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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Colour/TaikoColourDifficultyPreprocessor.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.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
{
/// <summary>
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/// Utility class to perform various encodings.
/// </summary>
public static class TaikoColourDifficultyPreprocessor
{
/// <summary>
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/// Processes and encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="TaikoDifficultyHitObjectColour"/>s,
/// assigning the appropriate <see cref="TaikoDifficultyHitObjectColour"/>s to each <see cref="TaikoDifficultyHitObject"/>,
/// and pre-evaluating colour difficulty of each <see cref="TaikoDifficultyHitObject"/>.
/// </summary>
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public static void ProcessAndAssign(List<DifficultyHitObject> hitObjects)
{
List<CoupledColourEncoding> encodings = encode(hitObjects);
// Assign indexing and encoding data to all relevant objects. Only the first note of each encoding type is
// assigned with the relevant encodings.
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foreach (var coupledEncoding in encodings)
{
coupledEncoding.Payload[0].Payload[0].EncodedData[0].Colour.CoupledColourEncoding = coupledEncoding;
// The outermost loop is kept a ForEach loop since it doesn't need index information, and we want to
// keep i and j for ColourEncoding's and MonoEncoding's index respectively, to keep it in line with
// documentation.
for (int i = 0; i < coupledEncoding.Payload.Count; ++i)
{
ColourEncoding colourEncoding = coupledEncoding.Payload[i];
colourEncoding.Parent = coupledEncoding;
colourEncoding.Index = i;
colourEncoding.Payload[0].EncodedData[0].Colour.ColourEncoding = colourEncoding;
for (int j = 0; j < colourEncoding.Payload.Count; ++j)
{
MonoEncoding monoEncoding = colourEncoding.Payload[j];
monoEncoding.Parent = colourEncoding;
monoEncoding.Index = j;
monoEncoding.EncodedData[0].Colour.MonoEncoding = monoEncoding;
}
}
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}
}
/// <summary>
/// Encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="CoupledColourEncoding"/>s.
/// </summary>
private static List<CoupledColourEncoding> encode(List<DifficultyHitObject> data)
{
List<MonoEncoding> firstPass = encodeMono(data);
List<ColourEncoding> secondPass = encodeColour(firstPass);
List<CoupledColourEncoding> thirdPass = encodeCoupledColour(secondPass);
return thirdPass;
}
/// <summary>
/// Encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="MonoEncoding"/>s.
/// </summary>
private static List<MonoEncoding> encodeMono(List<DifficultyHitObject> data)
{
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List<MonoEncoding> encodings = new List<MonoEncoding>();
MonoEncoding? currentEncoding = null;
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for (int i = 0; i < data.Count; i++)
{
TaikoDifficultyHitObject taikoObject = (TaikoDifficultyHitObject)data[i];
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// This ignores all non-note objects, which may or may not be the desired behaviour
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TaikoDifficultyHitObject? previousObject = taikoObject.PreviousNote(0);
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// If this is the first object in the list or the colour changed, create a new mono encoding
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if (currentEncoding == null || previousObject == null || (taikoObject.BaseObject as Hit)?.Type != (previousObject.BaseObject as Hit)?.Type)
{
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currentEncoding = new MonoEncoding();
encodings.Add(currentEncoding);
}
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// Add the current object to the encoded payload.
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currentEncoding.EncodedData.Add(taikoObject);
}
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return encodings;
}
/// <summary>
/// Encodes a list of <see cref="MonoEncoding"/>s into a list of <see cref="ColourEncoding"/>s.
/// </summary>
private static List<ColourEncoding> encodeColour(List<MonoEncoding> data)
{
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List<ColourEncoding> encodings = new List<ColourEncoding>();
ColourEncoding? currentEncoding = null;
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for (int i = 0; i < data.Count; i++)
{
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// Start a new ColourEncoding if the previous MonoEncoding has a different mono length, or if this is the first MonoEncoding in the list.
if (currentEncoding == null || data[i].RunLength != data[i - 1].RunLength)
{
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currentEncoding = new ColourEncoding();
encodings.Add(currentEncoding);
}
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// Add the current MonoEncoding to the encoded payload.
currentEncoding.Payload.Add(data[i]);
}
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return encodings;
}
/// <summary>
/// Encodes a list of <see cref="ColourEncoding"/>s into a list of <see cref="CoupledColourEncoding"/>s.
/// </summary>
private static List<CoupledColourEncoding> encodeCoupledColour(List<ColourEncoding> data)
{
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List<CoupledColourEncoding> encodings = new List<CoupledColourEncoding>();
CoupledColourEncoding? currentEncoding = null;
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for (int i = 0; i < data.Count; i++)
{
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// Start a new CoupledColourEncoding. ColourEncodings that should be grouped together will be handled later within this loop.
currentEncoding = new CoupledColourEncoding(currentEncoding);
// Determine if future ColourEncodings should be grouped.
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bool isCoupled = i < data.Count - 2 && data[i].IsRepetitionOf(data[i + 2]);
if (!isCoupled)
{
// If not, add the current ColourEncoding to the encoded payload and continue.
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currentEncoding.Payload.Add(data[i]);
}
else
{
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// If so, add the current ColourEncoding to the encoded payload and start repeatedly checking if the
// subsequent ColourEncodings should be grouped by increasing i and doing the appropriate isCoupled check.
while (isCoupled)
{
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currentEncoding.Payload.Add(data[i]);
i++;
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isCoupled = i < data.Count - 2 && data[i].IsRepetitionOf(data[i + 2]);
}
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// Skip over viewed data and add the rest to the payload
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currentEncoding.Payload.Add(data[i]);
currentEncoding.Payload.Add(data[i + 1]);
i++;
}
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encodings.Add(currentEncoding);
}
// Final pass to find repetition intervals
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for (int i = 0; i < encodings.Count; i++)
{
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encodings[i].FindRepetitionInterval();
}
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return encodings;
}
}
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}