Add (almost finished) basis of slider hit object conversion...

This commit is contained in:
smoogipooo 2017-05-17 20:47:02 +09:00
parent 74c23ff6d8
commit b52ec11260
6 changed files with 657 additions and 6 deletions

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@ -0,0 +1,409 @@
// 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.Game.Rulesets.Mania.Objects;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using System;
using osu.Game.Rulesets.Mania.MathUtils;
using System.Linq;
using OpenTK;
using osu.Game.Database;
using osu.Game.Audio;
using System.Collections.Generic;
namespace osu.Game.Rulesets.Mania.Beatmaps
{
internal class DistanceObjectConversion : ObjectConversion
{
private readonly HitObject originalObject;
private readonly double endTime;
private readonly int repeatCount;
private LegacyConvertType convertType;
public DistanceObjectConversion(HitObject originalObject, ObjectRow previousRow, FastRandom random, Beatmap beatmap)
: base(previousRow, random, beatmap)
{
this.originalObject = originalObject;
ControlPoint overridePoint;
ControlPoint controlPoint = Beatmap.TimingInfo.TimingPointAt(originalObject.StartTime, out overridePoint);
convertType = LegacyConvertType.None;
if ((overridePoint ?? controlPoint)?.KiaiMode == false)
convertType = LegacyConvertType.LowProbability;
var distanceData = originalObject as IHasDistance;
var repeatsData = originalObject as IHasRepeats;
endTime = distanceData?.EndTime ?? 0;
repeatCount = repeatsData?.RepeatCount ?? 1;
}
public override ObjectRow GenerateConversion()
{
double segmentDuration = endTime / repeatCount;
if (repeatCount > 1)
{
if (segmentDuration <= 90)
return generateRandomHoldNotes(originalObject.StartTime, endTime, 1);
if (segmentDuration <= 120)
{
convertType |= LegacyConvertType.ForceNotStack;
return addRandomNotes(originalObject.StartTime, segmentDuration, repeatCount);
}
if (segmentDuration <= 160)
return addStair(originalObject.StartTime, segmentDuration, repeatCount);
if (segmentDuration <= 200 && conversionDifficulty > 3)
return addMultipleNotes(originalObject.StartTime, segmentDuration, repeatCount);
double duration = endTime - originalObject.StartTime;
if (duration >= 4000)
return addNRandomNotes(originalObject.StartTime, endTime, 0.23, 0, 0);
if (segmentDuration > 400 && duration < 4000 && repeatCount < AvailableColumns - 1 - RandomStart)
return generateTiledHoldNotes(originalObject.StartTime, segmentDuration, repeatCount);
return generateLongAndNormalNotes(originalObject.StartTime, segmentDuration);
}
if (segmentDuration <= 110)
{
if (PreviousRow.Columns < AvailableColumns)
convertType |= LegacyConvertType.ForceNotStack;
else
convertType &= ~LegacyConvertType.ForceNotStack;
return addRandomNotes(originalObject.StartTime, segmentDuration, segmentDuration < 80 ? 0 : 1);
}
if (conversionDifficulty > 6.5)
{
if ((convertType & LegacyConvertType.LowProbability) > 0)
return addNRandomNotes(originalObject.StartTime, endTime, 0.78, 0.3, 0);
return addNRandomNotes(originalObject.StartTime, endTime, 0.85, 0.36, 0.03);
}
if (conversionDifficulty > 4)
{
if ((convertType & LegacyConvertType.LowProbability) > 0)
return addNRandomNotes(originalObject.StartTime, endTime, 0.43, 0.08, 0);
return addNRandomNotes(originalObject.StartTime, endTime, 0.56, 0.18, 0);
}
if (conversionDifficulty > 2.5)
{
if ((convertType & LegacyConvertType.LowProbability) > 0)
return addNRandomNotes(originalObject.StartTime, endTime, 0.3, 0, 0);
return addNRandomNotes(originalObject.StartTime, endTime, 0.37, 0.08, 0);
}
if ((convertType & LegacyConvertType.LowProbability) > 0)
return addNRandomNotes(originalObject.StartTime, endTime, 0.17, 0, 0);
return addNRandomNotes(originalObject.StartTime, endTime, 0.27, 0, 0);
}
/// <summary>
/// Adds random hold notes.
