mirror of https://github.com/ppy/osu
128 lines
4.3 KiB
C#
128 lines
4.3 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.Objects.Types;
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using System;
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using System.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.Objects
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{
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public class DrumRoll : TaikoStrongableHitObject, IHasPath
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{
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/// <summary>
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/// Drum roll distance that results in a duration of 1 speed-adjusted beat length.
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/// </summary>
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private const float base_distance = 100;
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public double EndTime
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{
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get => StartTime + Duration;
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set => Duration = value - StartTime;
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}
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public double Duration { get; set; }
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/// <summary>
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/// Velocity of this <see cref="DrumRoll"/>.
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/// </summary>
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public double Velocity { get; private set; }
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/// <summary>
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/// Numer of ticks per beat length.
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/// </summary>
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public int TickRate = 1;
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/// <summary>
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/// Number of drum roll ticks required for a "Good" hit.
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/// </summary>
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public double RequiredGoodHits { get; protected set; }
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/// <summary>
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/// Number of drum roll ticks required for a "Great" hit.
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/// </summary>
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public double RequiredGreatHits { get; protected set; }
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/// <summary>
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/// The length (in milliseconds) between ticks of this drumroll.
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/// <para>Half of this value is the hit window of the ticks.</para>
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/// </summary>
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private double tickSpacing = 100;
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private float overallDifficulty = BeatmapDifficulty.DEFAULT_DIFFICULTY;
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
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DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
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double scoringDistance = base_distance * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;
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Velocity = scoringDistance / timingPoint.BeatLength;
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tickSpacing = timingPoint.BeatLength / TickRate;
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overallDifficulty = difficulty.OverallDifficulty;
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}
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protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
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{
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createTicks(cancellationToken);
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RequiredGoodHits = NestedHitObjects.Count * Math.Min(0.15, 0.05 + 0.10 / 6 * overallDifficulty);
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RequiredGreatHits = NestedHitObjects.Count * Math.Min(0.30, 0.10 + 0.20 / 6 * overallDifficulty);
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base.CreateNestedHitObjects(cancellationToken);
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}
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private void createTicks(CancellationToken cancellationToken)
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{
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if (tickSpacing == 0)
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return;
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bool first = true;
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for (double t = StartTime; t < EndTime + tickSpacing / 2; t += tickSpacing)
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{
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cancellationToken.ThrowIfCancellationRequested();
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AddNested(new DrumRollTick
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{
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FirstTick = first,
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TickSpacing = tickSpacing,
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StartTime = t,
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IsStrong = IsStrong
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});
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first = false;
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}
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}
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public override Judgement CreateJudgement() => new TaikoDrumRollJudgement();
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit { StartTime = startTime };
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public class StrongNestedHit : StrongNestedHitObject
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{
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}
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#region LegacyBeatmapEncoder
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double IHasDistance.Distance => Duration * Velocity;
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SliderPath IHasPath.Path
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=> new SliderPath(PathType.Linear, new[] { Vector2.Zero, new Vector2(1) }, ((IHasDistance)this).Distance / LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER);
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#endregion
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}
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}
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