mirror of https://github.com/ppy/osu
302 lines
11 KiB
C#
302 lines
11 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Mania.Objects;
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using System.Threading;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Mania.Beatmaps.Patterns;
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using osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring.Legacy;
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using osu.Game.Utils;
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using osuTK;
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namespace osu.Game.Rulesets.Mania.Beatmaps
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{
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public class ManiaBeatmapConverter : BeatmapConverter<ManiaHitObject>
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{
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/// <summary>
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/// Maximum number of previous notes to consider for density calculation.
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/// </summary>
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private const int max_notes_for_density = 7;
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/// <summary>
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/// The total number of columns.
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/// </summary>
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public int TotalColumns => TargetColumns * (Dual ? 2 : 1);
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/// <summary>
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/// The number of columns per-stage.
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/// </summary>
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public int TargetColumns;
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/// <summary>
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/// Whether to double the number of stages.
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/// </summary>
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public bool Dual;
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/// <summary>
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/// Whether the beatmap instantiated with is for the mania ruleset.
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/// </summary>
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public readonly bool IsForCurrentRuleset;
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// Internal for testing purposes
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internal readonly LegacyRandom Random;
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private Pattern lastPattern = new Pattern();
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public ManiaBeatmapConverter(IBeatmap beatmap, Ruleset ruleset)
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: this(beatmap, LegacyBeatmapConversionDifficultyInfo.FromBeatmap(beatmap), ruleset)
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{
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}
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private ManiaBeatmapConverter(IBeatmap? beatmap, LegacyBeatmapConversionDifficultyInfo difficulty, Ruleset ruleset)
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: base(beatmap!, ruleset)
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{
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IsForCurrentRuleset = difficulty.SourceRuleset.Equals(ruleset.RulesetInfo);
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Random = new LegacyRandom((int)MathF.Round(difficulty.DrainRate + difficulty.CircleSize) * 20 + (int)(difficulty.OverallDifficulty * 41.2) + (int)MathF.Round(difficulty.ApproachRate));
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TargetColumns = getColumnCount(difficulty);
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if (IsForCurrentRuleset && TargetColumns > ManiaRuleset.MAX_STAGE_KEYS)
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{
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TargetColumns /= 2;
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Dual = true;
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}
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static int getColumnCount(LegacyBeatmapConversionDifficultyInfo difficulty)
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{
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double roundedCircleSize = Math.Round(difficulty.CircleSize);
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if (difficulty.SourceRuleset.ShortName == ManiaRuleset.SHORT_NAME)
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return (int)Math.Max(1, roundedCircleSize);
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double roundedOverallDifficulty = Math.Round(difficulty.OverallDifficulty);
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if (difficulty.TotalObjectCount > 0 && difficulty.EndTimeObjectCount >= 0)
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{
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int countSliderOrSpinner = difficulty.EndTimeObjectCount;
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// In osu!stable, this division appears as if it happens on floats, but due to release-mode
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// optimisations, it actually ends up happening on doubles.
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double percentSpecialObjects = (double)countSliderOrSpinner / difficulty.TotalObjectCount;
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if (percentSpecialObjects < 0.2)
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return 7;
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if (percentSpecialObjects < 0.3 || roundedCircleSize >= 5)
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return roundedOverallDifficulty > 5 ? 7 : 6;
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if (percentSpecialObjects > 0.6)
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return roundedOverallDifficulty > 4 ? 5 : 4;
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}
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return Math.Max(4, Math.Min((int)roundedOverallDifficulty + 1, 7));
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}
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}
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public static int GetColumnCount(LegacyBeatmapConversionDifficultyInfo difficulty, IReadOnlyList<Mod>? mods = null)
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{
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var converter = new ManiaBeatmapConverter(null, difficulty, new ManiaRuleset());
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if (mods != null)
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{
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foreach (var m in mods.OfType<IApplicableToBeatmapConverter>())
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m.ApplyToBeatmapConverter(converter);
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}
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return converter.TotalColumns;
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}
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public override bool CanConvert() => Beatmap.HitObjects.All(h => h is IHasXPosition);
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protected override Beatmap<ManiaHitObject> CreateBeatmap()
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{
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ManiaBeatmap beatmap = new ManiaBeatmap(new StageDefinition(TargetColumns));
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if (Dual)
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beatmap.Stages.Add(new StageDefinition(TargetColumns));
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return beatmap;
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}
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protected override IEnumerable<ManiaHitObject> ConvertHitObject(HitObject original, IBeatmap beatmap, CancellationToken cancellationToken)
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{
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if (original is ManiaHitObject maniaOriginal)
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{
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yield return maniaOriginal;
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yield break;
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}
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var objects = IsForCurrentRuleset ? generateSpecific(original, beatmap) : generateConverted(original, beatmap);
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foreach (ManiaHitObject obj in objects)
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yield return obj;
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}
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private readonly LimitedCapacityQueue<double> prevNoteTimes = new LimitedCapacityQueue<double>(max_notes_for_density);
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private double density = int.MaxValue;
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private void computeDensity(double newNoteTime)
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{
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prevNoteTimes.Enqueue(newNoteTime);
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if (prevNoteTimes.Count >= 2)
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density = (prevNoteTimes[^1] - prevNoteTimes[0]) / prevNoteTimes.Count;
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}
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private double lastTime;
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private Vector2 lastPosition;
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private PatternType lastStair = PatternType.Stair;
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private void recordNote(double time, Vector2 position)
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{
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lastTime = time;
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lastPosition = position;
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}
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/// <summary>
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/// Method that generates hit objects for osu!mania specific beatmaps.
