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Improve wording in terminology cleanup
Replace the placeholder noun left by the previous pass with context-fit phrasing (arrangement XML, chart, custom songs, etc.).
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-8
@@ -1,4 +1,4 @@
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"""the source game arrangement XML parser and song data models."""
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"""arrangement XML parser and song data models."""
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from dataclasses import dataclass, field
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from pathlib import Path
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@@ -88,7 +88,7 @@ class HandShape:
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@dataclass
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class PhraseLevel:
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"""One difficulty tier's worth of note/chord/anchor/hand-shape data for a
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single phrase iteration. the source game's XML stores these as `<level
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single phrase iteration. the arrangement XML stores these as `<level
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difficulty="N">` blocks that repeat for every difficulty tier the chart
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author wrote; slopsmith used to collapse them to the phrase's
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maxDifficulty and throw the rest away. Keeping them around lets the
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@@ -129,7 +129,7 @@ class Arrangement:
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chord_templates: list[ChordTemplate] = field(default_factory=list)
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# None for single-level sources (GP converter, old sloppaks) — frontends
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# should treat a missing `phrases` as "no per-phrase difficulty data
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# available, disable the slider". Populated from the source game XML when
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# available, disable the slider". Populated from arrangement XML when
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# multiple `<level>` tiers exist.
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phrases: list[Phrase] | None = None
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# Tone data lifted from the source archive by the sloppak converter and
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@@ -681,7 +681,7 @@ def _int_optional(elem, attr, default=-1):
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Use for fields that are merely metadata hints (right-hand fingering,
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pick direction, etc.) where a malformed value from a third-party
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the source game XML emitter shouldn't abort the whole arrangement parse.
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arrangement XML emitter shouldn't abort the whole arrangement parse.
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Required-field readers (`string`, `fret`, `chordId`, …) keep using
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`_int` so a corrupted required attribute still fails fast at parse
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@@ -708,7 +708,7 @@ def _bool(elem, attr):
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def _hand_shape_arpeggio_flag(elem) -> bool:
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"""the source game / EOF may mark arpeggio on ``<handShape>`` (various casings)."""
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"""charts / EOF may mark arpeggio on ``<handShape>`` (various casings)."""
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for attr in ("arpeggio", "Arpeggio", "arp", "Arp"):
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if _bool(elem, attr):
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return True
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@@ -716,7 +716,7 @@ def _hand_shape_arpeggio_flag(elem) -> bool:
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def _chord_template_arpeggio_flag(elem) -> bool:
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"""the source game commonly tags arpeggio templates in ``displayName`` via ``-arp``."""
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"""charts commonly tag arpeggio templates in ``displayName`` via ``-arp``."""
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for attr in ("arpeggio", "Arpeggio", "arp", "Arp"):
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if _bool(elem, attr):
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return True
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@@ -766,7 +766,7 @@ def _parse_note(n) -> Note:
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def parse_arrangement(xml_path: str) -> Arrangement:
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"""Parse a the source game arrangement XML file."""
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"""Parse a chart arrangement XML file."""
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tree = ET.parse(xml_path)
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root = tree.getroot()
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@@ -1049,7 +1049,7 @@ def parse_arrangement(xml_path: str) -> Arrangement:
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# wrote at or below this phrase's max — these are what the
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# master-difficulty slider selects between at render time.
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# Tiers above max_diff exist in some XMLs (authoring leftovers)
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# and are skipped to match the source game's in-game behaviour.
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# and are skipped to match the reference player's behaviour.
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# Capture the extracted slices so the flat max-mastery merge
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# below can reuse one of them.
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phrase_levels: list[PhraseLevel] = []
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