/// </summary>
/// <param name="count">Number of hold notes.</param>
/// <param name="startTime">Start time of each hold note.</param>
/// <param name="endTime">End time of the hold notes.</param>
/// <returns>The new row.</returns>
private ObjectRow generateRandomHoldNotes(double startTime, double endTime, int count)
{
var newRow = new ObjectRow();
int usableColumns = AvailableColumns - RandomStart - PreviousRow.Columns;
int nextColumn = Random.Next(RandomStart, AvailableColumns);
for (int i = 0; i < Math.Min(usableColumns, count); i++)
{
while (newRow.IsTaken(nextColumn) || PreviousRow.IsTaken(nextColumn)) //find available column
nextColumn = Random.Next(RandomStart, AvailableColumns);
add(newRow, nextColumn, startTime, endTime, count);
}
// This is can't be combined with the above loop due to RNG
for (int i = 0; i < count - usableColumns; i++)
{
while (newRow.IsTaken(nextColumn))
nextColumn = Random.Next(RandomStart, AvailableColumns);
add(newRow, nextColumn, startTime, endTime, count);
}
return newRow;
}
/// <summary>
/// Adds random notes, with one note per row. No stacking.
/// </summary>
/// <param name="startTime">The start time.</param>
/// <param name="separationTime">The separation of notes between rows.</param>
/// <param name="repeatCount">The number of rows.</param>
/// <returns>The new row.</returns>
private ObjectRow addRandomNotes(double startTime, double separationTime, int repeatCount)
{
var newRow = new ObjectRow();
int nextColumn = GetColumn((originalObject as IHasXPosition)?.X ?? 0, true);
if ((convertType & LegacyConvertType.ForceNotStack) > 0 && PreviousRow.Columns < AvailableColumns)
{
while (PreviousRow.IsTaken(nextColumn))
nextColumn = Random.Next(RandomStart, AvailableColumns);
}
int lastColumn = nextColumn;
for (int i = 0; i <= repeatCount; i++)
{
add(newRow, nextColumn, startTime, startTime);
while (nextColumn == lastColumn)
nextColumn = Random.Next(RandomStart, AvailableColumns);
lastColumn = nextColumn;
startTime += separationTime;
}
return newRow;
}
/// <summary>
/// Creates a stair of notes, with one note per row.
/// </summary>
/// <param name="startTime">The start time.</param>
/// <param name="separationTime">The separation of notes between rows.</param>
/// <param name="repeatCount">The number of rows/notes.</param>
/// <returns>The new row.</returns>
private ObjectRow addStair(double startTime, double separationTime, int repeatCount)
{
var newRow = new ObjectRow();
int column = GetColumn((originalObject as IHasXPosition)?.X ?? 0, true);
bool increasing = Random.NextDouble() > 0.5;
for (int i = 0; i <= repeatCount; i++)
{
add(newRow, column, startTime, startTime);
startTime += separationTime;
// Check if we're at the borders of the stage, and invert the pattern if so
if (increasing)
{
if (column >= AvailableColumns - 1)
{
increasing = false;
column--;
}
else
column++;
}
else
{
if (column <= RandomStart)
{
increasing = true;
column++;
}
else
column--;
}
}
return newRow;
}
/// <summary>
/// Adds random notes, with 1-2 notes per row. No stacking.
/// </summary>
/// <param name="startTime">The start time.</param>
/// <param name="separationTime">The separation of notes between rows.</param>
/// <param name="repeatCount">The number of rows.</param>
/// <returns>The new row.</returns>
private ObjectRow addMultipleNotes(double startTime, double separationTime, int repeatCount)
{
var newRow = new ObjectRow();
bool legacy = AvailableColumns >= 4 && AvailableColumns <= 8;
int interval = Random.Next(1, AvailableColumns - (legacy ? 1 : 0));
int nextColumn = GetColumn((originalObject as IHasXPosition)?.X ?? 0, true);
for (int i = 0; i <= repeatCount; i++)
{
add(newRow, nextColumn, startTime, startTime, 2);
nextColumn += interval;
if (nextColumn >= AvailableColumns - RandomStart)
nextColumn = nextColumn - AvailableColumns - RandomStart + (legacy ? 1 : 0);
nextColumn += RandomStart;
// If we're in 2K, let's not add many consecutive doubles
if (AvailableColumns > 2)
add(newRow, nextColumn, startTime, startTime, 2);
nextColumn = Random.Next(RandomStart, AvailableColumns);
startTime += separationTime;
}
return newRow;
}
/// <summary>
/// Generates random hold notes. The amount of hold notes generated is determined by probabilities.
