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https://github.com/ppy/osu
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Define the concept of patterns + additional comments.
This commit is contained in:
parent
618c162535
commit
1fa1897d71
@ -1,32 +1,33 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK;
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using System;
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using System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using System;
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using System.Collections.Generic;
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using osu.Game.Rulesets.Mania.MathUtils;
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using OpenTK;
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namespace osu.Game.Rulesets.Mania.Beatmaps
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{
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/// <summary>
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/// Special converter used for converting from osu!stable beatmaps.
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/// </summary>
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internal class LegacyConverter
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internal class LegacyBeatmapConverter
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{
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private readonly FastRandom random;
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private ObjectList lastRow = new ObjectList();
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private Patterns.Pattern lastPattern = new Patterns.Pattern();
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private readonly int availableColumns;
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private readonly float localXDivisor;
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private readonly Beatmap beatmap;
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public LegacyConverter(Beatmap beatmap)
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public LegacyBeatmapConverter(Beatmap beatmap)
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{
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this.beatmap = beatmap;
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@ -93,10 +94,10 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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var distanceData = original as IHasDistance;
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var positionData = original as IHasPosition;
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ObjectConversion conversion = null;
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Patterns.PatternGenerator conversion = null;
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if (distanceData != null)
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conversion = new DistanceObjectConversion(original, lastRow, random, beatmap);
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conversion = new DistanceObjectPatternGenerator(random, original, beatmap, lastPattern);
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else if (endTimeData != null)
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{
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// Spinner
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@ -109,12 +110,12 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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if (conversion == null)
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yield break;
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ObjectList newRow = conversion.Generate();
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Patterns.Pattern newPattern = conversion.Generate();
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foreach (ManiaHitObject obj in newRow.HitObjects)
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foreach (ManiaHitObject obj in newPattern.HitObjects)
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yield return obj;
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lastRow = newRow;
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lastPattern = newPattern;
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}
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private int getColumn(float position) => MathHelper.Clamp((int)Math.Floor(position / localXDivisor), 0, availableColumns - 1);
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@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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protected override Beatmap<ManiaHitObject> ConvertBeatmap(Beatmap original)
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{
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// Todo: This should be cased when we get better conversion methods
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var converter = new LegacyConverter(original);
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var converter = new LegacyBeatmapConverter(original);
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return new Beatmap<ManiaHitObject>
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{
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@ -1,50 +1,49 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using System;
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using osu.Game.Rulesets.Mania.MathUtils;
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using System.Linq;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.Mania.Beatmaps
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namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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internal class DistanceObjectConversion : ObjectConversion
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/// <summary>
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/// A pattern generator for IHasDistance hit objects.
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/// </summary>
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internal class DistanceObjectPatternGenerator : PatternGenerator
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{
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/// <summary>
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/// Base osu! slider scoring distance.
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/// </summary>
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private const float osu_base_scoring_distance = 100;
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private readonly HitObject originalObject;
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private readonly double endTime;
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private readonly int repeatCount;
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private LegacyConvertType convertType;
