osu/osu.Game.Rulesets.Mania/Replays/ManiaAutoGenerator.cs
2017-11-28 19:02:39 +09:00

82 lines
2.7 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Replays;
using osu.Game.Users;
namespace osu.Game.Rulesets.Mania.Replays
{
internal class ManiaAutoGenerator : AutoGenerator<ManiaHitObject>
{
public const double RELEASE_DELAY = 20;
private readonly int availableColumns;
public ManiaAutoGenerator(Beatmap<ManiaHitObject> beatmap, int availableColumns)
: base(beatmap)
{
this.availableColumns = availableColumns;
Replay = new Replay { User = new User { Username = @"Autoplay" } };
}
protected Replay Replay;
public override Replay Generate()
{
// Todo: Realistically this shouldn't be needed, but the first frame is skipped with the way replays are currently handled
Replay.Frames.Add(new ReplayFrame(-100000, null, null, ReplayButtonState.None));
var pointGroups = generateActionPoints().GroupBy(a => a.Time).OrderBy(g => g.First().Time);
int activeColumns = 0;
foreach (var group in pointGroups)
{
foreach (var point in group)
{
if (point is HitPoint)
activeColumns |= 1 << point.Column;
if (point is ReleasePoint)
activeColumns ^= 1 << point.Column;
}
Replay.Frames.Add(new ReplayFrame(group.First().Time, activeColumns, 0, ReplayButtonState.None));
}
return Replay;
}
private IEnumerable<IActionPoint> generateActionPoints()
{
foreach (var obj in Beatmap.HitObjects)
{
yield return new HitPoint { Time = obj.StartTime, Column = obj.Column };
yield return new ReleasePoint { Time = ((obj as IHasEndTime)?.EndTime ?? obj.StartTime) + RELEASE_DELAY, Column = obj.Column };
}
}
private interface IActionPoint
{
double Time { get; set; }
int Column { get; set; }
}
private struct HitPoint : IActionPoint
{
public double Time { get; set; }
public int Column { get; set; }
}
private struct ReleasePoint : IActionPoint
{
public double Time { get; set; }
public int Column { get; set; }
}
}
}