diff --git a/osu.Game.Rulesets.Mania/Beatmaps/ManiaBeatmapConverter.cs b/osu.Game.Rulesets.Mania/Beatmaps/ManiaBeatmapConverter.cs index 933fe0787c..e82b0dd516 100644 --- a/osu.Game.Rulesets.Mania/Beatmaps/ManiaBeatmapConverter.cs +++ b/osu.Game.Rulesets.Mania/Beatmaps/ManiaBeatmapConverter.cs @@ -11,11 +11,19 @@ using osu.Game.Rulesets.Mania.Beatmaps.Patterns; using osu.Game.Rulesets.Mania.MathUtils; using osu.Game.Database; +using osu.Game.Beatmaps.Timing; +using osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy; +using OpenTK; namespace osu.Game.Rulesets.Mania.Beatmaps { public class ManiaBeatmapConverter : BeatmapConverter { + /// + /// Maximum number of previous notes to consider for density calculation. + /// + private const int max_notes_for_density = 7; + protected override IEnumerable ValidConversionTypes { get; } = new[] { typeof(IHasXPosition) }; private Pattern lastPattern = new Pattern(); @@ -55,6 +63,26 @@ protected override IEnumerable ConvertHitObject(HitObject origin yield return obj; } + private List prevNoteTimes = new List(max_notes_for_density); + private double density = int.MaxValue; + private void computeDensity(double newNoteTime) + { + if (prevNoteTimes.Count == max_notes_for_density) + prevNoteTimes.RemoveAt(0); + prevNoteTimes.Add(newNoteTime); + + density = (prevNoteTimes[prevNoteTimes.Count - 1] - prevNoteTimes[0]) / prevNoteTimes.Count; + } + + private double lastTime; + private Vector2 lastPosition; + private PatternType lastStair; + private void recordNote(double time, Vector2 position) + { + lastTime = time; + lastPosition = position; + } + /// /// Method that generates hit objects for osu!mania specific beatmaps. /// @@ -83,7 +111,7 @@ private IEnumerable generateConverted(HitObject original) // Following lines currently commented out to appease resharper - //Patterns.PatternGenerator conversion = null; + Patterns.PatternGenerator conversion = null; if (distanceData != null) { @@ -95,16 +123,24 @@ private IEnumerable generateConverted(HitObject original) } else if (positionData != null) { - // Circle + computeDensity(original.StartTime); + + conversion = new HitObjectPatternGenerator(random, original, beatmap, lastPattern, lastTime, lastPosition, density, lastStair); + + recordNote(original.StartTime, positionData.Position); } - //if (conversion == null) - return null; + if (conversion == null) + return null; - //Pattern newPattern = conversion.Generate(); - //lastPattern = newPattern; + Pattern newPattern = conversion.Generate(); + lastPattern = newPattern; - //return newPattern.HitObjects; + var stairPatternGenerator = conversion as HitObjectPatternGenerator; + if (stairPatternGenerator != null) + lastStair = stairPatternGenerator.StairType; + + return newPattern.HitObjects; } /// diff --git a/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/HitObjectPatternGenerator.cs b/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/HitObjectPatternGenerator.cs new file mode 100644 index 0000000000..1591e0531c --- /dev/null +++ b/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/HitObjectPatternGenerator.cs @@ -0,0 +1,425 @@ +// Copyright (c) 2007-2017 ppy Pty Ltd . +// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE + +using System; +using System.Linq; +using OpenTK; +using osu.Game.Audio; +using osu.Game.Beatmaps; +using osu.Game.Beatmaps.Timing; +using osu.Game.Rulesets.Mania.MathUtils; +using osu.Game.Rulesets.Mania.Objects; +using osu.Game.Rulesets.Objects; +using osu.Game.Rulesets.Objects.Types; + +namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy +{ + internal class HitObjectPatternGenerator : PatternGenerator + { + public PatternType StairType { get; private set; } + + private readonly PatternType convertType; + + public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair) + : base(random, hitObject, beatmap, previousPattern) + { + StairType = lastStair; + + ControlPoint