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Freeze frame testing
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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using System;
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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namespace osu.Game.Rulesets.Osu.Mods
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{
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{
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public class OsuModFlash : ModWithVisibilityAdjustment, IApplicableAfterBeatmapConversion
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public class OsuModFlash : ModWithVisibilityAdjustment, IHidesApproachCircles, IApplicableToDrawableRuleset<OsuHitObject>
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{
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{
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public override string Name => "Var AR Test";
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public override string Name => "Freeze frame";
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public override string Acronym => "TP";
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public override string Acronym => "FF";
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public override double ScoreMultiplier => 1;
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public override string Description => "Burn the notes into your memory";
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public override ModType Type => ModType.Fun;
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public override ModType Type => ModType.Fun;
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public override IconUsage? Icon => FontAwesome.Regular.Sun;
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public override string Description => @"how far will your reading stretch";
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public override IconUsage? Icon => FontAwesome.Solid.Fire;
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public override double ScoreMultiplier => 1.03;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModTarget), typeof(OsuModStrictTracking) };
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[SettingSource("Beat divisor")]
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public BindableFloat BeatDivisor { get; } = new BindableFloat(2)
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{
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MinValue = .25f,
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MaxValue = 2,
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Precision = .25F
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};
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public override void ApplyToBeatmap(IBeatmap beatmap)
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public override void ApplyToBeatmap(IBeatmap beatmap)
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{
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{
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base.ApplyToBeatmap(beatmap);
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base.ApplyToBeatmap(beatmap);
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double lastObjectEnd = beatmap.HitObjects.LastOrDefault()?.GetEndTime() ?? 0;
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foreach (var obj in beatmap.HitObjects.OfType<OsuHitObject>())
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foreach (var hitObject in beatmap.HitObjects.OfType<OsuHitObject>())
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applyVariableAr(obj);
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void applyVariableAr(OsuHitObject osuObject)
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{
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{
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double percentageofmap = osuObject.StartTime / lastObjectEnd;
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hitObject.TimeFadeIn = hitObject.TimePreempt;
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osuObject.TimePreempt = (percentageofmap * osuObject.TimePreempt) * ARadded.Value + osuObject.TimePreempt;
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var point = beatmap.ControlPointInfo.TimingPointAt(hitObject.StartTime);
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foreach (var nested in osuObject.NestedHitObjects.OfType<OsuHitObject>())
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hitObject.TimePreempt += hitObject.StartTime % (point.BeatLength / BeatDivisor.Value);
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applyVariableAr(nested);
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}
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}
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}
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}
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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(drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide();
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}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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{
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}
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyFrozenState(hitObject, state);
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private void applyFrozenState(DrawableHitObject drawable, ArmedState state)
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{
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{
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if (drawable is DrawableSpinner)
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return;
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var h = (OsuHitObject)drawable.HitObject;
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switch (drawable)
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{
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case DrawableHitCircle circle:
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using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt))
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{
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circle.ApproachCircle.Hide();
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}
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break;
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}
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}
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}
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[SettingSource("Additional AR", "how much AR change to add")]
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public BindableDouble ARadded { get; } = new BindableDouble(1)
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{
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Precision = 0.1f,
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MinValue = 0,
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MaxValue = 10,
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};
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/*[SettingSource("Additional Ar", "how much ar change to add")]
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public BindableBool scaledown { get; } = new BindableBool();*/
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}
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}
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}
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}
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@ -198,7 +198,8 @@ namespace osu.Game.Rulesets.Osu
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new OsuModMuted(),
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new OsuModMuted(),
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new OsuModNoScope(),
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new OsuModNoScope(),
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new MultiMod(new OsuModMagnetised(), new OsuModRepel()),
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new MultiMod(new OsuModMagnetised(), new OsuModRepel()),
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new ModAdaptiveSpeed()
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new ModAdaptiveSpeed(),
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new OsuModFlash()
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};
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};
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case ModType.System:
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case ModType.System:
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