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

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2022-06-25 22:42:56 +08:00
using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
{
public class ColourEncoding
{
/// <summary>
/// Amount consecutive notes of the same colour
/// </summary>
public int MonoRunLength = 1;
/// <summary>
/// Amount of consecutive encoding with the same <see cref="MonoRunLength" />
/// </summary>
public int EncodingRunLength = 1;
/// <summary>
/// Beginning index in the data that this encodes
/// </summary>
public int StartIndex = 0;
public bool isIdenticalTo(ColourEncoding other)
{
return other.MonoRunLength == MonoRunLength && other.EncodingRunLength == EncodingRunLength;
}
public static List<ColourEncoding> Encode(List<DifficultyHitObject> data)
{
// Encoding mono lengths
List<ColourEncoding> firstPass = new List<ColourEncoding>();
ColourEncoding? lastEncoded = null;
for (int i = 0; i < data.Count; i++)
{
TaikoDifficultyHitObject taikoObject = (TaikoDifficultyHitObject)data[i];
// This ignores all non-note objects, which may or may not be the desired behaviour
TaikoDifficultyHitObject previousObject = (TaikoDifficultyHitObject)taikoObject.PreviousNote(0);
if (previousObject == null || lastEncoded == null || taikoObject.HitType != previousObject.HitType)
{
lastEncoded = new ColourEncoding();
lastEncoded.StartIndex = i;
firstPass.Add(lastEncoded);
continue;
}
lastEncoded.MonoRunLength += 1;
}
// Encode encoding lengths
List<ColourEncoding> secondPass = new List<ColourEncoding>();
lastEncoded = null;
for (int i = 0; i < firstPass.Count; i++)
{
if (i == 0 || lastEncoded == null || firstPass[i].MonoRunLength != firstPass[i - 1].MonoRunLength)
{
lastEncoded = firstPass[i];
secondPass.Add(firstPass[i]);
continue;
}
lastEncoded.EncodingRunLength += 1;
}
return secondPass;
}
}
}