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238 lines
9.3 KiB
C#
238 lines
9.3 KiB
C#
// 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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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;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Catch.Scoring
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{
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/// <summary>
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/// Reference implementation for osu!stable's HP drain.
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/// Cannot be used for gameplay.
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/// </summary>
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public partial class LegacyCatchHealthProcessor : DrainingHealthProcessor
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{
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private const double hp_bar_maximum = 200;
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private const double hp_combo_geki = 14;
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private const double hp_hit_300 = 6;
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private const double hp_slider_tick = 3;
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public Action<string>? OnIterationFail;
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public Action<string>? OnIterationSuccess;
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public bool ApplyComboEndBonus { get; set; } = true;
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private double lowestHpEver;
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private double lowestHpEnd;
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private double lowestHpComboEnd;
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private double hpRecoveryAvailable;
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private double hpMultiplierNormal;
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private double hpMultiplierComboEnd;
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public LegacyCatchHealthProcessor(double drainStartTime)
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: base(drainStartTime)
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{
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}
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public override void ApplyBeatmap(IBeatmap beatmap)
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{
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lowestHpEver = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 195, 160, 60);
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lowestHpComboEnd = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 198, 170, 80);
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lowestHpEnd = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 198, 180, 80);
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hpRecoveryAvailable = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 8, 4, 0);
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base.ApplyBeatmap(beatmap);
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}
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protected override void ApplyResultInternal(JudgementResult result)
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{
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if (!IsSimulating)
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throw new NotSupportedException("The legacy catch health processor is not supported for gameplay.");
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}
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protected override void RevertResultInternal(JudgementResult result)
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{
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if (!IsSimulating)
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throw new NotSupportedException("The legacy catch health processor is not supported for gameplay.");
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}
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protected override void Reset(bool storeResults)
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{
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hpMultiplierNormal = 1;
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hpMultiplierComboEnd = 1;
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base.Reset(storeResults);
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}
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protected override double ComputeDrainRate()
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{
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double testDrop = 0.05;
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double currentHp;
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double currentHpUncapped;
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List<(HitObject hitObject, bool newCombo)> allObjects = enumerateHitObjects(Beatmap).Where(h => h.hitObject is Fruit || h.hitObject is Droplet || h.hitObject is Banana).ToList();
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do
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{
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currentHp = hp_bar_maximum;
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currentHpUncapped = hp_bar_maximum;
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double lowestHp = currentHp;
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double lastTime = DrainStartTime;
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int currentBreak = 0;
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bool fail = false;
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int comboTooLowCount = 0;
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string failReason = string.Empty;
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for (int i = 0; i < allObjects.Count; i++)
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{
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HitObject h = allObjects[i].hitObject;
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// Find active break (between current and lastTime)
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double localLastTime = lastTime;
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double breakTime = 0;
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// Subtract any break time from the duration since the last object
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if (Beatmap.Breaks.Count > 0 && currentBreak < Beatmap.Breaks.Count)
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{
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BreakPeriod e = Beatmap.Breaks[currentBreak];
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if (e.StartTime >= localLastTime && e.EndTime <= h.StartTime)
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{
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// consider break start equal to object end time for version 8+ since drain stops during this time
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breakTime = (Beatmap.BeatmapInfo.BeatmapVersion < 8) ? (e.EndTime - e.StartTime) : e.EndTime - localLastTime;
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currentBreak++;
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}
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}
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reduceHp(testDrop * (h.StartTime - lastTime - breakTime));
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lastTime = h.GetEndTime();
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if (currentHp < lowestHp)
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lowestHp = currentHp;
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if (currentHp <= lowestHpEver)
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{
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fail = true;
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testDrop *= 0.96;
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failReason = $"hp too low ({currentHp / hp_bar_maximum} < {lowestHpEver / hp_bar_maximum})";
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break;
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}
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switch (h)
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{
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case Fruit:
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if (ApplyComboEndBonus && (i == allObjects.Count - 1 || allObjects[i + 1].newCombo))
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{
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increaseHp(hpMultiplierComboEnd * hp_combo_geki + hpMultiplierNormal * hp_hit_300);
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if (currentHp < lowestHpComboEnd)
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{
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if (++comboTooLowCount > 2)
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{
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hpMultiplierComboEnd *= 1.07;
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hpMultiplierNormal *= 1.03;
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fail = true;
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failReason = $"combo end hp too low ({currentHp / hp_bar_maximum} < {lowestHpComboEnd / hp_bar_maximum})";
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}
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}
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}
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else
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increaseHp(hpMultiplierNormal * hp_hit_300);
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break;
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case Banana:
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increaseHp(hpMultiplierNormal / 2);
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break;
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case TinyDroplet:
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increaseHp(hpMultiplierNormal * hp_slider_tick * 0.1);
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break;
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case Droplet:
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increaseHp(hpMultiplierNormal * hp_slider_tick);
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break;
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}
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if (fail)
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break;
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}
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if (!fail && currentHp < lowestHpEnd)
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{
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fail = true;
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testDrop *= 0.94;
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hpMultiplierComboEnd *= 1.01;
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hpMultiplierNormal *= 1.01;
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failReason = $"end hp too low ({currentHp / hp_bar_maximum} < {lowestHpEnd / hp_bar_maximum})";
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}
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double recovery = (currentHpUncapped - hp_bar_maximum) / allObjects.Count;
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if (!fail && recovery < hpRecoveryAvailable)
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{
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fail = true;
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testDrop *= 0.96;
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hpMultiplierComboEnd *= 1.02;
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hpMultiplierNormal *= 1.01;
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failReason = $"recovery too low ({recovery / hp_bar_maximum} < {hpRecoveryAvailable / hp_bar_maximum})";
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}
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if (fail)
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{
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OnIterationFail?.Invoke($"FAILED drop {testDrop / hp_bar_maximum}: {failReason}");
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continue;
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}
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OnIterationSuccess?.Invoke($"PASSED drop {testDrop / hp_bar_maximum}");
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return testDrop / hp_bar_maximum;
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} while (true);
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void reduceHp(double amount)
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{
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currentHpUncapped = Math.Max(0, currentHpUncapped - amount);
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currentHp = Math.Max(0, currentHp - amount);
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}
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void increaseHp(double amount)
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{
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currentHpUncapped += amount;
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currentHp = Math.Max(0, Math.Min(hp_bar_maximum, currentHp + amount));
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}
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}
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private IEnumerable<(HitObject hitObject, bool newCombo)> enumerateHitObjects(IBeatmap beatmap)
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{
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return enumerateRecursively(beatmap.HitObjects);
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static IEnumerable<(HitObject hitObject, bool newCombo)> enumerateRecursively(IEnumerable<HitObject> hitObjects)
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{
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foreach (var hitObject in hitObjects)
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{
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// The combo end will either be attached to the hitobject itself if it has no children, or the very first child if it has children.
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bool newCombo = (hitObject as IHasComboInformation)?.NewCombo ?? false;
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foreach ((HitObject nested, bool _) in enumerateRecursively(hitObject.NestedHitObjects))
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{
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yield return (nested, newCombo);
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// Since the combo was attached to the first child, don't attach it to any other child or the parenting hitobject itself.
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newCombo = false;
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}
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yield return (hitObject, newCombo);
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}
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}
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}
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}
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}
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