1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-16 03:02:53 +08:00
osu-lazer/osu.Game.Rulesets.Osu/Edit/Checks/CheckTimeDistanceEquality.cs

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

180 lines
7.8 KiB
C#
Raw Normal View History

2021-06-21 21:30:23 +08:00
// 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.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Checks.Components;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Edit.Checks
{
public class CheckTimeDistanceEquality : ICheck
{
/// <summary>
/// Two objects this many ms apart or more are skipped. (200 BPM 2/1)
/// </summary>
private const double pattern_lifetime = 600;
2021-06-21 21:30:23 +08:00
/// <summary>
/// Two objects this distance apart or less are skipped.
/// </summary>
private const double stack_leniency = 12;
/// <summary>
/// How long an observation is relevant for comparison. (120 BPM 8/1)
/// </summary>
private const double observation_lifetime = 4000;
/// <summary>
/// How different two delta times can be to still be compared. (240 BPM 1/16)
/// </summary>
private const double similar_time_leniency = 16;
/// <summary>
/// How many pixels are subtracted from the difference between current and expected distance.
/// </summary>
private const double distance_leniency_absolute_warning = 10;
/// <summary>
/// How much of the current distance that the difference can make out.
/// </summary>
private const double distance_leniency_percent_warning = 0.15;
2021-06-21 21:30:23 +08:00
private const double distance_leniency_absolute_problem = 20;
private const double distance_leniency_percent_problem = 0.3;
public CheckMetadata Metadata { get; } = new CheckMetadata(CheckCategory.Spread, "Object too close or far away from previous");
public IEnumerable<IssueTemplate> PossibleTemplates => new IssueTemplate[]
{
new IssueTemplateIrregularSpacingProblem(this),
new IssueTemplateIrregularSpacingWarning(this)
};
/// <summary>
/// Represents an observation of the time and distance between two objects.
/// </summary>
private readonly struct ObservedTimeDistance
{
public readonly double ObservationTime;
public readonly double DeltaTime;
public readonly double Distance;
public ObservedTimeDistance(double observationTime, double deltaTime, double distance)
{
ObservationTime = observationTime;
DeltaTime = deltaTime;
Distance = distance;
}
}
public IEnumerable<Issue> Run(BeatmapVerifierContext context)
{
if (context.InterpretedDifficulty > DifficultyRating.Normal)
yield break;
var prevObservedTimeDistances = new List<ObservedTimeDistance>();
var hitObjects = context.Beatmap.HitObjects;
for (int i = 0; i < hitObjects.Count - 1; ++i)
{
if (!(hitObjects[i] is OsuHitObject hitObject) || hitObject is Spinner)
continue;
if (!(hitObjects[i + 1] is OsuHitObject nextHitObject) || nextHitObject is Spinner)
continue;
double deltaTime = nextHitObject.StartTime - hitObject.GetEndTime();
2021-06-21 21:30:23 +08:00
// Ignore objects that are far enough apart in time to not be considered the same pattern.
if (deltaTime > pattern_lifetime)
continue;
// Relying on FastInvSqrt is probably good enough here. We'll be taking the difference between distances later, hence square not being sufficient.
float distance = (hitObject.StackedEndPosition - nextHitObject.StackedPosition).LengthFast;
2021-06-21 21:30:23 +08:00
// Ignore stacks and half-stacks, as these are close enough to where they can't be confused for being time-distanced.
if (distance < stack_leniency)
continue;
var observedTimeDistance = new ObservedTimeDistance(nextHitObject.StartTime, deltaTime, distance);
double expectedDistance = getExpectedDistance(prevObservedTimeDistances, observedTimeDistance);
2021-06-21 21:30:23 +08:00
if (expectedDistance == 0)
{
// There was nothing relevant to compare to.
prevObservedTimeDistances.Add(observedTimeDistance);
continue;
}
if ((Math.Abs(expectedDistance - distance) - distance_leniency_absolute_problem) / distance > distance_leniency_percent_problem)
yield return new IssueTemplateIrregularSpacingProblem(this).Create(expectedDistance, distance, hitObject, nextHitObject);
else if ((Math.Abs(expectedDistance - distance) - distance_leniency_absolute_warning) / distance > distance_leniency_percent_warning)
yield return new IssueTemplateIrregularSpacingWarning(this).Create(expectedDistance, distance, hitObject, nextHitObject);
else
{
// We use `else` here to prevent issues from cascading; an object spaced too far could cause regular spacing to be considered "too short" otherwise.
prevObservedTimeDistances.Add(observedTimeDistance);
}
}
}
private double getExpectedDistance(IEnumerable<ObservedTimeDistance> prevObservedTimeDistances, ObservedTimeDistance observedTimeDistance)
{
int observations = prevObservedTimeDistances.Count();
2021-06-21 21:30:23 +08:00
int count = 0;
double sum = 0;
// Looping this in reverse allows us to break before going through all elements, as we're only interested in the most recent ones.
for (int i = observations - 1; i >= 0; --i)
{
var prevObservedTimeDistance = prevObservedTimeDistances.ElementAt(i);
// Only consider observations within the last few seconds - this allows the map to build spacing up/down over time, but prevents it from being too sudden.
if (observedTimeDistance.ObservationTime - prevObservedTimeDistance.ObservationTime > observation_lifetime)
break;
// Only consider observations which have a similar time difference - this leniency allows handling of multi-BPM maps which speed up/down slowly.
if (Math.Abs(observedTimeDistance.DeltaTime - prevObservedTimeDistance.DeltaTime) > similar_time_leniency)
break;
count += 1;
sum += prevObservedTimeDistance.Distance / Math.Max(prevObservedTimeDistance.DeltaTime, 1);
}
return sum / Math.Max(count, 1) * observedTimeDistance.DeltaTime;
}
public abstract class IssueTemplateIrregularSpacing : IssueTemplate
{
protected IssueTemplateIrregularSpacing(ICheck check, IssueType issueType)
: base(check, issueType, "Expected {0:0} px spacing like previous objects, currently {1:0}.")
{
}
public Issue Create(double expected, double actual, params HitObject[] hitObjects) => new Issue(hitObjects, this, expected, actual);
}
public class IssueTemplateIrregularSpacingProblem : IssueTemplateIrregularSpacing
{
public IssueTemplateIrregularSpacingProblem(ICheck check)
: base(check, IssueType.Problem)
{
}
}
public class IssueTemplateIrregularSpacingWarning : IssueTemplateIrregularSpacing
{
public IssueTemplateIrregularSpacingWarning(ICheck check)
: base(check, IssueType.Warning)
{
}
}
}
}