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@ -93,12 +93,36 @@ namespace osu.Game.Rulesets.Osu.Tests
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AddStep("Big Single, Large StackOffset", () => testSimpleBigLargeStackOffset());
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AddStep("Big 1 Repeat, Large StackOffset", () => testSimpleBigLargeStackOffset(1));
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AddStep("Distance Overflow", () => testDistanceOverflow());
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AddStep("Distance Overflow 1 Repeat", () => testDistanceOverflow(1));
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}
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private void testSimpleBig(int repeats = 0) => createSlider(2, repeats: repeats);
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private void testSimpleBigLargeStackOffset(int repeats = 0) => createSlider(2, repeats: repeats, stackHeight: 10);
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private void testDistanceOverflow(int repeats = 0)
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{
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var slider = new Slider
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{
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StartTime = Time.Current + 1000,
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Position = new Vector2(239, 176),
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ControlPoints = new List<Vector2>
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{
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Vector2.Zero,
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new Vector2(154, 28),
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new Vector2(52, -34)
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},
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Distance = 700,
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RepeatCount = repeats,
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RepeatSamples = createEmptySamples(repeats),
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StackHeight = 10
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};
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addSlider(slider, 2, 2);
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}
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private void testSimpleMedium(int repeats = 0) => createSlider(5, repeats: repeats);
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private void testSimpleSmall(int repeats = 0) => createSlider(7, repeats: repeats);
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@ -99,11 +99,9 @@ namespace osu.Game.Rulesets.Objects
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cumulativeLength.Add(l);
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}
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//TODO: Figure out if the following code is needed in some cases. Judging by the map
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// "Transform" http://osu.ppy.sh/s/484689 it seems like we should _not_ be doing this.
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// Lengthen slider curves that are too short compared to what's
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// in the .osu file.
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/*if (l < Length && calculatedPath.Count > 1)
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if (l < Distance && calculatedPath.Count > 1)
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{
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Vector2 diff = calculatedPath[calculatedPath.Count - 1] - calculatedPath[calculatedPath.Count - 2];
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double d = diff.Length;
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@ -111,9 +109,9 @@ namespace osu.Game.Rulesets.Objects
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if (d <= 0)
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return;
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calculatedPath[calculatedPath.Count - 1] += diff * (float)((Length - l) / d);
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cumulativeLength[calculatedPath.Count - 1] = Length;
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}*/
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calculatedPath[calculatedPath.Count - 1] += diff * (float)((Distance - l) / d);
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cumulativeLength[calculatedPath.Count - 1] = Distance;
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}
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}
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public void Calculate()
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