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osu-lazer/osu.Game.Modes.Taiko/Beatmaps/TaikoBeatmapConverter.cs

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// 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.Beatmaps.Samples;
using osu.Game.Modes.Objects;
using osu.Game.Modes.Objects.Types;
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using osu.Game.Modes.Taiko.Objects;
using System;
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using System.Collections.Generic;
using System.Linq;
using osu.Game.Database;
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namespace osu.Game.Modes.Taiko.Beatmaps
{
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internal class TaikoBeatmapConverter : IBeatmapConverter<TaikoHitObject>
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{
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/// <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;
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/// <summary>
/// Drum roll distance that results in a duration of 1 speed-adjusted beat length.
/// </summary>
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private const float taiko_base_distance = 100;
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public Beatmap<TaikoHitObject> Convert(Beatmap original)
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{
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return new Beatmap<TaikoHitObject>(original)
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{
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;
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// Old osu! used hit sounding to determine various hit type information
SampleType sample = obj.Sample?.Type ?? SampleType.None;
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bool strong = (sample & SampleType.Finish) > 0;
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
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double distance = distanceData.Distance * repeats * legacy_velocity_multiplier;
// The velocity of the taiko hit object - calculated as the velocity of a drum roll
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double taikoVelocity = taiko_base_distance * beatmap.BeatmapInfo.Difficulty.SliderMultiplier / speedAdjustedBeatLength * legacy_velocity_multiplier;
// 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
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double osuVelocity = osu_base_scoring_distance * beatmap.BeatmapInfo.Difficulty.SliderMultiplier / speedAdjustedBeatLength * legacy_velocity_multiplier;
// 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,
Sample = obj.Sample,
IsStrong = strong,
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VelocityMultiplier = legacy_velocity_multiplier
};
}
}
else
{
yield return new DrumRoll
{
StartTime = obj.StartTime,
Sample = obj.Sample,
IsStrong = strong,
Distance = distance,
TickRate = beatmap.BeatmapInfo.Difficulty.SliderTickRate == 3 ? 3 : 4,
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VelocityMultiplier = legacy_velocity_multiplier
};
}
}
else if (endTimeData != null)
{
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double hitMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.OverallDifficulty, 3, 5, 7.5) * swell_hit_multiplier;
yield return new Swell
{
StartTime = obj.StartTime,
Sample = obj.Sample,
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IsStrong = strong,
EndTime = endTimeData.EndTime,
RequiredHits = (int)Math.Max(1, endTimeData.Duration / 1000 * hitMultiplier),
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VelocityMultiplier = legacy_velocity_multiplier
};
}
else
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{
bool isCentre = (sample & ~(SampleType.Finish | SampleType.Normal)) == 0;
if (isCentre)
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{
yield return new CentreHit
{
StartTime = obj.StartTime,
Sample = obj.Sample,
IsStrong = strong,
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VelocityMultiplier = legacy_velocity_multiplier
};
}
else
{
yield return new RimHit
{
StartTime = obj.StartTime,
Sample = obj.Sample,
IsStrong = strong,
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VelocityMultiplier = legacy_velocity_multiplier
};
}
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}
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}
}
}