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Refactor beatmap converters.
This commit is contained in:
parent
2df21066e7
commit
27ddf4b475
@ -7,19 +7,17 @@ using System.Collections.Generic;
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using System;
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using osu.Game.Modes.Objects.Types;
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using osu.Game.Modes.Beatmaps;
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using osu.Game.Modes.Objects;
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namespace osu.Game.Modes.Catch.Beatmaps
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{
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internal class CatchBeatmapConverter : BeatmapConverter<CatchBaseHit>
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{
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public override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(IHasXPosition) };
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protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(IHasXPosition) };
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public override Beatmap<CatchBaseHit> Convert(Beatmap original)
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protected override IEnumerable<CatchBaseHit> ConvertHitObject(HitObject original, Beatmap beatmap)
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{
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return new Beatmap<CatchBaseHit>(original)
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{
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HitObjects = new List<CatchBaseHit>() // Todo: Convert HitObjects
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};
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yield return null;
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}
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}
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}
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@ -7,19 +7,17 @@ using System.Collections.Generic;
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using System;
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using osu.Game.Modes.Objects.Types;
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using osu.Game.Modes.Beatmaps;
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using osu.Game.Modes.Objects;
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namespace osu.Game.Modes.Mania.Beatmaps
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{
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internal class ManiaBeatmapConverter : BeatmapConverter<ManiaBaseHit>
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{
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public override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(IHasXPosition) };
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protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(IHasXPosition) };
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public override Beatmap<ManiaBaseHit> Convert(Beatmap original)
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protected override IEnumerable<ManiaBaseHit> ConvertHitObject(HitObject original, Beatmap beatmap)
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{
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return new Beatmap<ManiaBaseHit>(original)
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{
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HitObjects = new List<ManiaBaseHit>() // Todo: Implement
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};
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yield return null;
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}
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}
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}
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@ -5,10 +5,8 @@ using OpenTK;
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using osu.Game.Beatmaps;
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using osu.Game.Modes.Objects;
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using osu.Game.Modes.Osu.Objects;
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using osu.Game.Modes.Osu.Objects.Drawables;
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using System.Collections.Generic;
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using osu.Game.Modes.Objects.Types;
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using System.Linq;
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using System;
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using osu.Game.Modes.Osu.UI;
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using osu.Game.Modes.Beatmaps;
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@ -17,31 +15,10 @@ namespace osu.Game.Modes.Osu.Beatmaps
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{
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internal class OsuBeatmapConverter : BeatmapConverter<OsuHitObject>
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{
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public override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(IHasPosition) };
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protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(IHasPosition) };
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public override Beatmap<OsuHitObject> Convert(Beatmap original)
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protected override IEnumerable<OsuHitObject> ConvertHitObject(HitObject original, Beatmap beatmap)
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{
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return new Beatmap<OsuHitObject>(original)
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{
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HitObjects = convertHitObjects(original.HitObjects, original.BeatmapInfo?.StackLeniency ?? 0.7f)
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};
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}
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private List<OsuHitObject> convertHitObjects(List<HitObject> hitObjects, float stackLeniency)
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{
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List<OsuHitObject> converted = hitObjects.Select(convertHitObject).ToList();
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updateStacking(converted, stackLeniency);
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return converted;
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}
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private OsuHitObject convertHitObject(HitObject original)
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{
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OsuHitObject originalOsu = original as OsuHitObject;
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if (originalOsu != null)
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return originalOsu;
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IHasCurve curveData = original as IHasCurve;
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IHasEndTime endTimeData = original as IHasEndTime;
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IHasPosition positionData = original as IHasPosition;
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@ -49,7 +26,7 @@ namespace osu.Game.Modes.Osu.Beatmaps
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if (curveData != null)
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{
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return new Slider
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yield return new Slider
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{
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StartTime = original.StartTime,
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Samples = original.Samples,
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@ -58,10 +35,9 @@ namespace osu.Game.Modes.Osu.Beatmaps
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NewCombo = comboData?.NewCombo ?? false
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};
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}
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if (endTimeData != null)
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else if (endTimeData != null)
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{
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return new Spinner
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yield return new Spinner
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{
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StartTime = original.StartTime,
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Samples = original.Samples,
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@ -70,8 +46,9 @@ namespace osu.Game.Modes.Osu.Beatmaps
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Position = positionData?.Position ?? OsuPlayfield.BASE_SIZE / 2,
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};
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}
