mirror of
https://github.com/ppy/osu
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fd3f4a9e7b
Until we have full encoding support for storyboards, this stop-gap measure ensures that storyboards don't just disappear from existence.
174 lines
6.2 KiB
C#
174 lines
6.2 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.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// A materialised beatmap.
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/// Generally this interface will be implemented alongside <see cref="IBeatmap{T}"/>, which exposes the ruleset-typed hit objects.
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/// </summary>
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public interface IBeatmap
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{
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/// <summary>
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/// This beatmap's info.
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/// </summary>
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BeatmapInfo BeatmapInfo { get; set; }
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/// <summary>
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/// This beatmap's metadata.
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/// </summary>
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BeatmapMetadata Metadata { get; }
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/// <summary>
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/// This beatmap's difficulty settings.
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/// </summary>
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public BeatmapDifficulty Difficulty { get; set; }
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/// <summary>
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/// The control points in this beatmap.
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/// </summary>
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ControlPointInfo ControlPointInfo { get; set; }
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/// <summary>
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/// The breaks in this beatmap.
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/// </summary>
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List<BreakPeriod> Breaks { get; }
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/// <summary>
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/// All lines from the [Events] section which aren't handled in the encoding process yet.
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/// These lines shoule be written out to the beatmap file on save or export.
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/// </summary>
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List<string> UnhandledEventLines { get; }
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/// <summary>
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/// Total amount of break time in the beatmap.
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/// </summary>
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double TotalBreakTime { get; }
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/// <summary>
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/// The hitobjects contained by this beatmap.
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/// </summary>
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IReadOnlyList<HitObject> HitObjects { get; }
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/// <summary>
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/// Returns statistics for the <see cref="HitObjects"/> contained in this beatmap.
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/// </summary>
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IEnumerable<BeatmapStatistic> GetStatistics();
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/// <summary>
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/// Finds the most common beat length represented by the control points in this beatmap.
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/// </summary>
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double GetMostCommonBeatLength();
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/// <summary>
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/// Creates a shallow-clone of this beatmap and returns it.
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/// </summary>
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/// <returns>The shallow-cloned beatmap.</returns>
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IBeatmap Clone();
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}
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/// <summary>
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/// A materialised beatmap containing converted HitObjects.
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/// </summary>
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public interface IBeatmap<out T> : IBeatmap
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where T : HitObject
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{
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/// <summary>
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/// The hitobjects contained by this beatmap.
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/// </summary>
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new IReadOnlyList<T> HitObjects { get; }
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}
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public static class BeatmapExtensions
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{
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/// <summary>
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/// Finds the maximum achievable combo by hitting all <see cref="HitObject"/>s in a beatmap.
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/// </summary>
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public static int GetMaxCombo(this IBeatmap beatmap)
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{
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int combo = 0;
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foreach (var h in beatmap.HitObjects)
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addCombo(h, ref combo);
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return combo;
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static void addCombo(HitObject hitObject, ref int combo)
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{
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if (hitObject.Judgement.MaxResult.AffectsCombo())
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combo++;
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foreach (var nested in hitObject.NestedHitObjects)
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addCombo(nested, ref combo);
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}
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}
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/// <summary>
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/// Find the total milliseconds between the first and last hittable objects.
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/// </summary>
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/// <remarks>
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/// This is cached to <see cref="BeatmapInfo.Length"/>, so using that is preferable when available.
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/// </remarks>
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public static double CalculatePlayableLength(this IBeatmap beatmap) => CalculatePlayableLength(beatmap.HitObjects);
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/// <summary>
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/// Find the total milliseconds between the first and last hittable objects, excluding any break time.
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/// </summary>
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public static double CalculateDrainLength(this IBeatmap beatmap) => CalculatePlayableLength(beatmap.HitObjects) - beatmap.TotalBreakTime;
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/// <summary>
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/// Find the timestamps in milliseconds of the start and end of the playable region.
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/// </summary>
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public static (double start, double end) CalculatePlayableBounds(this IBeatmap beatmap) => CalculatePlayableBounds(beatmap.HitObjects);
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/// <summary>
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/// Find the absolute end time of the latest <see cref="HitObject"/> in a beatmap. Will throw if beatmap contains no objects.
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/// </summary>
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/// <remarks>
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/// This correctly accounts for rulesets which have concurrent hitobjects which may have durations, causing the .Last() object
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/// to not necessarily have the latest end time.
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///
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/// It's not super efficient so calls should be kept to a minimum.
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/// </remarks>
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/// <exception cref="InvalidOperationException">If <paramref name="beatmap"/> has no objects.</exception>
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public static double GetLastObjectTime(this IBeatmap beatmap) => beatmap.HitObjects.Max(h => h.GetEndTime());
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#region Helper methods
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/// <summary>
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/// Find the total milliseconds between the first and last hittable objects.
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/// </summary>
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/// <remarks>
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/// This is cached to <see cref="BeatmapInfo.Length"/>, so using that is preferable when available.
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/// </remarks>
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public static double CalculatePlayableLength(IEnumerable<HitObject> objects)
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{
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(double start, double end) = CalculatePlayableBounds(objects);
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return end - start;
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}
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/// <summary>
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/// Find the timestamps in milliseconds of the start and end of the playable region.
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/// </summary>
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public static (double start, double end) CalculatePlayableBounds(IEnumerable<HitObject> objects)
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{
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if (!objects.Any())
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return (0, 0);
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double lastObjectTime = objects.Max(o => o.GetEndTime());
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double firstObjectTime = objects.First().StartTime;
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return (firstObjectTime, lastObjectTime);
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}
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#endregion
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}
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}
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