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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Rhythm/TaikoRhythmData.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.
using System;
using System.Linq;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm
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{
/// <summary>
/// Stores rhythm data for a <see cref="TaikoDifficultyHitObject"/>.
/// </summary>
public class TaikoRhythmData
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{
/// <summary>
/// The group of hit objects with consistent rhythm that this object belongs to.
/// </summary>
public SameRhythmHitObjectGrouping? SameRhythmGroupedHitObjects;
/// <summary>
/// The larger pattern of rhythm groups that this object is part of.
/// </summary>
public SamePatternsGroupedHitObjects? SamePatternsGroupedHitObjects;
/// <summary>
/// The ratio of current <see cref="Rulesets.Difficulty.Preprocessing.DifficultyHitObject.DeltaTime"/>
/// to previous <see cref="Rulesets.Difficulty.Preprocessing.DifficultyHitObject.DeltaTime"/> for the rhythm change.
/// A <see cref="Ratio"/> above 1 indicates a slow-down; a <see cref="Ratio"/> below 1 indicates a speed-up.
/// </summary>
/// <remarks>
/// This is snapped to the closest matching <see cref="common_ratios"/>.
/// </remarks>
public readonly double Ratio;
/// <summary>
/// Initialises a new instance of <see cref="TaikoRhythmData"/>s,
/// calculating the closest rhythm change and its associated difficulty for the current hit object.
/// </summary>
/// <param name="current">The current <see cref="TaikoDifficultyHitObject"/> being processed.</param>
public TaikoRhythmData(TaikoDifficultyHitObject current)
{
var previous = current.Previous(0);
if (previous == null)
{
Ratio = 1;
return;
}
double actualRatio = current.DeltaTime / previous.DeltaTime;
double closestRatio = common_ratios.OrderBy(r => Math.Abs(r - actualRatio)).First();
Ratio = closestRatio;
}
/// <summary>
/// List of most common rhythm changes in taiko maps. Based on how each object's interval compares to the previous object.
/// </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 double[] common_ratios = new[]
{
1.0 / 1,
2.0 / 1,
1.0 / 2,
3.0 / 1,
1.0 / 3,
3.0 / 2,
2.0 / 3,
5.0 / 4,
4.0 / 5
};
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}
}