// Generate a new pattern by placing on the previous column, cycling back to the end if there is no "previous"
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var pattern = new Pattern();
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int targetColumn = lastColumn - 1;
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if (targetColumn == RandomStart - 1)
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if ((convertType & PatternType.Reverse) > 0 && PreviousPattern.HitObjects.Any())
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{
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targetColumn = TotalColumns - 1;
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StairType = PatternType.Stair;
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// Generate a new pattern by copying the last hit objects in reverse-column order
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for (int i = RandomStart; i < TotalColumns; i++)
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if (PreviousPattern.ColumnHasObject(i))
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addToPattern(pattern, RandomStart + TotalColumns - i - 1);
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return pattern;
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}
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addToPattern(pattern, targetColumn);
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return pattern;
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}
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if ((convertType & PatternType.Cycle) > 0 && PreviousPattern.HitObjects.Count() == 1
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// If we convert to 7K + 1, let's not overload the special key
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&& (TotalColumns != 8 || lastColumn != 0)
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// Make sure the last column was not the centre column
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&& (TotalColumns % 2 == 0 || lastColumn != TotalColumns / 2))
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{
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// Generate a new pattern by cycling backwards (similar to Reverse but for only one hit object)
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int column = RandomStart + TotalColumns - lastColumn - 1;
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addToPattern(pattern, column);
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if ((convertType & PatternType.KeepSingle) > 0)
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return generateRandomNotes(1);
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return pattern;
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}
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if ((convertType & PatternType.ForceStack) > 0 && PreviousPattern.HitObjects.Any())
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{
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// Generate a new pattern by placing on the already filled columns
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for (int i = RandomStart; i < TotalColumns; i++)
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if (PreviousPattern.ColumnHasObject(i))
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addToPattern(pattern, i);
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return pattern;
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}
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if (PreviousPattern.HitObjects.Count() == 1)
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{
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if ((convertType & PatternType.Stair) > 0)
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{
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// Generate a new pattern by placing on the next column, cycling back to the start if there is no "next"
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int targetColumn = lastColumn + 1;
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if (targetColumn == TotalColumns)
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targetColumn = RandomStart;
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addToPattern(pattern, targetColumn);
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return pattern;
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}
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if ((convertType & PatternType.ReverseStair) > 0)
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{
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// Generate a new pattern by placing on the previous column, cycling back to the end if there is no "previous"
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int targetColumn = lastColumn - 1;
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if (targetColumn == RandomStart - 1)
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targetColumn = TotalColumns - 1;
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addToPattern(pattern, targetColumn);
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return pattern;
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}
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}
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if ((convertType & PatternType.KeepSingle) > 0)
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return pattern = generateRandomNotes(1);
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if ((convertType & PatternType.Mirror) > 0)
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{
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if (ConversionDifficulty > 6.5)
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return pattern = generateRandomPatternWithMirrored(0.12, 0.38, 0.12);
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if (ConversionDifficulty > 4)
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return pattern = generateRandomPatternWithMirrored(0.12, 0.17, 0);
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return pattern = generateRandomPatternWithMirrored(0.12, 0, 0);
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}
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if ((convertType & PatternType.Mirror) > 0)
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{
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if (ConversionDifficulty > 6.5)
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return generateRandomPatternWithMirrored(0.12, 0.38, 0.12);
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{
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if ((convertType & PatternType.LowProbability) > 0)
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return pattern = generateRandomPattern(0.78, 0.42, 0, 0);
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return pattern = generateRandomPattern(1, 0.62, 0, 0);
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}
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if (ConversionDifficulty > 4)
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return generateRandomPatternWithMirrored(0.12, 0.17, 0);
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return generateRandomPatternWithMirrored(0.12, 0, 0);
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}
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{
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if ((convertType & PatternType.LowProbability) > 0)
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return pattern = generateRandomPattern(0.35, 0.08, 0, 0);
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return pattern = generateRandomPattern(0.52, 0.15, 0, 0);
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}
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if (ConversionDifficulty > 6.5)
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if (ConversionDifficulty > 2)
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{
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if ((convertType & PatternType.LowProbability) > 0)
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return pattern = generateRandomPattern(0.18, 0, 0, 0);
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return pattern = generateRandomPattern(0.45, 0, 0, 0);
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}
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return pattern = generateRandomPattern(0, 0, 0, 0);
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}
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finally
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{
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if ((convertType & PatternType.LowProbability) > 0)
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return generateRandomPattern(0.78, 0.42, 0, 0);
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return generateRandomPattern(1, 0.62, 0, 0);
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foreach (var obj in pattern.HitObjects)
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{
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if ((convertType & PatternType.Stair) > 0 && obj.Column == TotalColumns - 1)
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StairType = PatternType.ReverseStair;
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if ((convertType & PatternType.ReverseStair) > 0 && obj.Column == RandomStart)
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StairType = PatternType.Stair;
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}
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}
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if (ConversionDifficulty > 4)
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{
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if ((convertType & PatternType.LowProbability) > 0)
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return generateRandomPattern(0.35, 0.08, 0, 0);
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return generateRandomPattern(0.52, 0.15, 0, 0);
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}
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if (ConversionDifficulty > 2)
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{
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if ((convertType & PatternType.LowProbability) > 0)
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return generateRandomPattern(0.18, 0, 0, 0);
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return generateRandomPattern(0.45, 0, 0, 0);
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}
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return generateRandomPattern(0, 0, 0, 0);
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}
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/// <summary>
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