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mirror of https://github.com/ppy/osu.git synced 2025-02-26 03:43:21 +08:00

Refactor beatmap converters.

This commit is contained in:
smoogipooo 2017-04-18 14:24:16 +09:00
parent 2df21066e7
commit 27ddf4b475
7 changed files with 243 additions and 224 deletions

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@ -7,19 +7,17 @@ using System.Collections.Generic;
using System;
using osu.Game.Modes.Objects.Types;
using osu.Game.Modes.Beatmaps;
using osu.Game.Modes.Objects;
namespace osu.Game.Modes.Catch.Beatmaps
{
internal class CatchBeatmapConverter : BeatmapConverter<CatchBaseHit>
{
public override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(IHasXPosition) };
protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(IHasXPosition) };
public override Beatmap<CatchBaseHit> Convert(Beatmap original)
protected override IEnumerable<CatchBaseHit> ConvertHitObject(HitObject original, Beatmap beatmap)
{
return new Beatmap<CatchBaseHit>(original)
{
HitObjects = new List<CatchBaseHit>() // Todo: Convert HitObjects
};
yield return null;
}
}
}

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@ -7,19 +7,17 @@ using System.Collections.Generic;
using System;
using osu.Game.Modes.Objects.Types;
using osu.Game.Modes.Beatmaps;
using osu.Game.Modes.Objects;
namespace osu.Game.Modes.Mania.Beatmaps
{
internal class ManiaBeatmapConverter : BeatmapConverter<ManiaBaseHit>
{
public override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(IHasXPosition) };
protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(IHasXPosition) };
public override Beatmap<ManiaBaseHit> Convert(Beatmap original)
protected override IEnumerable<ManiaBaseHit> ConvertHitObject(HitObject original, Beatmap beatmap)
{
return new Beatmap<ManiaBaseHit>(original)
{
HitObjects = new List<ManiaBaseHit>() // Todo: Implement
};
yield return null;
}
}
}

