osu/osu.Game.Rulesets.Osu/Replays/OsuAutoGeneratorBase.cs

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

123 lines
4.0 KiB
C#
Raw Normal View History

// 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.
2018-04-13 09:19:50 +00:00
2018-11-20 07:51:59 +00:00
using osuTK;
using osu.Game.Beatmaps;
using System;
using System.Collections.Generic;
using System.Linq;
2018-11-28 08:20:37 +00:00
using osu.Game.Replays;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Replays;
2018-04-13 09:19:50 +00:00
namespace osu.Game.Rulesets.Osu.Replays
{
2019-03-07 09:30:31 +00:00
public abstract class OsuAutoGeneratorBase : AutoGenerator
{
#region Constants
2018-04-13 09:19:50 +00:00
/// <summary>
/// Constants (for spinners).
/// </summary>
protected static readonly Vector2 SPINNER_CENTRE = OsuPlayfield.BASE_SIZE / 2;
2019-02-28 04:31:40 +00:00
public const float SPIN_RADIUS = 50;
2018-04-13 09:19:50 +00:00
#endregion
2018-04-13 09:19:50 +00:00
#region Construction / Initialisation
2018-04-13 09:19:50 +00:00
protected Replay Replay;
protected List<ReplayFrame> Frames => Replay.Frames;
private readonly IReadOnlyList<IApplicableToRate> timeAffectingMods;
2018-04-13 09:19:50 +00:00
protected OsuAutoGeneratorBase(IBeatmap beatmap, IReadOnlyList<Mod> mods)
: base(beatmap)
2017-04-28 16:15:53 +00:00
{
2018-11-29 04:22:45 +00:00
Replay = new Replay();
2018-04-13 09:19:50 +00:00
timeAffectingMods = mods.OfType<IApplicableToRate>().ToList();
}
2018-04-13 09:19:50 +00:00
#endregion
2018-04-13 09:19:50 +00:00
#region Utilities
2019-02-28 04:31:40 +00:00
/// <summary>
/// Returns the real duration of time between <paramref name="startTime"/> and <paramref name="endTime"/>
/// after applying rate-affecting mods.
/// </summary>
/// <remarks>
/// This method should only be used when <paramref name="startTime"/> and <paramref name="endTime"/> are very close.
/// That is because the track rate might be changing with time,
/// and the method used here is a rough instantaneous approximation.
/// </remarks>
/// <param name="startTime">The start time of the time delta, in original track time.</param>
/// <param name="endTime">The end time of the time delta, in original track time.</param>
protected double ApplyModsToTimeDelta(double startTime, double endTime)
{
double delta = endTime - startTime;
foreach (var mod in timeAffectingMods)
delta /= mod.ApplyToRate(startTime);
return delta;
}
protected double ApplyModsToRate(double time, double rate)
{
foreach (var mod in timeAffectingMods)
rate = mod.ApplyToRate(time, rate);
return rate;
}
/// <summary>
/// Calculates the interval after which the next <see cref="ReplayFrame"/> should be generated,
/// in milliseconds.
/// </summary>
/// <param name="time">The time of the previous frame.</param>
protected double GetFrameDelay(double time)
=> ApplyModsToRate(time, 1000.0 / 60);
2018-04-13 09:19:50 +00:00
private class ReplayFrameComparer : IComparer<ReplayFrame>
{
public int Compare(ReplayFrame? f1, ReplayFrame? f2)
{
ArgumentNullException.ThrowIfNull(f1);
ArgumentNullException.ThrowIfNull(f2);
2018-04-13 09:19:50 +00:00
return f1.Time.CompareTo(f2.Time);
}
}
2018-04-13 09:19:50 +00:00
private static readonly IComparer<ReplayFrame> replay_frame_comparer = new ReplayFrameComparer();
2018-04-13 09:19:50 +00:00
2017-04-28 18:30:34 +00:00
protected int FindInsertionIndex(ReplayFrame frame)
{
int index = Frames.BinarySearch(frame, replay_frame_comparer);
2018-04-13 09:19:50 +00:00
if (index < 0)
{
index = ~index;
}
else
{
// Go to the first index which is actually bigger
while (index < Frames.Count && frame.Time == Frames[index].Time)
{
++index;
}
}
2018-04-13 09:19:50 +00:00
return index;
}
2018-04-13 09:19:50 +00:00
2017-04-28 18:30:34 +00:00
protected void AddFrameToReplay(ReplayFrame frame) => Frames.Insert(FindInsertionIndex(frame), frame);
2018-04-13 09:19:50 +00:00
2017-04-28 18:30:34 +00:00
protected static Vector2 CirclePosition(double t, double radius) => new Vector2((float)(Math.Cos(t) * radius), (float)(Math.Sin(t) * radius));
2018-04-13 09:19:50 +00:00
#endregion
}
}