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https://github.com/ppy/osu
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Add (almost finished) basis of slider hit object conversion...
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osu.Game.Rulesets.Mania/Beatmaps/DistanceObjectConversion.cs
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409
osu.Game.Rulesets.Mania/Beatmaps/DistanceObjectConversion.cs
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using System;
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using osu.Game.Rulesets.Mania.MathUtils;
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using System.Linq;
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using OpenTK;
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using osu.Game.Database;
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using osu.Game.Audio;
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using System.Collections.Generic;
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namespace osu.Game.Rulesets.Mania.Beatmaps
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{
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internal class DistanceObjectConversion : ObjectConversion
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{
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private readonly HitObject originalObject;
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private readonly double endTime;
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private readonly int repeatCount;
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private LegacyConvertType convertType;
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public DistanceObjectConversion(HitObject originalObject, ObjectRow previousRow, FastRandom random, Beatmap beatmap)
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: base(previousRow, random, beatmap)
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{
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this.originalObject = originalObject;
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ControlPoint overridePoint;
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ControlPoint controlPoint = Beatmap.TimingInfo.TimingPointAt(originalObject.StartTime, out overridePoint);
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convertType = LegacyConvertType.None;
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if ((overridePoint ?? controlPoint)?.KiaiMode == false)
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convertType = LegacyConvertType.LowProbability;
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var distanceData = originalObject as IHasDistance;
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var repeatsData = originalObject as IHasRepeats;
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endTime = distanceData?.EndTime ?? 0;
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repeatCount = repeatsData?.RepeatCount ?? 1;
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}
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public override ObjectRow GenerateConversion()
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{
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double segmentDuration = endTime / repeatCount;
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if (repeatCount > 1)
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{
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if (segmentDuration <= 90)
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return generateRandomHoldNotes(originalObject.StartTime, endTime, 1);
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if (segmentDuration <= 120)
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{
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convertType |= LegacyConvertType.ForceNotStack;
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return addRandomNotes(originalObject.StartTime, segmentDuration, repeatCount);
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}
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if (segmentDuration <= 160)
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return addStair(originalObject.StartTime, segmentDuration, repeatCount);
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if (segmentDuration <= 200 && conversionDifficulty > 3)
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return addMultipleNotes(originalObject.StartTime, segmentDuration, repeatCount);
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double duration = endTime - originalObject.StartTime;
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if (duration >= 4000)
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return addNRandomNotes(originalObject.StartTime, endTime, 0.23, 0, 0);
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if (segmentDuration > 400 && duration < 4000 && repeatCount < AvailableColumns - 1 - RandomStart)
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return generateTiledHoldNotes(originalObject.StartTime, segmentDuration, repeatCount);
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return generateLongAndNormalNotes(originalObject.StartTime, segmentDuration);
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}
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if (segmentDuration <= 110)
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{
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if (PreviousRow.Columns < AvailableColumns)
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convertType |= LegacyConvertType.ForceNotStack;
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else
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convertType &= ~LegacyConvertType.ForceNotStack;
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return addRandomNotes(originalObject.StartTime, segmentDuration, segmentDuration < 80 ? 0 : 1);
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}
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if (conversionDifficulty > 6.5)
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{
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if ((convertType & LegacyConvertType.LowProbability) > 0)
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return addNRandomNotes(originalObject.StartTime, endTime, 0.78, 0.3, 0);
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return addNRandomNotes(originalObject.StartTime, endTime, 0.85, 0.36, 0.03);
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}
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if (conversionDifficulty > 4)
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{
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if ((convertType & LegacyConvertType.LowProbability) > 0)
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return addNRandomNotes(originalObject.StartTime, endTime, 0.43, 0.08, 0);
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return addNRandomNotes(originalObject.StartTime, endTime, 0.56, 0.18, 0);
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}
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if (conversionDifficulty > 2.5)
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{
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if ((convertType & LegacyConvertType.LowProbability) > 0)
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return addNRandomNotes(originalObject.StartTime, endTime, 0.3, 0, 0);
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return addNRandomNotes(originalObject.StartTime, endTime, 0.37, 0.08, 0);
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}
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if ((convertType & LegacyConvertType.LowProbability) > 0)
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return addNRandomNotes(originalObject.StartTime, endTime, 0.17, 0, 0);
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return addNRandomNotes(originalObject.StartTime, endTime, 0.27, 0, 0);
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}
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/// <summary>
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/// Adds random hold notes.
