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Move constant local to taiko

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Dean Herbert 2023-12-06 15:26:32 +09:00
parent 8a0d152bcf
commit 1b50d1011a
No known key found for this signature in database
4 changed files with 19 additions and 15 deletions

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@ -12,13 +12,23 @@ using osu.Framework.Utils;
using System.Threading;
using osu.Game.Audio;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps.Formats;
using osu.Game.Rulesets.Objects.Legacy;
namespace osu.Game.Rulesets.Taiko.Beatmaps
{
internal class TaikoBeatmapConverter : BeatmapConverter<TaikoHitObject>
{
/// <summary>
/// A speed multiplier applied globally to osu!taiko.
/// </summary>
/// <remarks>
/// osu! is generally slower than taiko, so a factor was historically added to increase speed for converts.
/// This must be used everywhere slider length or beat length is used in taiko.
///
/// Of note, this has never been exposed to the end user, and is considered a hidden internal multiplier.
/// </remarks>
public const float VELOCITY_MULTIPLIER = 1.4f;
/// <summary>
/// Because swells are easier in taiko than spinners are in osu!,
/// legacy taiko multiplies a factor when converting the number of required hits.
@ -173,7 +183,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
double distance = pathData.Path.ExpectedDistance.Value ?? 0;
// Do not combine the following two lines!
distance *= LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER;
distance *= VELOCITY_MULTIPLIER;
distance *= spans;
TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(obj.StartTime);
@ -185,7 +195,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
else
beatLength = timingPoint.BeatLength;
double sliderScoringPointDistance = osu_base_scoring_distance * (beatmap.Difficulty.SliderMultiplier * LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER) / beatmap.Difficulty.SliderTickRate;
double sliderScoringPointDistance = osu_base_scoring_distance * (beatmap.Difficulty.SliderMultiplier * TaikoBeatmapConverter.VELOCITY_MULTIPLIER) / beatmap.Difficulty.SliderTickRate;
// The velocity and duration of the taiko hit object - calculated as the velocity of a drum roll.
double taikoVelocity = sliderScoringPointDistance * beatmap.Difficulty.SliderTickRate;

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@ -1,14 +1,14 @@
// 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.
using osu.Game.Rulesets.Objects.Types;
using System.Threading;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps.Formats;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osuTK;
namespace osu.Game.Rulesets.Taiko.Objects
@ -51,7 +51,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
double scoringDistance = base_distance * (difficulty.SliderMultiplier * LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER) * effectPoint.ScrollSpeed;
double scoringDistance = base_distance * (difficulty.SliderMultiplier * TaikoBeatmapConverter.VELOCITY_MULTIPLIER) * effectPoint.ScrollSpeed;
Velocity = scoringDistance / timingPoint.BeatLength;
TickRate = difficulty.SliderTickRate == 3 ? 3 : 4;
@ -116,7 +116,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
double IHasDistance.Distance => Duration * Velocity;
SliderPath IHasPath.Path
=> new SliderPath(PathType.LINEAR, new[] { Vector2.Zero, new Vector2(1) }, ((IHasDistance)this).Distance / LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER);
=> new SliderPath(PathType.LINEAR, new[] { Vector2.Zero, new Vector2(1) }, ((IHasDistance)this).Distance / TaikoBeatmapConverter.VELOCITY_MULTIPLIER);
#endregion
}

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@ -10,13 +10,13 @@ using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Formats;
using osu.Game.Configuration;
using osu.Game.Input.Handlers;
using osu.Game.Replays;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Replays;
using osu.Game.Rulesets.Timing;
@ -71,7 +71,7 @@ namespace osu.Game.Rulesets.Taiko.UI
protected virtual double ComputeTimeRange()
{
// Taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened.
const float scroll_rate = 10 / LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER;
const float scroll_rate = 10 / TaikoBeatmapConverter.VELOCITY_MULTIPLIER;
// Since the time range will depend on a positional value, it is referenced to the x480 pixel space.
// Width is used because it defines how many notes fit on the playfield.

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@ -23,12 +23,6 @@ namespace osu.Game.Beatmaps.Formats
{
public const int FIRST_LAZER_VERSION = 128;
/// <summary>
/// osu! is generally slower than taiko, so a factor is added to increase
/// speed. This must be used everywhere slider length or beat length is used.
/// </summary>
public const float LEGACY_TAIKO_VELOCITY_MULTIPLIER = 1.4f;
private readonly IBeatmap beatmap;
private readonly ISkin? skin;