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private PatternType convertType;
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public DistanceObjectConversion(HitObject originalObject, ObjectList previousObjects, FastRandom random, Beatmap beatmap)
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: base(previousObjects, random, beatmap)
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public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern)
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: base(random, hitObject, beatmap, previousPattern)
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{
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this.originalObject = originalObject;
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ControlPoint overridePoint;
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ControlPoint controlPoint = Beatmap.TimingInfo.TimingPointAt(originalObject.StartTime, out overridePoint);
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ControlPoint controlPoint = Beatmap.TimingInfo.TimingPointAt(hitObject.StartTime, out overridePoint);
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convertType = LegacyConvertType.None;
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convertType = PatternType.None;
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if ((overridePoint ?? controlPoint)?.KiaiMode == false)
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convertType = LegacyConvertType.LowProbability;
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convertType = PatternType.LowProbability;
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var distanceData = originalObject as IHasDistance;
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var repeatsData = originalObject as IHasRepeats;
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var distanceData = hitObject as IHasDistance;
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var repeatsData = hitObject as IHasRepeats;
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repeatCount = repeatsData?.RepeatCount ?? 1;
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double speedAdjustment = beatmap.TimingInfo.SpeedMultiplierAt(originalObject.StartTime);
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double speedAdjustedBeatLength = beatmap.TimingInfo.BeatLengthAt(originalObject.StartTime) * speedAdjustment;
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double speedAdjustment = beatmap.TimingInfo.SpeedMultiplierAt(hitObject.StartTime);
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double speedAdjustedBeatLength = beatmap.TimingInfo.BeatLengthAt(hitObject.StartTime) * speedAdjustment;
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// The true distance, accounting for any repeats. This ends up being the drum roll distance later
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double distance = distanceData.Distance * repeatCount;
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@ -54,73 +53,73 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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// The duration of the osu! hit object
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double osuDuration = distance / osuVelocity;
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endTime = originalObject.StartTime + osuDuration;
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endTime = hitObject.StartTime + osuDuration;
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}
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public override ObjectList Generate()
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public override Pattern Generate()
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{
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double segmentDuration = endTime / repeatCount;
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if (repeatCount > 1)
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{
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if (segmentDuration <= 90)
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return generateRandomHoldNotes(originalObject.StartTime, endTime, 1);
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return generateRandomHoldNotes(HitObject.StartTime, endTime, 1);
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if (segmentDuration <= 120)
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{
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convertType |= LegacyConvertType.ForceNotStack;
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return generateRandomNotes(originalObject.StartTime, segmentDuration, repeatCount);
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convertType |= PatternType.ForceNotStack;
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return generateRandomNotes(HitObject.StartTime, segmentDuration, repeatCount);
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}
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if (segmentDuration <= 160)
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return generateStair(originalObject.StartTime, segmentDuration, repeatCount);
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return generateStair(HitObject.StartTime, segmentDuration);
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if (segmentDuration <= 200 && ConversionDifficulty > 3)
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return generateRandomMultipleNotes(originalObject.StartTime, segmentDuration, repeatCount);
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return generateRandomMultipleNotes(HitObject.StartTime, segmentDuration, repeatCount);
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double duration = endTime - originalObject.StartTime;
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double duration = endTime - HitObject.StartTime;
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if (duration >= 4000)
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return generateNRandomNotes(originalObject.StartTime, endTime, 0.23, 0, 0);
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return generateNRandomNotes(HitObject.StartTime, endTime, 0.23, 0, 0);
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if (segmentDuration > 400 && duration < 4000 && repeatCount < AvailableColumns - 1 - RandomStart)
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return generateTiledHoldNotes(originalObject.StartTime, segmentDuration, repeatCount);
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return generateTiledHoldNotes(HitObject.StartTime, segmentDuration, repeatCount);
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return generateHoldAndNormalNotes(originalObject.StartTime, segmentDuration);
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return generateHoldAndNormalNotes(HitObject.StartTime, segmentDuration);
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}
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if (segmentDuration <= 110)
