mirror of https://github.com/ppy/osu
89 lines
3.6 KiB
C#
89 lines
3.6 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.Timing;
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using osu.Game.Rulesets.Objects;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps.ControlPoints;
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using Newtonsoft.Json;
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using osu.Game.IO.Serialization.Converters;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// A Beatmap containing converted HitObjects.
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/// </summary>
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public class Beatmap<T> : IBeatmap<T>
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where T : HitObject
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{
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public BeatmapInfo BeatmapInfo { get; set; } = new BeatmapInfo
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{
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Metadata = new BeatmapMetadata
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{
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Artist = @"Unknown",
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Title = @"Unknown",
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AuthorString = @"Unknown Creator",
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},
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Version = @"Normal",
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BaseDifficulty = new BeatmapDifficulty()
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};
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[JsonIgnore]
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public BeatmapMetadata Metadata => BeatmapInfo?.Metadata ?? BeatmapInfo?.BeatmapSet?.Metadata;
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public ControlPointInfo ControlPointInfo { get; set; } = new ControlPointInfo();
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public List<BreakPeriod> Breaks { get; set; } = new List<BreakPeriod>();
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[JsonIgnore]
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public double TotalBreakTime => Breaks.Sum(b => b.Duration);
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[JsonConverter(typeof(TypedListConverter<HitObject>))]
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public List<T> HitObjects { get; set; } = new List<T>();
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IReadOnlyList<T> IBeatmap<T>.HitObjects => HitObjects;
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IReadOnlyList<HitObject> IBeatmap.HitObjects => HitObjects;
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public virtual IEnumerable<BeatmapStatistic> GetStatistics() => Enumerable.Empty<BeatmapStatistic>();
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public double GetMostCommonBeatLength()
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{
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// The last playable time in the beatmap - the last timing point extends to this time.
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// Note: This is more accurate and may present different results because osu-stable didn't have the ability to calculate slider durations in this context.
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double lastTime = HitObjects.LastOrDefault()?.GetEndTime() ?? ControlPointInfo.TimingPoints.LastOrDefault()?.Time ?? 0;
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var mostCommon =
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// Construct a set of (beatLength, duration) tuples for each individual timing point.
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ControlPointInfo.TimingPoints.Select((t, i) =>
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{
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if (t.Time > lastTime)
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return (beatLength: t.BeatLength, 0);
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var nextTime = i == ControlPointInfo.TimingPoints.Count - 1 ? lastTime : ControlPointInfo.TimingPoints[i + 1].Time;
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return (beatLength: t.BeatLength, duration: nextTime - t.Time);
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})
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// Aggregate durations into a set of (beatLength, duration) tuples for each beat length
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.GroupBy(t => Math.Round(t.beatLength * 1000) / 1000)
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.Select(g => (beatLength: g.Key, duration: g.Sum(t => t.duration)))
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// Get the most common one, or 0 as a suitable default
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.OrderByDescending(i => i.duration).FirstOrDefault();
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return mostCommon.beatLength;
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}
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IBeatmap IBeatmap.Clone() => Clone();
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public Beatmap<T> Clone() => (Beatmap<T>)MemberwiseClone();
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}
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public class Beatmap : Beatmap<HitObject>
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{
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public new Beatmap Clone() => (Beatmap)base.Clone();
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public override string ToString() => BeatmapInfo?.ToString() ?? base.ToString();
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}
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}
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