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Force new combo on objects succeeding a break
No issue thread for this again. Reported internally on discord: https://discord.com/channels/90072389919997952/1259818301517725707/1320420768814727229 Placing this logic in the beatmap processor, as a post-processing step, means that the new combo force won't be visible until a placement has been committed. That can be seen as subpar, but I tried putting this logic in the placement and it sucked anyway: - While the combo number was correct, the colour looked off, because it would use the same combo colour as the already-placed objects after said break, which would only cycle to the next, correct one on placement - Not all scenarios can be handled in the placement. Refer to one of the test cases added in the preceding commit, wherein two objects are placed far apart from each other, and an automated break is inserted between them - the placement has no practical way of knowing whether it's going to have a break inserted automatically before it or not.
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@ -41,6 +41,7 @@ namespace osu.Game.Screens.Edit
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rulesetBeatmapProcessor?.PostProcess();
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autoGenerateBreaks();
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ensureNewComboAfterBreaks();
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}
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private void autoGenerateBreaks()
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@ -100,5 +101,31 @@ namespace osu.Game.Screens.Edit
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Beatmap.Breaks.Add(breakPeriod);
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}
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}
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private void ensureNewComboAfterBreaks()
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{
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var breakEnds = Beatmap.Breaks.Select(b => b.EndTime).OrderBy(t => t).ToList();
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if (breakEnds.Count == 0)
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return;
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int currentBreak = 0;
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for (int i = 0; i < Beatmap.HitObjects.Count; ++i)
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{
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var hitObject = Beatmap.HitObjects[i];
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if (hitObject is not IHasComboInformation hasCombo)
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continue;
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if (currentBreak < breakEnds.Count && hitObject.StartTime >= breakEnds[currentBreak])
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{
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hasCombo.NewCombo = true;
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currentBreak += 1;
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}
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hasCombo.UpdateComboInformation(i > 0 ? Beatmap.HitObjects[i - 1] as IHasComboInformation : null);
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}
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}
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}
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}
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