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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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#nullable disable
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using System ;
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using System.Collections.Generic ;
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using System.Collections.Immutable ;
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using System.Threading ;
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using JetBrains.Annotations ;
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using Newtonsoft.Json ;
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using osu.Framework.Bindables ;
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using osu.Framework.Extensions.ListExtensions ;
using osu.Framework.Lists ;
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using osu.Game.Audio ;
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using osu.Game.Beatmaps ;
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using osu.Game.Beatmaps.ControlPoints ;
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using osu.Game.Beatmaps.Legacy ;
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using osu.Game.Rulesets.Judgements ;
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using osu.Game.Rulesets.Objects.Types ;
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using osu.Game.Rulesets.Scoring ;
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namespace osu.Game.Rulesets.Objects
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{
/// <summary>
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/// A HitObject describes an object in a Beatmap.
/// <para>
/// HitObjects may contain more properties for which you should be checking through the IHas* types.
/// </para>
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/// </summary>
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public class HitObject
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{
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/// <summary>
/// A small adjustment to the start time of control points to account for rounding/precision errors.
/// </summary>
private const double control_point_leniency = 1 ;
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/// <summary>
/// Invoked after <see cref="ApplyDefaults"/> has completed on this <see cref="HitObject"/>.
/// </summary>
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public event Action < HitObject > DefaultsApplied ;
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public readonly Bindable < double > StartTimeBindable = new BindableDouble ( ) ;
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/// <summary>
/// The time at which the HitObject starts.
/// </summary>
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public virtual double StartTime
{
get = > StartTimeBindable . Value ;
set = > StartTimeBindable . Value = value ;
}
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public readonly BindableList < HitSampleInfo > SamplesBindable = new BindableList < HitSampleInfo > ( ) ;
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/// <summary>
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/// The samples to be played when this hit object is hit.
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/// <para>
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/// In the case of <see cref="IHasRepeats"/> types, this is the sample of the curve body
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/// and can be treated as the default samples for the hit object.
/// </para>
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/// </summary>
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public IList < HitSampleInfo > Samples
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{
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get = > SamplesBindable ;
set
{
SamplesBindable . Clear ( ) ;
SamplesBindable . AddRange ( value ) ;
}
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}
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/// <summary>
/// Any samples which may be used by this hit object that are non-standard.
/// This is used only to preload these samples ahead of time.
/// </summary>
public virtual IList < HitSampleInfo > AuxiliarySamples = > ImmutableList < HitSampleInfo > . Empty ;
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public SampleControlPoint SampleControlPoint = SampleControlPoint . DEFAULT ;
public DifficultyControlPoint DifficultyControlPoint = DifficultyControlPoint . DEFAULT ;
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/// <summary>
/// Whether this <see cref="HitObject"/> is in Kiai time.
/// </summary>
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[JsonIgnore]
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public bool Kiai { get ; private set ; }
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/// <summary>
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/// The hit windows for this <see cref="HitObject"/>.
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/// </summary>
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[JsonIgnore]
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public HitWindows HitWindows { get ; set ; }
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private readonly List < HitObject > nestedHitObjects = new List < HitObject > ( ) ;
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[JsonIgnore]
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public SlimReadOnlyListWrapper < HitObject > NestedHitObjects = > nestedHitObjects . AsSlimReadOnly ( ) ;
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/// <summary>
/// Applies default values to this HitObject.
/// </summary>
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/// <param name="controlPointInfo">The control points.</param>
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/// <param name="difficulty">The difficulty settings to use.</param>
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/// <param name="cancellationToken">The cancellation token.</param>
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public void ApplyDefaults ( ControlPointInfo controlPointInfo , IBeatmapDifficultyInfo difficulty , CancellationToken cancellationToken = default )
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{
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var legacyInfo = controlPointInfo as LegacyControlPointInfo ;
if ( legacyInfo ! = null )
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DifficultyControlPoint = ( DifficultyControlPoint ) legacyInfo . DifficultyPointAt ( StartTime ) . DeepClone ( ) ;
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else if ( DifficultyControlPoint = = DifficultyControlPoint . DEFAULT )
DifficultyControlPoint = new DifficultyControlPoint ( ) ;
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DifficultyControlPoint . Time = StartTime ;
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ApplyDefaultsToSelf ( controlPointInfo , difficulty ) ;
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// This is done here after ApplyDefaultsToSelf as we may require custom defaults to be applied to have an accurate end time.
