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Refactor to avoid using try-finally as control flow.
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@ -12,6 +12,7 @@ using osu.Game.Rulesets.Mania.MathUtils;
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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.Objects.Types;
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using osu.Framework.Extensions.IEnumerableExtensions;
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namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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@ -88,15 +89,10 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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public override IEnumerable<Pattern> Generate()
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{
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yield return generate();
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}
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private Pattern generate()
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{
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var pattern = new Pattern();
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try
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Pattern generateCore()
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{
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var pattern = new Pattern();
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if (TotalColumns == 1)
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{
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addToPattern(pattern, 0);
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@ -168,54 +164,56 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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}
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if (convertType.HasFlag(PatternType.KeepSingle))
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return pattern = generateRandomNotes(1);
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return generateRandomNotes(1);
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if (convertType.HasFlag(PatternType.Mirror))
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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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return 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 generateRandomPatternWithMirrored(0.12, 0.17, 0);
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return pattern = generateRandomPatternWithMirrored(0.12, 0, 0);
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return generateRandomPatternWithMirrored(0.12, 0, 0);
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}
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if (ConversionDifficulty > 6.5)
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{
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if (convertType.HasFlag(PatternType.LowProbability))
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return pattern = generateRandomPattern(0.78, 0.42, 0, 0);
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return generateRandomPattern(0.78, 0.42, 0, 0);
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return pattern = generateRandomPattern(1, 0.62, 0, 0);
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return generateRandomPattern(1, 0.62, 0, 0);
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}
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if (ConversionDifficulty > 4)
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{
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if (convertType.HasFlag(PatternType.LowProbability))
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return pattern = generateRandomPattern(0.35, 0.08, 0, 0);
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return generateRandomPattern(0.35, 0.08, 0, 0);
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return pattern = generateRandomPattern(0.52, 0.15, 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.HasFlag(PatternType.LowProbability))
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return pattern = generateRandomPattern(0.18, 0, 0, 0);
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return generateRandomPattern(0.18, 0, 0, 0);
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return pattern = generateRandomPattern(0.45, 0, 0, 0);
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return 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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return generateRandomPattern(0, 0, 0, 0);
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}
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finally
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var p = generateCore();
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foreach (var obj in p.HitObjects)
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{
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foreach (var obj in pattern.HitObjects)
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{
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if (convertType.HasFlag(PatternType.Stair) && obj.Column == TotalColumns - 1)
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StairType = PatternType.ReverseStair;
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if (convertType.HasFlag(PatternType.ReverseStair) && obj.Column == RandomStart)
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StairType = PatternType.Stair;
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}
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if (convertType.HasFlag(PatternType.Stair) && obj.Column == TotalColumns - 1)
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StairType = PatternType.ReverseStair;
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if (convertType.HasFlag(PatternType.ReverseStair) && obj.Column == RandomStart)
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StairType = PatternType.Stair;
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}
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return p.Yield();
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}
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/// <summary>
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