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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyHitObject.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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using System;
using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
{
/// <summary>
/// Represents a single hit object in taiko difficulty calculation.
/// </summary>
public class TaikoDifficultyHitObject : DifficultyHitObject
{
private readonly IReadOnlyList<TaikoDifficultyHitObject>? monoDifficultyHitObjects;
public readonly int MonoIndex;
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private readonly IReadOnlyList<TaikoDifficultyHitObject> noteObjects;
public readonly int NoteIndex;
/// <summary>
/// The rhythm required to hit this hit object.
/// </summary>
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public readonly TaikoDifficultyHitObjectRhythm Rhythm;
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/// <summary>
/// Colour data for this hit object. This is used by colour evaluator to calculate colour difficulty, but can be used
/// by other skills in the future.
/// This need to be writeable by TaikoDifficultyHitObjectColour so that it can assign potentially reused instances
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/// </summary>
public TaikoDifficultyHitObjectColour? Colour;
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/// <summary>
/// The hit type of this hit object.
/// </summary>
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public readonly HitType? HitType;
/// <summary>
/// Creates a list of <see cref="TaikoDifficultyHitObject"/>s from a <see cref="IBeatmap"/>s.
/// TODO: Review this - this is moved here from TaikoDifficultyCalculator so that TaikoDifficultyCalculator can
/// have less knowledge of implementation details (i.e. creating all the different hitObject lists, and
/// calling FindRepetitionInterval for the final object). The down side of this is
/// TaikoDifficultyHitObejct.CreateDifficultyHitObjects is now pretty much a proxy for this.
/// </summary>
/// <param name="beatmap">The beatmap from which the list of <see cref="TaikoDifficultyHitObject"/> is created.</param>
/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
public static List<DifficultyHitObject> Create(IBeatmap beatmap, double clockRate)
{
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List<DifficultyHitObject> difficultyHitObjects = new List<DifficultyHitObject>();
List<TaikoDifficultyHitObject> centreObjects = new List<TaikoDifficultyHitObject>();
List<TaikoDifficultyHitObject> rimObjects = new List<TaikoDifficultyHitObject>();
List<TaikoDifficultyHitObject> noteObjects = new List<TaikoDifficultyHitObject>();
for (int i = 2; i < beatmap.HitObjects.Count; i++)
{
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difficultyHitObjects.Add(
new TaikoDifficultyHitObject(
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beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, difficultyHitObjects,
centreObjects, rimObjects, noteObjects, difficultyHitObjects.Count)
);
}
var encoded = TaikoDifficultyHitObjectColour.EncodeAndAssign(difficultyHitObjects);
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return difficultyHitObjects;
}
/// <summary>
/// Creates a new difficulty hit object.
/// </summary>
/// <param name="hitObject">The gameplay <see cref="HitObject"/> associated with this difficulty object.</param>
/// <param name="lastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="hitObject"/>.</param>
/// <param name="lastLastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="lastObject"/>.</param>
/// <param name="clockRate">The rate of the gameplay clock. Modified by speed-changing mods.</param>
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/// <param name="objects">The list of all <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
/// <param name="centreHitObjects">The list of centre (don) <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
/// <param name="rimHitObjects">The list of rim (kat) <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
/// <param name="noteObjects">The list of <see cref="DifficultyHitObject"/>s that is a hit (i.e. not a slider or spinner) in the current beatmap.</param>
/// <param name="index">The position of this <see cref="DifficultyHitObject"/> in the <paramref name="objects"/> list.</param>
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///
/// TODO: This argument list is getting long, we might want to refactor this into a static method that create
/// all <see cref="DifficultyHitObject"/>s from a <see cref="IBeatmap"/>.
private TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate,
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List<DifficultyHitObject> objects,
List<TaikoDifficultyHitObject> centreHitObjects,
List<TaikoDifficultyHitObject> rimHitObjects,
List<TaikoDifficultyHitObject> noteObjects, int index)
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: base(hitObject, lastObject, clockRate, objects, index)
{
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var currentHit = hitObject as Hit;
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this.noteObjects = noteObjects;
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Rhythm = getClosestRhythm(lastObject, lastLastObject, clockRate);
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HitType = currentHit?.Type;
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if (HitType == Objects.HitType.Centre)
{
MonoIndex = centreHitObjects.Count;
centreHitObjects.Add(this);
monoDifficultyHitObjects = centreHitObjects;
}
else if (HitType == Objects.HitType.Rim)
{
MonoIndex = rimHitObjects.Count;
rimHitObjects.Add(this);
monoDifficultyHitObjects = rimHitObjects;
}
// Need to be done after HitType is set.
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if (HitType == null) return;
NoteIndex = noteObjects.Count;
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noteObjects.Add(this);
}
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/// <summary>
/// List of most common rhythm changes in taiko maps.
/// </summary>
/// <remarks>
/// The general guidelines for the values are:
/// <list type="bullet">
/// <item>rhythm changes with ratio closer to 1 (that are <i>not</i> 1) are harder to play,</item>
/// <item>speeding up is <i>generally</i> harder than slowing down (with exceptions of rhythm changes requiring a hand switch).</item>
/// </list>
/// </remarks>
private static readonly TaikoDifficultyHitObjectRhythm[] common_rhythms =
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{
new TaikoDifficultyHitObjectRhythm(1, 1, 0.0),
new TaikoDifficultyHitObjectRhythm(2, 1, 0.3),
new TaikoDifficultyHitObjectRhythm(1, 2, 0.5),
new TaikoDifficultyHitObjectRhythm(3, 1, 0.3),
new TaikoDifficultyHitObjectRhythm(1, 3, 0.35),
new TaikoDifficultyHitObjectRhythm(3, 2, 0.6), // purposefully higher (requires hand switch in full alternating gameplay style)
new TaikoDifficultyHitObjectRhythm(2, 3, 0.4),
new TaikoDifficultyHitObjectRhythm(5, 4, 0.5),
new TaikoDifficultyHitObjectRhythm(4, 5, 0.7)
};
/// <summary>
/// Returns the closest rhythm change from <see cref="common_rhythms"/> required to hit this object.
/// </summary>
/// <param name="lastObject">The gameplay <see cref="HitObject"/> preceding this one.</param>
/// <param name="lastLastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="lastObject"/>.</param>
/// <param name="clockRate">The rate of the gameplay clock.</param>
private TaikoDifficultyHitObjectRhythm getClosestRhythm(HitObject lastObject, HitObject lastLastObject, double clockRate)
{
double prevLength = (lastObject.StartTime - lastLastObject.StartTime) / clockRate;
double ratio = DeltaTime / prevLength;
return common_rhythms.OrderBy(x => Math.Abs(x.Ratio - ratio)).First();
}
public TaikoDifficultyHitObject PreviousMono(int backwardsIndex) => monoDifficultyHitObjects.ElementAtOrDefault(MonoIndex - (backwardsIndex + 1));
public TaikoDifficultyHitObject NextMono(int forwardsIndex) => monoDifficultyHitObjects.ElementAtOrDefault(MonoIndex + (forwardsIndex + 1));
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public TaikoDifficultyHitObject PreviousNote(int backwardsIndex) => noteObjects.ElementAtOrDefault(NoteIndex - (backwardsIndex + 1));
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public TaikoDifficultyHitObject NextNote(int forwardsIndex) => noteObjects.ElementAtOrDefault(NoteIndex + (forwardsIndex + 1));
}
}