if ( legacyInfo ! = null )
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SampleControlPoint = ( SampleControlPoint ) legacyInfo . SamplePointAt ( this . GetEndTime ( ) + control_point_leniency ) . DeepClone ( ) ;
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else if ( SampleControlPoint = = SampleControlPoint . DEFAULT )
SampleControlPoint = new SampleControlPoint ( ) ;
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SampleControlPoint . Time = this . GetEndTime ( ) + control_point_leniency ;
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nestedHitObjects . Clear ( ) ;
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CreateNestedHitObjects ( cancellationToken ) ;
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if ( this is IHasComboInformation hasCombo )
{
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foreach ( HitObject hitObject in nestedHitObjects )
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{
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if ( hitObject is IHasComboInformation n )
{
n . ComboIndexBindable . BindTo ( hasCombo . ComboIndexBindable ) ;
n . ComboIndexWithOffsetsBindable . BindTo ( hasCombo . ComboIndexWithOffsetsBindable ) ;
n . IndexInCurrentComboBindable . BindTo ( hasCombo . IndexInCurrentComboBindable ) ;
}
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}
}
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nestedHitObjects . Sort ( ( h1 , h2 ) = > h1 . StartTime . CompareTo ( h2 . StartTime ) ) ;
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foreach ( var h in nestedHitObjects )
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h . ApplyDefaults ( controlPointInfo , difficulty , cancellationToken ) ;
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// `ApplyDefaults()` may be called multiple times on a single hitobject.
// to prevent subscribing to `StartTimeBindable.ValueChanged` multiple times with the same callback,
// remove the previous subscription (if present) before (re-)registering.
StartTimeBindable . ValueChanged - = onStartTimeChanged ;
// this callback must be (re-)registered after default application
// to ensure that the read of `this.GetEndTime()` within `onStartTimeChanged` doesn't return an invalid value
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// if `StartTimeBindable` is changed prior to default application.
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StartTimeBindable . ValueChanged + = onStartTimeChanged ;
DefaultsApplied ? . Invoke ( this ) ;
void onStartTimeChanged ( ValueChangedEvent < double > time )
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{
double offset = time . NewValue - time . OldValue ;
foreach ( var nested in nestedHitObjects )
nested . StartTime + = offset ;
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DifficultyControlPoint . Time = time . NewValue ;
SampleControlPoint . Time = this . GetEndTime ( ) + control_point_leniency ;
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}
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}
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protected virtual void ApplyDefaultsToSelf ( ControlPointInfo controlPointInfo , IBeatmapDifficultyInfo difficulty )
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{
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Kiai = controlPointInfo . EffectPointAt ( StartTime + control_point_leniency ) . KiaiMode ;
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HitWindows ? ? = CreateHitWindows ( ) ;
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HitWindows ? . SetDifficulty ( difficulty . OverallDifficulty ) ;
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}
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protected virtual void CreateNestedHitObjects ( CancellationToken cancellationToken )
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{
}
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protected void AddNested ( HitObject hitObject ) = > nestedHitObjects . Add ( hitObject ) ;
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/// <summary>
/// Creates the <see cref="Judgement"/> that represents the scoring information for this <see cref="HitObject"/>.
/// </summary>
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[NotNull]
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public virtual Judgement CreateJudgement ( ) = > new Judgement ( ) ;
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/// <summary>
/// Creates the <see cref="HitWindows"/> for this <see cref="HitObject"/>.
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/// This can be null to indicate that the <see cref="HitObject"/> has no <see cref="HitWindows"/> and timing errors should not be displayed to the user.
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/// <para>
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/// This will only be invoked if <see cref="HitWindows"/> hasn't been set externally (e.g. from a <see cref="BeatmapConverter{T}"/>.
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/// </para>
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/// </summary>
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[NotNull]
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protected virtual HitWindows CreateHitWindows ( ) = > new HitWindows ( ) ;
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}
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public static class HitObjectExtensions
{
/// <summary>
/// Returns the end time of this object.
/// </summary>
/// <remarks>
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/// This returns the <see cref="IHasDuration.EndTime"/> where available, falling back to <see cref="HitObject.StartTime"/> otherwise.
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/// </remarks>
/// <param name="hitObject">The object.</param>
/// <returns>The end time of this object.</returns>
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public static double GetEndTime ( this HitObject hitObject ) = > ( hitObject as IHasDuration ) ? . EndTime ? ? hitObject . StartTime ;
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}
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}