overridePoint; + ControlPoint controlPoint = beatmap.TimingInfo.TimingPointAt(hitObject.StartTime, out overridePoint); + + var positionData = hitObject as IHasPosition; + + float positionSeparation = ((positionData?.Position ?? Vector2.Zero) - previousPosition).Length; + double timeSeparation = hitObject.StartTime - previousTime; + + double beatLength = controlPoint.BeatLength; + bool kiai = (overridePoint ?? controlPoint).KiaiMode; + + if (timeSeparation <= 125) + { + // More than 120 BPM + convertType |= PatternType.ForceNotStack; + } + + if (timeSeparation <= 80) + { + // More than 187 BPM + convertType |= PatternType.ForceNotStack | PatternType.KeepSingle; + } + else if (timeSeparation <= 95) + { + // More than 157 BPM + convertType |= PatternType.ForceNotStack | PatternType.KeepSingle | lastStair; + } + else if (timeSeparation <= 105) + { + // More than 140 BPM + convertType |= PatternType.ForceNotStack | PatternType.LowProbability; + } + else if (timeSeparation <= 125) + { + // More than 120 BPM + convertType |= PatternType.ForceNotStack; + } + else if (timeSeparation <= 135 && positionSeparation < 20) + { + // More than 111 BPM stream + convertType |= PatternType.Cycle | PatternType.KeepSingle; + } + else if (timeSeparation <= 150 & positionSeparation < 20) + { + // More than 100 BPM stream + convertType |= PatternType.ForceStack | PatternType.LowProbability; + } + else if (positionSeparation < 20 && density >= beatLength / 2.5) + { + // Low density stream + convertType |= PatternType.Reverse | PatternType.LowProbability; + } + else if (density < beatLength / 2.5 || kiai) + { + // High density + } + else + convertType |= PatternType.LowProbability; + } + + public override Pattern Generate() + { + int lastColumn = PreviousPattern.HitObjects.First().Column; + + if ((convertType & PatternType.Reverse) > 0 && PreviousPattern.HitObjects.Count() > 0) + { + // Generate a new pattern by copying the last hit objects in reverse-column order + var pattern = new Pattern(); + + int siblings = PreviousPattern.HitObjects.Count(h => h.Column >= RandomStart); + + for (int i = RandomStart; i < AvailableColumns; i++) + if (PreviousPattern.IsFilled(i)) + addToPattern(pattern, RandomStart + AvailableColumns - i - 1, siblings); + + return pattern; + } + + if ((convertType & PatternType.Cycle) > 0 && PreviousPattern.HitObjects.Count() == 1 + // If we convert to 7K + 1, let's not overload the special key + && (AvailableColumns != 8 || lastColumn != 0) + // Make sure the last column was not the centre column + && (AvailableColumns % 2 == 0 || lastColumn != AvailableColumns / 2)) + { + // Generate a new pattern by cycling backwards (similar to Reverse but for only one hit object) + var pattern = new Pattern(); + + int column = RandomStart + AvailableColumns - lastColumn - 1; + addToPattern(pattern, column); + + return pattern; + } + + if ((convertType & PatternType.ForceStack) > 0 && PreviousPattern.HitObjects.Count() > 0) + { + // Generate a new pattern by placing on the already filled columns + var pattern = new Pattern(); + + int siblings = PreviousPattern.HitObjects.Count(h => h.Column >= RandomStart); + + for (int i = RandomStart; i < AvailableColumns; i++) + if (PreviousPattern.IsFilled(i)) + addToPattern(pattern, i, siblings); + + return pattern; + } + + if ((convertType & PatternType.Stair) > 0 && PreviousPattern.HitObjects.Count() == 1) + { + // Generate a new pattern by placing on the next column, cycling back to the start if there is no "next" + var pattern = new Pattern(); + + int targetColumn = lastColumn + 1; + if (targetColumn == AvailableColumns) + { + targetColumn = RandomStart; + StairType = PatternType.ReverseStair; + } + + addToPattern(pattern, targetColumn, 1); + return pattern; + } + + if ((convertType & PatternType.ReverseStair) > 0 && PreviousPattern.HitObjects.Count() == 1) + { + // Generate a new pattern by placing on the previous