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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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2022-07-14 16:29:23 +08:00
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using System.Collections.Generic;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
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{
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/// <summary>
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/// Utility class to perform various encodings.
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/// </summary>
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public static class TaikoColourDifficultyPreprocessor
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{
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/// <summary>
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/// Processes and encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="TaikoDifficultyHitObjectColour"/>s,
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/// assigning the appropriate <see cref="TaikoDifficultyHitObjectColour"/>s to each <see cref="TaikoDifficultyHitObject"/>,
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/// and pre-evaluating colour difficulty of each <see cref="TaikoDifficultyHitObject"/>.
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/// </summary>
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public static void ProcessAndAssign(List<DifficultyHitObject> hitObjects)
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{
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List<CoupledColourEncoding> encodings = encode(hitObjects);
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// Assign indexing and encoding data to all relevant objects. Only the first note of each encoding type is
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// assigned with the relevant encodings.
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foreach (var coupledEncoding in encodings)
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{
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coupledEncoding.Payload[0].Payload[0].EncodedData[0].Colour.CoupledColourEncoding = coupledEncoding;
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// The outermost loop is kept a ForEach loop since it doesn't need index information, and we want to
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// keep i and j for ColourEncoding's and MonoEncoding's index respectively, to keep it in line with
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// documentation.
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for (int i = 0; i < coupledEncoding.Payload.Count; ++i)
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{
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ColourEncoding colourEncoding = coupledEncoding.Payload[i];
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colourEncoding.Parent = coupledEncoding;
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colourEncoding.Index = i;
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colourEncoding.Payload[0].EncodedData[0].Colour.ColourEncoding = colourEncoding;
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for (int j = 0; j < colourEncoding.Payload.Count; ++j)
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{
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MonoEncoding monoEncoding = colourEncoding.Payload[j];
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monoEncoding.Parent = colourEncoding;
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monoEncoding.Index = j;
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monoEncoding.EncodedData[0].Colour.MonoEncoding = monoEncoding;
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}
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}
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}
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}
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/// <summary>
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/// Encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="CoupledColourEncoding"/>s.
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/// </summary>
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private static List<CoupledColourEncoding> encode(List<DifficultyHitObject> data)
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{
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List<MonoEncoding> firstPass = encodeMono(data);
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List<ColourEncoding> secondPass = encodeColour(firstPass);
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List<CoupledColourEncoding> thirdPass = encodeCoupledColour(secondPass);
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return thirdPass;
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}
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/// <summary>
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/// Encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="MonoEncoding"/>s.
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/// </summary>
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private static List<MonoEncoding> encodeMono(List<DifficultyHitObject> data)
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{
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List<MonoEncoding> encodings = new List<MonoEncoding>();
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MonoEncoding? currentEncoding = null;
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for (int i = 0; i < data.Count; i++)
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{
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TaikoDifficultyHitObject taikoObject = (TaikoDifficultyHitObject)data[i];
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// This ignores all non-note objects, which may or may not be the desired behaviour
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TaikoDifficultyHitObject? previousObject = taikoObject.PreviousNote(0);
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// If this is the first object in the list or the colour changed, create a new mono encoding
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if (currentEncoding == null || (taikoObject.BaseObject as Hit)?.Type != (previousObject?.BaseObject as Hit)?.Type)
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{
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currentEncoding = new MonoEncoding();
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encodings.Add(currentEncoding);
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}
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// Add the current object to the encoded payload.
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currentEncoding.EncodedData.Add(taikoObject);
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}
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return encodings;
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}
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/// <summary>
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/// Encodes a list of <see cref="MonoEncoding"/>s into a list of <see cref="ColourEncoding"/>s.
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/// </summary>
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private static List<ColourEncoding> encodeColour(List<MonoEncoding> data)
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{
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List<ColourEncoding> encodings = new List<ColourEncoding>();
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ColourEncoding? currentEncoding = null;
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for (int i = 0; i < data.Count; i++)
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{
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// Start a new ColourEncoding if the previous MonoEncoding has a different mono length, or if this is the first MonoEncoding in the list.
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if (currentEncoding == null || data[i].RunLength != data[i - 1].RunLength)
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{
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currentEncoding = new ColourEncoding();
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encodings.Add(currentEncoding);
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}
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// Add the current MonoEncoding to the encoded payload.
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currentEncoding.Payload.Add(data[i]);
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}
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return encodings;
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}
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/// <summary>
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/// Encodes a list of <see cref="ColourEncoding"/>s into a list of <see cref="CoupledColourEncoding"/>s.
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/// </summary>
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private static List<CoupledColourEncoding> encodeCoupledColour(List<ColourEncoding> data)
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{
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List<CoupledColourEncoding> encodings = new List<CoupledColourEncoding>();
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CoupledColourEncoding? currentEncoding = null;
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for (int i = 0; i < data.Count; i++)
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{
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// Start a new CoupledColourEncoding. ColourEncodings that should be grouped together will be handled later within this loop.
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currentEncoding = new CoupledColourEncoding(currentEncoding);
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// Determine if future ColourEncodings should be grouped.
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bool isCoupled = i < data.Count - 2 && data[i].IsRepetitionOf(data[i + 2]);
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if (!isCoupled)
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{
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// If not, add the current ColourEncoding to the encoded payload and continue.
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currentEncoding.Payload.Add(data[i]);
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}
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else
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{
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// If so, add the current ColourEncoding to the encoded payload and start repeatedly checking if the
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// subsequent ColourEncodings should be grouped by increasing i and doing the appropriate isCoupled check.
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while (isCoupled)
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{
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currentEncoding.Payload.Add(data[i]);
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i++;
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isCoupled = i < data.Count - 2 && data[i].IsRepetitionOf(data[i + 2]);
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}
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// Skip over viewed data and add the rest to the payload
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currentEncoding.Payload.Add(data[i]);
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currentEncoding.Payload.Add(data[i + 1]);
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i++;
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}
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encodings.Add(currentEncoding);
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}
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// Final pass to find repetition intervals
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for (int i = 0; i < encodings.Count; i++)
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{
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encodings[i].FindRepetitionInterval();
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}
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return encodings;
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}
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}
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}
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