osu/osu.Game.Rulesets.Mania/Beatmaps/ManiaBeatmapConverter.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Mania.Objects;
using System;
using System.Linq;
using System.Collections.Generic;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Mania.Beatmaps.Patterns;
using osu.Game.Rulesets.Mania.MathUtils;
using osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy;
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using osuTK;
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namespace osu.Game.Rulesets.Mania.Beatmaps
{
public class ManiaBeatmapConverter : BeatmapConverter<ManiaHitObject>
{
/// <summary>
/// Maximum number of previous notes to consider for density calculation.
/// </summary>
private const int max_notes_for_density = 7;
public int TargetColumns;
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public bool Dual;
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public readonly bool IsForCurrentRuleset;
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// Internal for testing purposes
internal FastRandom Random { get; private set; }
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private Pattern lastPattern = new Pattern();
private ManiaBeatmap beatmap;
public ManiaBeatmapConverter(IBeatmap beatmap, Ruleset ruleset)
: base(beatmap, ruleset)
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{
IsForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.Equals(ruleset.RulesetInfo);
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var roundedCircleSize = Math.Round(beatmap.BeatmapInfo.BaseDifficulty.CircleSize);
var roundedOverallDifficulty = Math.Round(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty);
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if (IsForCurrentRuleset)
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{
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TargetColumns = (int)Math.Max(1, roundedCircleSize);
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if (TargetColumns > ManiaRuleset.MAX_STAGE_KEYS)
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{
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TargetColumns /= 2;
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Dual = true;
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}
}
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else
{
float percentSliderOrSpinner = (float)beatmap.HitObjects.Count(h => h is IHasEndTime) / beatmap.HitObjects.Count;
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if (percentSliderOrSpinner < 0.2)
TargetColumns = 7;
else if (percentSliderOrSpinner < 0.3 || roundedCircleSize >= 5)
TargetColumns = roundedOverallDifficulty > 5 ? 7 : 6;
else if (percentSliderOrSpinner > 0.6)
TargetColumns = roundedOverallDifficulty > 4 ? 5 : 4;
else
TargetColumns = Math.Max(4, Math.Min((int)roundedOverallDifficulty + 1, 7));
}
}
public override bool CanConvert() => Beatmap.HitObjects.All(h => h is IHasXPosition);
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protected override Beatmap<ManiaHitObject> ConvertBeatmap(IBeatmap original)
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{
BeatmapDifficulty difficulty = original.BeatmapInfo.BaseDifficulty;
int seed = (int)MathF.Round(difficulty.DrainRate + difficulty.CircleSize) * 20 + (int)(difficulty.OverallDifficulty * 41.2) + (int)MathF.Round(difficulty.ApproachRate);
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Random = new FastRandom(seed);
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return base.ConvertBeatmap(original);
}
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protected override Beatmap<ManiaHitObject> CreateBeatmap()
{
beatmap = new ManiaBeatmap(new StageDefinition { Columns = TargetColumns });
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if (Dual)
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beatmap.Stages.Add(new StageDefinition { Columns = TargetColumns });
return beatmap;
}
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protected override IEnumerable<ManiaHitObject> ConvertHitObject(HitObject original, IBeatmap beatmap)
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{
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if (original is ManiaHitObject maniaOriginal)
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{
yield return maniaOriginal;
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yield break;
}
var objects = IsForCurrentRuleset ? generateSpecific(original, beatmap) : generateConverted(original, beatmap);
if (objects == null)
yield break;
foreach (ManiaHitObject obj in objects)
yield return obj;
}
private readonly List<double> prevNoteTimes = new List<double>(max_notes_for_density);
private double density = int.MaxValue;
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private void computeDensity(double newNoteTime)
{
if (prevNoteTimes.Count == max_notes_for_density)
prevNoteTimes.RemoveAt(0);
prevNoteTimes.Add(newNoteTime);
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density = (prevNoteTimes[^1] - prevNoteTimes[0]) / prevNoteTimes.Count;
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}
private double lastTime;
private Vector2 lastPosition;
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private PatternType lastStair = PatternType.Stair;
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private void recordNote(double time, Vector2 position)
{
lastTime = time;
lastPosition = position;
}
/// <summary>
/// Method that generates hit objects for osu!mania specific beatmaps.