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{
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if (PreviousObjects.ColumnsFilled < AvailableColumns)
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convertType |= LegacyConvertType.ForceNotStack;
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if (PreviousPattern.ColumnsFilled < AvailableColumns)
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convertType |= PatternType.ForceNotStack;
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else
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convertType &= ~LegacyConvertType.ForceNotStack;
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return generateRandomNotes(originalObject.StartTime, segmentDuration, segmentDuration < 80 ? 0 : 1);
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convertType &= ~PatternType.ForceNotStack;
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return generateRandomNotes(HitObject.StartTime, segmentDuration, segmentDuration < 80 ? 0 : 1);
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}
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if (ConversionDifficulty > 6.5)
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{
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if ((convertType & LegacyConvertType.LowProbability) > 0)
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return generateNRandomNotes(originalObject.StartTime, endTime, 0.78, 0.3, 0);
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return generateNRandomNotes(originalObject.StartTime, endTime, 0.85, 0.36, 0.03);
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if ((convertType & PatternType.LowProbability) > 0)
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return generateNRandomNotes(HitObject.StartTime, endTime, 0.78, 0.3, 0);
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return generateNRandomNotes(HitObject.StartTime, endTime, 0.85, 0.36, 0.03);
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}
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if (ConversionDifficulty > 4)
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{
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if ((convertType & LegacyConvertType.LowProbability) > 0)
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return generateNRandomNotes(originalObject.StartTime, endTime, 0.43, 0.08, 0);
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return generateNRandomNotes(originalObject.StartTime, endTime, 0.56, 0.18, 0);
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if ((convertType & PatternType.LowProbability) > 0)
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return generateNRandomNotes(HitObject.StartTime, endTime, 0.43, 0.08, 0);
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return generateNRandomNotes(HitObject.StartTime, endTime, 0.56, 0.18, 0);
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}
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if (ConversionDifficulty > 2.5)
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{
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if ((convertType & LegacyConvertType.LowProbability) > 0)
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return generateNRandomNotes(originalObject.StartTime, endTime, 0.3, 0, 0);
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return generateNRandomNotes(originalObject.StartTime, endTime, 0.37, 0.08, 0);
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if ((convertType & PatternType.LowProbability) > 0)
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return generateNRandomNotes(HitObject.StartTime, endTime, 0.3, 0, 0);
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return generateNRandomNotes(HitObject.StartTime, endTime, 0.37, 0.08, 0);
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}
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if ((convertType & LegacyConvertType.LowProbability) > 0)
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return generateNRandomNotes(originalObject.StartTime, endTime, 0.17, 0, 0);
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return generateNRandomNotes(originalObject.StartTime, endTime, 0.27, 0, 0);
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if ((convertType & PatternType.LowProbability) > 0)
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return generateNRandomNotes(HitObject.StartTime, endTime, 0.17, 0, 0);
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return generateNRandomNotes(HitObject.StartTime, endTime, 0.27, 0, 0);
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}
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/// <summary>
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@ -129,34 +128,34 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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/// <param name="startTime">Start time of each hold note.</param>
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/// <param name="endTime">End time of the hold notes.</param>
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/// <param name="noteCount">Number of hold notes.</param>
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/// <returns>The <see cref="ObjectList"/> containing the hit objects.</returns>
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private ObjectList generateRandomHoldNotes(double startTime, double endTime, int noteCount)
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateRandomHoldNotes(double startTime, double endTime, int noteCount)
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{
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// - - - -
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// ■ - ■ ■
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// □ - □ □
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// ■ - ■ ■
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var newObjects = new ObjectList();
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var pattern = new Pattern();
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int usableColumns = AvailableColumns - RandomStart - PreviousObjects.ColumnsFilled;
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int usableColumns = AvailableColumns - RandomStart - PreviousPattern.ColumnsFilled;
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int nextColumn = Random.Next(RandomStart, AvailableColumns);
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for (int i = 0; i < Math.Min(usableColumns, noteCount); i++)
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{
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while (newObjects.IsFilled(nextColumn) || PreviousObjects.IsFilled(nextColumn)) //find available column
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while (pattern.IsFilled(nextColumn) || PreviousPattern.IsFilled(nextColumn)) //find available column
