mirror of https://github.com/ppy/osu
121 lines
3.9 KiB
C#
121 lines
3.9 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.Framework.Extensions.ObjectExtensions;
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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<ManiaReplayFrame>
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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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public ManiaAutoGenerator(ManiaBeatmap beatmap)
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: base(beatmap)
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{
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}
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protected override void GenerateFrames()
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{
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if (Beatmap.HitObjects.Count == 0)
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return;
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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(ManiaAction.Key1 + point.Column);
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break;
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case ReleasePoint:
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actions.Remove(ManiaAction.Key1 + point.Column);
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break;
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}
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}
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Frames.Add(new ManiaReplayFrame(group.First().Time, actions.ToArray()));
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}
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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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double 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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double releaseDelay = RELEASE_DELAY;
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if (currentObject is HoldNote hold)
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{
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if (hold.Duration > 0)
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// hold note releases must be timed exactly.
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return endTime;
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// Special case for super short hold notes
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releaseDelay = 1;
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}
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bool canDelayKeyUpFully = nextObject == null ||
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nextObject.StartTime > endTime + releaseDelay;
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return endTime + (canDelayKeyUpFully ? releaseDelay : (nextObject.AsNonNull().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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