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osu-lazer/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/HitObjectPatternGenerator.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.
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#nullable disable
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using System;
using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Extensions.EnumExtensions;
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using osuTK;
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using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Game.Utils;
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namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
{
internal class HitObjectPatternGenerator : PatternGenerator
{
public PatternType StairType { get; private set; }
private readonly PatternType convertType;
public HitObjectPatternGenerator(LegacyRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density,
PatternType lastStair, IBeatmap originalBeatmap)
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: base(random, hitObject, beatmap, previousPattern, originalBeatmap)
{
StairType = lastStair;
TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(hitObject.StartTime);
EffectControlPoint effectPoint = beatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime);
var positionData = hitObject as IHasPosition;
float positionSeparation = ((positionData?.Position ?? Vector2.Zero) - previousPosition).Length;
double timeSeparation = hitObject.StartTime - previousTime;
if (timeSeparation <= 80)
{
// More than 187 BPM
convertType |= PatternType.ForceNotStack | PatternType.KeepSingle;
}
else if (timeSeparation <= 95)
{
// More than 157 BPM
convertType |= PatternType.ForceNotStack | PatternType.KeepSingle | lastStair;
}
else if (timeSeparation <= 105)
{
// More than 140 BPM
convertType |= PatternType.ForceNotStack | PatternType.LowProbability;
}
else if (timeSeparation <= 125)
{
// More than 120 BPM
convertType |= PatternType.ForceNotStack;
}
else if (timeSeparation <= 135 && positionSeparation < 20)
{
// More than 111 BPM stream
convertType |= PatternType.Cycle | PatternType.KeepSingle;
}
else if (timeSeparation <= 150 && positionSeparation < 20)
{
// More than 100 BPM stream
convertType |= PatternType.ForceStack | PatternType.LowProbability;
}
else if (positionSeparation < 20 && density >= timingPoint.BeatLength / 2.5)
{
// Low density stream
convertType |= PatternType.Reverse | PatternType.LowProbability;
}
else if (density < timingPoint.BeatLength / 2.5 || effectPoint.KiaiMode)
{
// High density
}
else
convertType |= PatternType.LowProbability;
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if (!convertType.HasFlagFast(PatternType.KeepSingle))
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{
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if (HitObject.Samples.Any(s => s.Name == HitSampleInfo.HIT_FINISH) && TotalColumns != 8)
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convertType |= PatternType.Mirror;
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else if (HitObject.Samples.Any(s => s.Name == HitSampleInfo.HIT_CLAP))
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convertType |= PatternType.Gathered;
}
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}
public override IEnumerable<Pattern> Generate()
{
Pattern generateCore()
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{
var pattern = new Pattern();
if (TotalColumns == 1)
{
addToPattern(pattern, 0);
return pattern;
}
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int lastColumn = PreviousPattern.HitObjects.FirstOrDefault()?.Column ?? 0;
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if (convertType.HasFlagFast(PatternType.Reverse) && PreviousPattern.HitObjects.Any())
{
// Generate a new pattern by copying the last hit objects in reverse-column order
for (int i = RandomStart; i < TotalColumns; i++)
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{
if (PreviousPattern.ColumnHasObject(i))
addToPattern(pattern, RandomStart + TotalColumns - i - 1);
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}
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return pattern;
}
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if (convertType.HasFlagFast(PatternType.Cycle) && PreviousPattern.HitObjects.Count() == 1
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// If we convert to 7K + 1, let's not overload the special key
&& (TotalColumns != 8 || lastColumn != 0)
// Make sure the last column was not the centre column
&& (TotalColumns % 2 == 0 || lastColumn != TotalColumns / 2))
{
// Generate a new pattern by cycling backwards (similar to Reverse but for only one hit object)
int column = RandomStart + TotalColumns - lastColumn - 1;
addToPattern(pattern, column);
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return pattern;
}
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if (convertType.HasFlagFast(PatternType.ForceStack) && PreviousPattern.HitObjects.Any())
{
// Generate a new pattern by placing on the already filled columns
for (int i = RandomStart; i < TotalColumns; i++)
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{
if (PreviousPattern.ColumnHasObject(i))
addToPattern(pattern, i);
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}
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return pattern;
}
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if (PreviousPattern.HitObjects.Count() == 1)
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{
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if (convertType.HasFlagFast(PatternType.Stair))