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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Add(newObjects, originalObject, nextColumn, startTime, endTime, noteCount);
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AddToPattern(pattern, HitObject, nextColumn, startTime, endTime, noteCount);
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}
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// This is can't be combined with the above loop due to RNG
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for (int i = 0; i < noteCount - usableColumns; i++)
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{
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while (newObjects.IsFilled(nextColumn))
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while (pattern.IsFilled(nextColumn))
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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Add(newObjects, originalObject, nextColumn, startTime, endTime, noteCount);
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AddToPattern(pattern, HitObject, nextColumn, startTime, endTime, noteCount);
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}
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return newObjects;
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return pattern;
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}
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/// <summary>
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@ -165,8 +164,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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/// <param name="startTime">The start time.</param>
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/// <param name="separationTime">The separation of notes between rows.</param>
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/// <param name="repeatCount">The number of rows.</param>
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/// <returns>The <see cref="ObjectList"/> containing the hit objects.</returns>
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private ObjectList generateRandomNotes(double startTime, double separationTime, int repeatCount)
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateRandomNotes(double startTime, double separationTime, int repeatCount)
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{
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// - - - -
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// x - - -
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@ -174,19 +173,19 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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// - - - x
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// x - - -
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var newObjects = new ObjectList();
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var pattern = new Pattern();
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int nextColumn = GetColumn((originalObject as IHasXPosition)?.X ?? 0, true);
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if ((convertType & LegacyConvertType.ForceNotStack) > 0 && PreviousObjects.ColumnsFilled < AvailableColumns)
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnsFilled < AvailableColumns)
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{
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while (PreviousObjects.IsFilled(nextColumn))
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while (PreviousPattern.IsFilled(nextColumn))
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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}
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int lastColumn = nextColumn;
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for (int i = 0; i <= repeatCount; i++)
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{
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Add(newObjects, originalObject, nextColumn, startTime, startTime);
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AddToPattern(pattern, HitObject, nextColumn, startTime, startTime);
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while (nextColumn == lastColumn)
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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@ -194,7 +193,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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startTime += separationTime;
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}
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return newObjects;
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return pattern;
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}
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/// <summary>
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@ -202,9 +201,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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/// </summary>
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/// <param name="startTime">The start time.</param>
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/// <param name="separationTime">The separation of notes between rows.</param>
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/// <param name="repeatCount">The number of rows/notes.</param>
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/// <returns>The <see cref="ObjectList"/> containing the hit objects.</returns>
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private ObjectList generateStair(double startTime, double separationTime, int repeatCount)
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateStair(double startTime, double separationTime)
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{
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// - - - -
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// x - - -
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@ -215,14 +213,14 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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// - x - -
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// x - - -
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var newObjects = new ObjectList();
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var pattern = new Pattern();
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int column = GetColumn((originalObject as IHasXPosition)?.X ?? 0, true);
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int column = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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bool increasing = Random.NextDouble() > 0.5;
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for (int i = 0; i <= repeatCount; i++)
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{
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Add(newObjects, originalObject, column, startTime, startTime);
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AddToPattern(pattern, HitObject, column, startTime, startTime);
