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Distance object generator should output a secondary pattern
In osu!stable, only the hitobjects which ended at the distance object's EndTime would be considered for further pattern generation. Previously this generator was group _all_ objects including those that don't end at the object's EndTime, resulting in incorrect hitobject count for further pattern generation.
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@ -119,10 +119,13 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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{
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var generator = new SpecificBeatmapPatternGenerator(Random, original, beatmap, lastPattern, originalBeatmap);
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Pattern newPattern = generator.Generate();
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lastPattern = newPattern;
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foreach (var newPattern in generator.Generate())
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{
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lastPattern = newPattern;
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return newPattern.HitObjects;
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foreach (var obj in newPattern.HitObjects)
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yield return obj;
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}
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}
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/// <summary>
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@ -167,14 +170,17 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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}
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if (conversion == null)
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return null;
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yield break;
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Pattern newPattern = conversion.Generate();
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foreach (var newPattern in conversion.Generate())
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{
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lastPattern = conversion is EndTimeObjectPatternGenerator ? lastPattern : newPattern;
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lastStair = (conversion as HitObjectPatternGenerator)?.StairType ?? lastStair;
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lastPattern = conversion is EndTimeObjectPatternGenerator ? lastPattern : newPattern;
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lastStair = (conversion as HitObjectPatternGenerator)?.StairType ?? lastStair;
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foreach (var obj in newPattern.HitObjects)
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yield return obj;
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return newPattern.HitObjects;
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}
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}
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/// <summary>
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@ -187,7 +193,12 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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{
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}
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public override Pattern Generate()
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public override IEnumerable<Pattern> Generate()
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{
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yield return generate();
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}
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private Pattern generate()
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{
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var endTimeData = HitObject as IHasEndTime;
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var positionData = HitObject as IHasXPosition;
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@ -4,6 +4,7 @@
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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.Framework.MathUtils;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.MathUtils;
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@ -57,7 +58,30 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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SegmentDuration = (EndTime - HitObject.StartTime) / spanCount;
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}
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public override Pattern Generate()
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public override IEnumerable<Pattern> Generate()
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{
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var originalPattern = generate();
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// We need to split the intermediate pattern into two new patterns:
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// 1. A pattern containing all objects that do not end at our EndTime.
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// 2. A pattern containing all objects that end at our EndTime. This will be used for further pattern generation.
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var intermediatePattern = new Pattern();
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var endTimePattern = new Pattern();
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foreach (var obj in originalPattern.HitObjects)
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{
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if (!Precision.AlmostEquals(EndTime, (obj as IHasEndTime)?.EndTime ?? obj.StartTime))
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intermediatePattern.Add(obj);
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else
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endTimePattern.Add(obj);
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}
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yield return intermediatePattern;
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yield return endTimePattern;
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}
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private Pattern generate()
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{
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if (TotalColumns == 1)
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{
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@ -24,7 +24,12 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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endTime = endtimeData?.EndTime ?? 0;
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}
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public override Pattern Generate()
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public override IEnumerable<Pattern> Generate()
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{
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yield return generate();
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}
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private Pattern generate()
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{
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var pattern = new Pattern();
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@ -2,6 +2,7 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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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 OpenTK;
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using osu.Game.Audio;
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@ -87,7 +88,12 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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}
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}
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public override Pattern Generate()
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public override IEnumerable<Pattern> Generate()
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{
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yield return generate();
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}
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private Pattern generate()
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{
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var pattern = new Pattern();
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@ -2,6 +2,7 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
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@ -42,9 +43,9 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
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}
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/// <summary>
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/// Generates the pattern for <see cref="HitObject"/>, filled with hit objects.
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/// Generates the patterns for <see cref="HitObject"/>, each filled with hit objects.
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/// </summary>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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public abstract Pattern Generate();
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/// <returns>The <see cref="Pattern"/>s containing the hit objects.</returns>
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public abstract IEnumerable<Pattern> Generate();
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}
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}
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