{
// Generate a new pattern by placing on the next column, cycling back to the start if there is no "next"
int targetColumn = lastColumn + 1;
if (targetColumn == TotalColumns)
targetColumn = RandomStart;
addToPattern(pattern, targetColumn);
return pattern;
}
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if (convertType.HasFlagFast(PatternType.ReverseStair))
{
// Generate a new pattern by placing on the previous column, cycling back to the end if there is no "previous"
int targetColumn = lastColumn - 1;
if (targetColumn == RandomStart - 1)
targetColumn = TotalColumns - 1;
addToPattern(pattern, targetColumn);
return pattern;
}
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}
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if (convertType.HasFlagFast(PatternType.KeepSingle))
return generateRandomNotes(1);
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if (convertType.HasFlagFast(PatternType.Mirror))
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{
if (ConversionDifficulty > 6.5)
return generateRandomPatternWithMirrored(0.12, 0.38, 0.12);
if (ConversionDifficulty > 4)
return generateRandomPatternWithMirrored(0.12, 0.17, 0);
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return generateRandomPatternWithMirrored(0.12, 0, 0);
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}
if (ConversionDifficulty > 6.5)
{
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if (convertType.HasFlagFast(PatternType.LowProbability))
return generateRandomPattern(0.78, 0.42, 0, 0);
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return generateRandomPattern(1, 0.62, 0, 0);
}
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if (ConversionDifficulty > 4)
{
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if (convertType.HasFlagFast(PatternType.LowProbability))
return generateRandomPattern(0.35, 0.08, 0, 0);
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return generateRandomPattern(0.52, 0.15, 0, 0);
}
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if (ConversionDifficulty > 2)
{
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if (convertType.HasFlagFast(PatternType.LowProbability))
return generateRandomPattern(0.18, 0, 0, 0);
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return generateRandomPattern(0.45, 0, 0, 0);
}
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return generateRandomPattern(0, 0, 0, 0);
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}
var p = generateCore();
foreach (var obj in p.HitObjects)
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{
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if (convertType.HasFlagFast(PatternType.Stair) && obj.Column == TotalColumns - 1)
StairType = PatternType.ReverseStair;
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if (convertType.HasFlagFast(PatternType.ReverseStair) && obj.Column == RandomStart)
StairType = PatternType.Stair;
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}
return p.Yield();
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}
/// <summary>
/// Generates random notes.
/// <para>
/// This will generate as many as it can up to <paramref name="noteCount"/>, accounting for
/// any stacks if <see cref="convertType"/> is forcing no stacks.
/// </para>
/// </summary>
/// <param name="noteCount">The amount of notes to generate.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateRandomNotes(int noteCount)
{
var pattern = new Pattern();
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bool allowStacking = !convertType.HasFlagFast(PatternType.ForceNotStack);
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if (!allowStacking)
noteCount = Math.Min(noteCount, TotalColumns - RandomStart - PreviousPattern.ColumnWithObjects);
int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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for (int i = 0; i < noteCount; i++)
{
nextColumn = allowStacking
? FindAvailableColumn(nextColumn, nextColumn: getNextColumn, patterns: pattern)
: FindAvailableColumn(nextColumn, nextColumn: getNextColumn, patterns: new[] { pattern, PreviousPattern });
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addToPattern(pattern, nextColumn);
}
return pattern;
int getNextColumn(int last)
{
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if (convertType.HasFlagFast(PatternType.Gathered))
{
last++;
if (last == TotalColumns)
last = RandomStart;
}
else
last = GetRandomColumn();
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return last;
}
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}
/// <summary>
/// Whether this hit object can generate a note in the special column.
/// </summary>
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private bool hasSpecialColumn => HitObject.Samples.Any(s => s.Name == HitSampleInfo.HIT_CLAP) && HitObject.Samples.Any(s => s.Name == HitSampleInfo.HIT_FINISH);
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/// <summary>
/// Generates a random pattern.
/// </summary>
/// <param name="p2">Probability for 2 notes to be generated.</param>
/// <param name="p3">Probability for 3 notes to be generated.</param>
/// <param name="p4">Probability for 4 notes to be generated.</param>
/// <param name="p5">Probability for 5 notes to be generated.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateRandomPattern(double p2, double p3, double p4, double p5)
{
var pattern = new Pattern();
pattern.Add(generateRandomNotes(getRandomNoteCount(p2, p3, p4, p5)));
if (RandomStart > 0 && hasSpecialColumn)
addToPattern(pattern, 0);
return pattern;
}
/// <summary>
/// Generates a random pattern which has both normal and mirrored notes.