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startTime += separationTime;
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// Check if we're at the borders of the stage, and invert the pattern if so
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@ -248,7 +246,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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}
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}
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return newObjects;
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return pattern;
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}
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/// <summary>
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@ -257,8 +255,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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/// <param name="startTime">The start time.</param>
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/// <param name="separationTime">The separation of notes between rows.</param>
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/// <param name="repeatCount">The number of rows.</param>
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/// <returns>The <see cref="ObjectList"/> containing the hit objects.</returns>
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private ObjectList generateRandomMultipleNotes(double startTime, double separationTime, int repeatCount)
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateRandomMultipleNotes(double startTime, double separationTime, int repeatCount)
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{
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// - - - -
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// x - -
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@ -266,15 +264,15 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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// - - - x
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// x - x -
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var newObjects = new ObjectList();
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var pattern = new Pattern();
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bool legacy = AvailableColumns >= 4 && AvailableColumns <= 8;
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int interval = Random.Next(1, AvailableColumns - (legacy ? 1 : 0));
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int nextColumn = GetColumn((originalObject as IHasXPosition)?.X ?? 0, true);
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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for (int i = 0; i <= repeatCount; i++)
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{
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Add(newObjects, originalObject, nextColumn, startTime, startTime, 2);
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AddToPattern(pattern, HitObject, nextColumn, startTime, startTime, 2);
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nextColumn += interval;
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if (nextColumn >= AvailableColumns - RandomStart)
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@ -283,13 +281,13 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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// If we're in 2K, let's not add many consecutive doubles
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if (AvailableColumns > 2)
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Add(newObjects, originalObject, nextColumn, startTime, startTime, 2);
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AddToPattern(pattern, HitObject, nextColumn, startTime, startTime, 2);
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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startTime += separationTime;
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}
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return newObjects;
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return pattern;
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}
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/// <summary>
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@ -300,8 +298,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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/// <param name="p2">The probability required for 2 hold notes to be generated.</param>
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/// <param name="p3">The probability required for 3 hold notes to be generated.</param>
|
||||
/// <param name="p4">The probability required for 4 hold notes to be generated.</param>
|
||||
/// <returns>The <see cref="ObjectList"/> containing the hit objects.</returns>
|
||||
private ObjectList generateNRandomNotes(double startTime, double endTime, double p2, double p3, double p4)
|
||||
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
|
||||
private Pattern generateNRandomNotes(double startTime, double endTime, double p2, double p3, double p4)
|
||||
{
|
||||
// - - - -
|
||||
// ■ - ■ ■
|
||||
@ -334,8 +332,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
|
||||
|
||||
Func<SampleInfo, bool> isDoubleSample = sample => sample.Name == SampleInfo.HIT_CLAP && sample.Name == SampleInfo.HIT_FINISH;
|
||||
|
||||
bool canGenerateTwoNotes = (convertType & LegacyConvertType.LowProbability) == 0;
|
||||
canGenerateTwoNotes &= originalObject.Samples.Any(isDoubleSample) || sampleInfoListAt(originalObject.StartTime).Any(isDoubleSample);
|
||||
bool canGenerateTwoNotes = (convertType & PatternType.LowProbability) == 0;
|
||||
canGenerateTwoNotes &= HitObject.Samples.Any(isDoubleSample) || sampleInfoListAt(HitObject.StartTime).Any(isDoubleSample);
|
||||
|
||||
if (canGenerateTwoNotes)
|
||||
p2 = 1;
|
||||
@ -349,8 +347,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
|
||||
/// <param name="startTime">The first hold note start time.</param>
|
||||
/// <param name="separationTime">The separation time between hold notes.</param>
|
||||
/// <param name="noteCount">The amount of hold notes.</param>
|
||||
/// <returns>The <see cref="ObjectList"/> containing the hit objects.</returns>
|
||||
private ObjectList generateTiledHoldNotes(double startTime, double separationTime, int noteCount)
|
||||
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
|
||||
private Pattern generateTiledHoldNotes(double startTime, double separationTime, int noteCount)
|
||||
{
|
||||
// - - - -
|
||||
// ■ ■ ■ ■
|
||||
@ -361,27 +359,27 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
|
||||
// □ ■ - -
|
||||
// ■ - - -
|
||||
|
||||
var newObjects = new ObjectList();
|
||||
var pattern = new Pattern();
|
||||
|
||||
int columnRepeat = Math.Min(noteCount, AvailableColumns);
|
||||
|
||||
int nextColumn = GetColumn((originalObject as IHasXPosition)?.X ?? 0, true);
|
||||
if ((convertType & LegacyConvertType.ForceNotStack) > 0 && PreviousObjects.ColumnsFilled < AvailableColumns)
