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Merge branch 'taiko_drumroll_base' into taiko_drumroll_drawable
Conflicts: osu.Game.Modes.Taiko/osu.Game.Modes.Taiko.csproj
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commit
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120
osu.Game.Modes.Taiko/Objects/DrumRoll.cs
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120
osu.Game.Modes.Taiko/Objects/DrumRoll.cs
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Beatmaps.Samples;
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using osu.Game.Modes.Objects.Types;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Database;
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namespace osu.Game.Modes.Taiko.Objects
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{
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public class DrumRoll : TaikoHitObject, IHasDistance
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{
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public double EndTime => StartTime + Distance / Velocity;
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public double Duration => EndTime - StartTime;
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/// <summary>
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/// Raw length of the drum roll in positional length units.
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/// </summary>
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public double Distance { get; set; }
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/// <summary>
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/// Velocity of the drum roll in positional length units per millisecond.
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/// </summary>
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public double Velocity;
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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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/// </summary>
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public double TickTimeDistance;
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/// <summary>
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/// Number of drum roll ticks required for a "Good" hit.
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/// </summary>
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public double RequiredGoodHits;
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/// <summary>
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/// Number of drum roll ticks required for a "Great" hit.
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/// </summary>
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public double RequiredGreatHits;
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/// <summary>
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/// Total number of drum roll ticks.
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/// </summary>
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public int TotalTicks;
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/// <summary>
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/// Initializes the drum roll ticks if not initialized and returns them.
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/// </summary>
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public IEnumerable<DrumRollTick> Ticks
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{
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get
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{
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if (ticks == null)
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createTicks();
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return ticks;
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}
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}
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private List<DrumRollTick> ticks;
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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 = timing.SliderVelocityAt(StartTime) * difficulty.SliderMultiplier / 1000;
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TickTimeDistance = timing.BeatLengthAt(StartTime);
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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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TotalTicks = Ticks.Count();
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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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}
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private void createTicks()
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{
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ticks = new List<DrumRollTick>();
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if (TickTimeDistance == 0)
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return;
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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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{
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ticks.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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StartTime = t,
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Sample = new HitSampleInfo
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{
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Type = SampleType.None,
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Set = SampleSet.Soft
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}
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});
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first = false;
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}
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}
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public override TaikoHitType Type
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{
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get
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{
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SampleType st = Sample?.Type ?? SampleType.None;
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return TaikoHitType.DrumRoll | ((st & SampleType.Finish) > 0 ? TaikoHitType.Finisher : TaikoHitType.None);
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}
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}
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}
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}
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21
osu.Game.Modes.Taiko/Objects/DrumRollTick.cs
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21
osu.Game.Modes.Taiko/Objects/DrumRollTick.cs
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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namespace osu.Game.Modes.Taiko.Objects
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{
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public class DrumRollTick : TaikoHitObject
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{
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/// <summary>
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/// Whether this is the first (initial) tick of the slider.
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/// </summary>
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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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/// <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 override TaikoHitType Type => TaikoHitType.DrumRollTick;
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}
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}
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@ -51,6 +51,8 @@
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<Compile Include="Beatmaps\TaikoBeatmapProcessor.cs" />
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<Compile Include="Judgements\TaikoJudgementInfo.cs" />
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<Compile Include="Objects\Drawable\DrawableTaikoHitObject.cs" />
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<Compile Include="Objects\DrumRoll.cs" />
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<Compile Include="Objects\DrumRollTick.cs" />
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<Compile Include="Objects\TaikoHitType.cs" />
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<Compile Include="TaikoDifficultyCalculator.cs" />
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<Compile Include="Objects\TaikoHitObject.cs" />
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