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@ -5,10 +5,8 @@ using OpenTK;
using osu.Game.Beatmaps;
using osu.Game.Modes.Objects;
using osu.Game.Modes.Osu.Objects;
using osu.Game.Modes.Osu.Objects.Drawables;
using System.Collections.Generic;
using osu.Game.Modes.Objects.Types;
using System.Linq;
using System;
using osu.Game.Modes.Osu.UI;
using osu.Game.Modes.Beatmaps;
@ -17,31 +15,10 @@ namespace osu.Game.Modes.Osu.Beatmaps
{
internal class OsuBeatmapConverter : BeatmapConverter<OsuHitObject>
{
public override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(IHasPosition) };
protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(IHasPosition) };
public override Beatmap<OsuHitObject> Convert(Beatmap original)
protected override IEnumerable<OsuHitObject> ConvertHitObject(HitObject original, Beatmap beatmap)
{
return new Beatmap<OsuHitObject>(original)
{
HitObjects = convertHitObjects(original.HitObjects, original.BeatmapInfo?.StackLeniency ?? 0.7f)
};
}
private List<OsuHitObject> convertHitObjects(List<HitObject> hitObjects, float stackLeniency)
{
List<OsuHitObject> converted = hitObjects.Select(convertHitObject).ToList();
updateStacking(converted, stackLeniency);
return converted;
}
private OsuHitObject convertHitObject(HitObject original)
{
OsuHitObject originalOsu = original as OsuHitObject;
if (originalOsu != null)
return originalOsu;
IHasCurve curveData = original as IHasCurve;
IHasEndTime endTimeData = original as IHasEndTime;
IHasPosition positionData = original as IHasPosition;
@ -49,7 +26,7 @@ namespace osu.Game.Modes.Osu.Beatmaps
if (curveData != null)
{
return new Slider
yield return new Slider
{
StartTime = original.StartTime,
Samples = original.Samples,
@ -58,10 +35,9 @@ namespace osu.Game.Modes.Osu.Beatmaps
NewCombo = comboData?.NewCombo ?? false
};
}
if (endTimeData != null)
else if (endTimeData != null)
{
return new Spinner
yield return new Spinner
{
StartTime = original.StartTime,
Samples = original.Samples,
@ -70,8 +46,9 @@ namespace osu.Game.Modes.Osu.Beatmaps
Position = positionData?.Position ?? OsuPlayfield.BASE_SIZE / 2,
};
}
return new HitCircle
else
{
yield return new HitCircle
{
StartTime = original.StartTime,
Samples = original.Samples,
@ -79,153 +56,6 @@ namespace osu.Game.Modes.Osu.Beatmaps
NewCombo = comboData?.NewCombo ?? false
};
}
private void updateStacking(List<OsuHitObject> hitObjects, float stackLeniency, int startIndex = 0, int endIndex = -1)
{
if (endIndex == -1)
endIndex = hitObjects.Count - 1;
const int stack_distance = 3;
float stackThreshold = DrawableOsuHitObject.TIME_PREEMPT * stackLeniency;
// Reset stacking inside the update range
for (int i = startIndex; i <= endIndex; i++)
hitObjects[i].StackHeight = 0;
// Extend the end index to include objects they are stacked on
int extendedEndIndex = endIndex;
for (int i = endIndex; i >= startIndex; i--)
{
int stackBaseIndex = i;
for (int n = stackBaseIndex + 1; n < hitObjects.Count; n++)
{
OsuHitObject stackBaseObject = hitObjects[stackBaseIndex];
if (stackBaseObject is Spinner) break;
OsuHitObject objectN = hitObjects[n];
if (objectN is Spinner)
continue;
double endTime = (stackBaseObject as IHasEndTime)?.EndTime ?? stackBaseObject.StartTime;
if (objectN.StartTime - endTime > stackThreshold)
//We are no longer within stacking range of the next object.
break;
if (Vector2.Distance(stackBaseObject.Position, objectN.Position) < stack_distance ||
