osu/osu.Game/Rulesets/Replays/AutoGenerator.cs

79 lines
2.1 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.
#nullable disable
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using osu.Game.Beatmaps;
using osu.Game.Replays;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Replays
{
public abstract class AutoGenerator
{
/// <summary>
/// The default duration of a key press in milliseconds.
/// </summary>
public const double KEY_UP_DELAY = 50;
/// <summary>
/// The beatmap the autoplay is generated for.
/// </summary>
protected IBeatmap Beatmap { get; }
protected AutoGenerator(IBeatmap beatmap)
{
Beatmap = beatmap;
}
/// <summary>
/// Generate the replay of the autoplay.
/// </summary>
public abstract Replay Generate();
protected virtual HitObject GetNextObject(int currentIndex)
{
if (currentIndex >= Beatmap.HitObjects.Count - 1)
return null;
return Beatmap.HitObjects[currentIndex + 1];
}
}
public abstract class AutoGenerator<TFrame> : AutoGenerator
where TFrame : ReplayFrame
{
/// <summary>
/// The replay frames of the autoplay.
/// </summary>
protected readonly List<TFrame> Frames = new List<TFrame>();
[CanBeNull]
protected TFrame LastFrame => Frames.Count == 0 ? null : Frames[^1];
protected AutoGenerator(IBeatmap beatmap)
: base(beatmap)
{
}
public sealed override Replay Generate()
{
Frames.Clear();
GenerateFrames();
return new Replay
{
Frames = Frames.OrderBy(frame => frame.Time).Cast<ReplayFrame>().ToList()
};
}
/// <summary>
/// Generate the replay frames of the autoplay and populate <see cref="Frames"/>.
/// </summary>
protected abstract void GenerateFrames();
}
}