/// </summary>
/// <param name="startTime">The hold note start time.</param>
/// <param name="endTime">The hold note end time.</param>
/// <param name="p2">The probability required for 2 hold notes to be generated.</param>
/// <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 new row.</returns>
private ObjectRow addNRandomNotes(double startTime, double endTime, double p2, double p3, double p4)
{
switch (AvailableColumns)
{
case 2:
p2 = 0;
p3 = 0;
p4 = 0;
break;
case 3:
p2 = Math.Max(p2, 0.1);
p3 = 0;
p4 = 0;
break;
case 4:
p2 = Math.Max(p2, 0.3);
p3 = Math.Max(p3, 0.04);
p4 = 0;
break;
case 5:
p2 = Math.Max(p2, 0.34);
p3 = Math.Max(p3, 0.1);
p4 = Math.Max(p4, 0.03);
break;
}
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, originalObject.StartTime - endTime).Any(isDoubleSample);
if (canGenerateTwoNotes)
p2 = 0;
return generateRandomHoldNotes(startTime, endTime, GetRandomNoteCount(p2, p3, p4));
}
private ObjectRow generateTiledHoldNotes(double startTime, double separationTime, int noteCount)
{
var newRow = new ObjectRow();
int columnRepeat = Math.Min(noteCount, AvailableColumns);
int nextColumn = GetColumn((originalObject as IHasXPosition)?.X ?? 0, true);
if ((convertType & LegacyConvertType.ForceNotStack) > 0 && PreviousRow.Columns < AvailableColumns)
{
while (PreviousRow.IsTaken(nextColumn))
nextColumn = Random.Next(RandomStart, AvailableColumns);
}
for (int i = 0; i < columnRepeat; i++)
{
while (newRow.IsTaken(nextColumn))
nextColumn = Random.Next(RandomStart, AvailableColumns);
add(newRow, nextColumn, startTime, endTime, noteCount);
startTime += separationTime;
}
return newRow;
}
private ObjectRow generateLongAndNormalNotes(double startTime, double separationTime)
{
var newRow = new ObjectRow();
int holdColumn = GetColumn((originalObject as IHasXPosition)?.X ?? 0, true);
if ((convertType & LegacyConvertType.ForceNotStack) > 0 && PreviousRow.Columns < AvailableColumns)
{
while (PreviousRow.IsTaken(holdColumn))
holdColumn = Random.Next(RandomStart, AvailableColumns);
}
// Create the hold note
add(newRow, holdColumn, startTime, separationTime * repeatCount);
// Todo: Complete
}
private void add(ObjectRow row, 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)
row.Add(newObject);
}
private SampleInfoList sampleInfoListAt(double time, double separationTime)
{
var curveData = originalObject as IHasCurve;
if (curveData == null)
return originalObject.Samples;
int index = (int)(separationTime == 0 ? 0 : (time - originalObject.StartTime) / separationTime);
return curveData.RepeatSamples[index];
}
private double? _conversionDifficulty;
private double conversionDifficulty
{
get
{
if (_conversionDifficulty != null)
return _conversionDifficulty.Value;
HitObject lastObject = Beatmap.HitObjects.LastOrDefault();
HitObject firstObject = Beatmap.HitObjects.FirstOrDefault();
double drainTime = (lastObject?.StartTime ?? 0) - (firstObject?.StartTime ?? 0);
drainTime -= Beatmap.EventInfo.TotalBreakTime;
if (drainTime == 0)
drainTime = 10000;
BeatmapDifficulty difficulty = Beatmap.BeatmapInfo.Difficulty;
_conversionDifficulty = ((difficulty.DrainRate + MathHelper.Clamp(difficulty.ApproachRate, 4, 7)) / 1.5 + Beatmap.HitObjects.Count / drainTime * 9f) / 38f * 5f / 1.15;
_conversionDifficulty = Math.Min(_conversionDifficulty.Value, 12);
return _conversionDifficulty.Value;
}
}
}
}

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// 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;
namespace osu.Game.Rulesets.Mania.Beatmaps
{
[Flags]
internal enum LegacyConvertType
{
None = 0,
/// <summary>
/// Keep the same as last row.
