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Use IHasPath instead of IHasDistance for mania/taiko
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@ -174,9 +174,9 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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switch (original)
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{
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case IHasDistance:
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case IHasPath:
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{
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var generator = new DistanceObjectPatternGenerator(Random, original, beatmap, lastPattern, originalBeatmap);
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var generator = new PathObjectPatternGenerator(Random, original, beatmap, lastPattern, originalBeatmap);
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conversion = generator;
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var positionData = original as IHasPosition;
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@ -22,13 +22,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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/// <summary>
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/// A pattern generator for IHasDistance hit objects.
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/// </summary>
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internal class DistanceObjectPatternGenerator : PatternGenerator
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internal class PathObjectPatternGenerator : PatternGenerator
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{
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/// <summary>
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/// Base osu! slider scoring distance.
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/// </summary>
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private const float osu_base_scoring_distance = 100;
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public readonly int StartTime;
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public readonly int EndTime;
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public readonly int SegmentDuration;
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@ -36,17 +31,17 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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private PatternType convertType;
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public DistanceObjectPatternGenerator(LegacyRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, IBeatmap originalBeatmap)
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public PathObjectPatternGenerator(LegacyRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, IBeatmap originalBeatmap)
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: base(random, hitObject, beatmap, previousPattern, originalBeatmap)
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{
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convertType = PatternType.None;
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if (!Beatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime).KiaiMode)
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convertType = PatternType.LowProbability;
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var distanceData = hitObject as IHasDistance;
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var pathData = hitObject as IHasPath;
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var repeatsData = hitObject as IHasRepeats;
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Debug.Assert(distanceData != null);
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Debug.Assert(pathData != null);
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TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(hitObject.StartTime);
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@ -60,12 +55,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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SpanCount = repeatsData?.SpanCount() ?? 1;
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StartTime = (int)Math.Round(hitObject.StartTime);
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double distance;
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if (hitObject is IHasPath pathData)
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distance = pathData.Path.ExpectedDistance.Value ?? 0;
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else
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distance = distanceData.Distance;
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double distance = pathData.Path.ExpectedDistance.Value ?? 0;
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// This matches stable's calculation.
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EndTime = (int)Math.Floor(StartTime + distance * beatLength * SpanCount * 0.01 / beatmap.Difficulty.SliderMultiplier);
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@ -109,9 +109,9 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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switch (obj)
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{
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case IHasDistance distanceData:
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case IHasPath pathData:
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{
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if (shouldConvertSliderToHits(obj, beatmap, distanceData, out int taikoDuration, out double tickSpacing))
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if (shouldConvertSliderToHits(obj, beatmap, pathData, out int taikoDuration, out double tickSpacing))
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{
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IList<IList<HitSampleInfo>> allSamples = obj is IHasPathWithRepeats curveData ? curveData.NodeSamples : new List<IList<HitSampleInfo>>(new[] { samples });
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@ -174,7 +174,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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}
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}
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private bool shouldConvertSliderToHits(HitObject obj, IBeatmap beatmap, IHasDistance distanceData, out int taikoDuration, out double tickSpacing)
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private bool shouldConvertSliderToHits(HitObject obj, IBeatmap beatmap, IHasPath pathData, out int taikoDuration, out double tickSpacing)
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{
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// DO NOT CHANGE OR REFACTOR ANYTHING IN HERE WITHOUT TESTING AGAINST _ALL_ BEATMAPS.
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// Some of these calculations look redundant, but they are not - extremely small floating point errors are introduced to maintain 1:1 compatibility with stable.
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@ -182,13 +182,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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// The true distance, accounting for any repeats. This ends up being the drum roll distance later
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int spans = (obj as IHasRepeats)?.SpanCount() ?? 1;
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double distance;
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if (obj is IHasPath pathData)
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distance = pathData.Path.ExpectedDistance.Value ?? 0;
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else
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distance = distanceData.Distance;
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double distance = pathData.Path.ExpectedDistance.Value ?? 0;
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// Do not combine the following two lines!
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distance *= LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER;
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