osu/osu.Game/Rulesets/Objects/Legacy/LegacyRulesetExtensions.cs
2023-09-15 18:13:04 +09:00

43 lines
1.8 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Rulesets.Objects.Legacy
{
public static class LegacyRulesetExtensions
{
/// <summary>
/// Introduces floating-point errors to post-multiplied beat length for legacy rulesets that depend on it.
/// You should definitely not use this unless you know exactly what you're doing.
/// </summary>
public static double GetPrecisionAdjustedBeatLength(IHasSliderVelocity hasSliderVelocity, TimingControlPoint timingControlPoint, string rulesetShortName)
{
double sliderVelocityAsBeatLength = -100 / hasSliderVelocity.SliderVelocityMultiplier;
// 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?).
double bpmMultiplier;
switch (rulesetShortName)
{
case "taiko":
case "mania":
bpmMultiplier = sliderVelocityAsBeatLength < 0 ? Math.Clamp((float)-sliderVelocityAsBeatLength, 10, 10000) / 100.0 : 1;
break;
case "osu":
case "fruits":
bpmMultiplier = sliderVelocityAsBeatLength < 0 ? Math.Clamp((float)-sliderVelocityAsBeatLength, 10, 1000) / 100.0 : 1;
break;
default:
throw new ArgumentException("Must be a legacy ruleset", nameof(rulesetShortName));
}
return timingControlPoint.BeatLength * bpmMultiplier;
}
}
}