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Add basic mania-specific beatmap conversion.

# Conflicts:
#	osu.Game.Rulesets.Mania/Beatmaps/ManiaBeatmapConverter.cs
This commit is contained in:
smoogipooo 2017-05-17 13:07:56 +09:00
parent 51f7904c13
commit 1ded043778
3 changed files with 95 additions and 19 deletions

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@ -0,0 +1,72 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using SharpNeat.Utility;
using System;
using System.Collections.Generic;
namespace osu.Game.Rulesets.Mania.Beatmaps
{
/// <summary>
/// Special converter used for converting from osu!stable beatmaps.
/// </summary>
internal class LegacyConverter
{
private readonly FastRandom random;
private readonly int availableColumns;
private readonly float localXDivisor;
private readonly Beatmap beatmap;
public LegacyConverter(Beatmap beatmap)
{
this.beatmap = beatmap;
int seed = (int)Math.Round(beatmap.BeatmapInfo.Difficulty.DrainRate + beatmap.BeatmapInfo.Difficulty.CircleSize)
* 20 + (int)(beatmap.BeatmapInfo.Difficulty.OverallDifficulty * 41.2) + (int)Math.Round(beatmap.BeatmapInfo.Difficulty.ApproachRate);
availableColumns = (int)Math.Round(beatmap.BeatmapInfo.Difficulty.CircleSize);
localXDivisor = 512.0f / availableColumns;
}
public IEnumerable<ManiaHitObject> Convert(HitObject original)
{
if (beatmap.BeatmapInfo.RulesetID == 3)
yield return generateSpecific(original);
}
private ManiaHitObject generateSpecific(HitObject original)
{
var endTimeData = original as IHasEndTime;
var positionData = original as IHasPosition;
int column = getColumn(positionData?.X ?? 0);
if (endTimeData != null)
{
return new HoldNote
{
StartTime = original.StartTime,
Samples = original.Samples,
Duration = endTimeData.Duration,
Column = column,
};
}
return new Note
{
StartTime = original.StartTime,
Samples = original.Samples,
Column = column
};
}
private int getColumn(float position) => MathHelper.Clamp((int)Math.Floor(position / localXDivisor), 0, availableColumns - 1);
}
}

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Objects;
using System.Collections.Generic;
using System;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Beatmaps;
using osu.Game.Rulesets.Mania.Objects;
using System;
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects;
using OpenTK;
using osu.Game.Rulesets.Objects.Types;
using System.Linq;
namespace osu.Game.Rulesets.Mania.Beatmaps
{
internal class ManiaBeatmapConverter : BeatmapConverter<ManiaHitObject>
public class ManiaBeatmapConverter : BeatmapConverter<ManiaHitObject>
{
protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(IHasXPosition) };
protected override Beatmap<ManiaHitObject> ConvertBeatmap(Beatmap original)
{
// Todo: This should be cased when we get better conversion methods
var converter = new LegacyConverter(original);
return new Beatmap<ManiaHitObject>
{
BeatmapInfo = original.BeatmapInfo,
TimingInfo = original.TimingInfo,
HitObjects = original.HitObjects.SelectMany(converter.Convert).ToList()
};
}
protected override IEnumerable<ManiaHitObject> ConvertHitObject(HitObject original, Beatmap beatmap)
{
int availableColumns = (int)Math.Round(beatmap.BeatmapInfo.Difficulty.CircleSize);
var positionData = original as IHasXPosition;
float localWDivisor = 512.0f / availableColumns;
int column = MathHelper.Clamp((int)Math.Floor((positionData?.X ?? 1) / localWDivisor), 0, availableColumns - 1);
yield return new Note
{
StartTime = original.StartTime,
Column = column,
};
// Handled by the LegacyConvereter
yield return null;
}
}
}

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@ -47,6 +47,7 @@
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Beatmaps\LegacyConverter.cs" />
<Compile Include="Beatmaps\ManiaBeatmapConverter.cs" />
<Compile Include="MathUtils\FastRandom.cs" />
<Compile Include="Judgements\HitWindows.cs" />