column, cycling back to the end if there is no "previous" + var pattern = new Pattern(); + + int targetColumn = lastColumn - 1; + if (targetColumn == RandomStart - 1) + { + targetColumn = AvailableColumns - 1; + StairType = PatternType.Stair; + } + + addToPattern(pattern, targetColumn, 1); + return pattern; + } + + if ((convertType & PatternType.KeepSingle) > 0) + return generateRandomNotes(1); + + if ((convertType & PatternType.Mirror) > 0) + { + if (ConversionDifficulty > 6.5) + return generateRandomPatternWithMirrored(0.12, 0.38, 0.12); + if (ConversionDifficulty > 4) + return generateRandomPatternWithMirrored(0.12, 0.17, 0); + return generateRandomPatternWithMirrored(0.12, 0, 0); + } + + if (ConversionDifficulty > 6.5) + { + if ((convertType & PatternType.LowProbability) > 0) + return generateRandomPattern(0.78, 0.42, 0, 0); + return generateRandomPattern(1, 0.62, 0, 0); + } + + if (ConversionDifficulty > 4) + { + if ((convertType & PatternType.LowProbability) > 0) + return generateRandomPattern(0.35, 0.08, 0, 0); + return generateRandomPattern(0.52, 0.15, 0, 0); + } + + if (ConversionDifficulty > 2) + { + if ((convertType & PatternType.LowProbability) > 0) + return generateRandomPattern(0.18, 0, 0, 0); + return generateRandomPattern(0.45, 0, 0, 0); + } + + return generateRandomPattern(0, 0, 0, 0); + } + + /// + /// Generates random notes. + /// + /// This will generate as many as it can up to , accounting for + /// any stacks if is forcing no stacks. + /// + /// + /// The amount of notes to generate. + /// Custom siblings count if is not the number of siblings in this pattern. + /// The containing the hit objects. + private Pattern generateRandomNotes(int noteCount, int siblingsOverride = -1) + { + var pattern = new Pattern(); + + bool allowStacking = (convertType & PatternType.ForceNotStack) == 0; + + if (!allowStacking) + noteCount = Math.Min(noteCount, AvailableColumns - RandomStart - PreviousPattern.ColumnsFilled); + + int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true); + for (int i = 0; i < noteCount; i++) + { + while (pattern.IsFilled(nextColumn) || (PreviousPattern.IsFilled(nextColumn) && !allowStacking)) + { + if ((convertType & PatternType.Gathered) > 0) + { + nextColumn++; + if (nextColumn == AvailableColumns) + nextColumn = RandomStart; + } + else + nextColumn = Random.Next(RandomStart, AvailableColumns); + } + + addToPattern(pattern, nextColumn, siblingsOverride != -1 ? siblingsOverride : noteCount); + } + + return pattern; + } + + /// + /// Whether this hit object can generate a note in the special column. + /// + private bool hasSpecialColumn() => HitObject.Samples.Any(s => s.Name == SampleInfo.HIT_CLAP) && HitObject.Samples.Any(s => s.Name == SampleInfo.HIT_FINISH); + + /// + /// Generates a random pattern. + /// + /// Probability for 2 notes to be generated. + /// Probability for 3 notes to be generated. + /// Probability for 4 notes to be generated. + /// Probability for 5 notes to be generated. + /// The containing the hit objects. + private Pattern generateRandomPattern(double p2, double p3, double p4, double p5) + { + var pattern = new Pattern(); + + int noteCount = getRandomNoteCount(p2, p3, p4, p5); + int siblings = noteCount; + + if (RandomStart > 0 && hasSpecialColumn(HitObject.Samples)) + { + siblings++; + addToPattern(pattern, 0, siblings); + } + + pattern.Add(generateRandomNotes(noteCount, siblings)); + + return pattern; + } + + /// + /// Generates a random pattern which has both normal and mirrored notes. + /// + /// The probability for a note to be added to the centre column. + /// Probability for 2 notes to be generated. + /// Probability for 3 notes to be generated. + /// The containing the hit objects. + private Pattern generateRandomPatternWithMirrored(double centreProbability, double p2, double p3) + { + var pattern = new Pattern(); + + bool addToCentre = false; + int noteCount = getRandomNoteCountMirrored(centreProbability, p2, p3, out addToCentre); + int siblings = noteCount; + + if (addToCentre) + siblings++; + if (RandomStart > 0 && hasSpecialColumn(HitObject.Samples)) + siblings++; + + int columnLimit = (AvailableColumns % 2 == 0 ? AvailableColumns : AvailableColumns - 1) / 2; + int nextColumn = Random.Next(RandomStart, columnLimit); + for (int i = 0; i < noteCount; i++) + { + while (pattern.IsFilled(nextColumn)) + nextColumn = Random.Next(RandomStart, columnLimit); + // Add normal note + addToPattern(pattern, nextColumn, siblings); + // Add mirrored note + addToPattern(pattern, RandomStart + AvailableColumns - nextColumn - 1); + } + + if (addToCentre) + addToPattern(pattern, AvailableColumns / 2, siblings); + + if (RandomStart > 0 && hasSpecialColumn(HitObject.Samples)) + addToPattern(pattern, 0, siblings); + + return pattern; + } + + /// + /// Generates a count of notes to be generated from a list of probabilities. + /// + /// Probability for 2 notes to be generated. + /// Probability for 3 notes to be generated. + /// Probability for 4 notes to be generated. + /// Probability for 5 notes to be generated. + /// The amount of notes to be generated. + private int getRandomNoteCount(double p2, double p3, double p4, double p5) + { + switch (AvailableColumns) + { + case 2: + p2 = 0; + p3 = 0; + p4 = 0; + p5 = 0; + break; + case 3: + p2 = Math.Max(p2, 0.1); + p3 = 0; + p4 = 0; + p5 = 0; + break; + case 4: + p2 = Math.Max(p2, 0.23); + p3 = Math.Max(p3, 0.04); + p4 = 0; + p5 = 0; + break; + case 5: + p3 = Math.Max(p3, 0.15); + p4 = Math.Max(p4, 0.03); + p5 = 0; + break; + } + + if (HitObject.Samples.Any(s => s.Name == SampleInfo.HIT_CLAP)) + p2 = 1; + + return GetRandomNoteCount(p2, p3, p4, p5); + } + + /// + /// Generates a count of notes to be generated from a list of probabilities. + /// + /// The probability for a note to be added to the centre column. + /// Probability for 2 notes to be generated. + /// Probability for 3 notes to be generated. + /// Whether to add a note to the centre column. + /// The amount of notes to be generated. The note to be added to the centre column will NOT be part of this count. + private int getRandomNoteCountMirrored(double centreProbability, double p2, double p3, out bool addToCentre) + { + addToCentre = false; + + if ((convertType & PatternType.ForceNotStack) > 0) + return getRandomNoteCount(p2 / 2, p2, (p2 + p3) / 2, p3); + + switch (AvailableColumns) + { + case 2: + centreProbability = 0; + p2 = 0; + p3 = 0; + break; + case 3: + centreProbability = Math.Max(centreProbability, 0.03); + p2 = Math.Max(p2, 0.1); + p3 = 0; + break; + case 4: + centreProbability = 0; + p2 = Math.Max(p2 * 2, 0.2); + p3 = 0; + break; + case 5: + centreProbability = Math.Max(centreProbability, 0.03); + p3 = 0; + break; + case 6: + centreProbability = 0; + p2 = Math.Max(p2 * 2, 0.5); + p3 = Math.Max(p3 * 2, 0.15); + break; + } + + double centreVal = Random.NextDouble(); + int noteCount = GetRandomNoteCount(p2, p3); + + addToCentre = AvailableColumns % 2 != 0 && noteCount != 3 && centreVal > 1 - centreProbability; + return noteCount; + } + + /// + /// Constructs and adds a note to a pattern. + /// + /// The pattern to add to. + /// The column to add the note to. + /// The number of children alongside this note (these will not be generated, but are used for volume calculations). + private void addToPattern(Pattern pattern, int column, int siblings = 1) + { + pattern.Add(new Note + { + StartTime = HitObject.StartTime, + Samples = HitObject.Samples, + Column = column, + Siblings = siblings + }); + } + } +} \ No newline at end of file diff --git a/osu.Game.Rulesets.Mania/osu.Game.Rulesets.Mania.csproj b/osu.Game.Rulesets.Mania/osu.Game.Rulesets.Mania.csproj index ec426c895f..e2909504ec 100644 --- a/osu.Game.Rulesets.Mania/osu.Game.Rulesets.Mania.csproj +++ b/osu.Game.Rulesets.Mania/osu.Game.Rulesets.Mania.csproj @@ -49,6 +49,7 @@ +