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return new HitCircle
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else
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{
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yield return new HitCircle
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{
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StartTime = original.StartTime,
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Samples = original.Samples,
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@ -79,153 +56,6 @@ namespace osu.Game.Modes.Osu.Beatmaps
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NewCombo = comboData?.NewCombo ?? false
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};
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}
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private void updateStacking(List<OsuHitObject> hitObjects, float stackLeniency, int startIndex = 0, int endIndex = -1)
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{
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if (endIndex == -1)
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endIndex = hitObjects.Count - 1;
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const int stack_distance = 3;
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float stackThreshold = DrawableOsuHitObject.TIME_PREEMPT * stackLeniency;
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// Reset stacking inside the update range
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for (int i = startIndex; i <= endIndex; i++)
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hitObjects[i].StackHeight = 0;
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// Extend the end index to include objects they are stacked on
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int extendedEndIndex = endIndex;
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for (int i = endIndex; i >= startIndex; i--)
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{
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int stackBaseIndex = i;
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for (int n = stackBaseIndex + 1; n < hitObjects.Count; n++)
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{
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OsuHitObject stackBaseObject = hitObjects[stackBaseIndex];
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if (stackBaseObject is Spinner) break;
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OsuHitObject objectN = hitObjects[n];
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if (objectN is Spinner)
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continue;
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double endTime = (stackBaseObject as IHasEndTime)?.EndTime ?? stackBaseObject.StartTime;
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if (objectN.StartTime - endTime > stackThreshold)
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//We are no longer within stacking range of the next object.
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break;
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if (Vector2.Distance(stackBaseObject.Position, objectN.Position) < stack_distance ||
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stackBaseObject is Slider && Vector2.Distance(stackBaseObject.EndPosition, objectN.Position) < stack_distance)
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{
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stackBaseIndex = n;
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// HitObjects after the specified update range haven't been reset yet
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objectN.StackHeight = 0;
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}
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}
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if (stackBaseIndex > extendedEndIndex)
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{
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extendedEndIndex = stackBaseIndex;
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if (extendedEndIndex == hitObjects.Count - 1)
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break;
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}
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}
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//Reverse pass for stack calculation.
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int extendedStartIndex = startIndex;
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for (int i = extendedEndIndex; i > startIndex; i--)
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{
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int n = i;
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/* We should check every note which has not yet got a stack.
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* Consider the case we have two interwound stacks and this will make sense.
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*
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* o <-1 o <-2
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* o <-3 o <-4
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*
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* We first process starting from 4 and handle 2,
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* then we come backwards on the i loop iteration until we reach 3 and handle 1.
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* 2 and 1 will be ignored in the i loop because they already have a stack value.
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*/
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OsuHitObject objectI = hitObjects[i];
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if (objectI.StackHeight != 0 || objectI is Spinner) continue;
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/* If this object is a hitcircle, then we enter this "special" case.
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* It either ends with a stack of hitcircles only, or a stack of hitcircles that are underneath a slider.
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* Any other case is handled by the "is Slider" code below this.
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*/
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if (objectI is HitCircle)
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{
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while (--n >= 0)
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{
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OsuHitObject objectN = hitObjects[n];
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if (objectN is Spinner) continue;
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double endTime = (objectN as IHasEndTime)?.EndTime ?? objectN.StartTime;
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if (objectI.StartTime - endTime > stackThreshold)
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//We are no longer within stacking range of the previous object.
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break;
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// HitObjects before the specified update range haven't been reset yet
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if (n < extendedStartIndex)
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{
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objectN.StackHeight = 0;
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extendedStartIndex = n;
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}
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/* This is a special case where hticircles are moved DOWN and RIGHT (negative stacking) if they are under the *last* slider in a stacked pattern.
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* o==o <- slider is at original location
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* o <- hitCircle has stack of -1
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* o <- hitCircle has stack of -2
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*/
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if (objectN is Slider && Vector2.Distance(objectN.EndPosition, objectI.Position) < stack_distance)
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{
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int offset = objectI.StackHeight - objectN.StackHeight + 1;
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for (int j = n + 1; j <= i; j++)
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{
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//For each object which was declared under this slider, we will offset it to appear *below* the slider end (rather than above).
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OsuHitObject objectJ = hitObjects[j];
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if (Vector2.Distance(objectN.EndPosition, objectJ.Position) < stack_distance)
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objectJ.StackHeight -= offset;
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}
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//We have hit a slider. We should restart calculation using this as the new base.
