2018-04-13 09:19:50 +00:00
|
|
|
|
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
|
|
|
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
|
|
|
|
|
|
using System;
|
|
|
|
|
using System.Linq;
|
|
|
|
|
using osu.Framework.MathUtils;
|
|
|
|
|
using osu.Game.Beatmaps;
|
|
|
|
|
using osu.Game.Rulesets.Catch.Objects;
|
|
|
|
|
using osu.Game.Rulesets.Catch.UI;
|
|
|
|
|
using osu.Game.Rulesets.Replays;
|
|
|
|
|
using osu.Game.Users;
|
|
|
|
|
|
|
|
|
|
namespace osu.Game.Rulesets.Catch.Replays
|
|
|
|
|
{
|
|
|
|
|
internal class CatchAutoGenerator : AutoGenerator<CatchHitObject>
|
|
|
|
|
{
|
|
|
|
|
public const double RELEASE_DELAY = 20;
|
|
|
|
|
|
|
|
|
|
public CatchAutoGenerator(Beatmap<CatchHitObject> beatmap)
|
|
|
|
|
: base(beatmap)
|
|
|
|
|
{
|
|
|
|
|
Replay = new Replay { User = new User { Username = @"Autoplay" } };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
protected Replay Replay;
|
|
|
|
|
|
|
|
|
|
public override Replay Generate()
|
|
|
|
|
{
|
|
|
|
|
// todo: add support for HT DT
|
|
|
|
|
const double dash_speed = CatcherArea.Catcher.BASE_SPEED;
|
|
|
|
|
const double movement_speed = dash_speed / 2;
|
|
|
|
|
float lastPosition = 0.5f;
|
|
|
|
|
double lastTime = 0;
|
|
|
|
|
|
|
|
|
|
// Todo: Realistically this shouldn't be needed, but the first frame is skipped with the way replays are currently handled
|
|
|
|
|
Replay.Frames.Add(new CatchReplayFrame(-100000, lastPosition));
|
|
|
|
|
|
|
|
|
|
void moveToNext(CatchHitObject h)
|
|
|
|
|
{
|
|
|
|
|
float positionChange = Math.Abs(lastPosition - h.X);
|
|
|
|
|
double timeAvailable = h.StartTime - lastTime;
|
|
|
|
|
|
|
|
|
|
//So we can either make it there without a dash or not.
|
|
|
|
|
double speedRequired = positionChange / timeAvailable;
|
|
|
|
|
|
|
|
|
|
bool dashRequired = speedRequired > movement_speed && h.StartTime != 0;
|
|
|
|
|
|
|
|
|
|
// todo: get correct catcher size, based on difficulty CS.
|
|
|
|
|
const float catcher_width_half = CatcherArea.CATCHER_SIZE / CatchPlayfield.BASE_WIDTH * 0.3f * 0.5f;
|
|
|
|
|
|
|
|
|
|
if (lastPosition - catcher_width_half < h.X && lastPosition + catcher_width_half > h.X)
|
|
|
|
|
{
|
|
|
|
|
//we are already in the correct range.
|
|
|
|
|
lastTime = h.StartTime;
|
|
|
|
|
Replay.Frames.Add(new CatchReplayFrame(h.StartTime, lastPosition));
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (h is BananaShower.Banana)
|
|
|
|
|
{
|
|
|
|
|
// auto bananas unrealistically warp to catch 100% combo.
|
|
|
|
|
Replay.Frames.Add(new CatchReplayFrame(h.StartTime, h.X));
|
|
|
|
|
}
|
|
|
|
|
else if (h.HyperDash)
|
|
|
|
|
{
|
|
|
|
|
Replay.Frames.Add(new CatchReplayFrame(h.StartTime - timeAvailable, lastPosition));
|
|
|
|
|
Replay.Frames.Add(new CatchReplayFrame(h.StartTime, h.X));
|
|
|
|
|
}
|
|
|
|
|
else if (dashRequired)
|
|
|
|
|
{
|
|
|
|
|
//we do a movement in two parts - the dash part then the normal part...
|
|
|
|
|
double timeAtNormalSpeed = positionChange / movement_speed;
|
|
|
|
|
double timeWeNeedToSave = timeAtNormalSpeed - timeAvailable;
|
|
|
|
|
double timeAtDashSpeed = timeWeNeedToSave / 2;
|
|
|
|
|
|
|
|
|
|
float midPosition = (float)Interpolation.Lerp(lastPosition, h.X, (float)timeAtDashSpeed / timeAvailable);
|
|
|
|
|
|
|
|
|
|
//dash movement
|
|
|
|
|
Replay.Frames.Add(new CatchReplayFrame(h.StartTime - timeAvailable + 1, lastPosition, true));
|
|
|
|
|
Replay.Frames.Add(new CatchReplayFrame(h.StartTime - timeAvailable + timeAtDashSpeed, midPosition));
|
|
|
|
|
Replay.Frames.Add(new CatchReplayFrame(h.StartTime, h.X));
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
double timeBefore = positionChange / movement_speed;
|
|
|
|
|
|
|
|
|
|
Replay.Frames.Add(new CatchReplayFrame(h.StartTime - timeBefore, lastPosition));
|
|
|
|
|
Replay.Frames.Add(new CatchReplayFrame(h.StartTime, h.X));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
lastTime = h.StartTime;
|
|
|
|
|
lastPosition = h.X;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
foreach (var obj in Beatmap.HitObjects)
|
|
|
|
|
{
|
|
|
|
|
switch (obj)
|
|
|
|
|
{
|
|
|
|
|
case Fruit _:
|
|
|
|
|
moveToNext(obj);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
foreach (var nestedObj in obj.NestedHitObjects.Cast<CatchHitObject>())
|
|
|
|
|
{
|
|
|
|
|
switch (nestedObj)
|
|
|
|
|
{
|
|
|
|
|
case BananaShower.Banana _:
|
|
|
|
|
case TinyDroplet _:
|
|
|
|
|
case Droplet _:
|
|
|
|
|
case Fruit _:
|
|
|
|
|
moveToNext(nestedObj);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return Replay;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|