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/// </summary>
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/// <param name="count">Number of hold notes.</param>
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/// <param name="startTime">Start time of each hold note.</param>
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/// <param name="endTime">End time of the hold notes.</param>
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/// <returns>The new row.</returns>
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private ObjectRow generateRandomHoldNotes(double startTime, double endTime, int count)
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{
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var newRow = new ObjectRow();
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int usableColumns = AvailableColumns - RandomStart - PreviousRow.Columns;
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int nextColumn = Random.Next(RandomStart, AvailableColumns);
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for (int i = 0; i < Math.Min(usableColumns, count); i++)
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{
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while (newRow.IsTaken(nextColumn) || PreviousRow.IsTaken(nextColumn)) //find available column
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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add(newRow, nextColumn, startTime, endTime, count);
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}
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// This is can't be combined with the above loop due to RNG
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for (int i = 0; i < count - usableColumns; i++)
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{
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while (newRow.IsTaken(nextColumn))
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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add(newRow, nextColumn, startTime, endTime, count);
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}
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return newRow;
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}
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/// <summary>
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/// Adds random notes, with one note per row. No stacking.
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/// </summary>
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/// <param name="startTime">The start time.</param>
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/// <param name="separationTime">The separation of notes between rows.</param>
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/// <param name="repeatCount">The number of rows.</param>
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/// <returns>The new row.</returns>
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private ObjectRow addRandomNotes(double startTime, double separationTime, int repeatCount)
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{
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var newRow = new ObjectRow();
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int nextColumn = GetColumn((originalObject as IHasXPosition)?.X ?? 0, true);
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if ((convertType & LegacyConvertType.ForceNotStack) > 0 && PreviousRow.Columns < AvailableColumns)
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{
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while (PreviousRow.IsTaken(nextColumn))
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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}
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int lastColumn = nextColumn;
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for (int i = 0; i <= repeatCount; i++)
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{
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add(newRow, nextColumn, startTime, startTime);
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while (nextColumn == lastColumn)
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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lastColumn = nextColumn;
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startTime += separationTime;
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}
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return newRow;
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}
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/// <summary>
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/// Creates a stair of notes, with one note per row.
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/// </summary>
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/// <param name="startTime">The start time.</param>
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/// <param name="separationTime">The separation of notes between rows.</param>
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/// <param name="repeatCount">The number of rows/notes.</param>
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/// <returns>The new row.</returns>
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private ObjectRow addStair(double startTime, double separationTime, int repeatCount)
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{
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var newRow = new ObjectRow();
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int column = GetColumn((originalObject as IHasXPosition)?.X ?? 0, true);
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bool increasing = Random.NextDouble() > 0.5;
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for (int i = 0; i <= repeatCount; i++)
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{
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add(newRow, column, startTime, startTime);
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startTime += separationTime;
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// Check if we're at the borders of the stage, and invert the pattern if so
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if (increasing)
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{
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if (column >= AvailableColumns - 1)
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{
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increasing = false;
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column--;
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}
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else
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column++;
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}
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else
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{
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if (column <= RandomStart)
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{
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increasing = true;
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column++;
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}
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else
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column--;
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}
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}
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return newRow;
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}
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/// <summary>
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/// Adds random notes, with 1-2 notes per row. No stacking.