|
||||
int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
|
||||
if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnsFilled < AvailableColumns)
|
||||
{
|
||||
while (PreviousObjects.IsFilled(nextColumn))
|
||||
while (PreviousPattern.IsFilled(nextColumn))
|
||||
nextColumn = Random.Next(RandomStart, AvailableColumns);
|
||||
}
|
||||
|
||||
for (int i = 0; i < columnRepeat; i++)
|
||||
{
|
||||
while (newObjects.IsFilled(nextColumn))
|
||||
while (pattern.IsFilled(nextColumn))
|
||||
nextColumn = Random.Next(RandomStart, AvailableColumns);
|
||||
|
||||
Add(newObjects, originalObject, nextColumn, startTime, endTime, noteCount);
|
||||
AddToPattern(pattern, HitObject, nextColumn, startTime, endTime, noteCount);
|
||||
startTime += separationTime;
|
||||
}
|
||||
|
||||
return newObjects;
|
||||
return pattern;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -389,8 +387,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
|
||||
/// </summary>
|
||||
/// <param name="startTime">The start time of notes.</param>
|
||||
/// <param name="separationTime">The separation time between notes.</param>
|
||||
/// <returns>The <see cref="ObjectList"/> containing the hit objects.</returns>
|
||||
private ObjectList generateHoldAndNormalNotes(double startTime, double separationTime)
|
||||
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
|
||||
private Pattern generateHoldAndNormalNotes(double startTime, double separationTime)
|
||||
{
|
||||
// - - - -
|
||||
// ■ x x -
|
||||
@ -398,17 +396,17 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
|
||||
// ■ x - x
|
||||
// ■ - x x
|
||||
|
||||
var newObjects = new ObjectList();
|
||||
var pattern = new Pattern();
|
||||
|
||||
int holdColumn = GetColumn((originalObject as IHasXPosition)?.X ?? 0, true);
|
||||
if ((convertType & LegacyConvertType.ForceNotStack) > 0 && PreviousObjects.ColumnsFilled < AvailableColumns)
|
||||
int holdColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
|
||||
if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnsFilled < AvailableColumns)
|
||||
{
|
||||
while (PreviousObjects.IsFilled(holdColumn))
|
||||
while (PreviousPattern.IsFilled(holdColumn))
|
||||
holdColumn = Random.Next(RandomStart, AvailableColumns);
|
||||
}
|
||||
|
||||
// Create the hold note
|
||||
Add(newObjects, originalObject, holdColumn, startTime, separationTime * repeatCount);
|
||||
AddToPattern(pattern, HitObject, holdColumn, startTime, separationTime * repeatCount);
|
||||
|
||||
int noteCount = 1;
|
||||
if (ConversionDifficulty > 6.5)
|
||||
@ -422,26 +420,26 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
|
||||
bool ignoreHead = !sampleInfoListAt(startTime).Any(s => s.Name == SampleInfo.HIT_WHISTLE || s.Name == SampleInfo.HIT_FINISH || s.Name == SampleInfo.HIT_CLAP);
|
||||
int nextColumn = Random.Next(RandomStart, AvailableColumns);
|
||||
|
||||
var tempObjects = new ObjectList();
|
||||
var rowPattern = new Pattern();
|
||||
for (int i = 0; i <= repeatCount; i++)
|
||||
{
|
||||
if (!(ignoreHead && startTime == originalObject.StartTime))
|
||||
if (!(ignoreHead && startTime == HitObject.StartTime))
|
||||
{
|
||||
for (int j = 0; j < noteCount; j++)
|
||||
{
|
||||
while (tempObjects.IsFilled(nextColumn) || nextColumn == holdColumn)
|
||||
while (rowPattern.IsFilled(nextColumn) || nextColumn == holdColumn)
|
||||
nextColumn = Random.Next(RandomStart, AvailableColumns);
|
||||
Add(tempObjects, originalObject, nextColumn, startTime, startTime, noteCount + 1);
|
||||
AddToPattern(rowPattern, HitObject, nextColumn, startTime, startTime, noteCount + 1);
|
||||
}
|
||||
}
|
||||
|
||||
newObjects.Add(tempObjects);
|
||||
tempObjects.Clear();
|
||||
pattern.Add(rowPattern);
|
||||
rowPattern.Clear();
|
||||
|
||||
startTime += separationTime;
|
||||
}
|
||||
|
||||
return newObjects;
|
||||
return pattern;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -451,14 +449,14 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
|
||||
/// <returns></returns>
|
||||
private SampleInfoList sampleInfoListAt(double time)
|
||||
{
|
||||
var curveData = originalObject as IHasCurve;
|
||||
var curveData = HitObject as IHasCurve;
|
||||
|
||||
if (curveData == null)
|
||||
return originalObject.Samples;
|
||||
return HitObject.Samples;
|
||||
|
||||
double segmentTime = (curveData.EndTime - originalObject.StartTime) / repeatCount;
|
||||
double segmentTime = (curveData.EndTime - HitObject.StartTime) / repeatCount;
|
||||
|
||||
int index = (int)(segmentTime == 0 ? 0 : (time - originalObject.StartTime) / segmentTime);
|
||||
int index = (int)(segmentTime == 0 ? 0 : (time - HitObject.StartTime) / segmentTime);
|
||||
return curveData.RepeatSamples[index];
|
||||
}
|
||||
}
|
@ -1,42 +1,39 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using OpenTK;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Mania.MathUtils;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Database;
|
||||
using osu.Game.Rulesets.Mania.Objects;
|
||||
using osu.Game.Rulesets.Mania.MathUtils;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using OpenTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Beatmaps
|
||||
namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
|
||||
{
|
||||
internal abstract class ObjectConversion
|
||||
/// <summary>
|
||||
/// A pattern generator for legacy hit objects.
|
||||
/// </summary>
|
||||
internal abstract class PatternGenerator : Patterns.PatternGenerator
|
||||
{
|
||||
protected readonly int AvailableColumns;
|
||||
/// <summary>
|
||||
/// The column index at which to start generating random notes.
|
||||
/// </summary>
|
||||
protected readonly int RandomStart;
|
||||
|
||||
protected ObjectList PreviousObjects;
|
||||
/// <summary>
|
||||
/// The random number generator to use.
|
||||
/// </summary>
|
||||
protected readonly FastRandom Random;
|
||||
protected readonly Beatmap Beatmap;
|
||||
|
||||
protected ObjectConversion(ObjectList previousObjects, FastRandom random, Beatmap beatmap)
|
||||
protected PatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern)
|
||||
: base(hitObject, beatmap, previousPattern)
|
||||
{
|
||||
PreviousObjects = previousObjects;
|
||||
Random = random;
|
||||
Beatmap = beatmap;
|
||||
|
||||
AvailableColumns = (int)Math.Round(beatmap.BeatmapInfo.Difficulty.CircleSize);
|
||||
RandomStart = AvailableColumns == 8 ? 1 : 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generates a new object list filled with converted hit objects.
|
||||
/// </summary>
|
||||
/// <returns>The <see cref="ObjectList"/> containing the hit objects.</returns>
|
||||
public abstract ObjectList Generate();
|
||||
|
||||
/// <summary>
|
||||
/// Converts an x-position into a column.
|
||||
/// </summary>
|
||||
@ -78,44 +75,6 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
|
||||
return val >= 1 - p2 ? 2 : 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructs and adds a note to an object list.
