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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.
using System ;
using System.Collections.Generic ;
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using System.Linq ;
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using System.Threading ;
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namespace osu.Game.Rulesets.Objects
{
public static class SliderEventGenerator
{
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/// <summary>
/// Historically, slider's final tick (aka the place where the slider would receive a final judgement) was offset by -36 ms. Originally this was
/// done to workaround a technical detail (unimportant), but over the years it has become an expectation of players that you don't need to hold
/// until the true end of the slider. This very small amount of leniency makes it easier to jump away from fast sliders to the next hit object.
///
/// After discussion on how this should be handled going forward, players have unanimously stated that this lenience should remain in some way.
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/// These days, this is implemented in the drawable implementation of Slider in the osu! ruleset.
///
/// We need to keep the <see cref="SliderEventType.LegacyLastTick"/> *only* for osu!catch conversion, which relies on it to generate tiny ticks
/// correctly.
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/// </summary>
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public const double TAIL_LENIENCY = - 36 ;
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public static IEnumerable < SliderEventDescriptor > Generate ( double startTime , double spanDuration , double velocity , double tickDistance , double totalDistance , int spanCount ,
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CancellationToken cancellationToken = default )
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{
// A very lenient maximum length of a slider for ticks to be generated.
// This exists for edge cases such as /b/1573664 where the beatmap has been edited by the user, and should never be reached in normal usage.
const double max_length = 100000 ;
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double length = Math . Min ( max_length , totalDistance ) ;
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tickDistance = Math . Clamp ( tickDistance , 0 , length ) ;
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double minDistanceFromEnd = velocity * 10 ;
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yield return new SliderEventDescriptor
{
Type = SliderEventType . Head ,
SpanIndex = 0 ,
SpanStartTime = startTime ,
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Time = startTime ,
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PathProgress = 0 ,
} ;
if ( tickDistance ! = 0 )
{
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for ( int span = 0 ; span < spanCount ; span + + )
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{
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double spanStartTime = startTime + span * spanDuration ;
bool reversed = span % 2 = = 1 ;
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var ticks = generateTicks ( span , spanStartTime , spanDuration , reversed , length , tickDistance , minDistanceFromEnd , cancellationToken ) ;
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if ( reversed )
{
// For repeat spans, ticks are returned in reverse-StartTime order, which is undesirable for some rulesets
ticks = ticks . Reverse ( ) ;
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}
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foreach ( var e in ticks )
yield return e ;
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if ( span < spanCount - 1 )
{
yield return new SliderEventDescriptor
{
Type = SliderEventType . Repeat ,
SpanIndex = span ,
SpanStartTime = startTime + span * spanDuration ,
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Time = spanStartTime + spanDuration ,
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PathProgress = ( span + 1 ) % 2 ,
} ;
}
}
}
double totalDuration = spanCount * spanDuration ;
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// Okay, I'll level with you. I made a mistake. It was 2007.
// Times were simpler. osu! was but in its infancy and sliders were a new concept.
// A hack was made, which has unfortunately lived through until this day.
//
// This legacy tick is used for some calculations and judgements where audio output is not required.
// Generally we are keeping this around just for difficulty compatibility.
// Optimistically we do not want to ever use this for anything user-facing going forwards.
int finalSpanIndex = spanCount - 1 ;
double finalSpanStartTime = startTime + finalSpanIndex * spanDuration ;
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double finalSpanEndTime = Math . Max ( startTime + totalDuration / 2 , ( finalSpanStartTime + spanDuration ) + TAIL_LENIENCY ) ;
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double finalProgress = ( finalSpanEndTime - finalSpanStartTime ) / spanDuration ;
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if ( spanCount % 2 = = 0 ) finalProgress = 1 - finalProgress ;
yield return new SliderEventDescriptor
{
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Type = SliderEventType . LegacyLastTick ,
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SpanIndex = finalSpanIndex ,
SpanStartTime = finalSpanStartTime ,
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Time = finalSpanEndTime ,
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PathProgress = finalProgress ,
} ;
yield return new SliderEventDescriptor
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{
Type = SliderEventType . Tail ,
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SpanIndex = finalSpanIndex ,
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SpanStartTime = startTime + ( spanCount - 1 ) * spanDuration ,
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Time = startTime + totalDuration ,
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PathProgress = spanCount % 2 ,
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} ;
}
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/// <summary>
/// Generates the ticks for a span of the slider.
/// </summary>
/// <param name="spanIndex">The span index.</param>
/// <param name="spanStartTime">The start time of the span.</param>
/// <param name="spanDuration">The duration of the span.</param>
/// <param name="reversed">Whether the span is reversed.</param>
/// <param name="length">The length of the path.</param>
/// <param name="tickDistance">The distance between each tick.</param>
/// <param name="minDistanceFromEnd">The distance from the end of the path at which ticks are not allowed to be added.</param>
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/// <param name="cancellationToken">The cancellation token.</param>
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/// <returns>A <see cref="SliderEventDescriptor"/> for each tick. If <paramref name="reversed"/> is true, the ticks will be returned in reverse-StartTime order.</returns>
private static IEnumerable < SliderEventDescriptor > generateTicks ( int spanIndex , double spanStartTime , double spanDuration , bool reversed , double length , double tickDistance ,
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double minDistanceFromEnd , CancellationToken cancellationToken = default )
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{
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for ( double d = tickDistance ; d < = length ; d + = tickDistance )
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{
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cancellationToken . ThrowIfCancellationRequested ( ) ;
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if ( d > = length - minDistanceFromEnd )
break ;
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// Always generate ticks from the start of the path rather than the span to ensure that ticks in repeat spans are positioned identically to those in non-repeat spans
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double pathProgress = d / length ;
double timeProgress = reversed ? 1 - pathProgress : pathProgress ;
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yield return new SliderEventDescriptor
{
Type = SliderEventType . Tick ,
SpanIndex = spanIndex ,
SpanStartTime = spanStartTime ,
Time = spanStartTime + timeProgress * spanDuration ,
PathProgress = pathProgress ,
} ;
}
}
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}
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/// <summary>
/// Describes a point in time on a slider given special meaning.
/// Should be used by rulesets to visualise the slider.
/// </summary>
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public struct SliderEventDescriptor
{
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/// <summary>
/// The type of event.
/// </summary>
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public SliderEventType Type ;
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/// <summary>
/// The time of this event.
/// </summary>
public double Time ;
/// <summary>
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/// The zero-based index of the span. In the case of repeat sliders, this will increase after each <see cref="SliderEventType.Repeat"/>.
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/// </summary>
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public int SpanIndex ;
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/// <summary>
/// The time at which the contained <see cref="SpanIndex"/> begins.
/// </summary>
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public double SpanStartTime ;
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/// <summary>
/// The progress along the slider's <see cref="SliderPath"/> at which this event occurs.
/// </summary>
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public double PathProgress ;
}
public enum SliderEventType
{
Tick ,
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/// <summary>
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/// Occurs just before the tail. See <see cref="SliderEventGenerator.TAIL_LENIENCY"/>.
/// Should generally be ignored.
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/// </summary>
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LegacyLastTick ,
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Head ,
Tail ,
Repeat
}
}