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/// </summary>
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/// <param name="startTime">The start time.</param>
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/// <param name="separationTime">The separation of notes between rows.</param>
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/// <param name="repeatCount">The number of rows.</param>
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/// <returns>The new row.</returns>
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private ObjectRow addMultipleNotes(double startTime, double separationTime, int repeatCount)
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{
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var newRow = new ObjectRow();
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bool legacy = AvailableColumns >= 4 && AvailableColumns <= 8;
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int interval = Random.Next(1, AvailableColumns - (legacy ? 1 : 0));
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int nextColumn = GetColumn((originalObject as IHasXPosition)?.X ?? 0, true);
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for (int i = 0; i <= repeatCount; i++)
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{
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add(newRow, nextColumn, startTime, startTime, 2);
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nextColumn += interval;
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if (nextColumn >= AvailableColumns - RandomStart)
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nextColumn = nextColumn - AvailableColumns - RandomStart + (legacy ? 1 : 0);
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nextColumn += RandomStart;
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// If we're in 2K, let's not add many consecutive doubles
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if (AvailableColumns > 2)
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add(newRow, nextColumn, startTime, startTime, 2);
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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startTime += separationTime;
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}
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return newRow;
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}
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/// <summary>
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/// Generates random hold notes. The amount of hold notes generated is determined by probabilities.
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/// </summary>
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/// <param name="startTime">The hold note start time.</param>
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/// <param name="endTime">The hold note end time.</param>
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/// <param name="p2">The probability required for 2 hold notes to be generated.</param>
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/// <param name="p3">The probability required for 3 hold notes to be generated.</param>
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/// <param name="p4">The probability required for 4 hold notes to be generated.</param>
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/// <returns>The new row.</returns>
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private ObjectRow addNRandomNotes(double startTime, double endTime, double p2, double p3, double p4)
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{
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switch (AvailableColumns)
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{
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case 2:
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p2 = 0;
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p3 = 0;
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p4 = 0;
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break;
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case 3:
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p2 = Math.Max(p2, 0.1);
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p3 = 0;
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p4 = 0;
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break;
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case 4:
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p2 = Math.Max(p2, 0.3);
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p3 = Math.Max(p3, 0.04);
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p4 = 0;
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break;
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case 5:
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p2 = Math.Max(p2, 0.34);
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p3 = Math.Max(p3, 0.1);
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p4 = Math.Max(p4, 0.03);
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break;
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}
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Func<SampleInfo, bool> isDoubleSample = sample => sample.Name == SampleInfo.HIT_CLAP && sample.Name == SampleInfo.HIT_FINISH;
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bool canGenerateTwoNotes = (convertType & LegacyConvertType.LowProbability) == 0;
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canGenerateTwoNotes &= originalObject.Samples.Any(isDoubleSample) || sampleInfoListAt(originalObject.StartTime, originalObject.StartTime - endTime).Any(isDoubleSample);
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if (canGenerateTwoNotes)
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p2 = 0;
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return generateRandomHoldNotes(startTime, endTime, GetRandomNoteCount(p2, p3, p4));
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}
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private ObjectRow generateTiledHoldNotes(double startTime, double separationTime, int noteCount)
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{
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var newRow = new ObjectRow();
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int columnRepeat = Math.Min(noteCount, AvailableColumns);
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int nextColumn = GetColumn((originalObject as IHasXPosition)?.X ?? 0, true);
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if ((convertType & LegacyConvertType.ForceNotStack) > 0 && PreviousRow.Columns < AvailableColumns)
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{
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while (PreviousRow.IsTaken(nextColumn))
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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}
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for (int i = 0; i < columnRepeat; i++)
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{
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while (newRow.IsTaken(nextColumn))
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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add(newRow, nextColumn, startTime, endTime, noteCount);
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startTime += separationTime;
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}
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return newRow;
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}
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private ObjectRow generateLongAndNormalNotes(double startTime, double separationTime)
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{
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var newRow = new ObjectRow();
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int holdColumn = GetColumn((originalObject as IHasXPosition)?.X ?? 0, true);
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if ((convertType & LegacyConvertType.ForceNotStack) > 0 && PreviousRow.Columns < AvailableColumns)
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{
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while (PreviousRow.IsTaken(holdColumn))
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holdColumn = Random.Next(RandomStart, AvailableColumns);
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}
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// Create the hold note
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add(newRow, holdColumn, startTime, separationTime * repeatCount);
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// Todo: Complete
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}
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private void add(ObjectRow row, int column, double startTime, double endTime, int siblings = 1)
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{
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ManiaHitObject newObject;
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if (startTime == endTime)
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{
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newObject = new Note
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{
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StartTime = startTime,
