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osu-lazer/osu.Game.Rulesets.Osu/Objects/Slider.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 osuTK;
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using osu.Game.Rulesets.Objects.Types;
using System.Collections.Generic;
using osu.Game.Rulesets.Objects;
using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Caching;
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using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Objects
{
public class Slider : OsuHitObject, IHasCurve
{
public double EndTime => StartTime + this.SpanCount() * Path.Distance / Velocity;
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public double Duration => EndTime - StartTime;
private readonly Cached<Vector2> endPositionCache = new Cached<Vector2>();
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public override Vector2 EndPosition => endPositionCache.IsValid ? endPositionCache.Value : endPositionCache.Value = Position + this.CurvePositionAt(1);
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public Vector2 StackedPositionAt(double t) => StackedPosition + this.CurvePositionAt(t);
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public readonly Bindable<SliderPath> PathBindable = new Bindable<SliderPath>();
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public SliderPath Path
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{
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get => PathBindable.Value;
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set
{
PathBindable.Value = value;
endPositionCache.Invalidate();
}
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}
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public double Distance => Path.Distance;
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public override Vector2 Position
{
get => base.Position;
set
{
base.Position = value;
endPositionCache.Invalidate();
if (HeadCircle != null)
HeadCircle.Position = value;
if (TailCircle != null)
TailCircle.Position = EndPosition;
}
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}
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public double? LegacyLastTickOffset { get; set; }
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/// <summary>
/// The position of the cursor at the point of completion of this <see cref="Slider"/> if it was hit
/// with as few movements as possible. This is set and used by difficulty calculation.
/// </summary>
internal Vector2? LazyEndPosition;
/// <summary>
/// The distance travelled by the cursor upon completion of this <see cref="Slider"/> if it was hit
/// with as few movements as possible. This is set and used by difficulty calculation.
/// </summary>
internal float LazyTravelDistance;
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public List<List<HitSampleInfo>> NodeSamples { get; set; } = new List<List<HitSampleInfo>>();
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private int repeatCount;
public int RepeatCount
{
get => repeatCount;
set
{
repeatCount = value;
endPositionCache.Invalidate();
}
}
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/// <summary>
/// The length of one span of this <see cref="Slider"/>.
/// </summary>
public double SpanDuration => Duration / this.SpanCount();
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/// <summary>
/// Velocity of this <see cref="Slider"/>.
/// </summary>
public double Velocity { get; private set; }
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/// <summary>
/// Spacing between <see cref="SliderTick"/>s of this <see cref="Slider"/>.
/// </summary>
public double TickDistance { get; private set; }
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/// <summary>
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/// An extra multiplier that affects the number of <see cref="SliderTick"/>s generated by this <see cref="Slider"/>.
/// An increase in this value increases <see cref="TickDistance"/>, which reduces the number of ticks generated.
/// </summary>
public double TickDistanceMultiplier = 1;
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public HitCircle HeadCircle;
public SliderTailCircle TailCircle;
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
double scoringDistance = BASE_SCORING_DISTANCE * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;
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Velocity = scoringDistance / timingPoint.BeatLength;
TickDistance = scoringDistance / difficulty.SliderTickRate * TickDistanceMultiplier;
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}
protected override void CreateNestedHitObjects()
{
base.CreateNestedHitObjects();
foreach (var e in
SliderEventGenerator.Generate(StartTime, SpanDuration, Velocity, TickDistance, Path.Distance, this.SpanCount(), LegacyLastTickOffset))
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{
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var firstSample = Samples.Find(s => s.Name == HitSampleInfo.HIT_NORMAL)
?? Samples.FirstOrDefault(); // TODO: remove this when guaranteed sort is present for samples (https://github.com/ppy/osu/issues/1933)
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var sampleList = new List<HitSampleInfo>();
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if (firstSample != null)
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sampleList.Add(new HitSampleInfo
{
Bank = firstSample.Bank,
Volume = firstSample.Volume,
Name = @"slidertick",
});
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switch (e.Type)
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{
case SliderEventType.Tick:
AddNested(new SliderTick
{
SpanIndex = e.SpanIndex,
SpanStartTime = e.SpanStartTime,
StartTime = e.Time,
Position = Position + Path.PositionAt(e.PathProgress),
StackHeight = StackHeight,
Scale = Scale,
Samples = sampleList
});
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break;
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case SliderEventType.Head:
AddNested(HeadCircle = new SliderCircle
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{
StartTime = e.Time,
Position = Position,
StackHeight = StackHeight,
Samples = getNodeSamples(0),
SampleControlPoint = SampleControlPoint,
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});
break;
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case SliderEventType.LegacyLastTick:
// we need to use the LegacyLastTick here for compatibility reasons (difficulty).
// it is *okay* to use this because the TailCircle is not used for any meaningful purpose in gameplay.
// if this is to change, we should revisit this.
AddNested(TailCircle = new SliderTailCircle(this)
{
StartTime = e.Time,
Position = EndPosition,
StackHeight = StackHeight
});
break;
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case SliderEventType.Repeat:
AddNested(new RepeatPoint
{
RepeatIndex = e.SpanIndex,
SpanDuration = SpanDuration,
StartTime = StartTime + (e.SpanIndex + 1) * SpanDuration,
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Position = Position + Path.PositionAt(e.PathProgress),
StackHeight = StackHeight,
Scale = Scale,
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Samples = getNodeSamples(e.SpanIndex + 1)
});
break;
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}
}
}
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private List<HitSampleInfo> getNodeSamples(int nodeIndex) =>
nodeIndex < NodeSamples.Count ? NodeSamples[nodeIndex] : Samples;
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public override Judgement CreateJudgement() => new OsuJudgement();
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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}
}