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osu-lazer/osu.Game/Rulesets/Mods/ModAdaptiveSpeed.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.Collections.Generic;
using System.Linq;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Audio;
using osu.Framework.Utils;
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using osu.Game.Beatmaps;
using osu.Game.Configuration;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Mods
{
public class ModAdaptiveSpeed : Mod, IApplicableToRate, IApplicableToDrawableHitObject, IApplicableToBeatmap, IUpdatableByPlayfield
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{
public override string Name => "Adaptive Speed";
public override string Acronym => "AS";
public override string Description => "Let track speed adapt to you.";
public override ModType Type => ModType.Fun;
public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(ModRateAdjust), typeof(ModTimeRamp) };
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[SettingSource("Initial rate", "The starting speed of the track")]
public BindableNumber<double> InitialRate { get; } = new BindableDouble
{
MinValue = 0.5,
MaxValue = 2,
Default = 1,
Value = 1,
Precision = 0.01
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};
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[SettingSource("Adjust pitch", "Should pitch be adjusted with speed")]
public BindableBool AdjustPitch { get; } = new BindableBool
{
Default = true,
Value = true
};
/// <summary>
/// The instantaneous rate of the track.
/// Every frame this mod will attempt to smoothly adjust this to meet <see cref="targetRate"/>.
/// </summary>
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public BindableNumber<double> SpeedChange { get; } = new BindableDouble
{
MinValue = min_allowable_rate,
MaxValue = max_allowable_rate,
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Default = 1,
Value = 1
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};
// The two constants below denote the maximum allowable range of rates that `SpeedChange` can take.
// The range is purposefully wider than the range of values that `InitialRate` allows
// in order to give some leeway for change even when extreme initial rates are chosen.
private const double min_allowable_rate = 0.4f;
private const double max_allowable_rate = 2.5f;
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private ITrack track;
private double targetRate = 1d;
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/// <summary>
/// The number of most recent track rates (approximated from how early/late each object was hit relative to the previous object)
/// which should be averaged to calculate <see cref="targetRate"/>.
/// </summary>
private const int recent_rate_count = 6;
/// <summary>
/// Stores the most recent <see cref="recent_rate_count"/> approximated track rates
/// which are averaged to calculate the value of <see cref="targetRate"/>.
/// </summary>
/// <remarks>
/// This list is used as a double-ended queue with fixed capacity
/// (items can be enqueued/dequeued at either end of the list).
/// When time is elapsing forward, items are dequeued from the start and enqueued onto the end of the list.
/// When time is being rewound, items are dequeued from the end and enqueued onto the start of the list.
/// </remarks>
private readonly List<double> recentRates = Enumerable.Repeat(1d, recent_rate_count).ToList();
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/// <summary>
/// For each given <see cref="HitObject"/> in the map, this dictionary maps the object onto the latest end time of any other object
/// that precedes the end time of the given object.
/// This can be loosely interpreted as the end time of the preceding hit object in rulesets that do not have overlapping hit objects.
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/// </summary>
private readonly Dictionary<HitObject, double> precedingEndTimes = new Dictionary<HitObject, double>();
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/// <summary>
/// For each given <see cref="HitObject"/> in the map, this dictionary maps the object onto the approximated track rate with which the user hit it.
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/// </summary>
/// <example>
/// <para>
/// The approximation is calculated as follows:
/// </para>
/// <para>
/// Consider a hitobject which ends at 1000ms, and assume that its preceding hitobject ends at 500ms.
/// This gives a time difference of 1000 - 500 = 500ms.
/// </para>
/// <para>
/// Now assume that the user hit this object at 980ms rather than 1000ms.
/// When compared to the preceding hitobject, this gives 980 - 500 = 480ms.
/// </para>
/// <para>
/// With the above assumptions, the player is rushing / hitting early, which means that the track should speed up to match.
/// Therefore, the approximated target rate for this object would be equal to 500 / 480 * <see cref="InitialRate"/>.
