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