stackBaseObject is Slider && Vector2.Distance(stackBaseObject.EndPosition, objectN.Position) < stack_distance)
{
stackBaseIndex = n;
// HitObjects after the specified update range haven't been reset yet
objectN.StackHeight = 0;
}
}
if (stackBaseIndex > extendedEndIndex)
{
extendedEndIndex = stackBaseIndex;
if (extendedEndIndex == hitObjects.Count - 1)
break;
}
}
//Reverse pass for stack calculation.
int extendedStartIndex = startIndex;
for (int i = extendedEndIndex; i > startIndex; i--)
{
int n = i;
/* We should check every note which has not yet got a stack.
* Consider the case we have two interwound stacks and this will make sense.
*
* o <-1 o <-2
* o <-3 o <-4
*
* We first process starting from 4 and handle 2,
* then we come backwards on the i loop iteration until we reach 3 and handle 1.
* 2 and 1 will be ignored in the i loop because they already have a stack value.
*/
OsuHitObject objectI = hitObjects[i];
if (objectI.StackHeight != 0 || objectI is Spinner) continue;
/* If this object is a hitcircle, then we enter this "special" case.
* It either ends with a stack of hitcircles only, or a stack of hitcircles that are underneath a slider.
* Any other case is handled by the "is Slider" code below this.
*/
if (objectI is HitCircle)
{
while (--n >= 0)
{
OsuHitObject objectN = hitObjects[n];
if (objectN is Spinner) continue;
double endTime = (objectN as IHasEndTime)?.EndTime ?? objectN.StartTime;
if (objectI.StartTime - endTime > stackThreshold)
//We are no longer within stacking range of the previous object.
break;
// HitObjects before the specified update range haven't been reset yet
if (n < extendedStartIndex)
{
objectN.StackHeight = 0;
extendedStartIndex = n;
}
/* 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.
* o==o <- slider is at original location
* o <- hitCircle has stack of -1
* o <- hitCircle has stack of -2
*/
if (objectN is Slider && Vector2.Distance(objectN.EndPosition, objectI.Position) < stack_distance)
{
int offset = objectI.StackHeight - objectN.StackHeight + 1;
for (int j = n + 1; j <= i; j++)
{
//For each object which was declared under this slider, we will offset it to appear *below* the slider end (rather than above).
OsuHitObject objectJ = hitObjects[j];
if (Vector2.Distance(objectN.EndPosition, objectJ.Position) < stack_distance)
objectJ.StackHeight -= offset;
}
//We have hit a slider. We should restart calculation using this as the new base.
//Breaking here will mean that the slider still has StackCount of 0, so will be handled in the i-outer-loop.
break;
}
if (Vector2.Distance(objectN.Position, objectI.Position) < stack_distance)
{
//Keep processing as if there are no sliders. If we come across a slider, this gets cancelled out.
//NOTE: Sliders with start positions stacking are a special case that is also handled here.
objectN.StackHeight = objectI.StackHeight + 1;
objectI = objectN;
}
}
}
else if (objectI is Slider)
{
/* We have hit the first slider in a possible stack.
* From this point on, we ALWAYS stack positive regardless.
*/
while (--n >= startIndex)
{
OsuHitObject objectN = hitObjects[n];
if (objectN is Spinner) continue;
if (objectI.StartTime - objectN.StartTime > stackThreshold)
//We are no longer within stacking range of the previous object.
break;
if (Vector2.Distance(objectN.EndPosition, objectI.Position) < stack_distance)
{
objectN.StackHeight = objectI.StackHeight + 1;
objectI = objectN;
}
}
}
}
}
}
}

