osu/osu.Game.Rulesets.Osu/Beatmaps/OsuBeatmapProcessor.cs
2017-04-18 16:05:58 +09:00

184 lines
8.3 KiB
C#

// 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.Beatmaps;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
namespace osu.Game.Rulesets.Osu.Beatmaps
{
internal class OsuBeatmapProcessor : BeatmapProcessor<OsuHitObject>
{
public override void PostProcess(Beatmap<OsuHitObject> beatmap)
{
applyStacking(beatmap);
if (beatmap.ComboColors.Count == 0)
return;
int comboIndex = 0;
int colourIndex = 0;
foreach (var obj in beatmap.HitObjects)
{
if (obj.NewCombo)
{
comboIndex = 0;
colourIndex = (colourIndex + 1) % beatmap.ComboColors.Count;
}
obj.ComboIndex = comboIndex++;
obj.ComboColour = beatmap.ComboColors[colourIndex];
}
}
private void applyStacking(Beatmap<OsuHitObject> beatmap)
{
const int stack_distance = 3;
float stackThreshold = DrawableOsuHitObject.TIME_PREEMPT * beatmap.BeatmapInfo?.StackLeniency ?? 0.7f;
// Reset stacking
for (int i = 0; i <= beatmap.HitObjects.Count - 1; i++)
beatmap.HitObjects[i].StackHeight = 0;
// Extend the end index to include objects they are stacked on
int extendedEndIndex = beatmap.HitObjects.Count - 1;
for (int i = beatmap.HitObjects.Count - 1; i >= 0; i--)
{
int stackBaseIndex = i;
for (int n = stackBaseIndex + 1; n < beatmap.HitObjects.Count; n++)
{
OsuHitObject stackBaseObject = beatmap.HitObjects[stackBaseIndex];
if (stackBaseObject is Spinner) break;
OsuHitObject objectN = beatmap.HitObjects[n];
if (objectN is Spinner)
continue;
double endTime = (stackBaseObject as IHasEndTime)?.EndTime ?? stackBaseObject.StartTime;
if (objectN.StartTime - endTime > stackThreshold)
//We are no longer within stacking range of the next object.
break;
if (Vector2.Distance(stackBaseObject.Position, objectN.Position) < stack_distance ||
stackBaseObject is Slider && Vector2.Distance(stackBaseObject.EndPosition, objectN.Position) < stack_distance)
{
stackBaseIndex = n;
// HitObjects after the specified update range haven't been reset yet
objectN.StackHeight = 0;
}
}
if (stackBaseIndex > extendedEndIndex)
{
extendedEndIndex = stackBaseIndex;
if (extendedEndIndex == beatmap.HitObjects.Count - 1)
break;
}
}
//Reverse pass for stack calculation.
int extendedStartIndex = 0;
for (int i = extendedEndIndex; i > 0; i--)
{
int n = i;
/* We should check every note which has not yet got a stack.
* Consider the case we have two interwound stacks and this will make sense.
*
* o <-1 o <-2
* o <-3 o <-4
*
* We first process starting from 4 and handle 2,
* then we come backwards on the i loop iteration until we reach 3 and handle 1.
* 2 and 1 will be ignored in the i loop because they already have a stack value.
*/
OsuHitObject objectI = beatmap.HitObjects[i];
if (objectI.StackHeight != 0 || objectI is Spinner) continue;
/* If this object is a hitcircle, then we enter this "special" case.
* It either ends with a stack of hitcircles only, or a stack of hitcircles that are underneath a slider.
* Any other case is handled by the "is Slider" code below this.
*/
if (objectI is HitCircle)
{
while (--n >= 0)
{
OsuHitObject objectN = beatmap.HitObjects[n];
if (objectN is Spinner) continue;
double endTime = (objectN as IHasEndTime)?.EndTime ?? objectN.StartTime;
if (objectI.StartTime - endTime > stackThreshold)
//We are no longer within stacking range of the previous object.
break;
// HitObjects before the specified update range haven't been reset yet
if (n < extendedStartIndex)
{
objectN.StackHeight = 0;
extendedStartIndex = n;
}
/* This is a special case where hticircles are moved DOWN and RIGHT (negative stacking) if they are under the *last* slider in a stacked pattern.
* o==o <- slider is at original location
* o <- hitCircle has stack of -1
* o <- hitCircle has stack of -2
*/
if (objectN is Slider && Vector2.Distance(objectN.EndPosition, objectI.Position) < stack_distance)
{
int offset = objectI.StackHeight - objectN.StackHeight + 1;
for (int j = n + 1; j <= i; j++)
{
//For each object which was declared under this slider, we will offset it to appear *below* the slider end (rather than above).
OsuHitObject objectJ = beatmap.HitObjects[j];
if (Vector2.Distance(objectN.EndPosition, objectJ.Position) < stack_distance)
objectJ.StackHeight -= offset;
}
//We have hit a slider. We should restart calculation using this as the new base.
//Breaking here will mean that the slider still has StackCount of 0, so will be handled in the i-outer-loop.
break;
}
if (Vector2.Distance(objectN.Position, objectI.Position) < stack_distance)
{
//Keep processing as if there are no sliders. If we come across a slider, this gets cancelled out.
//NOTE: Sliders with start positions stacking are a special case that is also handled here.
objectN.StackHeight = objectI.StackHeight + 1;
objectI = objectN;
}
}
}
else if (objectI is Slider)
{
/* We have hit the first slider in a possible stack.
* From this point on, we ALWAYS stack positive regardless.
*/
while (--n >= 0)
{
OsuHitObject objectN = beatmap.HitObjects[n];
if (objectN is Spinner) continue;
if (objectI.StartTime - objectN.StartTime > stackThreshold)
//We are no longer within stacking range of the previous object.
break;
if (Vector2.Distance(objectN.EndPosition, objectI.Position) < stack_distance)
{
objectN.StackHeight = objectI.StackHeight + 1;
objectI = objectN;
}
}
}
}
}
}
}