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osu-lazer/osu.Game.Rulesets.Catch/Replays/CatchAutoGenerator.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.
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using System;
using System.Linq;
using osu.Framework.MathUtils;
using osu.Game.Beatmaps;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Catch.Beatmaps;
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using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.UI;
using osu.Game.Rulesets.Replays;
namespace osu.Game.Rulesets.Catch.Replays
{
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internal class CatchAutoGenerator : AutoGenerator
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{
public const double RELEASE_DELAY = 20;
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public new CatchBeatmap Beatmap => (CatchBeatmap)base.Beatmap;
public CatchAutoGenerator(IBeatmap beatmap)
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: base(beatmap)
{
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Replay = new Replay();
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}
protected Replay Replay;
private CatchReplayFrame currentFrame;
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public override Replay Generate()
{
// todo: add support for HT DT
const double dash_speed = CatcherArea.Catcher.BASE_SPEED;
const double movement_speed = dash_speed / 2;
float lastPosition = 0.5f;
double lastTime = 0;
// Todo: Realistically this shouldn't be needed, but the first frame is skipped with the way replays are currently handled
addFrame(-100000, lastPosition);
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void moveToNext(CatchHitObject h)
{
float positionChange = Math.Abs(lastPosition - h.X);
double timeAvailable = h.StartTime - lastTime;
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// So we can either make it there without a dash or not.
// If positionChange is 0, we don't need to move, so speedRequired should also be 0 (could be NaN if timeAvailable is 0 too)
// The case where positionChange > 0 and timeAvailable == 0 results in PositiveInfinity which provides expected beheaviour.
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double speedRequired = positionChange == 0 ? 0 : positionChange / timeAvailable;
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bool dashRequired = speedRequired > movement_speed;
bool impossibleJump = speedRequired > movement_speed * 2;
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// todo: get correct catcher size, based on difficulty CS.
const float catcher_width_half = CatcherArea.CATCHER_SIZE / CatchPlayfield.BASE_WIDTH * 0.3f * 0.5f;
if (lastPosition - catcher_width_half < h.X && lastPosition + catcher_width_half > h.X)
{
//we are already in the correct range.
lastTime = h.StartTime;
addFrame(h.StartTime, lastPosition);
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return;
}
if (impossibleJump)
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{
addFrame(h.StartTime, h.X);
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}
else if (h.HyperDash)
{
addFrame(h.StartTime - timeAvailable, lastPosition);
addFrame(h.StartTime, h.X);
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}
else if (dashRequired)
{
//we do a movement in two parts - the dash part then the normal part...
double timeAtNormalSpeed = positionChange / movement_speed;
double timeWeNeedToSave = timeAtNormalSpeed - timeAvailable;
double timeAtDashSpeed = timeWeNeedToSave / 2;
float midPosition = (float)Interpolation.Lerp(lastPosition, h.X, (float)timeAtDashSpeed / timeAvailable);
//dash movement
addFrame(h.StartTime - timeAvailable + 1, lastPosition, true);
addFrame(h.StartTime - timeAvailable + timeAtDashSpeed, midPosition);
addFrame(h.StartTime, h.X);
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}
else
{
double timeBefore = positionChange / movement_speed;
addFrame(h.StartTime - timeBefore, lastPosition);
addFrame(h.StartTime, h.X);
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}
lastTime = h.StartTime;
lastPosition = h.X;
}
foreach (var obj in Beatmap.HitObjects)
{
switch (obj)
{
case Fruit _:
moveToNext(obj);
break;
}
foreach (var nestedObj in obj.NestedHitObjects.Cast<CatchHitObject>())
{
switch (nestedObj)
{
case Banana _:
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case TinyDroplet _:
case Droplet _:
case Fruit _:
moveToNext(nestedObj);
break;
}
}
}
return Replay;
}
private void addFrame(double time, float? position = null, bool dashing = false)
{
var last = currentFrame;
currentFrame = new CatchReplayFrame(time, position, dashing, last);
Replay.Frames.Add(currentFrame);
}
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}
}