mirror of
https://github.com/ppy/osu
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123 lines
4.0 KiB
C#
123 lines
4.0 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 osuTK;
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using osu.Game.Beatmaps;
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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.Replays;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Replays;
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namespace osu.Game.Rulesets.Osu.Replays
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{
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public abstract class OsuAutoGeneratorBase : AutoGenerator
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{
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#region Constants
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/// <summary>
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/// Constants (for spinners).
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/// </summary>
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protected static readonly Vector2 SPINNER_CENTRE = OsuPlayfield.BASE_SIZE / 2;
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public const float SPIN_RADIUS = 50;
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#endregion
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#region Construction / Initialisation
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protected Replay Replay;
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protected List<ReplayFrame> Frames => Replay.Frames;
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private readonly IReadOnlyList<IApplicableToRate> timeAffectingMods;
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protected OsuAutoGeneratorBase(IBeatmap beatmap, IReadOnlyList<Mod> mods)
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: base(beatmap)
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{
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Replay = new Replay();
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timeAffectingMods = mods.OfType<IApplicableToRate>().ToList();
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}
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#endregion
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#region Utilities
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/// <summary>
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/// Returns the real duration of time between <paramref name="startTime"/> and <paramref name="endTime"/>
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/// after applying rate-affecting mods.
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/// </summary>
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/// <remarks>
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/// This method should only be used when <paramref name="startTime"/> and <paramref name="endTime"/> are very close.
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/// That is because the track rate might be changing with time,
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/// and the method used here is a rough instantaneous approximation.
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/// </remarks>
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/// <param name="startTime">The start time of the time delta, in original track time.</param>
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/// <param name="endTime">The end time of the time delta, in original track time.</param>
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protected double ApplyModsToTimeDelta(double startTime, double endTime)
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{
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double delta = endTime - startTime;
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foreach (var mod in timeAffectingMods)
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delta /= mod.ApplyToRate(startTime);
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return delta;
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}
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protected double ApplyModsToRate(double time, double rate)
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{
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foreach (var mod in timeAffectingMods)
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rate = mod.ApplyToRate(time, rate);
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return rate;
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}
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/// <summary>
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/// Calculates the interval after which the next <see cref="ReplayFrame"/> should be generated,
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/// in milliseconds.
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/// </summary>
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/// <param name="time">The time of the previous frame.</param>
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protected double GetFrameDelay(double time)
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=> ApplyModsToRate(time, 1000.0 / 60);
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private class ReplayFrameComparer : IComparer<ReplayFrame>
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{
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public int Compare(ReplayFrame? f1, ReplayFrame? f2)
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{
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ArgumentNullException.ThrowIfNull(f1);
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ArgumentNullException.ThrowIfNull(f2);
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return f1.Time.CompareTo(f2.Time);
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}
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}
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private static readonly IComparer<ReplayFrame> replay_frame_comparer = new ReplayFrameComparer();
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protected int FindInsertionIndex(ReplayFrame frame)
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{
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int index = Frames.BinarySearch(frame, replay_frame_comparer);
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if (index < 0)
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{
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index = ~index;
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}
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else
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{
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// Go to the first index which is actually bigger
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while (index < Frames.Count && frame.Time == Frames[index].Time)
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{
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++index;
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}
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}
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return index;
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}
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protected void AddFrameToReplay(ReplayFrame frame) => Frames.Insert(FindInsertionIndex(frame), frame);
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protected static Vector2 CirclePosition(double t, double radius) => new Vector2((float)(Math.Cos(t) * radius), (float)(Math.Sin(t) * radius));
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#endregion
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}
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}
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