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Merge pull request #28500 from Givikap120/pp_counter_fix
Changed timed difficulty attributes to be "per-HitObject" instead of "per-DifficultyHitObject"
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commit
17151e81ee
@ -22,7 +22,7 @@ namespace osu.Game.Tests.NonVisual
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public class TestSceneTimedDifficultyCalculation
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{
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[Test]
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public void TestAttributesGeneratedForAllNonSkippedObjects()
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public void TestAttributesGeneratedForEachObjectOnce()
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{
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var beatmap = new Beatmap<TestHitObject>
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{
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@ -40,15 +40,14 @@ namespace osu.Game.Tests.NonVisual
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List<TimedDifficultyAttributes> attribs = new TestDifficultyCalculator(new TestWorkingBeatmap(beatmap)).CalculateTimed();
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Assert.That(attribs.Count, Is.EqualTo(4));
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Assert.That(attribs.Count, Is.EqualTo(3));
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assertEquals(attribs[0], beatmap.HitObjects[0]);
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assertEquals(attribs[1], beatmap.HitObjects[0], beatmap.HitObjects[1]);
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assertEquals(attribs[2], beatmap.HitObjects[0], beatmap.HitObjects[1]); // From the nested object.
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assertEquals(attribs[3], beatmap.HitObjects[0], beatmap.HitObjects[1], beatmap.HitObjects[2]);
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assertEquals(attribs[2], beatmap.HitObjects[0], beatmap.HitObjects[1], beatmap.HitObjects[2]);
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}
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[Test]
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public void TestAttributesNotGeneratedForSkippedObjects()
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public void TestAttributesGeneratedForSkippedObjects()
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{
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var beatmap = new Beatmap<TestHitObject>
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{
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@ -72,35 +71,14 @@ namespace osu.Game.Tests.NonVisual
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List<TimedDifficultyAttributes> attribs = new TestDifficultyCalculator(new TestWorkingBeatmap(beatmap)).CalculateTimed();
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Assert.That(attribs.Count, Is.EqualTo(1));
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assertEquals(attribs[0], beatmap.HitObjects[0], beatmap.HitObjects[1], beatmap.HitObjects[2]);
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}
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[Test]
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public void TestNestedObjectOnlyAddsParentOnce()
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{
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var beatmap = new Beatmap<TestHitObject>
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{
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HitObjects =
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{
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new TestHitObject
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{
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StartTime = 1,
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Skip = true,
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Nested = 2
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},
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}
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};
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List<TimedDifficultyAttributes> attribs = new TestDifficultyCalculator(new TestWorkingBeatmap(beatmap)).CalculateTimed();
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Assert.That(attribs.Count, Is.EqualTo(2));
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Assert.That(attribs.Count, Is.EqualTo(3));
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assertEquals(attribs[0], beatmap.HitObjects[0]);
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assertEquals(attribs[1], beatmap.HitObjects[0]);
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assertEquals(attribs[1], beatmap.HitObjects[0], beatmap.HitObjects[1]);
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assertEquals(attribs[2], beatmap.HitObjects[0], beatmap.HitObjects[1], beatmap.HitObjects[2]);
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}
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[Test]
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public void TestSkippedLastObjectAddedInLastIteration()
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public void TestAttributesGeneratedOnceForSkippedObjects()
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{
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var beatmap = new Beatmap<TestHitObject>
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{
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@ -110,6 +88,7 @@ namespace osu.Game.Tests.NonVisual
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new TestHitObject
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{
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StartTime = 2,
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Nested = 5,
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Skip = true
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},
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new TestHitObject
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@ -122,8 +101,10 @@ namespace osu.Game.Tests.NonVisual
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List<TimedDifficultyAttributes> attribs = new TestDifficultyCalculator(new TestWorkingBeatmap(beatmap)).CalculateTimed();
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Assert.That(attribs.Count, Is.EqualTo(1));
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assertEquals(attribs[0], beatmap.HitObjects[0], beatmap.HitObjects[1], beatmap.HitObjects[2]);
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Assert.That(attribs.Count, Is.EqualTo(3));
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assertEquals(attribs[0], beatmap.HitObjects[0]);
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assertEquals(attribs[1], beatmap.HitObjects[0], beatmap.HitObjects[1]);
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assertEquals(attribs[2], beatmap.HitObjects[0], beatmap.HitObjects[1], beatmap.HitObjects[2]);
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}
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private void assertEquals(TimedDifficultyAttributes attribs, params HitObject[] expected)
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@ -110,26 +110,24 @@ namespace osu.Game.Rulesets.Difficulty
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var progressiveBeatmap = new ProgressiveCalculationBeatmap(Beatmap);
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var difficultyObjects = getDifficultyHitObjects().ToArray();
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foreach (var obj in difficultyObjects)
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int currentIndex = 0;
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foreach (var obj in Beatmap.HitObjects)
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{
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// Implementations expect the progressive beatmap to only contain top-level objects from the original beatmap.
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// At the same time, we also need to consider the possibility DHOs may not be generated for any given object,
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// so we'll add all remaining objects up to the current point in time to the progressive beatmap.
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for (int i = progressiveBeatmap.HitObjects.Count; i < Beatmap.HitObjects.Count; i++)
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{
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if (obj != difficultyObjects[^1] && Beatmap.HitObjects[i].StartTime > obj.BaseObject.StartTime)
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break;
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progressiveBeatmap.HitObjects.Add(obj);
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progressiveBeatmap.HitObjects.Add(Beatmap.HitObjects[i]);
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while (currentIndex < difficultyObjects.Length && difficultyObjects[currentIndex].BaseObject.GetEndTime() <= obj.GetEndTime())
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{
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foreach (var skill in skills)
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{
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cancellationToken.ThrowIfCancellationRequested();
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skill.Process(difficultyObjects[currentIndex]);
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}
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currentIndex++;
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}
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foreach (var skill in skills)
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{
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cancellationToken.ThrowIfCancellationRequested();
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skill.Process(obj);
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}
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attribs.Add(new TimedDifficultyAttributes(obj.EndTime * clockRate, CreateDifficultyAttributes(progressiveBeatmap, playableMods, skills, clockRate)));
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attribs.Add(new TimedDifficultyAttributes(obj.GetEndTime(), CreateDifficultyAttributes(progressiveBeatmap, playableMods, skills, clockRate)));
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}
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return attribs;
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