mirror of
https://github.com/ppy/osu
synced 2024-12-28 18:02:53 +00:00
29d4162e4e
It was more intended for normal notes anyway (as they would be released pretty much instantaneously, if it weren't for the delay).
143 lines
4.7 KiB
C#
143 lines
4.7 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.Collections.Generic;
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using System.Linq;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Replays;
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namespace osu.Game.Rulesets.Mania.Replays
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{
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internal class ManiaAutoGenerator : AutoGenerator
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{
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public const double RELEASE_DELAY = 20;
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public new ManiaBeatmap Beatmap => (ManiaBeatmap)base.Beatmap;
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private readonly ManiaAction[] columnActions;
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public ManiaAutoGenerator(ManiaBeatmap beatmap)
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: base(beatmap)
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{
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Replay = new Replay();
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columnActions = new ManiaAction[Beatmap.TotalColumns];
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var normalAction = ManiaAction.Key1;
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var specialAction = ManiaAction.Special1;
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int totalCounter = 0;
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foreach (var stage in Beatmap.Stages)
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{
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for (int i = 0; i < stage.Columns; i++)
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{
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if (stage.IsSpecialColumn(i))
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columnActions[totalCounter] = specialAction++;
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else
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columnActions[totalCounter] = normalAction++;
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totalCounter++;
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}
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}
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}
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protected Replay Replay;
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public override Replay Generate()
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{
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if (Beatmap.HitObjects.Count == 0)
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return Replay;
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var pointGroups = generateActionPoints().GroupBy(a => a.Time).OrderBy(g => g.First().Time);
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var actions = new List<ManiaAction>();
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foreach (var group in pointGroups)
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{
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foreach (var point in group)
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{
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switch (point)
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{
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case HitPoint _:
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actions.Add(columnActions[point.Column]);
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break;
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case ReleasePoint _:
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actions.Remove(columnActions[point.Column]);
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break;
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}
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}
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// todo: can be removed once FramedReplayInputHandler correctly handles rewinding before first frame.
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if (Replay.Frames.Count == 0)
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Replay.Frames.Add(new ManiaReplayFrame(group.First().Time - 1));
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Replay.Frames.Add(new ManiaReplayFrame(group.First().Time, actions.ToArray()));
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}
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return Replay;
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}
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private IEnumerable<IActionPoint> generateActionPoints()
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{
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for (int i = 0; i < Beatmap.HitObjects.Count; i++)
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{
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var currentObject = Beatmap.HitObjects[i];
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var nextObjectInColumn = GetNextObject(i); // Get the next object that requires pressing the same button
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var releaseTime = calculateReleaseTime(currentObject, nextObjectInColumn);
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yield return new HitPoint { Time = currentObject.StartTime, Column = currentObject.Column };
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yield return new ReleasePoint { Time = releaseTime, Column = currentObject.Column };
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}
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}
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private double calculateReleaseTime(HitObject currentObject, HitObject nextObject)
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{
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double endTime = currentObject.GetEndTime();
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if (currentObject is HoldNote)
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// hold note releases must be timed exactly.
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return endTime;
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bool canDelayKeyUpFully = nextObject == null ||
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nextObject.StartTime > endTime + RELEASE_DELAY;
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return endTime + (canDelayKeyUpFully ? RELEASE_DELAY : (nextObject.StartTime - endTime) * 0.9);
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}
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protected override HitObject GetNextObject(int currentIndex)
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{
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int desiredColumn = Beatmap.HitObjects[currentIndex].Column;
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for (int i = currentIndex + 1; i < Beatmap.HitObjects.Count; i++)
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{
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if (Beatmap.HitObjects[i].Column == desiredColumn)
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return Beatmap.HitObjects[i];
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}
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return null;
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}
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private interface IActionPoint
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{
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double Time { get; set; }
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int Column { get; set; }
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}
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private struct HitPoint : IActionPoint
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{
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public double Time { get; set; }
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public int Column { get; set; }
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}
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private struct ReleasePoint : IActionPoint
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{
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public double Time { get; set; }
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public int Column { get; set; }
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}
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}
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}
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