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Add low difficulty overlaps check
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107
osu.Game.Rulesets.Osu/Edit/Checks/CheckLowDiffOverlaps.cs
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107
osu.Game.Rulesets.Osu/Edit/Checks/CheckLowDiffOverlaps.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Checks.Components;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Edit.Checks
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{
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public class CheckLowDiffOverlaps : ICheck
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{
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// For the lowest difficulties, the osu! Ranking Criteria encourages overlapping ~180 BPM 1/2, but discourages ~180 BPM 1/1.
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private const double should_overlap_threshold = 150; // 200 BPM 1/2
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private const double should_probably_overlap_threshold = 175; // 170 BPM 1/2
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private const double should_not_overlap_threshold = 250; // 120 BPM 1/2 = 240 BPM 1/1
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// Objects need to overlap this much before being treated as an overlap, else it may just be the borders slightly touching.
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private const double overlap_leniency = 5;
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public CheckMetadata Metadata { get; } = new CheckMetadata(CheckCategory.Spread, "Missing or unexpected overlaps");
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public IEnumerable<IssueTemplate> PossibleTemplates => new IssueTemplate[]
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{
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new IssueTemplateShouldOverlap(this),
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new IssueTemplateShouldProbablyOverlap(this),
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new IssueTemplateShouldNotOverlap(this)
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};
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public IEnumerable<Issue> Run(BeatmapVerifierContext context)
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{
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// TODO: This should also apply to *lowest difficulty* Normals - they are skipped for now.
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if (context.InterpretedDifficulty > DifficultyRating.Easy)
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yield break;
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var hitObjects = context.Beatmap.HitObjects;
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for (int i = 0; i < hitObjects.Count - 1; ++i)
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{
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if (!(hitObjects[i] is OsuHitObject hitObject) || hitObject is Spinner)
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continue;
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if (!(hitObjects[i + 1] is OsuHitObject nextHitObject) || nextHitObject is Spinner)
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continue;
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var deltaTime = nextHitObject.StartTime - hitObject.GetEndTime();
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if (deltaTime >= hitObject.TimeFadeIn + hitObject.TimePreempt)
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// The objects are not visible at the same time (without mods), hence skipping.
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continue;
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var distanceSq = (hitObject.StackedEndPosition - nextHitObject.StackedPosition).LengthSquared;
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var diameter = (hitObject.Radius - overlap_leniency) * 2;
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var diameterSq = diameter * diameter;
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bool areOverlapping = distanceSq < diameterSq;
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// Slider ends do not need to be overlapped because of slider leniency.
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if (!areOverlapping && !(hitObject is Slider))
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{
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if (deltaTime < should_overlap_threshold)
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yield return new IssueTemplateShouldOverlap(this).Create(deltaTime, hitObject, nextHitObject);
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else if (deltaTime < should_probably_overlap_threshold)
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yield return new IssueTemplateShouldProbablyOverlap(this).Create(deltaTime, hitObject, nextHitObject);
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}
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if (areOverlapping && deltaTime > should_not_overlap_threshold)
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yield return new IssueTemplateShouldNotOverlap(this).Create(deltaTime, hitObject, nextHitObject);
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}
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}
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public abstract class IssueTemplateOverlap : IssueTemplate
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{
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protected IssueTemplateOverlap(ICheck check, IssueType issueType, string unformattedMessage)
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: base(check, issueType, unformattedMessage)
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{
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}
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public Issue Create(double deltaTime, params HitObject[] hitObjects) => new Issue(hitObjects, this, deltaTime);
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}
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public class IssueTemplateShouldOverlap : IssueTemplateOverlap
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{
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public IssueTemplateShouldOverlap(ICheck check)
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: base(check, IssueType.Problem, "These are {0} ms apart and so should be overlapping.")
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{
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}
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}
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public class IssueTemplateShouldProbablyOverlap : IssueTemplateOverlap
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{
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public IssueTemplateShouldProbablyOverlap(ICheck check)
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: base(check, IssueType.Warning, "These are {0} ms apart and so should probably be overlapping.")
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{
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}
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}
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public class IssueTemplateShouldNotOverlap : IssueTemplateOverlap
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{
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public IssueTemplateShouldNotOverlap(ICheck check)
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: base(check, IssueType.Problem, "These are {0} ms apart and so should NOT be overlapping.")
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{
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}
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}
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}
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}
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