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Add rng components to mania conversion tests
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@ -5,6 +5,8 @@ using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.MathUtils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.Beatmaps;
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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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@ -12,7 +14,7 @@ using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Rulesets.Mania.Tests
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{
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public class ManiaBeatmapConversionTest : BeatmapConversionTest<ConvertValue>
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public class ManiaBeatmapConversionTest : BeatmapConversionTest<ManiaConvertMapping, ConvertValue>
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Mania";
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@ -33,9 +35,35 @@ namespace osu.Game.Rulesets.Mania.Tests
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};
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}
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protected override ManiaConvertMapping CreateConvertMapping() => new ManiaConvertMapping(Converter);
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protected override Ruleset CreateRuleset() => new ManiaRuleset();
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}
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public class ManiaConvertMapping : ConvertMapping<ConvertValue>, IEquatable<ManiaConvertMapping>
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{
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public uint RandomW;
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public uint RandomX;
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public uint RandomY;
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public uint RandomZ;
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public ManiaConvertMapping()
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{
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}
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public ManiaConvertMapping(IBeatmapConverter converter)
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{
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var maniaConverter = (ManiaBeatmapConverter)converter;
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RandomW = maniaConverter.Random.W;
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RandomX = maniaConverter.Random.X;
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RandomY = maniaConverter.Random.Y;
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RandomZ = maniaConverter.Random.Z;
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}
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public bool Equals(ManiaConvertMapping other) => other != null && RandomW == other.RandomW && RandomX == other.RandomX && RandomY == other.RandomY && RandomZ == other.RandomZ;
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public override bool Equals(ConvertMapping<ConvertValue> other) => base.Equals(other) && Equals(other as ManiaConvertMapping);
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}
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public struct ConvertValue : IEquatable<ConvertValue>
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{
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/// <summary>
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@ -15,11 +15,15 @@ namespace osu.Game.Rulesets.Mania.MathUtils
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private const uint y = 842502087;
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private const uint z = 3579807591;
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private const uint w = 273326509;
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private uint _x, _y = y, _z = z, _w = w;
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internal uint X { get; private set; }
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internal uint Y { get; private set; } = y;
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internal uint Z { get; private set; } = z;
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internal uint W { get; private set; } = w;
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public FastRandom(int seed)
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{
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_x = (uint)seed;
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X = (uint)seed;
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}
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public FastRandom()
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@ -33,11 +37,11 @@ namespace osu.Game.Rulesets.Mania.MathUtils
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/// <returns>The random value.</returns>
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public uint NextUInt()
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{
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uint t = _x ^ _x << 11;
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_x = _y;
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_y = _z;
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_z = _w;
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return _w = _w ^ _w >> 19 ^ t ^ t >> 8;
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uint t = X ^ X << 11;
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X = Y;
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Y = Z;
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Z = W;
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return W = W ^ W >> 19 ^ t ^ t >> 8;
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}
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/// <summary>
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