mirror of https://github.com/ppy/osu
260 lines
10 KiB
C#
260 lines
10 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 System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Utils;
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namespace osu.Game.Rulesets.Catch.Beatmaps
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{
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public class CatchBeatmapProcessor : BeatmapProcessor
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{
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public const int RNG_SEED = 1337;
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public bool HardRockOffsets { get; set; }
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public CatchBeatmapProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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public override void PreProcess()
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{
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IHasComboInformation? lastObj = null;
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// For sanity, ensures that both the first hitobject and the first hitobject after a banana shower start a new combo.
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// This is normally enforced by the legacy decoder, but is not enforced by the editor.
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foreach (var obj in Beatmap.HitObjects.OfType<IHasComboInformation>())
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{
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if (obj is not BananaShower && (lastObj == null || lastObj is BananaShower))
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obj.NewCombo = true;
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lastObj = obj;
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}
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base.PreProcess();
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}
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public override void PostProcess()
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{
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base.PostProcess();
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ApplyPositionOffsets(Beatmap);
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int index = 0;
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foreach (var obj in Beatmap.HitObjects.OfType<CatchHitObject>())
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{
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obj.IndexInBeatmap = index;
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foreach (var nested in obj.NestedHitObjects.OfType<CatchHitObject>())
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nested.IndexInBeatmap = index;
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if (obj.LastInCombo && obj.NestedHitObjects.LastOrDefault() is IHasComboInformation lastNested)
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lastNested.LastInCombo = true;
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index++;
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}
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}
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public void ApplyPositionOffsets(IBeatmap beatmap)
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{
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var rng = new LegacyRandom(RNG_SEED);
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float? lastPosition = null;
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double lastStartTime = 0;
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foreach (var obj in beatmap.HitObjects.OfType<CatchHitObject>())
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{
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obj.XOffset = 0;
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switch (obj)
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{
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case Fruit fruit:
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if (HardRockOffsets)
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applyHardRockOffset(fruit, ref lastPosition, ref lastStartTime, rng);
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break;
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case BananaShower bananaShower:
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foreach (var banana in bananaShower.NestedHitObjects.OfType<Banana>())
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{
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banana.XOffset = (float)(rng.NextDouble() * CatchPlayfield.WIDTH);
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rng.Next(); // osu!stable retrieved a random banana type
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rng.Next(); // osu!stable retrieved a random banana rotation
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rng.Next(); // osu!stable retrieved a random banana colour
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}
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break;
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case JuiceStream juiceStream:
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// Todo: BUG!! Stable used the last control point as the final position of the path, but it should use the computed path instead.
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lastPosition = juiceStream.OriginalX + juiceStream.Path.ControlPoints[^1].Position.X;
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// Todo: BUG!! Stable attempted to use the end time of the stream, but referenced it too early in execution and used the start time instead.
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lastStartTime = juiceStream.StartTime;
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foreach (var nested in juiceStream.NestedHitObjects)
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{
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var catchObject = (CatchHitObject)nested;
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catchObject.XOffset = 0;
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if (catchObject is TinyDroplet)
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catchObject.XOffset = Math.Clamp(rng.Next(-20, 20), -catchObject.OriginalX, CatchPlayfield.WIDTH - catchObject.OriginalX);
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else if (catchObject is Droplet)
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rng.Next(); // osu!stable retrieved a random droplet rotation
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}
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break;
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}
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}
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initialiseHyperDash(beatmap);
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}
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private static void applyHardRockOffset(CatchHitObject hitObject, ref float? lastPosition, ref double lastStartTime, LegacyRandom rng)
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{
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float offsetPosition = hitObject.OriginalX;
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double startTime = hitObject.StartTime;
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if (lastPosition == null ||
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// some objects can get assigned position zero, making stable incorrectly go inside this if branch on the next object. to maintain behaviour and compatibility, do the same here.
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// reference: https://github.com/peppy/osu-stable-reference/blob/3ea48705eb67172c430371dcfc8a16a002ed0d3d/osu!/GameplayElements/HitObjects/Fruits/HitFactoryFruits.cs#L45-L50
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// todo: should be revisited and corrected later probably.
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lastPosition == 0)
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{
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lastPosition = offsetPosition;
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lastStartTime = startTime;
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return;
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}
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float positionDiff = offsetPosition - lastPosition.Value;
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// Todo: BUG!! Stable calculated time deltas as ints, which affects randomisation. This should be changed to a double.
