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Respect pre-empt time when auto-generating breaks

Closes https://github.com/ppy/osu/issues/28703.
This commit is contained in:
Bartłomiej Dach 2024-07-23 13:30:10 +02:00
parent 25d63ac6a5
commit 088e8ad0a2
No known key found for this signature in database
4 changed files with 29 additions and 8 deletions

View File

@ -15,7 +15,7 @@ using osuTK;
namespace osu.Game.Rulesets.Catch.Objects namespace osu.Game.Rulesets.Catch.Objects
{ {
public abstract class CatchHitObject : HitObject, IHasPosition, IHasComboInformation public abstract class CatchHitObject : HitObject, IHasPosition, IHasComboInformation, IHasTimePreempt
{ {
public const float OBJECT_RADIUS = 64; public const float OBJECT_RADIUS = 64;

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@ -14,7 +14,7 @@ using osuTK;
namespace osu.Game.Rulesets.Osu.Objects namespace osu.Game.Rulesets.Osu.Objects
{ {
public abstract class OsuHitObject : HitObject, IHasComboInformation, IHasPosition public abstract class OsuHitObject : HitObject, IHasComboInformation, IHasPosition, IHasTimePreempt
{ {
/// <summary> /// <summary>
/// The radius of hit objects (ie. the radius of a <see cref="HitCircle"/>). /// The radius of hit objects (ie. the radius of a <see cref="HitCircle"/>).
@ -46,7 +46,7 @@ namespace osu.Game.Rulesets.Osu.Objects
/// </summary> /// </summary>
public const double PREEMPT_MAX = 1800; public const double PREEMPT_MAX = 1800;
public double TimePreempt = 600; public double TimePreempt { get; set; } = 600;
public double TimeFadeIn = 400; public double TimeFadeIn = 400;
private HitObjectProperty<Vector2> position; private HitObjectProperty<Vector2> position;

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@ -0,0 +1,13 @@
// 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.
namespace osu.Game.Rulesets.Objects.Types
{
/// <summary>
/// A <see cref="HitObject"/> that appears on screen at a fixed time interval before its <see cref="HitObject.StartTime"/>.
/// </summary>
public interface IHasTimePreempt
{
double TimePreempt { get; }
}
}

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@ -8,6 +8,7 @@ using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Timing; using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets; using osu.Game.Rulesets;
using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Screens.Edit namespace osu.Game.Screens.Edit
{ {
@ -67,19 +68,26 @@ namespace osu.Game.Screens.Edit
for (int i = 1; i < Beatmap.HitObjects.Count; ++i) for (int i = 1; i < Beatmap.HitObjects.Count; ++i)
{ {
var previousObject = Beatmap.HitObjects[i - 1];
var nextObject = Beatmap.HitObjects[i];
// Keep track of the maximum end time encountered thus far. // Keep track of the maximum end time encountered thus far.
// This handles cases like osu!mania's hold notes, which could have concurrent other objects after their start time. // This handles cases like osu!mania's hold notes, which could have concurrent other objects after their start time.
// Note that we're relying on the implicit assumption that objects are sorted by start time, // Note that we're relying on the implicit assumption that objects are sorted by start time,
// which is why similar tracking is not done for start time. // which is why similar tracking is not done for start time.
currentMaxEndTime = Math.Max(currentMaxEndTime, Beatmap.HitObjects[i - 1].GetEndTime()); currentMaxEndTime = Math.Max(currentMaxEndTime, previousObject.GetEndTime());
double nextObjectStartTime = Beatmap.HitObjects[i].StartTime; if (nextObject.StartTime - currentMaxEndTime < BreakPeriod.MIN_GAP_DURATION)
if (nextObjectStartTime - currentMaxEndTime < BreakPeriod.MIN_GAP_DURATION)
continue; continue;
double breakStartTime = currentMaxEndTime + BreakPeriod.GAP_BEFORE_BREAK; double breakStartTime = currentMaxEndTime + BreakPeriod.GAP_BEFORE_BREAK;
double breakEndTime = nextObjectStartTime - Math.Max(BreakPeriod.GAP_AFTER_BREAK, Beatmap.ControlPointInfo.TimingPointAt(nextObjectStartTime).BeatLength * 2);
double breakEndTime = nextObject.StartTime;
if (nextObject is IHasTimePreempt hasTimePreempt)
breakEndTime -= hasTimePreempt.TimePreempt;
else
breakEndTime -= Math.Max(BreakPeriod.GAP_AFTER_BREAK, Beatmap.ControlPointInfo.TimingPointAt(nextObject.StartTime).BeatLength * 2);
if (breakEndTime - breakStartTime < BreakPeriod.MIN_BREAK_DURATION) if (breakEndTime - breakStartTime < BreakPeriod.MIN_BREAK_DURATION)
continue; continue;