/// </summary>
/// <param name="centreProbability">The probability for a note to be added to the centre column.</param>
/// <param name="p2">Probability for 2 notes to be generated.</param>
/// <param name="p3">Probability for 3 notes to be generated.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateRandomPatternWithMirrored(double centreProbability, double p2, double p3)
{
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if (convertType.HasFlagFast(PatternType.ForceNotStack))
return generateRandomPattern(1 / 2f + p2 / 2, p2, (p2 + p3) / 2, p3);
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var pattern = new Pattern();
int noteCount = getRandomNoteCountMirrored(centreProbability, p2, p3, out bool addToCentre);
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int columnLimit = (TotalColumns % 2 == 0 ? TotalColumns : TotalColumns - 1) / 2;
int nextColumn = GetRandomColumn(upperBound: columnLimit);
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for (int i = 0; i < noteCount; i++)
{
nextColumn = FindAvailableColumn(nextColumn, upperBound: columnLimit, patterns: pattern);
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// Add normal note
addToPattern(pattern, nextColumn);
// Add mirrored note
addToPattern(pattern, RandomStart + TotalColumns - nextColumn - 1);
}
if (addToCentre)
addToPattern(pattern, TotalColumns / 2);
if (RandomStart > 0 && hasSpecialColumn)
addToPattern(pattern, 0);
return pattern;
}
/// <summary>
/// Generates a count of notes to be generated from a list of probabilities.
/// </summary>
/// <param name="p2">Probability for 2 notes to be generated.</param>
/// <param name="p3">Probability for 3 notes to be generated.</param>
/// <param name="p4">Probability for 4 notes to be generated.</param>
/// <param name="p5">Probability for 5 notes to be generated.</param>
/// <returns>The amount of notes to be generated.</returns>
private int getRandomNoteCount(double p2, double p3, double p4, double p5)
{
switch (TotalColumns)
{
case 2:
p2 = 0;
p3 = 0;
p4 = 0;
p5 = 0;
break;
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case 3:
p2 = Math.Min(p2, 0.1);
p3 = 0;
p4 = 0;
p5 = 0;
break;
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case 4:
p2 = Math.Min(p2, 0.23);
p3 = Math.Min(p3, 0.04);
p4 = 0;
p5 = 0;
break;
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case 5:
p3 = Math.Min(p3, 0.15);
p4 = Math.Min(p4, 0.03);
p5 = 0;
break;
}
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if (HitObject.Samples.Any(s => s.Name == HitSampleInfo.HIT_CLAP))
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p2 = 1;
return GetRandomNoteCount(p2, p3, p4, p5);
}
/// <summary>
/// Generates a count of notes to be generated from a list of probabilities.
/// </summary>
/// <param name="centreProbability">The probability for a note to be added to the centre column.</param>
/// <param name="p2">Probability for 2 notes to be generated.</param>
/// <param name="p3">Probability for 3 notes to be generated.</param>
/// <param name="addToCentre">Whether to add a note to the centre column.</param>
/// <returns>The amount of notes to be generated. The note to be added to the centre column will NOT be part of this count.</returns>
private int getRandomNoteCountMirrored(double centreProbability, double p2, double p3, out bool addToCentre)
{
switch (TotalColumns)
{
case 2:
centreProbability = 0;
p2 = 0;
p3 = 0;
break;
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case 3:
centreProbability = Math.Min(centreProbability, 0.03);
p2 = 0;
p3 = 0;
break;
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case 4:
centreProbability = 0;
// Stable requires rngValue > x, which is an inverse-probability. Lazer uses true probability (1 - x).
// But multiplying this value by 2 (stable) is not the same operation as dividing it by 2 (lazer),
// so it needs to be converted to from a probability and then back after the multiplication.
p2 = 1 - Math.Max((1 - p2) * 2, 0.8);
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p3 = 0;
break;
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case 5:
centreProbability = Math.Min(centreProbability, 0.03);
p3 = 0;
break;
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case 6:
centreProbability = 0;
// Stable requires rngValue > x, which is an inverse-probability. Lazer uses true probability (1 - x).
// But multiplying this value by 2 (stable) is not the same operation as dividing it by 2 (lazer),
// so it needs to be converted to from a probability and then back after the multiplication.
p2 = 1 - Math.Max((1 - p2) * 2, 0.5);
p3 = 1 - Math.Max((1 - p3) * 2, 0.85);
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break;
}
// The stable values were allowed to exceed 1, which indicate <0% probability.
// These values needs to be clamped otherwise GetRandomNoteCount() will throw an exception.
p2 = Math.Clamp(p2, 0, 1);
p3 = Math.Clamp(p3, 0, 1);
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double centreVal = Random.NextDouble();
int noteCount = GetRandomNoteCount(p2, p3);
addToCentre = TotalColumns % 2 != 0 && noteCount != 3 && centreVal > 1 - centreProbability;
return noteCount;
}
/// <summary>
/// Constructs and adds a note to a pattern.
/// </summary>
/// <param name="pattern">The pattern to add to.</param>
/// <param name="column">The column to add the note to.</param>
private void addToPattern(Pattern pattern, int column)
{
pattern.Add(new Note
{
StartTime = HitObject.StartTime,
Samples = HitObject.Samples,
Column = column
});
}
}
}