osu/osu.Game.Rulesets.Mania/Beatmaps/ObjectConversion.cs

78 lines
3.0 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.MathUtils;
using System;
namespace osu.Game.Rulesets.Mania.Beatmaps
{
internal abstract class ObjectConversion
{
protected readonly int AvailableColumns;
protected readonly int RandomStart;
protected ObjectList PreviousObjects;
protected readonly FastRandom Random;
protected readonly Beatmap Beatmap;
protected ObjectConversion(ObjectList previousObjects, FastRandom random, Beatmap beatmap)
{
PreviousObjects = previousObjects;
Random = random;
Beatmap = beatmap;
AvailableColumns = (int)Math.Round(beatmap.BeatmapInfo.Difficulty.CircleSize);
RandomStart = AvailableColumns == 8 ? 1 : 0;
}
/// <summary>
/// Generates a new object list filled with converted hit objects.
/// </summary>
/// <returns>The <see cref="ObjectList"/> containing the hit objects.</returns>
public abstract ObjectList Generate();
/// <summary>
/// Converts an x-position into a column.
/// </summary>
/// <param name="position">The x-position.</param>
/// <param name="allowSpecial">Whether to treat as 7K + 1.</param>
/// <returns>The column.</returns>
protected int GetColumn(float position, bool allowSpecial = false)
{
if (allowSpecial && AvailableColumns == 8)
{
const float local_x_divisor = 512f / 7;
return MathHelper.Clamp((int)Math.Floor(position / local_x_divisor), 0, 6) + 1;
}
float localXDivisor = 512f / AvailableColumns;
return MathHelper.Clamp((int)Math.Floor(position / localXDivisor), 0, AvailableColumns - 1);
}
/// <summary>
/// Generates a count of notes to be generated from probabilities.
/// </summary>
/// <param name="p2">Probability for 2 notes to be generated.</param>
/// <param name="p3">Probability for 3 notes to be generated.</param>
/// <param name="p4">Probability for 4 notes to be generated.</param>
/// <param name="p5">Probability for 5 notes to be generated.</param>
/// <param name="p6">Probability for 6 notes to be generated.</param>
/// <returns>The amount of notes to be generated.</returns>
protected int GetRandomNoteCount(double p2, double p3, double p4 = 0, double p5 = 0, double p6 = 0)
{
double val = Random.NextDouble();
if (val >= 1 - p6)
return 6;
if (val >= 1 - p5)
return 5;
if (val >= 1 - p4)
return 4;
if (val >= 1 - p3)
return 3;
return val >= 1 - p2 ? 2 : 1;
}
}
}