Distance object generator should output a secondary pattern

In osu!stable, only the hitobjects which ended at the distance object's EndTime would be considered for further pattern generation.

Previously this generator was group _all_ objects including those that don't end at the object's EndTime, resulting in incorrect hitobject count for further pattern generation.
This commit is contained in:
smoogipoo 2018-06-15 22:10:57 +09:00
parent 2d59ae9354
commit 55f0b3c42c
5 changed files with 62 additions and 15 deletions

View File

@ -119,10 +119,13 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
{
var generator = new SpecificBeatmapPatternGenerator(Random, original, beatmap, lastPattern, originalBeatmap);
Pattern newPattern = generator.Generate();
lastPattern = newPattern;
foreach (var newPattern in generator.Generate())
{
lastPattern = newPattern;
return newPattern.HitObjects;
foreach (var obj in newPattern.HitObjects)
yield return obj;
}
}
/// <summary>
@ -167,14 +170,17 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
}
if (conversion == null)
return null;
yield break;
Pattern newPattern = conversion.Generate();
foreach (var newPattern in conversion.Generate())
{
lastPattern = conversion is EndTimeObjectPatternGenerator ? lastPattern : newPattern;
lastStair = (conversion as HitObjectPatternGenerator)?.StairType ?? lastStair;
lastPattern = conversion is EndTimeObjectPatternGenerator ? lastPattern : newPattern;
lastStair = (conversion as HitObjectPatternGenerator)?.StairType ?? lastStair;
foreach (var obj in newPattern.HitObjects)
yield return obj;
return newPattern.HitObjects;
}
}
/// <summary>
@ -187,7 +193,12 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
{
}
public override Pattern Generate()
public override IEnumerable<Pattern> Generate()
{
yield return generate();
}
private Pattern generate()
{
var endTimeData = HitObject as IHasEndTime;
var positionData = HitObject as IHasXPosition;

View File

@ -4,6 +4,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.MathUtils;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.MathUtils;
@ -57,7 +58,30 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
SegmentDuration = (EndTime - HitObject.StartTime) / spanCount;
}
public override Pattern Generate()
public override IEnumerable<Pattern> Generate()
{
var originalPattern = generate();
// We need to split the intermediate pattern into two new patterns:
// 1. A pattern containing all objects that do not end at our EndTime.
// 2. A pattern containing all objects that end at our EndTime. This will be used for further pattern generation.
var intermediatePattern = new Pattern();
var endTimePattern = new Pattern();
foreach (var obj in originalPattern.HitObjects)
{
if (!Precision.AlmostEquals(EndTime, (obj as IHasEndTime)?.EndTime ?? obj.StartTime))
intermediatePattern.Add(obj);
else
endTimePattern.Add(obj);
}
yield return intermediatePattern;
yield return endTimePattern;
}
private Pattern generate()
{
if (TotalColumns == 1)
{

View File

@ -24,7 +24,12 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
endTime = endtimeData?.EndTime ?? 0;
}
public override Pattern Generate()
public override IEnumerable<Pattern> Generate()
{
yield return generate();
}
private Pattern generate()
{
var pattern = new Pattern();

View File

@ -2,6 +2,7 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.Linq;
using OpenTK;
using osu.Game.Audio;
@ -87,7 +88,12 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
}
}
public override Pattern Generate()
public override IEnumerable<Pattern> Generate()
{
yield return generate();
}
private Pattern generate()
{
var pattern = new Pattern();

View File

@ -2,6 +2,7 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
@ -42,9 +43,9 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
}
/// <summary>
/// Generates the pattern for <see cref="HitObject"/>, filled with hit objects.
/// Generates the patterns for <see cref="HitObject"/>, each filled with hit objects.
/// </summary>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
public abstract Pattern Generate();
/// <returns>The <see cref="Pattern"/>s containing the hit objects.</returns>
public abstract IEnumerable<Pattern> Generate();
}
}