Implement stacking by index

This commit is contained in:
smoogipoo 2019-01-07 17:56:31 +09:00
parent 5e87a3a7e2
commit 1c5ab6a906

View File

@ -1,6 +1,7 @@
// 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 osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects.Types;
@ -28,16 +29,21 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
h.StackHeight = 0;
if (Beatmap.BeatmapInfo.BeatmapVersion >= 6)
applyStacking(osuBeatmap);
applyStacking(osuBeatmap, 0, osuBeatmap.HitObjects.Count - 1);
else
applyStackingOld(osuBeatmap);
}
private void applyStacking(Beatmap<OsuHitObject> beatmap)
private void applyStacking(Beatmap<OsuHitObject> beatmap, int startIndex, int endIndex)
{
if (startIndex > endIndex) throw new ArgumentOutOfRangeException(nameof(startIndex), $"{nameof(startIndex)} cannot be > {nameof(endIndex)}.");
if (startIndex < 0) throw new ArgumentOutOfRangeException(nameof(startIndex), $"{nameof(startIndex)} cannot be < 0.");
if (endIndex < 0) throw new ArgumentOutOfRangeException(nameof(endIndex), $"{nameof(endIndex)} cannot be < 0.");
int extendedEndIndex = endIndex;
// Extend the end index to include objects they are stacked on
int extendedEndIndex = beatmap.HitObjects.Count - 1;
for (int i = beatmap.HitObjects.Count - 1; i >= 0; i--)
for (int i = endIndex; i >= startIndex; i--)
{
int stackBaseIndex = i;
for (int n = stackBaseIndex + 1; n < beatmap.HitObjects.Count; n++)
@ -56,8 +62,8 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
//We are no longer within stacking range of the next object.
break;
if (Vector2Extensions.Distance(stackBaseObject.Position, objectN.Position) < stack_distance ||
stackBaseObject is Slider && Vector2Extensions.Distance(stackBaseObject.EndPosition, objectN.Position) < stack_distance)
if (Vector2Extensions.Distance(stackBaseObject.Position, objectN.Position) < stack_distance
|| stackBaseObject is Slider && Vector2Extensions.Distance(stackBaseObject.EndPosition, objectN.Position) < stack_distance)
{
stackBaseIndex = n;
@ -75,8 +81,8 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
}
//Reverse pass for stack calculation.
int extendedStartIndex = 0;
for (int i = extendedEndIndex; i > 0; i--)
int extendedStartIndex = startIndex;
for (int i = extendedEndIndex; i > startIndex; i--)
{
int n = i;
/* We should check every note which has not yet got a stack.
@ -155,7 +161,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
/* We have hit the first slider in a possible stack.
* From this point on, we ALWAYS stack positive regardless.
*/
while (--n >= 0)
while (--n >= startIndex)
{
OsuHitObject objectN = beatmap.HitObjects[n];
if (objectN is Spinner) continue;