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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 ;
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using System.Linq ;
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using JetBrains.Annotations ;
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using osu.Game.Beatmaps ;
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using osu.Game.Rulesets.Objects ;
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using osu.Game.Utils ;
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namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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/// <summary>
/// A pattern generator for legacy hit objects.
/// </summary>
internal abstract class PatternGenerator : Patterns . PatternGenerator
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{
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/// <summary>
/// The column index at which to start generating random notes.
/// </summary>
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protected readonly int RandomStart ;
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/// <summary>
/// The random number generator to use.
/// </summary>
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protected readonly LegacyRandom Random ;
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/// <summary>
/// The beatmap which <see cref="HitObject"/> is being converted from.
/// </summary>
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protected readonly IBeatmap OriginalBeatmap ;
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protected PatternGenerator ( LegacyRandom random , HitObject hitObject , ManiaBeatmap beatmap , Pattern previousPattern , IBeatmap originalBeatmap )
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: base ( hitObject , beatmap , previousPattern )
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{
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ArgumentNullException . ThrowIfNull ( random ) ;
ArgumentNullException . ThrowIfNull ( originalBeatmap ) ;
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Random = random ;
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OriginalBeatmap = originalBeatmap ;
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RandomStart = TotalColumns = = 8 ? 1 : 0 ;
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}
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/// <summary>
/// Converts an x-position into a column.
/// </summary>
/// <param name="position">The x-position.</param>
/// <param name="allowSpecial">Whether to treat as 7K + 1.</param>
/// <returns>The column.</returns>
protected int GetColumn ( float position , bool allowSpecial = false )
{
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if ( allowSpecial & & TotalColumns = = 8 )
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{
const float local_x_divisor = 512f / 7 ;
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return Math . Clamp ( ( int ) MathF . Floor ( position / local_x_divisor ) , 0 , 6 ) + 1 ;
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}
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float localXDivisor = 512f / TotalColumns ;
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return Math . Clamp ( ( int ) MathF . Floor ( position / localXDivisor ) , 0 , TotalColumns - 1 ) ;
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}
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/// <summary>
/// Generates a count of notes to be generated from 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>
/// <param name="p6">Probability for 6 notes to be generated.</param>
/// <returns>The amount of notes to be generated.</returns>
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protected int GetRandomNoteCount ( double p2 , double p3 , double p4 = 0 , double p5 = 0 , double p6 = 0 )
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{
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if ( p2 < 0 | | p2 > 1 ) throw new ArgumentOutOfRangeException ( nameof ( p2 ) ) ;
if ( p3 < 0 | | p3 > 1 ) throw new ArgumentOutOfRangeException ( nameof ( p3 ) ) ;
if ( p4 < 0 | | p4 > 1 ) throw new ArgumentOutOfRangeException ( nameof ( p4 ) ) ;
if ( p5 < 0 | | p5 > 1 ) throw new ArgumentOutOfRangeException ( nameof ( p5 ) ) ;
if ( p6 < 0 | | p6 > 1 ) throw new ArgumentOutOfRangeException ( nameof ( p6 ) ) ;
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double val = Random . NextDouble ( ) ;
if ( val > = 1 - p6 )
return 6 ;
if ( val > = 1 - p5 )
return 5 ;
if ( val > = 1 - p4 )
return 4 ;
if ( val > = 1 - p3 )
return 3 ;
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return val > = 1 - p2 ? 2 : 1 ;
}
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private double? conversionDifficulty ;
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/// <summary>
/// A difficulty factor used for various conversion methods from osu!stable.
/// </summary>
protected double ConversionDifficulty
{
get
{
if ( conversionDifficulty ! = null )
return conversionDifficulty . Value ;
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HitObject lastObject = OriginalBeatmap . HitObjects . LastOrDefault ( ) ;
HitObject firstObject = OriginalBeatmap . HitObjects . FirstOrDefault ( ) ;
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// Drain time in seconds
int drainTime = ( int ) ( ( ( lastObject ? . StartTime ? ? 0 ) - ( firstObject ? . StartTime ? ? 0 ) - OriginalBeatmap . TotalBreakTime ) / 1000 ) ;
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if ( drainTime = = 0 )
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drainTime = 10000 ;
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IBeatmapDifficultyInfo difficulty = OriginalBeatmap . Difficulty ;
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conversionDifficulty = ( ( difficulty . DrainRate + Math . Clamp ( difficulty . ApproachRate , 4 , 7 ) ) / 1.5 + ( double ) OriginalBeatmap . HitObjects . Count / drainTime * 9f ) / 38f * 5f / 1.15 ;
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conversionDifficulty = Math . Min ( conversionDifficulty . Value , 12 ) ;
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return conversionDifficulty . Value ;
}
}
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/// <summary>
/// Finds a new column in which a <see cref="HitObject"/> can be placed.
