mirror of
https://github.com/ppy/osu
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3fb74cb5f9
As discussed, it isn't used in stable like this. Was a mistake.
62 lines
3.0 KiB
C#
62 lines
3.0 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 System;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.Objects.Legacy
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{
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public static class LegacyRulesetExtensions
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{
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/// <summary>
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/// Introduces floating-point errors to post-multiplied beat length for legacy rulesets that depend on it.
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/// You should definitely not use this unless you know exactly what you're doing.
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/// </summary>
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public static double GetPrecisionAdjustedBeatLength(IHasSliderVelocity hasSliderVelocity, TimingControlPoint timingControlPoint, string rulesetShortName)
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{
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double sliderVelocityAsBeatLength = -100 / hasSliderVelocity.SliderVelocityMultiplier;
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// Note: In stable, the division occurs on floats, but with compiler optimisations turned on actually seems to occur on doubles via some .NET black magic (possibly inlining?).
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double bpmMultiplier;
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switch (rulesetShortName)
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{
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case "taiko":
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case "mania":
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bpmMultiplier = sliderVelocityAsBeatLength < 0 ? Math.Clamp((float)-sliderVelocityAsBeatLength, 10, 10000) / 100.0 : 1;
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break;
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case "osu":
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case "fruits":
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bpmMultiplier = sliderVelocityAsBeatLength < 0 ? Math.Clamp((float)-sliderVelocityAsBeatLength, 10, 1000) / 100.0 : 1;
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break;
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default:
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throw new ArgumentException("Must be a legacy ruleset", nameof(rulesetShortName));
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}
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return timingControlPoint.BeatLength * bpmMultiplier;
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}
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/// <summary>
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/// Calculates scale from a CS value, with an optional fudge that was historically applied to the osu! ruleset.
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/// </summary>
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public static float CalculateScaleFromCircleSize(float circleSize, bool applyFudge = false)
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{
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// The following comment is copied verbatim from osu-stable:
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//
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// Builds of osu! up to 2013-05-04 had the gamefield being rounded down, which caused incorrect radius calculations
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// in widescreen cases. This ratio adjusts to allow for old replays to work post-fix, which in turn increases the lenience
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// for all plays, but by an amount so small it should only be effective in replays.
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//
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// To match expectations of gameplay we need to apply this multiplier to circle scale. It's weird but is what it is.
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// It works out to under 1 game pixel and is generally not meaningful to gameplay, but is to replay playback accuracy.
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const float broken_gamefield_rounding_allowance = 1.00041f;
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return (float)(1.0f - 0.7f * IBeatmapDifficultyInfo.DifficultyRange(circleSize)) / 2 * broken_gamefield_rounding_allowance;
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}
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}
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}
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