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Define TickRate to adjust rate of ticks externally, removing todo.
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@ -84,7 +84,8 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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StartTime = obj.StartTime,
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Sample = obj.Sample,
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IsStrong = strong,
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Distance = distanceData.Distance * (repeatsData?.RepeatCount ?? 1) * legacy_velocity_scale
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Distance = distanceData.Distance * (repeatsData?.RepeatCount ?? 1) * legacy_velocity_scale,
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TickRate = beatmap.BeatmapInfo.Difficulty.SliderTickRate == 3 ? 3 : 4
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};
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}
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}
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@ -33,10 +33,9 @@ namespace osu.Game.Modes.Taiko.Objects
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public double Velocity { get; protected set; } = 5;
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/// <summary>
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/// The distance between ticks of this drumroll.
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/// <para>Half of this value is the hit window of the ticks.</para>
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/// Numer of ticks per beat length.
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/// </summary>
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public double TickTimeDistance { get; protected set; } = 100;
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public int TickRate = 1;
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/// <summary>
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/// Number of drum roll ticks required for a "Good" hit.
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@ -60,18 +59,18 @@ namespace osu.Game.Modes.Taiko.Objects
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private List<DrumRollTick> ticks;
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/// <summary>
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/// The length (in milliseconds) between ticks of this drumroll.
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/// <para>Half of this value is the hit window of the ticks.</para>
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/// </summary>
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private double tickSpacing = 100;
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public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaults(timing, difficulty);
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Velocity = base_distance * difficulty.SliderMultiplier * difficulty.SliderTickRate * timing.BeatLengthAt(StartTime) * timing.SpeedMultiplierAt(StartTime);
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TickTimeDistance = timing.BeatLengthAt(StartTime);
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//TODO: move this to legacy conversion code to allow for direct division without special case.
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if (difficulty.SliderTickRate == 3)
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TickTimeDistance /= 3;
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else
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TickTimeDistance /= 4;
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tickSpacing = timing.BeatLengthAt(StartTime) / TickRate;
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RequiredGoodHits = TotalTicks * Math.Min(0.15, 0.05 + 0.10 / 6 * difficulty.OverallDifficulty);
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RequiredGreatHits = TotalTicks * Math.Min(0.30, 0.10 + 0.20 / 6 * difficulty.OverallDifficulty);
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@ -81,17 +80,17 @@ namespace osu.Game.Modes.Taiko.Objects
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{
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var ret = new List<DrumRollTick>();
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if (TickTimeDistance == 0)
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if (tickSpacing == 0)
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return ret;
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bool first = true;
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for (double t = StartTime; t < EndTime + (int)TickTimeDistance; t += TickTimeDistance)
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for (double t = StartTime; t < EndTime + (int)tickSpacing; t += tickSpacing)
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{
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ret.Add(new DrumRollTick
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{
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FirstTick = first,
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PreEmpt = PreEmpt,
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TickTimeDistance = TickTimeDistance,
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TickSpacing = tickSpacing,
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StartTime = t,
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IsStrong = IsStrong,
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Sample = new HitSampleInfo
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@ -11,14 +11,14 @@ namespace osu.Game.Modes.Taiko.Objects
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public bool FirstTick;
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/// <summary>
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/// The distance between this tick and the next in milliseconds.
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/// The length (in milliseconds) between this tick and the next.
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/// <para>Half of this value is the hit window of the tick.</para>
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/// </summary>
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public double TickTimeDistance;
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public double TickSpacing;
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/// <summary>
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/// The time allowed to hit this tick.
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/// </summary>
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public double HitWindow => TickTimeDistance / 2;
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public double HitWindow => TickSpacing / 2;
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}
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}
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@ -72,14 +72,9 @@ namespace osu.Game.Modes.Taiko.Replays
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}
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else if (drumRoll != null)
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{
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double delay = drumRoll.TickTimeDistance;
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double time = drumRoll.StartTime;
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for (int j = 0; j < drumRoll.TotalTicks; j++)
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foreach (var tick in drumRoll.Ticks)
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{
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Frames.Add(new ReplayFrame((int)time, 0, 0, hitButton ? ReplayButtonState.Left1 : ReplayButtonState.Left2));
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time += delay;
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Frames.Add(new ReplayFrame(tick.StartTime, 0, 0, hitButton ? ReplayButtonState.Left1 : ReplayButtonState.Left2));
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hitButton = !hitButton;
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}
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}
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