/// </para>
/// </example>
private readonly Dictionary<HitObject, double> approximatedRates = new Dictionary<HitObject, double>();
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public ModAdaptiveSpeed()
{
InitialRate.BindValueChanged(val =>
{
SpeedChange.Value = val.NewValue;
targetRate = val.NewValue;
});
AdjustPitch.BindValueChanged(adjustPitchChanged);
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}
public void ApplyToTrack(ITrack track)
{
this.track = track;
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InitialRate.TriggerChange();
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AdjustPitch.TriggerChange();
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recentRates.Clear();
recentRates.AddRange(Enumerable.Repeat(InitialRate.Value, recent_rate_count));
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}
public void ApplyToSample(DrawableSample sample)
{
sample.AddAdjustment(AdjustableProperty.Frequency, SpeedChange);
}
public void Update(Playfield playfield)
{
SpeedChange.Value = Interpolation.DampContinuously(SpeedChange.Value, targetRate, 50, playfield.Clock.ElapsedFrameTime);
}
public double ApplyToRate(double time, double rate = 1) => rate * InitialRate.Value;
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public void ApplyToDrawableHitObject(DrawableHitObject drawable)
{
drawable.OnNewResult += (o, result) =>
{
if (approximatedRates.ContainsKey(result.HitObject)) return;
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if (!shouldProcessResult(result)) return;
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double prevEndTime = precedingEndTimes[result.HitObject];
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recentRates.Add(Math.Clamp((result.HitObject.GetEndTime() - prevEndTime) / (result.TimeAbsolute - prevEndTime) * SpeedChange.Value, min_allowable_rate, max_allowable_rate));
approximatedRates.Add(result.HitObject, recentRates[0]);
recentRates.RemoveAt(0);
targetRate = recentRates.Average();
};
drawable.OnRevertResult += (o, result) =>
{
if (!approximatedRates.ContainsKey(result.HitObject)) return;
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if (!shouldProcessResult(result)) return;
recentRates.Insert(0, approximatedRates[result.HitObject]);
recentRates.RemoveAt(recentRates.Count - 1);
approximatedRates.Remove(result.HitObject);
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targetRate = recentRates.Average();
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};
}
public void ApplyToBeatmap(IBeatmap beatmap)
{
var hitObjects = getAllApplicableHitObjects(beatmap.HitObjects).ToList();
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var endTimes = hitObjects.Select(x => x.GetEndTime()).OrderBy(x => x).Distinct().ToList();
foreach (HitObject hitObject in hitObjects)
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{
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int index = endTimes.BinarySearch(hitObject.GetEndTime());
if (index < 0) index = ~index; // BinarySearch returns the next larger element in bitwise complement if there's no exact match
index -= 1;
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if (index >= 0)
precedingEndTimes.Add(hitObject, endTimes[index]);
}
}
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private void adjustPitchChanged(ValueChangedEvent<bool> adjustPitchSetting)
{
track?.RemoveAdjustment(adjustmentForPitchSetting(adjustPitchSetting.OldValue), SpeedChange);
track?.AddAdjustment(adjustmentForPitchSetting(adjustPitchSetting.NewValue), SpeedChange);
}
private AdjustableProperty adjustmentForPitchSetting(bool adjustPitchSettingValue)
=> adjustPitchSettingValue ? AdjustableProperty.Frequency : AdjustableProperty.Tempo;
private IEnumerable<HitObject> getAllApplicableHitObjects(IEnumerable<HitObject> hitObjects)
{
foreach (var hitObject in hitObjects)
{
if (!(hitObject.HitWindows is HitWindows.EmptyHitWindows))
yield return hitObject;
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foreach (HitObject nested in getAllApplicableHitObjects(hitObject.NestedHitObjects))
yield return nested;
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}
}
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private bool shouldProcessResult(JudgementResult result)
{
if (!result.IsHit) return false;
if (!result.Type.AffectsAccuracy()) return false;
if (!precedingEndTimes.ContainsKey(result.HitObject)) return false;
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return true;
}
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}
}