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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyHitObjectColour.cs

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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
{
/// <summary>
/// Stores colour compression information for a <see cref="TaikoDifficultyHitObject"/>.
/// </summary>
public class TaikoDifficultyHitObjectColour
{
const int max_repetition_interval = 16;
private TaikoDifficultyHitObjectColour previous;
/// <summary>
/// True if the current colour is different from the previous colour.
/// </summary>
public bool Delta { get; private set; }
/// <summary>
/// How many notes are Delta repeated
/// </summary>
public int DeltaRunLength { get; private set; }
/// <summary>
/// How many notes between the current and previous identical <see cref="TaikoDifficultyHitObjectColour"/>.
/// Negative number means that there is no repetition in range.
/// </summary>
public int RepetitionInterval { get; private set; }
/// <summary>
/// Get the <see cref="TaikoDifficultyHitObjectColour"/> instance for the given hitObject. This is implemented
/// as a static function instead of constructor to allow for reusing existing instances.
/// TODO: findRepetitionInterval needs to be called a final time after all hitObjects have been processed.
/// </summary>
public static TaikoDifficultyHitObjectColour GetInstanceFor(
TaikoDifficultyHitObject hitObject, TaikoDifficultyHitObject lastObject, TaikoDifficultyHitObjectColour previous)
{
bool delta = lastObject == null || hitObject.HitType != lastObject.HitType;
if (delta == previous.Delta)
{
previous.DeltaRunLength += 1;
return previous;
}
else
{
// Calculate RepetitionInterval for previous
previous.RepetitionInterval = findRepetitionInterval(previous);
return new TaikoDifficultyHitObjectColour()
{
Delta = delta,
DeltaRunLength = 1,
RepetitionInterval = -1,
previous = previous
};
}
}
/// <summary>
/// Finds the closest previous <see cref="TaikoDifficultyHitObjectColour"/> that has the identical delta value
/// and run length to target, and returns the amount of notes between them.
/// </summary>
private static int findRepetitionInterval(TaikoDifficultyHitObjectColour target) {
if (target.previous == null || target.previous.previous == null)
return -1;
int interval = target.previous.DeltaRunLength;
TaikoDifficultyHitObjectColour other = target.previous.previous;
while(other != null && interval < max_repetition_interval) {
if (other.Delta == target.Delta && other.DeltaRunLength == target.DeltaRunLength)
return interval;
else
interval += other.DeltaRunLength;
other = other.previous;
}
return -1;
}
}
}