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maintain old rhythm data for display
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm
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{
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/// <summary>
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/// Represents a rhythm change in a taiko map.
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/// Stores rhythm data for a <see cref="TaikoDifficultyHitObject"/>.
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/// </summary>
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public class TaikoDifficultyHitObjectRhythm
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{
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/// <summary>
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/// The group of hit objects with consistent rhythm that this object belongs to.
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/// </summary>
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public EvenHitObjects? EvenHitObjects;
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/// <summary>
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/// The larger pattern of rhythm groups that this object is part of.
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/// </summary>
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public EvenPatterns? EvenPatterns;
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/// <summary>
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/// The ratio of current <see cref="Rulesets.Difficulty.Preprocessing.DifficultyHitObject.DeltaTime"/>
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/// to previous <see cref="Rulesets.Difficulty.Preprocessing.DifficultyHitObject.DeltaTime"/> for the rhythm change.
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/// A <see cref="Ratio"/> above 1 indicates a slow-down; a <see cref="Ratio"/> below 1 indicates a speed-up.
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/// </summary>
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public readonly double Ratio;
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/// <summary>
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/// The difficulty multiplier associated with this rhythm change.
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/// </summary>
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public readonly double Difficulty;
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/// <summary>
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/// The ratio of current <see cref="osu.Game.Rulesets.Difficulty.Preprocessing.DifficultyHitObject.DeltaTime"/>
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/// to previous <see cref="osu.Game.Rulesets.Difficulty.Preprocessing.DifficultyHitObject.DeltaTime"/> for the rhythm change.
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/// A <see cref="Ratio"/> above 1 indicates a slow-down; a <see cref="Ratio"/> below 1 indicates a speed-up.
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/// List of most common rhythm changes in taiko maps. This is used as a display value.
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/// </summary>
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public readonly double Ratio;
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/// <remarks>
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/// The general guidelines for the values are:
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/// <list type="bullet">
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/// <item>rhythm changes with ratio closer to 1 (that are <i>not</i> 1) are harder to play,</item>
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/// <item>speeding up is <i>generally</i> harder than slowing down (with exceptions of rhythm changes requiring a hand switch).</item>
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/// </list>
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/// </remarks>
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private static readonly TaikoDifficultyHitObjectRhythm[] common_rhythms =
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{
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new TaikoDifficultyHitObjectRhythm(1, 1, 0.0),
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new TaikoDifficultyHitObjectRhythm(2, 1, 0.3),
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new TaikoDifficultyHitObjectRhythm(1, 2, 0.5),
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new TaikoDifficultyHitObjectRhythm(3, 1, 0.3),
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new TaikoDifficultyHitObjectRhythm(1, 3, 0.35),
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new TaikoDifficultyHitObjectRhythm(3, 2, 0.6),
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new TaikoDifficultyHitObjectRhythm(2, 3, 0.4),
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new TaikoDifficultyHitObjectRhythm(5, 4, 0.5),
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new TaikoDifficultyHitObjectRhythm(4, 5, 0.7)
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};
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/// <summary>
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/// Initialises a new instance of <see cref="TaikoDifficultyHitObjectRhythm"/>s,
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/// calculating the closest rhythm change and its associated difficulty for the current hit object.
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/// </summary>
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/// <param name="current">The current <see cref="TaikoDifficultyHitObject"/> being processed.</param>
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public TaikoDifficultyHitObjectRhythm(TaikoDifficultyHitObject current)
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{
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var previous = current.Previous(0);
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if (previous == null)
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{
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Ratio = 1;
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Difficulty = 0.0;
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return;
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}
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TaikoDifficultyHitObjectRhythm closestRhythm = getClosestRhythm(current.DeltaTime, previous.DeltaTime);
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Ratio = closestRhythm.Ratio;
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Difficulty = closestRhythm.Difficulty;
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}
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/// <summary>
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/// Creates an object representing a rhythm change.
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@ -26,10 +84,24 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm
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/// <param name="numerator">The numerator for <see cref="Ratio"/>.</param>
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/// <param name="denominator">The denominator for <see cref="Ratio"/></param>
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/// <param name="difficulty">The difficulty multiplier associated with this rhythm change.</param>
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public TaikoDifficultyHitObjectRhythm(int numerator, int denominator, double difficulty)
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private TaikoDifficultyHitObjectRhythm(int numerator, int denominator, double difficulty)
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{
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Ratio = numerator / (double)denominator;
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Difficulty = difficulty;
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}
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/// <summary>
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/// Determines the closest rhythm change from <see cref="common_rhythms"/> that matches the timing ratio
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/// between the current and previous intervals.
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/// </summary>
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/// <param name="currentDeltaTime">The time difference between the current hit object and the previous one.</param>
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/// <param name="previousDeltaTime">The time difference between the previous hit object and the one before it.</param>
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/// <returns>The closest matching rhythm from <see cref="common_rhythms"/>.</returns>
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private TaikoDifficultyHitObjectRhythm getClosestRhythm(double currentDeltaTime, double previousDeltaTime)
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{
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double ratio = currentDeltaTime / previousDeltaTime;
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return common_rhythms.OrderBy(x => Math.Abs(x.Ratio - ratio)).First();
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}
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}
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}
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