|
||||
/// </summary>
|
||||
/// <param name="objectList">The list to add to.</param>
|
||||
/// <param name="originalObject">The original hit object (used for samples).</param>
|
||||
/// <param name="column">The column to add the note to.</param>
|
||||
/// <param name="startTime">The start time of the note.</param>
|
||||
/// <param name="endTime">The end time of the note (set to <paramref name="startTime"/> for a non-hold note).</param>
|
||||
/// <param name="siblings">The number of children alongside this note (these will not be generated, but are used for volume calculations).</param>
|
||||
protected void Add(ObjectList objectList, HitObject originalObject, int column, double startTime, double endTime, int siblings = 1)
|
||||
{
|
||||
ManiaHitObject newObject;
|
||||
|
||||
if (startTime == endTime)
|
||||
{
|
||||
newObject = new Note
|
||||
{
|
||||
StartTime = startTime,
|
||||
Samples = originalObject.Samples,
|
||||
Column = column
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
newObject = new HoldNote
|
||||
{
|
||||
StartTime = startTime,
|
||||
Samples = originalObject.Samples,
|
||||
Column = column,
|
||||
Duration = endTime - startTime
|
||||
};
|
||||
}
|
||||
|
||||
// Todo: Consider siblings and write sample volumes (probably at ManiaHitObject level)
|
||||
|
||||
objectList.Add(newObject);
|
||||
}
|
||||
|
||||
private double? conversionDifficulty;
|
||||
/// <summary>
|
||||
/// A difficulty factor used for various conversion methods from osu!stable.
|
@ -3,10 +3,13 @@
|
||||
|
||||
using System;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Beatmaps
|
||||
namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
|
||||
{
|
||||
/// <summary>
|
||||
/// The type of pattern to generate. Used for legacy patterns.
|
||||
/// </summary>
|
||||
[Flags]
|
||||
internal enum LegacyConvertType
|
||||
internal enum PatternType
|
||||
{
|
||||
None = 0,
|
||||
/// <summary>
|
@ -1,56 +1,59 @@
|
||||
// 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.Framework.Extensions.IEnumerableExtensions;
|
||||
using osu.Game.Rulesets.Mania.Objects;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Extensions.IEnumerableExtensions;
|
||||
using osu.Game.Rulesets.Mania.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Beatmaps
|
||||
namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
|
||||
{
|
||||
internal class ObjectList
|
||||
/// <summary>
|
||||
/// Creates a pattern containing hit objects.
|
||||
/// </summary>
|
||||
internal class Pattern
|
||||
{
|
||||
private readonly List<ManiaHitObject> hitObjects = new List<ManiaHitObject>();
|
||||
|
||||
/// <summary>
|
||||
/// All the hit objects contained in this list.
|
||||
/// All the hit objects contained in this pattern.
|
||||
/// </summary>
|
||||
public IEnumerable<ManiaHitObject> HitObjects => hitObjects;
|
||||
|
||||
/// <summary>
|
||||
/// Whether a column of this list has been taken.
|
||||
/// Whether this pattern already contains a hit object in a code.
|
||||
/// </summary>
|
||||
/// <param name="column">The column index.</param>
|
||||
/// <returns>Whether the column already contains a hit object.</returns>
|
||||
/// <returns>Whether this pattern already contains a hit object in <paramref name="column"/></returns>
|
||||
public bool IsFilled(int column) => hitObjects.Exists(h => h.Column == column);
|
||||
|
||||
/// <summary>
|
||||
/// Amount of columns taken up by hit objects in this list.
|
||||
/// Amount of columns taken up by hit objects in this pattern.
|
||||
/// </summary>
|
||||
public int ColumnsFilled => HitObjects.GroupBy(h => h.Column).Count();
|
||||
|
||||
/// <summary>
|
||||
/// Adds a hit object to this list.
|
||||
/// Adds a hit object to this pattern.
|
||||
/// </summary>
|
||||
/// <param name="hitObject">The hit object to add.</param>
|
||||
public void Add(ManiaHitObject hitObject) => hitObjects.Add(hitObject);
|
||||
|
||||
/// <summary>
|
||||
/// Copies hit object from another list to this one.
|
||||
/// Copies hit object from another pattern to this one.
|
||||
/// </summary>
|
||||
/// <param name="other">The other list.</param>
|
||||
public void Add(ObjectList other)
|
||||
/// <param name="other">The other pattern.</param>
|
||||
public void Add(Pattern other)
|
||||
{
|
||||
other.HitObjects.ForEach(Add);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears this list.
|
||||
/// Clears this pattern, removing all hit objects.
|
||||
/// </summary>
|
||||
public void Clear() => hitObjects.Clear();
|
||||
|
||||
/// <summary>
|
||||
/// Removes a hit object from this list.
|
||||
/// Removes a hit object from this pattern.
|
||||
/// </summary>
|
||||
/// <param name="hitObject">The hit object to remove.</param>
|
||||
public bool Remove(ManiaHitObject hitObject) => hitObjects.Remove(hitObject);
|
@ -0,0 +1,89 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Mania.Objects;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
|
||||
{
|
||||
/// <summary>
|
||||
/// Generator to create a pattern <see cref="Pattern"/> from a hit object.
