add BeatmapAttributesBuilder::mode method
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@@ -53,8 +53,8 @@ impl BeatmapAttributesBuilder {
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const TAIKO_MAX: f64 = 20.0;
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const TAIKO_MAX: f64 = 20.0;
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/// Create a new [`BeatmapAttributesBuilder`].
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/// Create a new [`BeatmapAttributesBuilder`].
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pub fn new(map: &Beatmap) -> Self {
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pub const fn new(map: &Beatmap) -> Self {
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map.into()
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Self::new_internal(map, false)
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}
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}
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const fn new_internal(map: &Beatmap, is_convert: bool) -> Self {
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const fn new_internal(map: &Beatmap, is_convert: bool) -> Self {
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@@ -112,6 +112,17 @@ impl BeatmapAttributesBuilder {
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self
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self
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}
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}
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/// Specify a [`GameMode`] and whether it's a converted map.
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///
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/// This should only be used if the [`BeatmapAttributesBuilder`] was
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/// **not** created through a [`Beatmap`] or [`Converted`].
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pub fn mode(&mut self, mode: GameMode, is_convert: bool) -> &mut Self {
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self.mode = mode;
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self.is_convert = is_convert;
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self
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}
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/// Calculate the AR and OD hit windows.
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/// Calculate the AR and OD hit windows.
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pub fn hit_windows(&self) -> HitWindows {
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pub fn hit_windows(&self) -> HitWindows {
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let mods = self.mods;
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let mods = self.mods;
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@@ -226,7 +237,7 @@ impl BeatmapAttributesBuilder {
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impl From<&Beatmap> for BeatmapAttributesBuilder {
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impl From<&Beatmap> for BeatmapAttributesBuilder {
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fn from(map: &Beatmap) -> Self {
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fn from(map: &Beatmap) -> Self {
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Self::new_internal(map, false)
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Self::new(map)
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}
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}
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}
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}
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