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@ -1,9 +1,12 @@
// 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.Modes.Beatmaps;
using osu.Game.Modes.Objects.Types;
using osu.Game.Modes.Osu.Objects;
using osu.Game.Modes.Osu.Objects.Drawables;
namespace osu.Game.Modes.Osu.Beatmaps
{
@ -11,6 +14,8 @@ namespace osu.Game.Modes.Osu.Beatmaps
{
public override void PostProcess(Beatmap<OsuHitObject> beatmap)
{
applyStacking(beatmap);
if (beatmap.ComboColors.Count == 0)
return;
@ -29,5 +34,150 @@ namespace osu.Game.Modes.Osu.Beatmaps
obj.ComboColour = beatmap.ComboColors[colourIndex];
}
}
private void applyStacking(Beatmap<OsuHitObject> beatmap)
{
const int stack_distance = 3;
float stackThreshold = DrawableOsuHitObject.TIME_PREEMPT * beatmap.BeatmapInfo?.StackLeniency ?? 0.7f;
// Reset stacking
for (int i = 0; i <= beatmap.HitObjects.Count - 1; i++)
beatmap.HitObjects[i].StackHeight = 0;
// Extend the end index to include objects they are stacked on
int extendedEndIndex = beatmap.HitObjects.Count - 1;
for (int i = beatmap.HitObjects.Count - 1; i >= 0; i--)
{
int stackBaseIndex = i;
for (int n = stackBaseIndex + 1; n < beatmap.HitObjects.Count; n++)
{
OsuHitObject stackBaseObject = beatmap.HitObjects[stackBaseIndex];
if (stackBaseObject is Spinner) break;
OsuHitObject objectN = beatmap.HitObjects[n];
if (objectN is Spinner)
continue;
double endTime = (stackBaseObject as IHasEndTime)?.EndTime ?? stackBaseObject.StartTime;
if (objectN.StartTime - endTime > stackThreshold)
//We are no longer within stacking range of the next object.
break;
if (Vector2.Distance(stackBaseObject.Position, objectN.Position) < stack_distance ||
stackBaseObject is Slider && Vector2.Distance(stackBaseObject.EndPosition, objectN.Position) < stack_distance)
{
stackBaseIndex = n;
// HitObjects after the specified update range haven't been reset yet
objectN.StackHeight = 0;
}
}
if (stackBaseIndex > extendedEndIndex)
{
extendedEndIndex = stackBaseIndex;
if (extendedEndIndex == beatmap.HitObjects.Count - 1)
break;
}
}
//Reverse pass for stack calculation.
int extendedStartIndex = 0;
for (int i = extendedEndIndex; i > 0; i--)
{
int n = i;
/* We should check every note which has not yet got a stack.
* Consider the case we have two interwound stacks and this will make sense.
*
* o <-1 o <-2
* o <-3 o <-4
*
* We first process starting from 4 and handle 2,
* then we come backwards on the i loop iteration until we reach 3 and handle 1.
* 2 and 1 will be ignored in the i loop because they already have a stack value.
*/
OsuHitObject objectI = beatmap.HitObjects[i];
if (objectI.StackHeight != 0 || objectI is Spinner) continue;
/* If this object is a hitcircle, then we enter this "special" case.
* It either ends with a stack of hitcircles only, or a stack of hitcircles that are underneath a slider.
* Any other case is handled by the "is Slider" code below this.
*/
if (objectI is HitCircle)
{
while (--n >= 0)
{
OsuHitObject objectN = beatmap.HitObjects[n];
if (objectN is Spinner) continue;
double endTime = (objectN as IHasEndTime)?.EndTime ?? objectN.StartTime;
if (objectI.StartTime - endTime > stackThreshold)
//We are no longer within stacking range of the previous object.
break;
// HitObjects before the specified update range haven't been reset yet
if (n < extendedStartIndex)
{
objectN.StackHeight = 0;
extendedStartIndex = n;
}
/* 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.
* o==o <- slider is at original location
* o <- hitCircle has stack of -1
* o <- hitCircle has stack of -2
*/
if (objectN is Slider && Vector2.Distance(objectN.EndPosition, objectI.Position) < stack_distance)
{
int offset = objectI.StackHeight - objectN.StackHeight + 1;
for (int j = n + 1; j <= i; j++)
{
//For each object which was declared under this slider, we will offset it to appear *below* the slider end (rather than above).
OsuHitObject objectJ = beatmap.HitObjects[j];
if (Vector2.Distance(objectN.EndPosition, objectJ.Position) < stack_distance)
objectJ.StackHeight -= offset;
}
//We have hit a slider. We should restart calculation using this as the new base.
//Breaking here will mean that the slider still has StackCount of 0, so will be handled in the i-outer-loop.
break;
}
if (Vector2.Distance(objectN.Position, objectI.Position) < stack_distance)
{
//Keep processing as if there are no sliders. If we come across a slider, this gets cancelled out.
//NOTE: Sliders with start positions stacking are a special case that is also handled here.
objectN.StackHeight = objectI.StackHeight + 1;
objectI = objectN;
}
}
}
else if (objectI is Slider)
{
/* We have hit the first slider in a possible stack.
* From this point on, we ALWAYS stack positive regardless.
*/
while (--n >= 0)
{
OsuHitObject objectN = beatmap.HitObjects[n];
if (objectN is Spinner) continue;
if (objectI.StartTime - objectN.StartTime > stackThreshold)
//We are no longer within stacking range of the previous object.
break;
if (Vector2.Distance(objectN.EndPosition, objectI.Position) < stack_distance)
{
objectN.StackHeight = objectI.StackHeight + 1;
objectI = objectN;
}
}
}
}
}
}
}

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@ -39,33 +39,30 @@ namespace osu.Game.Modes.Taiko.Beatmaps
/// </summary>
private const float taiko_base_distance = 100;
public override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(HitObject) };
protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(HitObject) };
public override Beatmap<TaikoHitObject> Convert(Beatmap original)
protected override Beatmap<TaikoHitObject> ConvertBeatmap(Beatmap original)
{
// 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;

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@ -56,6 +56,7 @@ namespace osu.Game.Beatmaps
public Beatmap(Beatmap original = null)
: base(original)
{
HitObjects = original?.HitObjects;
}
}
}

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@ -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);
}
}