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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/StaminaCheeseDetector.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;
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using System.Collections.Generic;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
{
/// <summary>
/// Detects special hit object patterns which are easier to hit using special techniques
/// than normally assumed in the fully-alternating play style.
/// </summary>
/// <remarks>
/// This component detects two basic types of patterns, leveraged by the following techniques:
/// <list>
/// <item>Rolling allows hitting patterns with quickly and regularly alternating notes with a single hand.</item>
/// <item>TL tapping makes hitting longer sequences of consecutive same-colour notes with little to no colour changes in-between.</item>
/// </list>
/// </remarks>
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public class StaminaCheeseDetector
{
/// <summary>
/// The minimum number of consecutive objects with repeating patterns that can be classified as hittable using a roll.
/// </summary>
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private const int roll_min_repetitions = 12;
/// <summary>
/// The minimum number of consecutive objects with repeating patterns that can be classified as hittable using a TL tap.
/// </summary>
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private const int tl_min_repetitions = 16;
/// <summary>
/// The list of all <see cref="TaikoDifficultyHitObject"/>s in the map.
/// </summary>
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private readonly List<TaikoDifficultyHitObject> hitObjects;
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public StaminaCheeseDetector(List<TaikoDifficultyHitObject> hitObjects)
{
this.hitObjects = hitObjects;
}
/// <summary>
/// Finds and marks all objects in <see cref="hitObjects"/> that special difficulty-reducing techiques apply to
/// with the <see cref="TaikoDifficultyHitObject.StaminaCheese"/> flag.
/// </summary>
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public void FindCheese()
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{
findRolls(3);
findRolls(4);
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findTlTap(0, HitType.Rim);
findTlTap(1, HitType.Rim);
findTlTap(0, HitType.Centre);
findTlTap(1, HitType.Centre);
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}
/// <summary>
/// Finds and marks all sequences hittable using a roll.
/// </summary>
/// <param name="patternLength">The length of a single repeating pattern to consider (triplets/quadruplets).</param>
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private void findRolls(int patternLength)
{
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var history = new LimitedCapacityQueue<TaikoDifficultyHitObject>(2 * patternLength);
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// for convenience, we're tracking the index of the item *before* our suspected repeat's start,
// as that index can be simply subtracted from the current index to get the number of elements in between
// without off-by-one errors
int indexBeforeLastRepeat = -1;
int lastMarkEnd = 0;
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for (int i = 0; i < hitObjects.Count; i++)
{
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history.Enqueue(hitObjects[i]);
if (!history.Full)
continue;
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if (!containsPatternRepeat(history, patternLength))
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{
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// we're setting this up for the next iteration, hence the +1.
// right here this index will point at the queue's front (oldest item),
// but that item is about to be popped next loop with an enqueue.
indexBeforeLastRepeat = i - history.Count + 1;
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continue;
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}
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int repeatedLength = i - indexBeforeLastRepeat;
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if (repeatedLength < roll_min_repetitions)
continue;
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markObjectsAsCheese(Math.Max(lastMarkEnd, i - repeatedLength + 1), i);
lastMarkEnd = i;
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}
}
/// <summary>
/// Determines whether the objects stored in <paramref name="history"/> contain a repetition of a pattern of length <paramref name="patternLength"/>.
/// </summary>
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private static bool containsPatternRepeat(LimitedCapacityQueue<TaikoDifficultyHitObject> history, int patternLength)
{
for (int j = 0; j < patternLength; j++)
{
if (history[j].HitType != history[j + patternLength].HitType)
return false;
}
return true;
}
/// <summary>
/// Finds and marks all sequences hittable using a TL tap.
/// </summary>
/// <param name="parity">Whether sequences starting with an odd- (1) or even-indexed (0) hit object should be checked.</param>
/// <param name="type">The type of hit to check for TL taps.</param>
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private void findTlTap(int parity, HitType type)
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{
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int tlLength = -2;
int lastMarkEnd = 0;
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for (int i = parity; i < hitObjects.Count; i += 2)
{
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if (hitObjects[i].HitType == type)
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tlLength += 2;
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else
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tlLength = -2;
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if (tlLength < tl_min_repetitions)
continue;
markObjectsAsCheese(Math.Max(lastMarkEnd, i - tlLength + 1), i);
lastMarkEnd = i;
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}
}
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/// <summary>
/// Marks all objects from <paramref name="start"/> to <paramref name="end"/> (inclusive) as <see cref="TaikoDifficultyHitObject.StaminaCheese"/>.
/// </summary>
private void markObjectsAsCheese(int start, int end)
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{
for (int i = start; i <= end; i++)
hitObjects[i].StaminaCheese = true;
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}
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}
}