|
||||
/// </summary>
|
||||
internal abstract class PatternGenerator
|
||||
{
|
||||
/// <summary>
|
||||
/// The number of columns available to create the pattern.
|
||||
/// </summary>
|
||||
protected readonly int AvailableColumns;
|
||||
|
||||
/// <summary>
|
||||
/// The last pattern.
|
||||
/// </summary>
|
||||
protected readonly Pattern PreviousPattern;
|
||||
|
||||
/// <summary>
|
||||
/// The hit object to create the pattern for.
|
||||
/// </summary>
|
||||
protected readonly HitObject HitObject;
|
||||
|
||||
/// <summary>
|
||||
/// The beatmap which <see cref="HitObject"/> is a part of.
|
||||
/// </summary>
|
||||
protected readonly Beatmap Beatmap;
|
||||
|
||||
protected PatternGenerator(HitObject hitObject, Beatmap beatmap, Pattern previousPattern)
|
||||
{
|
||||
PreviousPattern = previousPattern;
|
||||
HitObject = hitObject;
|
||||
Beatmap = beatmap;
|
||||
|
||||
AvailableColumns = (int)Math.Round(beatmap.BeatmapInfo.Difficulty.CircleSize);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generates the pattern for <see cref="HitObject"/>, filled with hit objects.
|
||||
/// </summary>
|
||||
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
|
||||
public abstract Pattern Generate();
|
||||
|
||||
/// <summary>
|
||||
/// Constructs and adds a note to a pattern.
|
||||
/// </summary>
|
||||
/// <param name="pattern">The pattern to add to.</param>
|
||||
/// <param name="originalObject">The original hit object (used for samples).</param>
|
||||
/// <param name="column">The column to add the note to.</param>
|
||||
/// <param name="startTime">The start time of the note.</param>
|
||||
/// <param name="endTime">The end time of the note (set to <paramref name="startTime"/> for a non-hold note).</param>
|
||||
/// <param name="siblings">The number of children alongside this note (these will not be generated, but are used for volume calculations).</param>
|
||||
protected void AddToPattern(Pattern pattern, HitObject originalObject, int column, double startTime, double endTime, int siblings = 1)
|
||||
{
|
||||
ManiaHitObject newObject;
|
||||
|
||||
if (startTime == endTime)
|
||||
{
|
||||
newObject = new Note
|
||||
{
|
||||
StartTime = startTime,
|
||||
Samples = originalObject.Samples,
|
||||
Column = column
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
newObject = new HoldNote
|
||||
{
|
||||
StartTime = startTime,
|
||||
Samples = originalObject.Samples,
|
||||
Column = column,
|
||||
Duration = endTime - startTime
|
||||
};
|
||||
}
|
||||
|
||||
// Todo: Consider siblings and write sample volumes (probably at ManiaHitObject level)
|
||||
|
||||
pattern.Add(newObject);
|
||||
}
|
||||
}
|
||||
}
|
@ -47,12 +47,13 @@
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Beatmaps\DistanceObjectConversion.cs" />
|
||||
<Compile Include="Beatmaps\ObjectConversion.cs" />
|
||||
<Compile Include="Beatmaps\LegacyConverter.cs" />
|
||||
<Compile Include="Beatmaps\LegacyConvertType.cs" />
|
||||
<Compile Include="Beatmaps\Patterns\Legacy\DistanceObjectPatternGenerator.cs" />
|
||||
<Compile Include="Beatmaps\Patterns\Legacy\PatternGenerator.cs" />
|
||||
<Compile Include="Beatmaps\Patterns\PatternGenerator.cs" />
|
||||
<Compile Include="Beatmaps\LegacyBeatmapConverter.cs" />
|
||||
<Compile Include="Beatmaps\Patterns\Legacy\PatternType.cs" />
|
||||
<Compile Include="Beatmaps\ManiaBeatmapConverter.cs" />
|
||||
<Compile Include="Beatmaps\ObjectList.cs" />
|
||||
<Compile Include="Beatmaps\Patterns\Pattern.cs" />
|
||||
<Compile Include="MathUtils\FastRandom.cs" />
|
||||
<Compile Include="Judgements\HitWindows.cs" />
|
||||
<Compile Include="Judgements\ManiaJudgement.cs" />
|
||||
|
Loading…
Reference in New Issue
Block a user