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56
NaiveRating/MU3.User/patch_UserRating.cs
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56
NaiveRating/MU3.User/patch_UserRating.cs
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#pragma warning disable CS0626
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#pragma warning disable CS0649
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#pragma warning disable IDE0051
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#pragma warning disable IDE1006
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using MU3.Data;
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using MU3.DataStudio;
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using MU3.Util;
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using System.Collections.Generic;
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using System.Linq;
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namespace MU3.User;
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public class patch_UserRating: UserRating {
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private int _rating100;
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private UserManager usMgr => Singleton<UserManager>.instance;
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// Adaptation of calcBest() without bullshit
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// The original lists stay intact because the game expects them to be filled
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private RatingList calcSane() {
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RatingList ratingList = new();
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var musicDict = usMgr.userMusic;
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foreach (KeyValuePair<int, UserMusic> item in musicDict) {
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MU3.Data.MusicData musicData = SingletonStateMachine<DataManager, DataManager.EState>.instance.getMusicData(item.Key);
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if (musicData == null || item.Key == 1 || musicData.isBonusTrack) {
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continue;
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}
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for (int i = 0; i < 5; i++) {
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FumenDifficulty fumenDifficulty = (FumenDifficulty)i;
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UserFumen userFumen = usMgr.getUserFumen(item.Key, fumenDifficulty, create: false);
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if (userFumen == null) {
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continue;
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}
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Rating rating = new Rating(musicData.id, fumenDifficulty, userFumen.TechScoreMax);
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if (rating.level100 == 0) {
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continue;
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}
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ratingList.Add(rating);
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}
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}
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ratingList.Sort();
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return ratingList;
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}
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private void calcRate() {
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_rating100 = 0;
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foreach (Rating best in calcSane().Take(45)) {
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_rating100 += best.rate100;
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}
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_rating100 /= 45;
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}
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}
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