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//Breaking here will mean that the slider still has StackCount of 0, so will be handled in the i-outer-loop.
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break;
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}
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if (Vector2.Distance(objectN.Position, objectI.Position) < stack_distance)
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{
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//Keep processing as if there are no sliders. If we come across a slider, this gets cancelled out.
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//NOTE: Sliders with start positions stacking are a special case that is also handled here.
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objectN.StackHeight = objectI.StackHeight + 1;
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objectI = objectN;
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}
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}
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}
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else if (objectI is Slider)
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{
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/* We have hit the first slider in a possible stack.
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* From this point on, we ALWAYS stack positive regardless.
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*/
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while (--n >= startIndex)
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{
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OsuHitObject objectN = hitObjects[n];
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if (objectN is Spinner) continue;
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if (objectI.StartTime - objectN.StartTime > stackThreshold)
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//We are no longer within stacking range of the previous object.
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break;
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if (Vector2.Distance(objectN.EndPosition, objectI.Position) < stack_distance)
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{
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objectN.StackHeight = objectI.StackHeight + 1;
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objectI = objectN;
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}
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}
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}
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}
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}
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}
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}
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@ -1,9 +1,12 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK;
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using osu.Game.Beatmaps;
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using osu.Game.Modes.Beatmaps;
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using osu.Game.Modes.Objects.Types;
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using osu.Game.Modes.Osu.Objects;
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using osu.Game.Modes.Osu.Objects.Drawables;
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namespace osu.Game.Modes.Osu.Beatmaps
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{
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@ -11,6 +14,8 @@ namespace osu.Game.Modes.Osu.Beatmaps
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{
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public override void PostProcess(Beatmap<OsuHitObject> beatmap)
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{
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applyStacking(beatmap);
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if (beatmap.ComboColors.Count == 0)
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return;
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@ -29,5 +34,150 @@ namespace osu.Game.Modes.Osu.Beatmaps
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obj.ComboColour = beatmap.ComboColors[colourIndex];
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}
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}
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private void applyStacking(Beatmap<OsuHitObject> beatmap)
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{
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const int stack_distance = 3;
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float stackThreshold = DrawableOsuHitObject.TIME_PREEMPT * beatmap.BeatmapInfo?.StackLeniency ?? 0.7f;
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// Reset stacking
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for (int i = 0; i <= beatmap.HitObjects.Count - 1; i++)
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beatmap.HitObjects[i].StackHeight = 0;
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// Extend the end index to include objects they are stacked on
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int extendedEndIndex = beatmap.HitObjects.Count - 1;
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for (int i = beatmap.HitObjects.Count - 1; i >= 0; i--)
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{
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int stackBaseIndex = i;
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for (int n = stackBaseIndex + 1; n < beatmap.HitObjects.Count; n++)
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{
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OsuHitObject stackBaseObject = beatmap.HitObjects[stackBaseIndex];
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if (stackBaseObject is Spinner) break;
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OsuHitObject objectN = beatmap.HitObjects[n];
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if (objectN is Spinner)
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continue;
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double endTime = (stackBaseObject as IHasEndTime)?.EndTime ?? stackBaseObject.StartTime;
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if (objectN.StartTime - endTime > stackThreshold)
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//We are no longer within stacking range of the next object.
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break;
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if (Vector2.Distance(stackBaseObject.Position, objectN.Position) < stack_distance ||
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stackBaseObject is Slider && Vector2.Distance(stackBaseObject.EndPosition, objectN.Position) < stack_distance)
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{
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stackBaseIndex = n;
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// HitObjects after the specified update range haven't been reset yet
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objectN.StackHeight = 0;
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}
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}
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if (stackBaseIndex > extendedEndIndex)
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{
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extendedEndIndex = stackBaseIndex;
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if (extendedEndIndex == beatmap.HitObjects.Count - 1)
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break;
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}
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}
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//Reverse pass for stack calculation.
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int extendedStartIndex = 0;
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for (int i = extendedEndIndex; i > 0; i--)
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{
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int n = i;
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/* We should check every note which has not yet got a stack.
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* Consider the case we have two interwound stacks and this will make sense.
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*
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* o <-1 o <-2
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* o <-3 o <-4
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*
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* We first process starting from 4 and handle 2,
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* then we come backwards on the i loop iteration until we reach 3 and handle 1.
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* 2 and 1 will be ignored in the i loop because they already have a stack value.
