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