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https://github.com/ppy/osu
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Fix ConversionDifficulty never actually being calculated
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@ -77,7 +77,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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yield break;
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}
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var objects = IsForCurrentRuleset ? generateSpecific(original) : generateConverted(original);
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var objects = IsForCurrentRuleset ? generateSpecific(original) : generateConverted(original, beatmap);
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if (objects == null)
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yield break;
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@ -125,26 +125,25 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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/// Method that generates hit objects for non-osu!mania beatmaps.
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/// </summary>
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/// <param name="original">The original hit object.</param>
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/// <param name="originalBeatmap">The original beatmap. This is used </param>
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/// <returns>The hit objects generated.</returns>
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private IEnumerable<ManiaHitObject> generateConverted(HitObject original)
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private IEnumerable<ManiaHitObject> generateConverted(HitObject original, Beatmap originalBeatmap)
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{
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var endTimeData = original as IHasEndTime;
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var distanceData = original as IHasDistance;
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var positionData = original as IHasPosition;
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// Following lines currently commented out to appease resharper
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Patterns.PatternGenerator conversion = null;
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if (distanceData != null)
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conversion = new DistanceObjectPatternGenerator(random, original, beatmap, lastPattern);
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conversion = new DistanceObjectPatternGenerator(random, original, beatmap, lastPattern, originalBeatmap);
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else if (endTimeData != null)
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conversion = new EndTimeObjectPatternGenerator(random, original, beatmap);
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conversion = new EndTimeObjectPatternGenerator(random, original, beatmap, originalBeatmap);
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else if (positionData != null)
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{
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computeDensity(original.StartTime);
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conversion = new HitObjectPatternGenerator(random, original, beatmap, lastPattern, lastTime, lastPosition, density, lastStair);
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conversion = new HitObjectPatternGenerator(random, original, beatmap, lastPattern, lastTime, lastPosition, density, lastStair, originalBeatmap);
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recordNote(original.StartTime, positionData.Position);
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}
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@ -167,7 +166,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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private class SpecificBeatmapPatternGenerator : Patterns.Legacy.PatternGenerator
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{
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public SpecificBeatmapPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern)
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: base(random, hitObject, beatmap, previousPattern)
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: base(random, hitObject, beatmap, previousPattern, null)
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{
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}
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@ -5,6 +5,7 @@ using System;
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using System.Collections.Generic;
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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.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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@ -29,8 +30,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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private PatternType convertType;
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public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern)
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: base(random, hitObject, beatmap, previousPattern)
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public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, Beatmap originalBeatmap)
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: base(random, hitObject, beatmap, previousPattern, originalBeatmap)
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{
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convertType = PatternType.None;
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if (Beatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime).KiaiMode)
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@ -7,6 +7,7 @@ using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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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.Rulesets.Mania.Objects;
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namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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@ -15,8 +16,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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private readonly double endTime;
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public EndTimeObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap)
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: base(random, hitObject, beatmap, new Pattern())
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public EndTimeObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Beatmap originalBeatmap)
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: base(random, hitObject, beatmap, new Pattern(), originalBeatmap)
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{
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var endtimeData = HitObject as IHasEndTime;
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@ -5,6 +5,7 @@ using System;
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using System.Linq;
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using OpenTK;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Rulesets.Mania.Objects;
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@ -19,8 +20,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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private readonly PatternType convertType;
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public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair)
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: base(random, hitObject, beatmap, previousPattern)
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public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair, Beatmap originalBeatmap)
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: base(random, hitObject, beatmap, previousPattern, originalBeatmap)
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{
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if (previousTime > hitObject.StartTime) throw new ArgumentOutOfRangeException(nameof(previousTime));
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if (density < 0) throw new ArgumentOutOfRangeException(nameof(density));
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@ -25,14 +25,20 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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/// </summary>
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protected readonly FastRandom Random;
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protected PatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern)
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/// <summary>
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/// The beatmap which <see cref="HitObject"/> is being converted from.
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/// </summary>
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protected readonly Beatmap OriginalBeatmap;
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protected PatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, Beatmap originalBeatmap)
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: base(hitObject, beatmap, previousPattern)
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{
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if (random == null) throw new ArgumentNullException(nameof(random));
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if (beatmap == null) throw new ArgumentNullException(nameof(beatmap));
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if (previousPattern == null) throw new ArgumentNullException(nameof(previousPattern));
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if (originalBeatmap == null) throw new ArgumentNullException(nameof(originalBeatmap));
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Random = random;
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OriginalBeatmap = originalBeatmap;
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RandomStart = TotalColumns == 8 ? 1 : 0;
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}
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@ -94,17 +100,20 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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if (conversionDifficulty != null)
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return conversionDifficulty.Value;
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HitObject lastObject = Beatmap.HitObjects.LastOrDefault();
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HitObject firstObject = Beatmap.HitObjects.FirstOrDefault();
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HitObject lastObject = OriginalBeatmap.HitObjects.LastOrDefault();
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HitObject firstObject = OriginalBeatmap.HitObjects.FirstOrDefault();
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double drainTime = (lastObject?.StartTime ?? 0) - (firstObject?.StartTime ?? 0);
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drainTime -= Beatmap.TotalBreakTime;
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drainTime -= OriginalBeatmap.TotalBreakTime;
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if (drainTime == 0)
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drainTime = 10000;
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drainTime = 10000000;
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BeatmapDifficulty difficulty = Beatmap.BeatmapInfo.BaseDifficulty;
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conversionDifficulty = ((difficulty.DrainRate + MathHelper.Clamp(difficulty.ApproachRate, 4, 7)) / 1.5 + Beatmap.HitObjects.Count / drainTime * 9f) / 38f * 5f / 1.15;
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// We need this in seconds
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drainTime /= 1000;
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BeatmapDifficulty difficulty = OriginalBeatmap.BeatmapInfo.BaseDifficulty;
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conversionDifficulty = ((difficulty.DrainRate + MathHelper.Clamp(difficulty.ApproachRate, 4, 7)) / 1.5 + OriginalBeatmap.HitObjects.Count / drainTime * 9f) / 38f * 5f / 1.15;
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conversionDifficulty = Math.Min(conversionDifficulty.Value, 12);
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return conversionDifficulty.Value;
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