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*/
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OsuHitObject objectI = beatmap.HitObjects[i];
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if (objectI.StackHeight != 0 || objectI is Spinner) continue;
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/* If this object is a hitcircle, then we enter this "special" case.
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* It either ends with a stack of hitcircles only, or a stack of hitcircles that are underneath a slider.
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* Any other case is handled by the "is Slider" code below this.
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*/
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if (objectI is HitCircle)
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{
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while (--n >= 0)
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{
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OsuHitObject objectN = beatmap.HitObjects[n];
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if (objectN is Spinner) continue;
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double endTime = (objectN as IHasEndTime)?.EndTime ?? objectN.StartTime;
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if (objectI.StartTime - endTime > stackThreshold)
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//We are no longer within stacking range of the previous object.
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break;
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// HitObjects before the specified update range haven't been reset yet
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if (n < extendedStartIndex)
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{
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objectN.StackHeight = 0;
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extendedStartIndex = n;
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}
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/* This is a special case where hticircles are moved DOWN and RIGHT (negative stacking) if they are under the *last* slider in a stacked pattern.
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* o==o <- slider is at original location
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* o <- hitCircle has stack of -1
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* o <- hitCircle has stack of -2
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*/
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if (objectN is Slider && Vector2.Distance(objectN.EndPosition, objectI.Position) < stack_distance)
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{
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int offset = objectI.StackHeight - objectN.StackHeight + 1;
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for (int j = n + 1; j <= i; j++)
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{
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//For each object which was declared under this slider, we will offset it to appear *below* the slider end (rather than above).
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OsuHitObject objectJ = beatmap.HitObjects[j];
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if (Vector2.Distance(objectN.EndPosition, objectJ.Position) < stack_distance)
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objectJ.StackHeight -= offset;
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}
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//We have hit a slider. We should restart calculation using this as the new base.
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//Breaking here will mean that the slider still has StackCount of 0, so will be handled in the i-outer-loop.
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break;
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}
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if (Vector2.Distance(objectN.Position, objectI.Position) < stack_distance)
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{
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//Keep processing as if there are no sliders. If we come across a slider, this gets cancelled out.
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//NOTE: Sliders with start positions stacking are a special case that is also handled here.
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objectN.StackHeight = objectI.StackHeight + 1;
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objectI = objectN;
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}
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}
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}
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else if (objectI is Slider)
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{
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/* We have hit the first slider in a possible stack.
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* From this point on, we ALWAYS stack positive regardless.
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*/
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while (--n >= 0)
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{
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OsuHitObject objectN = beatmap.HitObjects[n];
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if (objectN is Spinner) continue;
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if (objectI.StartTime - objectN.StartTime > stackThreshold)
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//We are no longer within stacking range of the previous object.
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break;
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if (Vector2.Distance(objectN.EndPosition, objectI.Position) < stack_distance)
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{
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objectN.StackHeight = objectI.StackHeight + 1;
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objectI = objectN;
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}
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}
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}
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}
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}
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}
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}
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@ -39,33 +39,30 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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/// </summary>
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private const float taiko_base_distance = 100;
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public override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(HitObject) };
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protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(HitObject) };
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public override Beatmap<TaikoHitObject> Convert(Beatmap original)
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protected override Beatmap<TaikoHitObject> ConvertBeatmap(Beatmap original)
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{
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// Rewrite the beatmap info to add the slider velocity multiplier
|
||||
BeatmapInfo info = original.BeatmapInfo.DeepClone<BeatmapInfo>();
|
||||
info.Difficulty.SliderMultiplier *= legacy_velocity_multiplier;
|
||||
|
||||
return new Beatmap<TaikoHitObject>(original)
|
||||
{
|
||||
BeatmapInfo = info,
|
||||
HitObjects = original.HitObjects.SelectMany(h => convertHitObject(h, original)).GroupBy(t => t.StartTime).Select(x =>
|
||||
Beatmap<TaikoHitObject> converted = base.ConvertBeatmap(original);
|
||||
|
||||
// Post processing step to transform hit objects with the same start time into strong hits
|
||||
converted.HitObjects = converted.HitObjects.GroupBy(t => t.StartTime).Select(x =>
|
||||
{
|
||||
TaikoHitObject first = x.First();
|
||||
if (x.Skip(1).Any())
|
||||
first.IsStrong = true;
|
||||
return first;
|
||||
}).ToList()
|
||||
};
|
||||
}).ToList();
|
||||
|
||||
return converted;
|
||||
}
|
||||
|
||||
private IEnumerable<TaikoHitObject> convertHitObject(HitObject obj, Beatmap beatmap)
|
||||
protected override IEnumerable<TaikoHitObject> ConvertHitObject(HitObject obj, Beatmap beatmap)
|
||||
{
|
||||
// Check if this HitObject is already a TaikoHitObject, and return it if so
|
||||
var originalTaiko = obj as TaikoHitObject;
|
||||
if (originalTaiko != null)
|
||||
yield return originalTaiko;
|
||||
|
||||
var distanceData = obj as IHasDistance;
|
||||
var repeatsData = obj as IHasRepeats;
|
||||
var endTimeData = obj as IHasEndTime;
|
||||
|
@ -56,6 +56,7 @@ namespace osu.Game.Beatmaps
|
||||
public Beatmap(Beatmap original = null)
|
||||
: base(original)
|
||||
{
|
||||
HitObjects = original?.HitObjects;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -15,23 +15,68 @@ namespace osu.Game.Modes.Beatmaps
|
||||
/// <typeparam name="T">The type of HitObject stored in the Beatmap.</typeparam>
|
||||
public abstract class BeatmapConverter<T> where T : HitObject
|
||||
{
|
||||
/// <summary>
|
||||
/// The types of HitObjects that can be converted to be used for this Beatmap.