/// This uses <see cref="GetRandomColumn"/> to pick the next candidate column.
/// </summary>
/// <param name="initialColumn">The initial column to test. This may be returned if it is already a valid column.</param>
/// <param name="patterns">A list of patterns for which the validity of a column should be checked against.
/// A column is not a valid candidate if a <see cref="HitObject"/> occupies the same column in any of the patterns.</param>
/// <returns>A column for which there are no <see cref="HitObject"/>s in any of <paramref name="patterns"/> occupying the same column.</returns>
/// <exception cref="NotEnoughColumnsException">If there are no valid candidate columns.</exception>
protected int FindAvailableColumn ( int initialColumn , params Pattern [ ] patterns )
= > FindAvailableColumn ( initialColumn , null , patterns : patterns ) ;
/// <summary>
/// Finds a new column in which a <see cref="HitObject"/> can be placed.
/// </summary>
/// <param name="initialColumn">The initial column to test. This may be returned if it is already a valid column.</param>
/// <param name="nextColumn">A function to retrieve the next column. If null, a randomisation scheme will be used.</param>
/// <param name="validation">A function to perform additional validation checks to determine if a column is a valid candidate for a <see cref="HitObject"/>.</param>
/// <param name="lowerBound">The minimum column index. If null, <see cref="RandomStart"/> is used.</param>
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/// <param name="upperBound">The maximum column index. If null, <see cref="Patterns.PatternGenerator.TotalColumns">TotalColumns</see> is used.</param>
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/// <param name="patterns">A list of patterns for which the validity of a column should be checked against.
/// A column is not a valid candidate if a <see cref="HitObject"/> occupies the same column in any of the patterns.</param>
/// <returns>A column which has passed the <paramref name="validation"/> check and for which there are no
/// <see cref="HitObject"/>s in any of <paramref name="patterns"/> occupying the same column.</returns>
/// <exception cref="NotEnoughColumnsException">If there are no valid candidate columns.</exception>
protected int FindAvailableColumn ( int initialColumn , int? lowerBound = null , int? upperBound = null , Func < int , int > nextColumn = null , [ InstantHandle ] Func < int , bool > validation = null ,
params Pattern [ ] patterns )
{
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lowerBound ? ? = RandomStart ;
upperBound ? ? = TotalColumns ;
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nextColumn ? ? = _ = > GetRandomColumn ( lowerBound , upperBound ) ;
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// Check for the initial column
if ( isValid ( initialColumn ) )
return initialColumn ;
// Ensure that we have at least one free column, so that an endless loop is avoided
bool hasValidColumns = false ;
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for ( int i = lowerBound . Value ; i < upperBound . Value ; i + + )
{
hasValidColumns = isValid ( i ) ;
if ( hasValidColumns )
break ;
}
if ( ! hasValidColumns )
throw new NotEnoughColumnsException ( ) ;
// Iterate until a valid column is found. This is a random iteration in the default case.
do
{
initialColumn = nextColumn ( initialColumn ) ;
} while ( ! isValid ( initialColumn ) ) ;
return initialColumn ;
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bool isValid ( int column )
{
if ( validation ? . Invoke ( column ) = = false )
return false ;
foreach ( var p in patterns )
{
if ( p . ColumnHasObject ( column ) )
return false ;
}
return true ;
}
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}
/// <summary>
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/// Returns a random column index in the range [<paramref name="lowerBound"/>, <paramref name="upperBound"/>).
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/// </summary>
/// <param name="lowerBound">The minimum column index. If null, <see cref="RandomStart"/> is used.</param>
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/// <param name="upperBound">The maximum column index. If null, <see cref="Patterns.PatternGenerator.TotalColumns"/> is used.</param>
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protected int GetRandomColumn ( int? lowerBound = null , int? upperBound = null ) = > Random . Next ( lowerBound ? ? RandomStart , upperBound ? ? TotalColumns ) ;
/// <summary>
/// Occurs when mania conversion is stuck in an infinite loop unable to find columns to place new hitobjects in.
/// </summary>
public class NotEnoughColumnsException : Exception
{
public NotEnoughColumnsException ( )
: base ( "There were not enough columns to complete conversion." )
{
}
}
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}
}