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int timeDiff = (int)(startTime - lastStartTime);
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if (timeDiff > 1000)
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{
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lastPosition = offsetPosition;
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lastStartTime = startTime;
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return;
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}
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if (positionDiff == 0)
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{
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applyRandomOffset(ref offsetPosition, timeDiff / 4d, rng);
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hitObject.XOffset = offsetPosition - hitObject.OriginalX;
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return;
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}
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// ReSharper disable once PossibleLossOfFraction
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if (Math.Abs(positionDiff) < timeDiff / 3)
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applyOffset(ref offsetPosition, positionDiff);
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hitObject.XOffset = offsetPosition - hitObject.OriginalX;
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lastPosition = offsetPosition;
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lastStartTime = startTime;
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}
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/// <summary>
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/// Applies a random offset in a random direction to a position, ensuring that the final position remains within the boundary of the playfield.
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/// </summary>
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/// <param name="position">The position which the offset should be applied to.</param>
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/// <param name="maxOffset">The maximum offset, cannot exceed 20px.</param>
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/// <param name="rng">The random number generator.</param>
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private static void applyRandomOffset(ref float position, double maxOffset, LegacyRandom rng)
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{
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bool right = rng.NextBool();
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float rand = Math.Min(20, (float)rng.Next(0, Math.Max(0, maxOffset)));
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if (right)
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{
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// Clamp to the right bound
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if (position + rand <= CatchPlayfield.WIDTH)
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position += rand;
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else
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position -= rand;
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}
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else
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{
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// Clamp to the left bound
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if (position - rand >= 0)
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position -= rand;
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else
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position += rand;
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}
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}
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/// <summary>
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/// Applies an offset to a position, ensuring that the final position remains within the boundary of the playfield.
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/// </summary>
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/// <param name="position">The position which the offset should be applied to.</param>
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/// <param name="amount">The amount to offset by.</param>
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private static void applyOffset(ref float position, float amount)
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{
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if (amount > 0)
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{
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// Clamp to the right bound
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if (position + amount < CatchPlayfield.WIDTH)
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position += amount;
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}
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else
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{
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// Clamp to the left bound
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if (position + amount > 0)
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position += amount;
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}
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}
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private static void initialiseHyperDash(IBeatmap beatmap)
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{
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var palpableObjects = CatchBeatmap.GetPalpableObjects(beatmap.HitObjects)
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.Where(h => h is Fruit || (h is Droplet && h is not TinyDroplet))
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.ToArray();
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double halfCatcherWidth = Catcher.CalculateCatchWidth(beatmap.Difficulty) / 2;
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// Todo: This is wrong. osu!stable calculated hyperdashes using the full catcher size, excluding the margins.
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// This should theoretically cause impossible scenarios, but practically, likely due to the size of the playfield, it doesn't seem possible.
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// For now, to bring gameplay (and diffcalc!) completely in-line with stable, this code also uses the full catcher size.
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halfCatcherWidth /= Catcher.ALLOWED_CATCH_RANGE;
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int lastDirection = 0;
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double lastExcess = halfCatcherWidth;
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for (int i = 0; i < palpableObjects.Length - 1; i++)
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{
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var currentObject = palpableObjects[i];
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var nextObject = palpableObjects[i + 1];
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// Reset variables in-case values have changed (e.g. after applying HR)
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currentObject.HyperDashTarget = null;
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currentObject.DistanceToHyperDash = 0;
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int thisDirection = nextObject.EffectiveX > currentObject.EffectiveX ? 1 : -1;
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// Int truncation added to match osu!stable.
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double timeToNext = (int)nextObject.StartTime - (int)currentObject.StartTime - 1000f / 60f / 4; // 1/4th of a frame of grace time, taken from osu-stable
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double distanceToNext = Math.Abs(nextObject.EffectiveX - currentObject.EffectiveX) - (lastDirection == thisDirection ? lastExcess : halfCatcherWidth);
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float distanceToHyper = (float)(timeToNext * Catcher.BASE_DASH_SPEED - distanceToNext);
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if (distanceToHyper < 0)
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{
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currentObject.HyperDashTarget = nextObject;
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lastExcess = halfCatcherWidth;
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}
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else
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{
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currentObject.DistanceToHyperDash = distanceToHyper;
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lastExcess = Math.Clamp(distanceToHyper, 0, halfCatcherWidth);
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}
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lastDirection = thisDirection;
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}
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}
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}
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}
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