|
||||
/// </summary>
|
||||
public abstract IEnumerable<Type> ValidConversionTypes { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Converts a Beatmap to another mode.
|
||||
/// </summary>
|
||||
/// <param name="original">The original Beatmap.</param>
|
||||
/// <returns>The converted Beatmap.</returns>
|
||||
public abstract Beatmap<T> Convert(Beatmap original);
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a Beatmap can be converted using this Beatmap Converter.
|
||||
/// </summary>
|
||||
/// <param name="beatmap">The Beatmap to check.</param>
|
||||
/// <returns>Whether the Beatmap can be converted using this Beatmap Converter.</returns>
|
||||
public bool CanConvert(Beatmap beatmap) => ValidConversionTypes.All(t => beatmap.HitObjects.Any(t.IsInstanceOfType));
|
||||
|
||||
/// <summary>
|
||||
/// Converts a Beatmap using this Beatmap Converter.
|
||||
/// </summary>
|
||||
/// <param name="original">The un-converted Beatmap.</param>
|
||||
/// <returns>The converted Beatmap.</returns>
|
||||
public Beatmap<T> Convert(Beatmap original)
|
||||
{
|
||||
// We always operate on a clone of the original beatmap, to not modify it game-wide
|
||||
return ConvertBeatmap(new Beatmap(original));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs the conversion of a Beatmap using this Beatmap Converter.
|
||||
/// </summary>
|
||||
/// <param name="original">The un-converted Beatmap.</param>
|
||||
/// <returns>The converted Beatmap.</returns>
|
||||
protected virtual Beatmap<T> ConvertBeatmap(Beatmap original)
|
||||
{
|
||||
return new Beatmap<T>
|
||||
{
|
||||
BeatmapInfo = original.BeatmapInfo,
|
||||
TimingInfo = original.TimingInfo,
|
||||
HitObjects = original.HitObjects.SelectMany(h => convert(h, original)).ToList()
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts a hit object.
|
||||
/// </summary>
|
||||
/// <param name="original">The hit object to convert.</param>
|
||||
/// <param name="beatmap">The un-converted Beatmap.</param>
|
||||
/// <returns>The converted hit object.</returns>
|
||||
private IEnumerable<T> convert(HitObject original, Beatmap beatmap)
|
||||
{
|
||||
// Check if the hitobject is already the converted type
|
||||
T tObject = original as T;
|
||||
if (tObject != null)
|
||||
yield return tObject;
|
||||
|
||||
// Convert the hit object
|
||||
foreach (var obj in ConvertHitObject(original, beatmap))
|
||||
yield return obj;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The types of HitObjects that can be converted to be used for this Beatmap.
|
||||
/// </summary>
|
||||
protected abstract IEnumerable<Type> ValidConversionTypes { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Performs the conversion of a hit object.
|
||||
/// </summary>
|
||||
/// <param name="original">The hit object to convert.</param>
|
||||
/// <param name="beatmap">The un-converted Beatmap.</param>
|
||||
/// <returns>The converted hit object.</returns>
|
||||
protected abstract IEnumerable<T> ConvertHitObject(HitObject original, Beatmap beatmap);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user