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osu-lazer/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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;
using System;
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using System.Collections.Generic;
using System.Linq;
using osu.Game.IO.Serialization;
using osu.Game.Audio;
using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Rulesets.Taiko.Beatmaps
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{
internal class TaikoBeatmapConverter : BeatmapConverter<TaikoHitObject>
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{
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/// <summary>
/// osu! is generally slower than taiko, so a factor is added to increase
/// speed. This must be used everywhere slider length or beat length is used.
/// </summary>
private const float legacy_velocity_multiplier = 1.4f;
/// <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;
/// <summary>
/// Base osu! slider scoring distance.
/// </summary>
private const float osu_base_scoring_distance = 100;
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/// <summary>
/// Drum roll distance that results in a duration of 1 speed-adjusted beat length.
/// </summary>
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private const float taiko_base_distance = 100;
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private readonly bool isForCurrentRuleset;
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protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(HitObject) };
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public TaikoBeatmapConverter(bool isForCurrentRuleset)
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{
this.isForCurrentRuleset = isForCurrentRuleset;
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}
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protected override Beatmap<TaikoHitObject> ConvertBeatmap(Beatmap original)
{
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// Rewrite the beatmap info to add the slider velocity multiplier
BeatmapInfo info = original.BeatmapInfo.DeepClone();
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info.BaseDifficulty.SliderMultiplier *= legacy_velocity_multiplier;
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Beatmap<TaikoHitObject> converted = base.ConvertBeatmap(original);
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if (original.BeatmapInfo.RulesetID == 3)
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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();
if (x.Skip(1).Any())
first.IsStrong = true;
return first;
}).ToList();
}
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return converted;
}
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protected override IEnumerable<TaikoHitObject> ConvertHitObject(HitObject obj, Beatmap beatmap)
{
var distanceData = obj as IHasDistance;
var repeatsData = obj as IHasRepeats;
var endTimeData = obj as IHasEndTime;
var curveData = obj as IHasCurve;
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// Old osu! used hit sounding to determine various hit type information
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List<SampleInfo> samples = obj.Samples;
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bool strong = samples.Any(s => s.Name == SampleInfo.HIT_FINISH);
if (distanceData != null)
{
// Number of spans of the object - one for the initial length and for each repeat
int spans = repeatsData?.SpanCount() ?? 1;
TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(obj.StartTime);
DifficultyControlPoint difficultyPoint = beatmap.ControlPointInfo.DifficultyPointAt(obj.StartTime);
double speedAdjustment = difficultyPoint.SpeedMultiplier;
double speedAdjustedBeatLength = timingPoint.BeatLength / speedAdjustment;
// The true distance, accounting for any repeats. This ends up being the drum roll distance later
double distance = distanceData.Distance * spans * legacy_velocity_multiplier;
// The velocity of the taiko hit object - calculated as the velocity of a drum roll
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double taikoVelocity = taiko_base_distance * beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier * legacy_velocity_multiplier / speedAdjustedBeatLength;
// The duration of the taiko hit object
double taikoDuration = distance / taikoVelocity;
// The velocity of the osu! hit object - calculated as the velocity of a slider
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double osuVelocity = osu_base_scoring_distance * beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier * legacy_velocity_multiplier / speedAdjustedBeatLength;
// The duration of the osu! hit object
double osuDuration = distance / osuVelocity;
// osu-stable always uses the speed-adjusted beatlength to determine the velocities, but
// only uses it for tick rate if beatmap version < 8
if (beatmap.BeatmapInfo.BeatmapVersion >= 8)
speedAdjustedBeatLength *= speedAdjustment;
// If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat
double tickSpacing = Math.Min(speedAdjustedBeatLength / beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate, taikoDuration / spans);
if (!isForCurrentRuleset && tickSpacing > 0 && osuDuration < 2 * speedAdjustedBeatLength)
{
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List<List<SampleInfo>> allSamples = curveData != null ? curveData.RepeatSamples : new List<List<SampleInfo>>(new[] { samples });
int i = 0;
for (double j = obj.StartTime; j <= obj.StartTime + taikoDuration + tickSpacing / 8; j += tickSpacing)
{
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List<SampleInfo> currentSamples = allSamples[i];
bool isRim = currentSamples.Any(s => s.Name == SampleInfo.HIT_CLAP || s.Name == SampleInfo.HIT_WHISTLE);
strong = currentSamples.Any(s => s.Name == SampleInfo.HIT_FINISH);
if (isRim)
{
yield return new RimHit
{
StartTime = j,
Samples = currentSamples,
IsStrong = strong
};
}
else
{
yield return new CentreHit
{
StartTime = j,
Samples = currentSamples,
IsStrong = strong,
};
}
i = (i + 1) % allSamples.Count;
}
}
else
{
yield return new DrumRoll
{
StartTime = obj.StartTime,
Samples = obj.Samples,
IsStrong = strong,
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Duration = taikoDuration,
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TickRate = beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate == 3 ? 3 : 4,
};
}
}
else if (endTimeData != null)
{
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double hitMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty, 3, 5, 7.5) * swell_hit_multiplier;
yield return new Swell
{
StartTime = obj.StartTime,
Samples = obj.Samples,
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IsStrong = strong,
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Duration = endTimeData.Duration,
RequiredHits = (int)Math.Max(1, endTimeData.Duration / 1000 * hitMultiplier),
};
}
else
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{
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bool isRim = samples.Any(s => s.Name == SampleInfo.HIT_CLAP || s.Name == SampleInfo.HIT_WHISTLE);
if (isRim)
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{
yield return new RimHit
{
StartTime = obj.StartTime,
Samples = obj.Samples,
IsStrong = strong,
};
}
else
{
yield return new CentreHit
{
StartTime = obj.StartTime,
Samples = obj.Samples,
IsStrong = strong,
};
}
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}
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}
}
}