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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyHitObject.cs

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// 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.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm;
using osu.Game.Rulesets.Taiko.Difficulty.Utils;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
{
/// <summary>
/// Represents a single hit object in taiko difficulty calculation.
/// </summary>
public class TaikoDifficultyHitObject : DifficultyHitObject, IHasInterval
{
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/// <summary>
/// The list of all <see cref="TaikoDifficultyHitObject"/> of the same colour as this <see cref="TaikoDifficultyHitObject"/> in the beatmap.
/// </summary>
private readonly IReadOnlyList<TaikoDifficultyHitObject>? monoDifficultyHitObjects;
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/// <summary>
/// The index of this <see cref="TaikoDifficultyHitObject"/> in <see cref="monoDifficultyHitObjects"/>.
/// </summary>
public readonly int MonoIndex;
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/// <summary>
/// The list of all <see cref="TaikoDifficultyHitObject"/> that is either a regular note or finisher in the beatmap
/// </summary>
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private readonly IReadOnlyList<TaikoDifficultyHitObject> noteDifficultyHitObjects;
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/// <summary>
/// The index of this <see cref="TaikoDifficultyHitObject"/> in <see cref="noteDifficultyHitObjects"/>.
/// </summary>
public readonly int NoteIndex;
/// <summary>
/// Rhythm data used by <see cref="RhythmEvaluator"/>.
/// This is populated via <see cref="TaikoRhythmDifficultyPreprocessor"/>.
/// </summary>
public readonly TaikoRhythmData RhythmData;
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/// <summary>
/// Colour data used by <see cref="ColourEvaluator"/> and <see cref="StaminaEvaluator"/>.
/// This is populated via <see cref="TaikoColourDifficultyPreprocessor"/>.
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/// </summary>
public readonly TaikoColourData ColourData;
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/// <summary>
/// The adjusted BPM of this hit object, based on its slider velocity and scroll speed.
/// </summary>
public double EffectiveBPM;
/// <summary>
/// Creates a new difficulty hit object.
/// </summary>
/// <param name="hitObject">The gameplay <see cref="HitObject"/> associated with this difficulty object.</param>
/// <param name="lastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="hitObject"/>.</param>
/// <param name="clockRate">The rate of the gameplay clock. Modified by speed-changing mods.</param>
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/// <param name="objects">The list of all <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
/// <param name="centreHitObjects">The list of centre (don) <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
/// <param name="rimHitObjects">The list of rim (kat) <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
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/// <param name="noteObjects">The list of <see cref="DifficultyHitObject"/>s that is a hit (i.e. not a drumroll or swell) in the current beatmap.</param>
/// <param name="index">The position of this <see cref="DifficultyHitObject"/> in the <paramref name="objects"/> list.</param>
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/// <param name="controlPointInfo">The control point info of the beatmap.</param>
/// <param name="globalSliderVelocity">The global slider velocity of the beatmap.</param>
public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate,
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List<DifficultyHitObject> objects,
List<TaikoDifficultyHitObject> centreHitObjects,
List<TaikoDifficultyHitObject> rimHitObjects,
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List<TaikoDifficultyHitObject> noteObjects, int index,
ControlPointInfo controlPointInfo,
double globalSliderVelocity)
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: base(hitObject, lastObject, clockRate, objects, index)
{
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noteDifficultyHitObjects = noteObjects;
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ColourData = new TaikoColourData();
RhythmData = new TaikoRhythmData(this);
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if (hitObject is Hit hit)
{
switch (hit.Type)
{
case HitType.Centre:
MonoIndex = centreHitObjects.Count;
centreHitObjects.Add(this);
monoDifficultyHitObjects = centreHitObjects;
break;
case HitType.Rim:
MonoIndex = rimHitObjects.Count;
rimHitObjects.Add(this);
monoDifficultyHitObjects = rimHitObjects;
break;
}
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NoteIndex = noteObjects.Count;
noteObjects.Add(this);
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}
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// Using `hitObject.StartTime` causes floating point error differences
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double normalisedStartTime = StartTime * clockRate;
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// Retrieve the timing point at the note's start time
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TimingControlPoint currentControlPoint = controlPointInfo.TimingPointAt(normalisedStartTime);
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// Calculate the slider velocity at the note's start time.
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double currentSliderVelocity = calculateSliderVelocity(controlPointInfo, globalSliderVelocity, normalisedStartTime, clockRate);
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EffectiveBPM = currentControlPoint.BPM * currentSliderVelocity;
}
/// <summary>
/// Calculates the slider velocity based on control point info and clock rate.
/// </summary>
private static double calculateSliderVelocity(ControlPointInfo controlPointInfo, double globalSliderVelocity, double startTime, double clockRate)
{
var activeEffectControlPoint = controlPointInfo.EffectPointAt(startTime);
return globalSliderVelocity * (activeEffectControlPoint.ScrollSpeed) * clockRate;
}
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public TaikoDifficultyHitObject? PreviousMono(int backwardsIndex) => monoDifficultyHitObjects?.ElementAtOrDefault(MonoIndex - (backwardsIndex + 1));
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public TaikoDifficultyHitObject? NextMono(int forwardsIndex) => monoDifficultyHitObjects?.ElementAtOrDefault(MonoIndex + (forwardsIndex + 1));
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public TaikoDifficultyHitObject? PreviousNote(int backwardsIndex) => noteDifficultyHitObjects.ElementAtOrDefault(NoteIndex - (backwardsIndex + 1));
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public TaikoDifficultyHitObject? NextNote(int forwardsIndex) => noteDifficultyHitObjects.ElementAtOrDefault(NoteIndex + (forwardsIndex + 1));
public double Interval => DeltaTime;
}
}