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

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Rulesets.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
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using System;
using System.Collections.Generic;
using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using System.Linq;
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using osu.Game.Rulesets.Mania.Beatmaps.Patterns;
using osu.Game.Rulesets.Mania.MathUtils;
using osu.Game.Database;
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namespace osu.Game.Rulesets.Mania.Beatmaps
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{
public class ManiaBeatmapConverter : BeatmapConverter<ManiaHitObject>
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{
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protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(IHasXPosition) };
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private Pattern lastPattern = new Pattern();
private FastRandom random;
private bool isForCurrentRuleset;
protected override Beatmap<ManiaHitObject> ConvertBeatmap(Beatmap original, bool isForCurrentRuleset)
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{
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this.isForCurrentRuleset = isForCurrentRuleset;
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BeatmapDifficulty difficulty = original.BeatmapInfo.Difficulty;
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int seed = (int)Math.Round(difficulty.DrainRate + difficulty.CircleSize) * 20 + (int)(difficulty.OverallDifficulty * 41.2) + (int)Math.Round(difficulty.ApproachRate);
random = new FastRandom(seed);
return base.ConvertBeatmap(original, isForCurrentRuleset);
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}
protected override IEnumerable<ManiaHitObject> ConvertHitObject(HitObject original, Beatmap beatmap)
{
var maniaOriginal = original as ManiaHitObject;
if (maniaOriginal != null)
{
yield return maniaOriginal;
yield break;
}
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IEnumerable<ManiaHitObject> objects;
if (isForCurrentRuleset)
objects = generateSpecific(original, beatmap);
else
objects = generateConverted(original, beatmap);
if (objects == null)
yield break;
foreach (ManiaHitObject obj in objects)
yield return obj;
}
private IEnumerable<ManiaHitObject> generateSpecific(HitObject original, Beatmap beatmap)
{
var generator = new SpecificBeatmapPatternGenerator(random, original, beatmap, lastPattern);
Pattern newPattern = generator.Generate();
lastPattern = newPattern;
return newPattern.HitObjects;
}
private IEnumerable<ManiaHitObject> generateConverted(HitObject original, Beatmap beatmap)
{
var endTimeData = original as IHasEndTime;
var distanceData = original as IHasDistance;
var positionData = original as IHasPosition;
// Following lines currently commented out to appease resharper
//Patterns.PatternGenerator conversion = null;
if (distanceData != null)
{
// Slider
}
else if (endTimeData != null)
{
// Spinner
}
else if (positionData != null)
{
// Circle
}
//if (conversion == null)
return null;
//Pattern newPattern = conversion.Generate();
//lastPattern = newPattern;
//return newPattern.HitObjects;
}
/// <summary>
/// A pattern generator for mania-specific beatmaps.
/// </summary>
private class SpecificBeatmapPatternGenerator : Patterns.Legacy.PatternGenerator
{
public SpecificBeatmapPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern)
: base(random, hitObject, beatmap, previousPattern)
{
}
public override Pattern Generate()
{
var endTimeData = HitObject as IHasEndTime;
var positionData = HitObject as IHasXPosition;
int column = GetColumn(positionData?.X ?? 0);
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var pattern = new Pattern();
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if (endTimeData != null)
{
pattern.Add(new HoldNote
{
StartTime = HitObject.StartTime,
Samples = HitObject.Samples,
Duration = endTimeData.Duration,
Column = column,
});
}
else if (positionData != null)
{
pattern.Add(new Note
{
StartTime = HitObject.StartTime,
Samples = HitObject.Samples,
Column = column
});
}
return pattern;
}
}
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}
}