1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 12:17:26 +08:00
osu-lazer/osu.Game.Modes.Taiko/Beatmaps/TaikoBeatmapConverter.cs

162 lines
7.0 KiB
C#
Raw Normal View History

2017-03-11 23:34:21 +08:00
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Beatmaps;
using osu.Game.Modes.Objects;
using osu.Game.Modes.Objects.Types;
2017-03-11 23:34:21 +08:00
using osu.Game.Modes.Taiko.Objects;
using System;
2017-03-11 23:34:21 +08:00
using System.Collections.Generic;
using System.Linq;
using osu.Game.Database;
using osu.Game.IO.Serialization;
using osu.Game.Audio;
2017-03-11 23:34:21 +08:00
namespace osu.Game.Modes.Taiko.Beatmaps
{
2017-03-17 12:33:48 +08:00
internal class TaikoBeatmapConverter : IBeatmapConverter<TaikoHitObject>
2017-03-11 23:34:21 +08:00
{
2017-04-03 19:32:03 +08:00
/// <summary>
/// osu! is generally slower than taiko, so a factor is added to increase
/// speed. This must be used everywhere slider length or beat length is used.
/// </summary>
private const float legacy_velocity_multiplier = 1.4f;
/// <summary>
/// Because swells are easier in taiko than spinners are in osu!,
/// legacy taiko multiplies a factor when converting the number of required hits.
/// </summary>
private const float swell_hit_multiplier = 1.65f;
/// <summary>
/// Base osu! slider scoring distance.
/// </summary>
private const float osu_base_scoring_distance = 100;
2017-03-17 13:44:48 +08:00
2017-04-03 14:24:30 +08:00
/// <summary>
/// Drum roll distance that results in a duration of 1 speed-adjusted beat length.
/// </summary>
2017-04-03 19:32:03 +08:00
private const float taiko_base_distance = 100;
2017-04-03 14:24:30 +08:00
2017-03-17 12:33:48 +08:00
public Beatmap<TaikoHitObject> Convert(Beatmap original)
2017-03-11 23:34:21 +08:00
{
BeatmapInfo info = original.BeatmapInfo.DeepClone<BeatmapInfo>();
info.Difficulty.SliderMultiplier *= legacy_velocity_multiplier;
2017-03-17 12:33:48 +08:00
return new Beatmap<TaikoHitObject>(original)
2017-03-11 23:34:21 +08:00
{
BeatmapInfo = info,
HitObjects = original.HitObjects.SelectMany(h => convertHitObject(h, original)).ToList()
};
}
private IEnumerable<TaikoHitObject> convertHitObject(HitObject obj, Beatmap beatmap)
{
// Check if this HitObject is already a TaikoHitObject, and return it if so
var originalTaiko = obj as TaikoHitObject;
if (originalTaiko != null)
yield return originalTaiko;
var distanceData = obj as IHasDistance;
var repeatsData = obj as IHasRepeats;
var endTimeData = obj as IHasEndTime;
2017-03-29 09:59:35 +08:00
// Old osu! used hit sounding to determine various hit type information
List<SampleInfo> samples = obj.Samples;
2017-03-29 09:59:35 +08:00
2017-04-06 11:14:06 +08:00
bool strong = samples.Any(s => s.Name == SampleInfo.HIT_FINISH);
if (distanceData != null)
{
int repeats = repeatsData?.RepeatCount ?? 1;
double speedAdjustment = beatmap.TimingInfo.SpeedMultiplierAt(obj.StartTime);
double speedAdjustedBeatLength = beatmap.TimingInfo.BeatLengthAt(obj.StartTime) * speedAdjustment;
// The true distance, accounting for any repeats. This ends up being the drum roll distance later
2017-04-03 19:32:03 +08:00
double distance = distanceData.Distance * repeats * legacy_velocity_multiplier;
// The velocity of the taiko hit object - calculated as the velocity of a drum roll
double taikoVelocity = taiko_base_distance * beatmap.BeatmapInfo.Difficulty.SliderMultiplier * legacy_velocity_multiplier / speedAdjustedBeatLength;
// The duration of the taiko hit object
double taikoDuration = distance / taikoVelocity;
// For some reason, old osu! always uses speedAdjustment to determine the taiko velocity, but
// only uses it to determine osu! velocity if beatmap version < 8. Let's account for that here.
if (beatmap.BeatmapInfo.BeatmapVersion >= 8)
speedAdjustedBeatLength /= speedAdjustment;
// The velocity of the osu! hit object - calculated as the velocity of a slider
double osuVelocity = osu_base_scoring_distance * beatmap.BeatmapInfo.Difficulty.SliderMultiplier * legacy_velocity_multiplier / speedAdjustedBeatLength;
// The duration of the osu! hit object
double osuDuration = distance / osuVelocity;
// If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat
double tickSpacing = Math.Min(speedAdjustedBeatLength / beatmap.BeatmapInfo.Difficulty.SliderTickRate, taikoDuration / repeats) / 8;
if (tickSpacing > 0 && osuDuration < 2 * speedAdjustedBeatLength)
{
for (double j = obj.StartTime; j <= distanceData.EndTime + tickSpacing; j += tickSpacing)
{
// Todo: This should generate different type of hits (including strongs)
// depending on hitobject sound additions (not implemented fully yet)
yield return new CentreHit
{
StartTime = j,
Samples = obj.Samples,
IsStrong = strong,
};
}
}
else
{
yield return new DrumRoll
{
StartTime = obj.StartTime,
Samples = obj.Samples,
IsStrong = strong,
2017-04-05 12:52:53 +08:00
Duration = taikoDuration,
TickRate = beatmap.BeatmapInfo.Difficulty.SliderTickRate == 3 ? 3 : 4,
};
}
}
else if (endTimeData != null)
{
2017-04-03 19:32:03 +08:00
double hitMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.OverallDifficulty, 3, 5, 7.5) * swell_hit_multiplier;
yield return new Swell
{
StartTime = obj.StartTime,
Samples = obj.Samples,
2017-03-28 09:02:41 +08:00
IsStrong = strong,
2017-04-05 12:52:53 +08:00
Duration = endTimeData.Duration,
RequiredHits = (int)Math.Max(1, endTimeData.Duration / 1000 * hitMultiplier),
};
}
else
2017-03-30 14:51:16 +08:00
{
2017-04-06 11:14:06 +08:00
bool isRim = samples.Any(s => s.Name == SampleInfo.HIT_CLAP || s.Name == SampleInfo.HIT_WHISTLE);
if (isRim)
2017-03-30 14:51:16 +08:00
{
yield return new RimHit
{
StartTime = obj.StartTime,
Samples = obj.Samples,
IsStrong = strong,
};
}
else
{
yield return new CentreHit
{
StartTime = obj.StartTime,
Samples = obj.Samples,
IsStrong = strong,
};
}
2017-03-30 14:51:16 +08:00
}
2017-03-11 23:34:21 +08:00
}
}
}