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osu-lazer/osu.Game.Rulesets.Mania/Replays/ManiaAutoGenerator.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.Collections.Generic;
using System.Linq;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Replays;
namespace osu.Game.Rulesets.Mania.Replays
{
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internal class ManiaAutoGenerator : AutoGenerator
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{
public const double RELEASE_DELAY = 20;
public new ManiaBeatmap Beatmap => (ManiaBeatmap)base.Beatmap;
private readonly ManiaAction[] columnActions;
public ManiaAutoGenerator(ManiaBeatmap beatmap)
: base(beatmap)
{
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Replay = new Replay();
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columnActions = new ManiaAction[Beatmap.TotalColumns];
var normalAction = ManiaAction.Key1;
var specialAction = ManiaAction.Special1;
int totalCounter = 0;
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foreach (var stage in Beatmap.Stages)
{
for (int i = 0; i < stage.Columns; i++)
{
if (stage.IsSpecialColumn(i))
columnActions[totalCounter] = specialAction++;
else
columnActions[totalCounter] = normalAction++;
totalCounter++;
}
}
}
protected Replay Replay;
public override Replay Generate()
{
// Todo: Realistically this shouldn't be needed, but the first frame is skipped with the way replays are currently handled
Replay.Frames.Add(new ManiaReplayFrame(-100000, 0));
var pointGroups = generateActionPoints().GroupBy(a => a.Time).OrderBy(g => g.First().Time);
var actions = new List<ManiaAction>();
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foreach (var group in pointGroups)
{
foreach (var point in group)
{
switch (point)
{
case HitPoint _:
actions.Add(columnActions[point.Column]);
break;
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case ReleasePoint _:
actions.Remove(columnActions[point.Column]);
break;
}
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}
Replay.Frames.Add(new ManiaReplayFrame(group.First().Time, actions.ToArray()));
}
return Replay;
}
private IEnumerable<IActionPoint> generateActionPoints()
{
for (int i = 0; i < Beatmap.HitObjects.Count; i++)
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{
var currentObject = Beatmap.HitObjects[i];
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var nextObjectInColumn = GetNextObject(i); // Get the next object that requires pressing the same button
double endTime = (currentObject as IHasEndTime)?.EndTime ?? currentObject.StartTime;
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bool canDelayKeyUp = nextObjectInColumn == null ||
nextObjectInColumn.StartTime > endTime + RELEASE_DELAY;
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double calculatedDelay = canDelayKeyUp ? RELEASE_DELAY : (nextObjectInColumn.StartTime - endTime) * 0.9;
yield return new HitPoint { Time = currentObject.StartTime, Column = currentObject.Column };
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yield return new ReleasePoint { Time = endTime + calculatedDelay, Column = currentObject.Column };
}
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}
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protected override HitObject GetNextObject(int currentIndex)
{
int desiredColumn = Beatmap.HitObjects[currentIndex++].Column;
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for (; currentIndex < Beatmap.HitObjects.Count; currentIndex++)
{
if (Beatmap.HitObjects[currentIndex].Column == desiredColumn)
return Beatmap.HitObjects[currentIndex];
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}
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return null;
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}
private interface IActionPoint
{
double Time { get; set; }
int Column { get; set; }
}
private struct HitPoint : IActionPoint
{
public double Time { get; set; }
public int Column { get; set; }
}
private struct ReleasePoint : IActionPoint
{
public double Time { get; set; }
public int Column { get; set; }
}
}
}