mirror of
https://github.com/ppy/osu
synced 2024-12-13 02:17:32 +00:00
97 lines
2.9 KiB
C#
97 lines
2.9 KiB
C#
// Copyright (c) 2007-2018 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.Osu.Objects;
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using System;
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using System.Collections.Generic;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Users;
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namespace osu.Game.Rulesets.Osu.Replays
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{
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public abstract class OsuAutoGeneratorBase : AutoGenerator<OsuHitObject>
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{
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#region Constants
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/// <summary>
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/// Constants (for spinners).
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/// </summary>
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protected static readonly Vector2 SPINNER_CENTRE = new Vector2(256, 192);
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protected const float SPIN_RADIUS = 50;
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/// <summary>
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/// The time in ms between each ReplayFrame.
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/// </summary>
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protected readonly double FrameDelay;
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#endregion
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#region Construction / Initialisation
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protected Replay Replay;
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protected List<ReplayFrame> Frames => Replay.Frames;
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protected OsuAutoGeneratorBase(Beatmap<OsuHitObject> beatmap)
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: base(beatmap)
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{
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Replay = new Replay
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{
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User = new User
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{
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Username = @"Autoplay",
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}
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};
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// We are using ApplyModsToRate and not ApplyModsToTime to counteract the speed up / slow down from HalfTime / DoubleTime so that we remain at a constant framerate of 60 fps.
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FrameDelay = ApplyModsToRate(1000.0 / 60.0);
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}
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#endregion
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#region Utilities
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protected double ApplyModsToTime(double v) => v;
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protected double ApplyModsToRate(double v) => v;
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private class ReplayFrameComparer : IComparer<ReplayFrame>
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{
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public int Compare(ReplayFrame f1, ReplayFrame f2)
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{
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if (f1 == null) throw new ArgumentNullException(nameof(f1));
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if (f2 == null) throw new ArgumentNullException(nameof(f2));
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return f1.Time.CompareTo(f2.Time);
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}
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}
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private static readonly IComparer<ReplayFrame> replay_frame_comparer = new ReplayFrameComparer();
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protected int FindInsertionIndex(ReplayFrame frame)
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{
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int index = Frames.BinarySearch(frame, replay_frame_comparer);
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if (index < 0)
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{
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index = ~index;
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}
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else
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{
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// Go to the first index which is actually bigger
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while (index < Frames.Count && frame.Time == Frames[index].Time)
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{
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++index;
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}
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}
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return index;
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}
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protected void AddFrameToReplay(ReplayFrame frame) => Frames.Insert(FindInsertionIndex(frame), frame);
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protected static Vector2 CirclePosition(double t, double radius) => new Vector2((float)(Math.Cos(t) * radius), (float)(Math.Sin(t) * radius));
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#endregion
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}
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}
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