/// </summary>
ForceStack = 1,
/// <summary>
/// Keep different from last row.
/// </summary>
ForceNotStack = 2,
/// <summary>
/// Keep as single note at its original position.
/// </summary>
KeepSingle = 4,
/// <summary>
/// Use a lower random value.
/// </summary>
LowProbability = 8,
/// <summary>
/// Reserved.
/// </summary>
Alternate = 16,
/// <summary>
/// Ignore the repeat count.
/// </summary>
ForceSigSlider = 32,
/// <summary>
/// Convert slider to circle.
/// </summary>
ForceNotSlider = 64,
/// <summary>
/// Notes gathered together.
/// </summary>
Gathered = 128,
Mirror = 256,
/// <summary>
/// Change 0 -> 6.
/// </summary>
Reverse = 512,
/// <summary>
/// 1 -> 5 -> 1 -> 5 like reverse.
/// </summary>
Cycle = 1024,
/// <summary>
/// Next note will be at column + 1.
/// </summary>
Stair = 2048,
/// <summary>
/// Next note will be at column - 1.
/// </summary>
ReverseStair = 4096
}
}

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@ -9,6 +9,7 @@ using osu.Game.Rulesets.Objects.Types;
using System;
using System.Collections.Generic;
using osu.Game.Rulesets.Mania.MathUtils;
using osu.Game.Beatmaps.Timing;
namespace osu.Game.Rulesets.Mania.Beatmaps
{
@ -17,28 +18,51 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
/// </summary>
internal class LegacyConverter
{
private const int max_previous_note_times = 7;
private readonly FastRandom random;
private readonly List<double> previousNoteTimes;
private readonly bool[] previousNotes;
private readonly double lastNoteTime;
private readonly float lastNotePosition;
private readonly int availableColumns;
private readonly float localXDivisor;
private readonly Beatmap beatmap;
public LegacyConverter(Beatmap beatmap)
public LegacyConverter(ObjectRow previousrow, Beatmap beatmap)
{
this.beatmap = beatmap;
int seed = (int)Math.Round(beatmap.BeatmapInfo.Difficulty.DrainRate + beatmap.BeatmapInfo.Difficulty.CircleSize)
* 20 + (int)(beatmap.BeatmapInfo.Difficulty.OverallDifficulty * 41.2) + (int)Math.Round(beatmap.BeatmapInfo.Difficulty.ApproachRate);
random = new FastRandom(seed);
availableColumns = (int)Math.Round(beatmap.BeatmapInfo.Difficulty.CircleSize);
localXDivisor = 512.0f / availableColumns;
previousNoteTimes = new List<double>(max_previous_note_times);
previousNotes = new bool[availableColumns];
}
public IEnumerable<ManiaHitObject> Convert(HitObject original)
{
var maniaOriginal = original as ManiaHitObject;
if (maniaOriginal != null)
{
yield return maniaOriginal;
yield break;
}
if (beatmap.BeatmapInfo.RulesetID == 3)
yield return generateSpecific(original);
else
{
foreach (ManiaHitObject c in generateConverted(original))
yield return c;
}
}
private ManiaHitObject generateSpecific(HitObject original)
@ -59,12 +83,43 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
};
}
return new Note
if (positionData != null)
{
StartTime = original.StartTime,
Samples = original.Samples,
Column = column
};
return new Note
{
StartTime = original.StartTime,
Samples = original.Samples,
Column = column
};
}
return null;
}
private IEnumerable<ManiaHitObject> generateConverted(HitObject original)
{
var endTimeData = original as IHasEndTime;
var distanceData = original as IHasDistance;
var positionData = original as IHasPosition;
ObjectConversion conversion = null;
if (distanceData != null)
conversion = new DistanceObjectConversion(distanceData, beatmap);
else if (endTimeData != null)
{
// Spinner
}
else if (positionData != null)
{
// Circle
}
if (conversion == null)
yield break;
foreach (ManiaHitObject obj in conversion.GenerateConversion())
yield return obj;
}
private int getColumn(float position) => MathHelper.Clamp((int)Math.Floor(position / localXDivisor), 0, availableColumns - 1);

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@ -0,0 +1,77 @@
// 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;
namespace osu.Game.Rulesets.Mania.Beatmaps
{
internal abstract class ObjectConversion
{
protected readonly int AvailableColumns;
protected readonly int RandomStart;
protected ObjectRow PreviousRow;
protected readonly FastRandom Random;
protected readonly Beatmap Beatmap;
protected ObjectConversion(ObjectRow previousRow, FastRandom random, Beatmap beatmap)
{
PreviousRow = previousRow;
Random = random;
Beatmap = beatmap;
AvailableColumns = (int)Math.Round(beatmap.BeatmapInfo.Difficulty.CircleSize);
RandomStart = AvailableColumns == 8 ? 1 : 0;
}
/// <summary>
/// Generates a new row filled with converted hit objects.