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/// </summary>
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/// <param name="original">The original hit object.</param>
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/// <param name="originalBeatmap">The original beatmap. This is used to look-up any values dependent on a fully-loaded beatmap.</param>
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/// <returns>The hit objects generated.</returns>
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private IEnumerable<ManiaHitObject> generateSpecific(HitObject original, IBeatmap originalBeatmap)
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{
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var generator = new SpecificBeatmapPatternGenerator(Random, original, originalBeatmap, TotalColumns, lastPattern);
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foreach (var newPattern in generator.Generate())
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{
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lastPattern = newPattern;
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foreach (var obj in newPattern.HitObjects)
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yield return obj;
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}
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}
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/// <summary>
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/// Method that generates hit objects for non-osu!mania beatmaps.
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/// </summary>
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/// <param name="original">The original hit object.</param>
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/// <param name="originalBeatmap">The original beatmap. This is used to look-up any values dependent on a fully-loaded beatmap.</param>
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/// <returns>The hit objects generated.</returns>
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private IEnumerable<ManiaHitObject> generateConverted(HitObject original, IBeatmap originalBeatmap)
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{
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Patterns.PatternGenerator? conversion = null;
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switch (original)
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{
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case IHasPath:
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{
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var generator = new PathObjectPatternGenerator(Random, original, originalBeatmap, TotalColumns, lastPattern);
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conversion = generator;
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var positionData = original as IHasPosition;
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for (int i = 0; i <= generator.SpanCount; i++)
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{
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double time = original.StartTime + generator.SegmentDuration * i;
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recordNote(time, positionData?.Position ?? Vector2.Zero);
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computeDensity(time);
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}
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break;
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}
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case IHasDuration endTimeData:
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{
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conversion = new EndTimeObjectPatternGenerator(Random, original, originalBeatmap, TotalColumns, lastPattern);
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recordNote(endTimeData.EndTime, new Vector2(256, 192));
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computeDensity(endTimeData.EndTime);
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break;
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}
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case IHasPosition positionData:
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{
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computeDensity(original.StartTime);
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conversion = new HitObjectPatternGenerator(Random, original, originalBeatmap, TotalColumns, lastPattern, lastTime, lastPosition, density, lastStair);
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recordNote(original.StartTime, positionData.Position);
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break;
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}
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}
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if (conversion == null)
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yield break;
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foreach (var newPattern in conversion.Generate())
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{
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lastPattern = conversion is EndTimeObjectPatternGenerator ? lastPattern : newPattern;
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lastStair = (conversion as HitObjectPatternGenerator)?.StairType ?? lastStair;
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foreach (var obj in newPattern.HitObjects)
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yield return obj;
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}
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}
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/// <summary>
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/// A pattern generator for osu!mania-specific beatmaps.
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/// </summary>
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private class SpecificBeatmapPatternGenerator : Patterns.Legacy.PatternGenerator
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{
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public SpecificBeatmapPatternGenerator(LegacyRandom random, HitObject hitObject, IBeatmap beatmap, int totalColumns, Pattern previousPattern)
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: base(random, hitObject, beatmap, previousPattern, totalColumns)
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{
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}
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public override IEnumerable<Pattern> Generate()
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{
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yield return generate();
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}
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private Pattern generate()
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{
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var positionData = HitObject as IHasXPosition;
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int column = GetColumn(positionData?.X ?? 0);
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var pattern = new Pattern();
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if (HitObject is IHasDuration endTimeData)
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{
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pattern.Add(new HoldNote
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{
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StartTime = HitObject.StartTime,
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Duration = endTimeData.Duration,
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Column = column,
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Samples = HitObject.Samples,
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NodeSamples = (HitObject as IHasRepeats)?.NodeSamples ?? defaultNodeSamples
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});
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}
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else if (HitObject is IHasXPosition)
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{
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pattern.Add(new Note
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{
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StartTime = HitObject.StartTime,
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Samples = HitObject.Samples,
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Column = column
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});
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}
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return pattern;
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}
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/// <remarks>
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/// osu!mania-specific beatmaps in stable only play samples at the start of the hold note.
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/// </remarks>
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private List<IList<HitSampleInfo>> defaultNodeSamples
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=> new List<IList<HitSampleInfo>>
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{
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HitObject.Samples,
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new List<HitSampleInfo>()
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};
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}
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}
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}
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