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@ -118,7 +118,6 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Fail);
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assertStateAfterResult(new JudgementResult(new DrumRoll(), new TaikoDrumRollJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Ok }, TaikoMascotAnimationState.Idle);
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}
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@ -1,38 +0,0 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System.Linq;
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using NUnit.Framework;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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public class TestSceneDrumRollJudgements : TestSceneTaikoPlayer
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{
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[Test]
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public void TestStrongDrumRollFullyJudgedOnKilled()
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{
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AddUntilStep("gameplay finished", () => Player.ScoreProcessor.HasCompleted.Value);
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AddAssert("all judgements are misses", () => Player.Results.All(r => r.Type == r.Judgement.MinResult));
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}
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protected override bool Autoplay => false;
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new Beatmap<TaikoHitObject>
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{
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BeatmapInfo = { Ruleset = new TaikoRuleset().RulesetInfo },
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HitObjects =
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{
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new DrumRoll
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{
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StartTime = 1000,
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Duration = 1000,
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IsStrong = true
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}
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}
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};
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}
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}
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@ -1,16 +0,0 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Taiko.Judgements
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{
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public class TaikoDrumRollJudgement : TaikoJudgement
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{
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public override HitResult MaxResult => HitResult.IgnoreHit;
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protected override double HealthIncreaseFor(HitResult result) => 0;
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}
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}
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@ -140,7 +140,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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if (timeOffset < 0)
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return;
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ApplyResult(r => r.Type = r.Judgement.MinResult);
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ApplyResult(r => r.Type = r.Judgement.MaxResult);
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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@ -16,7 +16,6 @@ using osuTK.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Skinning.Default;
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using osu.Game.Skinning;
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@ -224,7 +223,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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tick.TriggerResult(false);
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}
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ApplyResult(r => r.Type = numHits > HitObject.RequiredHits / 2 ? HitResult.SmallBonus : r.Judgement.MinResult);
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ApplyResult(r => r.Type = numHits == HitObject.RequiredHits ? r.Judgement.MaxResult : r.Judgement.MinResult);
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}
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}
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@ -89,7 +89,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
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}
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}
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public override Judgement CreateJudgement() => new TaikoDrumRollJudgement();
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public override Judgement CreateJudgement() => new IgnoreJudgement();
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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