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Samples = originalObject.Samples,
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Column = column
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};
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}
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else
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{
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newObject = new HoldNote
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{
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StartTime = startTime,
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Samples = originalObject.Samples,
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Column = column,
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Duration = endTime - startTime
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};
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}
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// Todo: Consider siblings and write sample volumes (probably at ManiaHitObject level)
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row.Add(newObject);
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}
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private SampleInfoList sampleInfoListAt(double time, double separationTime)
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{
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var curveData = originalObject as IHasCurve;
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if (curveData == null)
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return originalObject.Samples;
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int index = (int)(separationTime == 0 ? 0 : (time - originalObject.StartTime) / separationTime);
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return curveData.RepeatSamples[index];
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}
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private double? _conversionDifficulty;
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private double conversionDifficulty
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{
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get
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{
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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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double drainTime = (lastObject?.StartTime ?? 0) - (firstObject?.StartTime ?? 0);
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drainTime -= Beatmap.EventInfo.TotalBreakTime;
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if (drainTime == 0)
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drainTime = 10000;
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BeatmapDifficulty difficulty = Beatmap.BeatmapInfo.Difficulty;
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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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_conversionDifficulty = Math.Min(_conversionDifficulty.Value, 12);
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return _conversionDifficulty.Value;
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}
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}
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}
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}
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62
osu.Game.Rulesets.Mania/Beatmaps/LegacyConvertType.cs
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62
osu.Game.Rulesets.Mania/Beatmaps/LegacyConvertType.cs
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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namespace osu.Game.Rulesets.Mania.Beatmaps
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{
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[Flags]
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internal enum LegacyConvertType
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{
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None = 0,
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/// <summary>
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/// Keep the same as last row.
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/// </summary>
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ForceStack = 1,
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/// <summary>
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/// Keep different from last row.
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/// </summary>
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ForceNotStack = 2,
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/// <summary>
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/// Keep as single note at its original position.
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/// </summary>
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KeepSingle = 4,
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/// <summary>
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/// Use a lower random value.
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/// </summary>
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LowProbability = 8,
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/// <summary>
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/// Reserved.
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/// </summary>
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Alternate = 16,
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/// <summary>
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/// Ignore the repeat count.
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/// </summary>
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ForceSigSlider = 32,
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/// <summary>
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/// Convert slider to circle.
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/// </summary>
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ForceNotSlider = 64,
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/// <summary>
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/// Notes gathered together.
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/// </summary>
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Gathered = 128,
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Mirror = 256,
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/// <summary>
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/// Change 0 -> 6.
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/// </summary>
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Reverse = 512,
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/// <summary>
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/// 1 -> 5 -> 1 -> 5 like reverse.
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/// </summary>
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Cycle = 1024,
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/// <summary>
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/// Next note will be at column + 1.
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/// </summary>
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Stair = 2048,
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/// <summary>
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/// Next note will be at column - 1.
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/// </summary>
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ReverseStair = 4096
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}
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}
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@ -9,6 +9,7 @@ using osu.Game.Rulesets.Objects.Types;
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using System;
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using System.Collections.Generic;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Beatmaps.Timing;
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namespace osu.Game.Rulesets.Mania.Beatmaps
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{
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@ -17,28 +18,51 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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/// </summary>
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internal class LegacyConverter
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{
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private const int max_previous_note_times = 7;
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private readonly FastRandom random;
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|
||||
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);
|
||||
|
77
osu.Game.Rulesets.Mania/Beatmaps/ObjectConversion.cs
Normal file
77
osu.Game.Rulesets.Mania/Beatmaps/ObjectConversion.cs
Normal file
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
44
osu.Game.Rulesets.Mania/Beatmaps/ObjectRow.cs
Normal file
44
osu.Game.Rulesets.Mania/Beatmaps/ObjectRow.cs
Normal file
@ -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);
|
||||
}
|
||||
}
|
@ -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" />
|
||||
|
Loading…
Reference in New Issue
Block a user