2019-01-24 16:43:03 +08:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2018-04-13 17:19:50 +08:00
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using System.Collections.Generic;
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using System.Linq;
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2018-11-28 16:20:37 +08:00
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using osu.Game.Replays;
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2018-04-13 17:19:50 +08:00
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Replays;
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namespace osu.Game.Rulesets.Mania.Replays
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{
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2019-03-07 17:30:31 +08:00
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internal class ManiaAutoGenerator : AutoGenerator
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2018-04-13 17:19:50 +08:00
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{
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public const double RELEASE_DELAY = 20;
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public new ManiaBeatmap Beatmap => (ManiaBeatmap)base.Beatmap;
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private readonly ManiaAction[] columnActions;
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public ManiaAutoGenerator(ManiaBeatmap beatmap)
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: base(beatmap)
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{
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2018-11-29 12:22:45 +08:00
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Replay = new Replay();
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2018-04-13 17:19:50 +08:00
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columnActions = new ManiaAction[Beatmap.TotalColumns];
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var normalAction = ManiaAction.Key1;
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var specialAction = ManiaAction.Special1;
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int totalCounter = 0;
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foreach (var stage in Beatmap.Stages)
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{
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for (int i = 0; i < stage.Columns; i++)
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{
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if (stage.IsSpecialColumn(i))
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columnActions[totalCounter] = specialAction++;
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else
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columnActions[totalCounter] = normalAction++;
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totalCounter++;
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}
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}
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}
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protected Replay Replay;
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public override Replay Generate()
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{
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// Todo: Realistically this shouldn't be needed, but the first frame is skipped with the way replays are currently handled
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Replay.Frames.Add(new ManiaReplayFrame(-100000, 0));
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var pointGroups = generateActionPoints().GroupBy(a => a.Time).OrderBy(g => g.First().Time);
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var actions = new List<ManiaAction>();
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foreach (var group in pointGroups)
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{
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foreach (var point in group)
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{
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2018-07-17 13:35:09 +08:00
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switch (point)
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{
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case HitPoint _:
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actions.Add(columnActions[point.Column]);
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break;
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case ReleasePoint _:
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actions.Remove(columnActions[point.Column]);
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break;
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}
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2018-04-13 17:19:50 +08:00
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}
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Replay.Frames.Add(new ManiaReplayFrame(group.First().Time, actions.ToArray()));
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}
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return Replay;
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}
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private IEnumerable<IActionPoint> generateActionPoints()
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{
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foreach (var obj in Beatmap.HitObjects)
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{
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yield return new HitPoint { Time = obj.StartTime, Column = obj.Column };
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yield return new ReleasePoint { Time = ((obj as IHasEndTime)?.EndTime ?? obj.StartTime) + RELEASE_DELAY, Column = obj.Column };
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}
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}
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private interface IActionPoint
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{
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double Time { get; set; }
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int Column { get; set; }
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}
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private struct HitPoint : IActionPoint
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{
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public double Time { get; set; }
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public int Column { get; set; }
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}
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private struct ReleasePoint : IActionPoint
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{
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public double Time { get; set; }
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public int Column { get; set; }
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}
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}
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}
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