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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.
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using osu.Game.Beatmaps ;
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using osu.Game.Rulesets.Objects ;
using osu.Game.Rulesets.Objects.Types ;
using osu.Game.Rulesets.Taiko.Objects ;
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using System ;
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using System.Collections.Generic ;
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using System.Linq ;
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using osu.Framework.Utils ;
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using System.Threading ;
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using osu.Game.Audio ;
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using osu.Game.Beatmaps.ControlPoints ;
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using osu.Game.Beatmaps.Formats ;
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using osu.Game.Rulesets.Objects.Legacy ;
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namespace osu.Game.Rulesets.Taiko.Beatmaps
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{
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internal class TaikoBeatmapConverter : BeatmapConverter < TaikoHitObject >
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{
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/// <summary>
/// Because swells are easier in taiko than spinners are in osu!,
/// legacy taiko multiplies a factor when converting the number of required hits.
/// </summary>
private const float swell_hit_multiplier = 1.65f ;
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/// <summary>
/// Base osu! slider scoring distance.
/// </summary>
private const float osu_base_scoring_distance = 100 ;
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private readonly bool isForCurrentRuleset ;
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public TaikoBeatmapConverter ( IBeatmap beatmap , Ruleset ruleset )
: base ( beatmap , ruleset )
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{
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isForCurrentRuleset = beatmap . BeatmapInfo . Ruleset . Equals ( ruleset . RulesetInfo ) ;
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}
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public override bool CanConvert ( ) = > true ;
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protected override Beatmap < TaikoHitObject > ConvertBeatmap ( IBeatmap original , CancellationToken cancellationToken )
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{
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Beatmap < TaikoHitObject > converted = base . ConvertBeatmap ( original , cancellationToken ) ;
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if ( original . BeatmapInfo . Ruleset . OnlineID = = 0 )
{
// Post processing step to transform standard slider velocity changes into scroll speed changes
double lastScrollSpeed = 1 ;
foreach ( HitObject hitObject in original . HitObjects )
{
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if ( hitObject is not IHasSliderVelocity hasSliderVelocity ) continue ;
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double nextScrollSpeed = hasSliderVelocity . SliderVelocityMultiplier ;
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EffectControlPoint currentEffectPoint = converted . ControlPointInfo . EffectPointAt ( hitObject . StartTime ) ;
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if ( ! Precision . AlmostEquals ( lastScrollSpeed , nextScrollSpeed , acceptableDifference : currentEffectPoint . ScrollSpeedBindable . Precision ) )
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{
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converted . ControlPointInfo . Add ( hitObject . StartTime , new EffectControlPoint
{
KiaiMode = currentEffectPoint . KiaiMode ,
ScrollSpeed = lastScrollSpeed = nextScrollSpeed ,
} ) ;
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}
}
}
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if ( original . BeatmapInfo . Ruleset . OnlineID = = 3 )
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{
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// Post processing step to transform mania hit objects with the same start time into strong hits
converted . HitObjects = converted . HitObjects . GroupBy ( t = > t . StartTime ) . Select ( x = >
{
TaikoHitObject first = x . First ( ) ;
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if ( x . Skip ( 1 ) . Any ( ) & & first is TaikoStrongableHitObject strong )
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strong . IsStrong = true ;
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return first ;
} ) . ToList ( ) ;
}
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// TODO: stable makes the last tick of a drumroll non-required when the next object is too close.