/// </summary>
/// <returns>The new row.</returns>
public abstract ObjectRow GenerateConversion();
/// <summary>
/// Converts an x-position into a column.
/// </summary>
/// <param name="position">The x-position.</param>
/// <param name="allowSpecial">Whether to treat as 7K + 1.</param>
/// <returns>The column.</returns>
protected int GetColumn(float position, bool allowSpecial = false)
{
if (allowSpecial && AvailableColumns == 8)
{
const float local_x_divisor = 512f / 7;
return MathHelper.Clamp((int)Math.Floor(position / local_x_divisor), 0, 6) + 1;
}
float localXDivisor = 512f / AvailableColumns;
return MathHelper.Clamp((int)Math.Floor(position / localXDivisor), 0, AvailableColumns - 1);
}
/// <summary>
/// Generates a count of notes to be generated from probabilities.
/// </summary>
/// <param name="p2">Probability for 2 notes to be generated.</param>
/// <param name="p3">Probability for 3 notes to be generated.</param>
/// <param name="p4">Probability for 4 notes to be generated.</param>
/// <param name="p5">Probability for 5 notes to be generated.</param>
/// <param name="p6">Probability for 6 notes to be generated.</param>
/// <returns>The amount of notes to be generated.</returns>
protected int GetRandomNoteCount(double p2, double p3, double p4 = 1, double p5 = 1, double p6 = 1)
{
double val = Random.NextDouble();
if (val >= 1 - p6)
return 6;
if (val >= 1 - p5)
return 5;
if (val >= 1 - p4)
return 4;
if (val >= 1 - p3)
return 3;
return val >= 1 - p2 ? 2 : 1;
}
}
}

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@ -0,0 +1,44 @@
// 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.Game.Rulesets.Mania.Objects;
using System.Collections.Generic;
using System.Linq;
namespace osu.Game.Rulesets.Mania.Beatmaps
{
internal class ObjectRow
{
private readonly List<ManiaHitObject> hitObjects = new List<ManiaHitObject>();
public IEnumerable<ManiaHitObject> HitObjects => hitObjects;
/// <summary>
/// Whether a column of this row has been taken.
/// </summary>
/// <param name="column">The column index.</param>
/// <returns>Whether the column already contains a hit object.</returns>
public bool IsTaken(int column) => hitObjects.Exists(h => h.Column == column);
/// <summary>
/// Amount of columns taken up by hit objects in this row.
/// </summary>
public int Columns => HitObjects.GroupBy(h => h.Column).Count();
/// <summary>
/// Adds a hit object to this row.
/// </summary>
/// <param name="hitObject">The hit object to add.</param>
public void Add(ManiaHitObject hitObject) => hitObjects.Add(hitObject);
/// <summary>
/// Clears this row.
/// </summary>
public void Clear() => hitObjects.Clear();
/// <summary>
/// Removes a hit object from this row.
/// </summary>
/// <param name="hitObject">The hit object to remove.</param>
public bool Remove(ManiaHitObject hitObject) => hitObjects.Remove(hitObject);
}
}

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@ -47,8 +47,12 @@
<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\ManiaBeatmapConverter.cs" />
<Compile Include="Beatmaps\ObjectRow.cs" />
<Compile Include="MathUtils\FastRandom.cs" />
<Compile Include="Judgements\HitWindows.cs" />
<Compile Include="Judgements\ManiaJudgement.cs" />