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osu-lazer/osu.Game/Beatmaps/IBeatmap.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.Beatmaps.ControlPoints;
using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Beatmaps
{
/// <summary>
/// A materialised beatmap.
/// Generally this interface will be implemented alongside <see cref="IBeatmap{T}"/>, which exposes the ruleset-typed hit objects.
/// </summary>
public interface IBeatmap
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{
/// <summary>
/// This beatmap's info.
/// </summary>
BeatmapInfo BeatmapInfo { get; set; }
/// <summary>
/// This beatmap's metadata.
/// </summary>
BeatmapMetadata Metadata { get; }
/// <summary>
/// This beatmap's difficulty settings.
/// </summary>
public BeatmapDifficulty Difficulty { get; set; }
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/// <summary>
/// The control points in this beatmap.
/// </summary>
ControlPointInfo ControlPointInfo { get; set; }
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/// <summary>
/// The breaks in this beatmap.
/// </summary>
List<BreakPeriod> Breaks { get; }
/// <summary>
/// Total amount of break time in the beatmap.
/// </summary>
double TotalBreakTime { get; }
/// <summary>
/// The hitobjects contained by this beatmap.
/// </summary>
IReadOnlyList<HitObject> HitObjects { get; }
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/// <summary>
/// Returns statistics for the <see cref="HitObjects"/> contained in this beatmap.
/// </summary>
IEnumerable<BeatmapStatistic> GetStatistics();
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/// <summary>
/// Finds the most common beat length represented by the control points in this beatmap.
/// </summary>
double GetMostCommonBeatLength();
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/// <summary>
/// Creates a shallow-clone of this beatmap and returns it.
/// </summary>
/// <returns>The shallow-cloned beatmap.</returns>
IBeatmap Clone();
}
/// <summary>
/// A materialised beatmap containing converted HitObjects.
/// </summary>
public interface IBeatmap<out T> : IBeatmap
where T : HitObject
{
/// <summary>
/// The hitobjects contained by this beatmap.
/// </summary>
new IReadOnlyList<T> HitObjects { get; }
}
public static class BeatmapExtensions
{
/// <summary>
/// Finds the maximum achievable combo by hitting all <see cref="HitObject"/>s in a beatmap.
/// </summary>
public static int GetMaxCombo(this IBeatmap beatmap)
{
int combo = 0;
foreach (var h in beatmap.HitObjects)
addCombo(h, ref combo);
return combo;
static void addCombo(HitObject hitObject, ref int combo)
{
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if (hitObject.Judgement.MaxResult.AffectsCombo())
combo++;
foreach (var nested in hitObject.NestedHitObjects)
addCombo(nested, ref combo);
}
}
/// <summary>
/// Find the total milliseconds between the first and last hittable objects.
/// </summary>
/// <remarks>
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/// This is cached to <see cref="BeatmapInfo.Length"/>, so using that is preferable when available.
/// </remarks>
public static double CalculatePlayableLength(this IBeatmap beatmap) => CalculatePlayableLength(beatmap.HitObjects);
/// <summary>
/// Find the total milliseconds between the first and last hittable objects, excluding any break time.
/// </summary>
public static double CalculateDrainLength(this IBeatmap beatmap) => CalculatePlayableLength(beatmap.HitObjects) - beatmap.TotalBreakTime;
/// <summary>
/// Find the timestamps in milliseconds of the start and end of the playable region.
/// </summary>
public static (double start, double end) CalculatePlayableBounds(this IBeatmap beatmap) => CalculatePlayableBounds(beatmap.HitObjects);
/// <summary>
/// Find the absolute end time of the latest <see cref="HitObject"/> in a beatmap. Will throw if beatmap contains no objects.
/// </summary>
/// <remarks>
/// This correctly accounts for rulesets which have concurrent hitobjects which may have durations, causing the .Last() object
/// to not necessarily have the latest end time.
///
/// It's not super efficient so calls should be kept to a minimum.
/// </remarks>
public static double GetLastObjectTime(this IBeatmap beatmap) => beatmap.HitObjects.Max(h => h.GetEndTime());
#region Helper methods
/// <summary>
/// Find the total milliseconds between the first and last hittable objects.
/// </summary>
/// <remarks>
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/// This is cached to <see cref="BeatmapInfo.Length"/>, so using that is preferable when available.
/// </remarks>
public static double CalculatePlayableLength(IEnumerable<HitObject> objects)
{
(double start, double end) = CalculatePlayableBounds(objects);
return end - start;
}
/// <summary>
/// Find the timestamps in milliseconds of the start and end of the playable region.
/// </summary>
public static (double start, double end) CalculatePlayableBounds(IEnumerable<HitObject> objects)
{
if (!objects.Any())
return (0, 0);
double lastObjectTime = objects.Max(o => o.GetEndTime());
double firstObjectTime = objects.First().StartTime;
return (firstObjectTime, lastObjectTime);
}
#endregion
}
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}