// This probably needs to be reimplemented:
//
// List<HitObject> hitobjects = hitObjectManager.hitObjects;
// int ind = hitobjects.IndexOf(this);
// if (i < hitobjects.Count - 1 && hitobjects[i + 1].HittableStartTime - (EndTime + (int)TickSpacing) <= (int)TickSpacing)
// lastTickHittable = false;
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return converted ;
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}
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protected override IEnumerable < TaikoHitObject > ConvertHitObject ( HitObject obj , IBeatmap beatmap , CancellationToken cancellationToken )
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{
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// Old osu! used hit sounding to determine various hit type information
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IList < HitSampleInfo > samples = obj . Samples ;
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switch ( obj )
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{
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case IHasPath pathData :
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{
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if ( shouldConvertSliderToHits ( obj , beatmap , pathData , out int taikoDuration , out double tickSpacing ) )
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{
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IList < IList < HitSampleInfo > > allSamples = obj is IHasPathWithRepeats curveData ? curveData . NodeSamples : new List < IList < HitSampleInfo > > ( new [ ] { samples } ) ;
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int i = 0 ;
for ( double j = obj . StartTime ; j < = obj . StartTime + taikoDuration + tickSpacing / 8 ; j + = tickSpacing )
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{
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IList < HitSampleInfo > currentSamples = allSamples [ i ] ;
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yield return new Hit
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{
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StartTime = j ,
Samples = currentSamples ,
} ;
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i = ( i + 1 ) % allSamples . Count ;
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if ( Precision . AlmostEquals ( 0 , tickSpacing ) )
break ;
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}
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}
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else
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{
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yield return new DrumRoll
{
StartTime = obj . StartTime ,
Samples = obj . Samples ,
Duration = taikoDuration ,
} ;
}
break ;
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}
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case IHasDuration endTimeData :
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{
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double hitMultiplier = IBeatmapDifficultyInfo . DifficultyRange ( beatmap . Difficulty . OverallDifficulty , 3 , 5 , 7.5 ) * swell_hit_multiplier ;
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yield return new Swell
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{
StartTime = obj . StartTime ,
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Samples = obj . Samples ,
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Duration = endTimeData . Duration ,
RequiredHits = ( int ) Math . Max ( 1 , endTimeData . Duration / 1000 * hitMultiplier )
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} ;
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break ;
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}
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default :
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{
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yield return new Hit
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{
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StartTime = obj . StartTime ,
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Samples = samples ,
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} ;
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break ;
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}
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}
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}
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private bool shouldConvertSliderToHits ( HitObject obj , IBeatmap beatmap , IHasPath pathData , out int taikoDuration , out double tickSpacing )
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{
// DO NOT CHANGE OR REFACTOR ANYTHING IN HERE WITHOUT TESTING AGAINST _ALL_ BEATMAPS.
// Some of these calculations look redundant, but they are not - extremely small floating point errors are introduced to maintain 1:1 compatibility with stable.
// Rounding cannot be used as an alternative since the error deltas have been observed to be between 1e-2 and 1e-6.
// The true distance, accounting for any repeats. This ends up being the drum roll distance later
int spans = ( obj as IHasRepeats ) ? . SpanCount ( ) ? ? 1 ;
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double distance = pathData . Path . ExpectedDistance . Value ? ? 0 ;
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// Do not combine the following two lines!
distance * = LegacyBeatmapEncoder . LEGACY_TAIKO_VELOCITY_MULTIPLIER ;
distance * = spans ;
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TimingControlPoint timingPoint = beatmap . ControlPointInfo . TimingPointAt ( obj . StartTime ) ;
double beatLength ;
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if ( obj is IHasSliderVelocity hasSliderVelocity )
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beatLength = LegacyRulesetExtensions . GetPrecisionAdjustedBeatLength ( hasSliderVelocity , timingPoint , TaikoRuleset . SHORT_NAME ) ;
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else
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beatLength = timingPoint . BeatLength ;
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double sliderScoringPointDistance = osu_base_scoring_distance * beatmap . Difficulty . SliderMultiplier / beatmap . Difficulty . SliderTickRate ;
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// The velocity and duration of the taiko hit object - calculated as the velocity of a drum roll.
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double taikoVelocity = sliderScoringPointDistance * beatmap . Difficulty . SliderTickRate ;
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taikoDuration = ( int ) ( distance / taikoVelocity * beatLength ) ;
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if ( isForCurrentRuleset )
{
tickSpacing = 0 ;
return false ;
}
double osuVelocity = taikoVelocity * ( 1000f / beatLength ) ;
// osu-stable always uses the speed-adjusted beatlength to determine the osu! velocity, but only uses it for conversion if beatmap version < 8
if ( beatmap . BeatmapInfo . BeatmapVersion > = 8 )
beatLength = timingPoint . BeatLength ;
// If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat
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tickSpacing = Math . Min ( beatLength / beatmap . Difficulty . SliderTickRate , ( double ) taikoDuration / spans ) ;
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return tickSpacing > 0
& & distance / osuVelocity * 1000 < 2 * beatLength ;
}
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protected override Beatmap < TaikoHitObject > CreateBeatmap ( ) = > new TaikoBeatmap ( ) ;
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}
}