/// </summary>
/// <param name="original">The original hit object.</param>
/// <param name="originalBeatmap">The original beatmap. This is used to look-up any values dependent on a fully-loaded beatmap.</param>
/// <returns>The hit objects generated.</returns>
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private IEnumerable<ManiaHitObject> generateSpecific(HitObject original, IBeatmap originalBeatmap)
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{
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var generator = new SpecificBeatmapPatternGenerator(Random, original, beatmap, lastPattern, originalBeatmap);
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foreach (var newPattern in generator.Generate())
{
lastPattern = newPattern;
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foreach (var obj in newPattern.HitObjects)
yield return obj;
}
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}
/// <summary>
/// Method that generates hit objects for non-osu!mania beatmaps.
/// </summary>
/// <param name="original">The original hit object.</param>
/// <param name="originalBeatmap">The original beatmap. This is used to look-up any values dependent on a fully-loaded beatmap.</param>
/// <returns>The hit objects generated.</returns>
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private IEnumerable<ManiaHitObject> generateConverted(HitObject original, IBeatmap originalBeatmap)
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{
Patterns.PatternGenerator conversion = null;
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switch (original)
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{
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case IHasDistance _:
{
var generator = new DistanceObjectPatternGenerator(Random, original, beatmap, lastPattern, originalBeatmap);
conversion = generator;
var positionData = original as IHasPosition;
for (double time = original.StartTime; !Precision.DefinitelyBigger(time, generator.EndTime); time += generator.SegmentDuration)
{
recordNote(time, positionData?.Position ?? Vector2.Zero);
computeDensity(time);
}
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break;
}
case IHasEndTime endTimeData:
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{
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conversion = new EndTimeObjectPatternGenerator(Random, original, beatmap, originalBeatmap);
recordNote(endTimeData.EndTime, new Vector2(256, 192));
computeDensity(endTimeData.EndTime);
break;
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}
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case IHasPosition positionData:
{
computeDensity(original.StartTime);
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conversion = new HitObjectPatternGenerator(Random, original, beatmap, lastPattern, lastTime, lastPosition, density, lastStair, originalBeatmap);
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recordNote(original.StartTime, positionData.Position);
break;
}
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}
if (conversion == null)
yield break;
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foreach (var newPattern in conversion.Generate())
{
lastPattern = conversion is EndTimeObjectPatternGenerator ? lastPattern : newPattern;
lastStair = (conversion as HitObjectPatternGenerator)?.StairType ?? lastStair;
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foreach (var obj in newPattern.HitObjects)
yield return obj;
}
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}
/// <summary>
/// A pattern generator for osu!mania-specific beatmaps.
/// </summary>
private class SpecificBeatmapPatternGenerator : Patterns.Legacy.PatternGenerator
{
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public SpecificBeatmapPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, IBeatmap originalBeatmap)
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: base(random, hitObject, beatmap, previousPattern, originalBeatmap)
{
}
public override IEnumerable<Pattern> Generate()
{
yield return generate();
}
private Pattern generate()
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{
var positionData = HitObject as IHasXPosition;
int column = GetColumn(positionData?.X ?? 0);
var pattern = new Pattern();
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if (HitObject is IHasEndTime endTimeData)
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{
pattern.Add(new HoldNote
{
StartTime = HitObject.StartTime,
Duration = endTimeData.Duration,
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Samples = HitObject.Samples,
NodeSamples = (HitObject as IHasRepeats)?.NodeSamples
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});
}
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else if (HitObject is IHasXPosition)
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{
pattern.Add(new Note
{
StartTime = HitObject.StartTime,
Samples = HitObject.Samples,
Column = column
});
}
return pattern;
}
}
}
}