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Rewrite beatmap conversion to allow converting sliders to normal hits.

This commit is contained in:
smoogipooo 2017-04-03 10:54:13 +09:00
parent 3b672fd842
commit 33e10adfa6

View File

@ -7,6 +7,7 @@ using osu.Game.Beatmaps.Samples;
using osu.Game.Modes.Objects;
using osu.Game.Modes.Objects.Types;
using osu.Game.Modes.Taiko.Objects;
using System;
using System.Collections.Generic;
using System.Linq;
@ -24,75 +25,99 @@ namespace osu.Game.Modes.Taiko.Beatmaps
return new Beatmap<TaikoHitObject>(original)
{
HitObjects = convertHitObjects(original.HitObjects)
HitObjects = original.HitObjects.SelectMany(h => convertHitObject(h, original)).ToList()
};
}
private List<TaikoHitObject> convertHitObjects(List<HitObject> hitObjects)
{
return hitObjects.Select(convertHitObject).ToList();
}
private TaikoHitObject convertHitObject(HitObject original)
private IEnumerable<TaikoHitObject> convertHitObject(HitObject obj, Beatmap beatmap)
{
// Check if this HitObject is already a TaikoHitObject, and return it if so
TaikoHitObject originalTaiko = original as TaikoHitObject;
var originalTaiko = obj as TaikoHitObject;
if (originalTaiko != null)
return originalTaiko;
yield return originalTaiko;
IHasDistance distanceData = original as IHasDistance;
IHasRepeats repeatsData = original as IHasRepeats;
IHasEndTime endTimeData = original as IHasEndTime;
var distanceData = obj as IHasDistance;
var repeatsData = obj as IHasRepeats;
var endTimeData = obj as IHasEndTime;
// Old osu! used hit sounding to determine various hit type information
SampleType sample = original.Sample?.Type ?? SampleType.None;
SampleType sample = obj.Sample?.Type ?? SampleType.None;
bool strong = (sample & SampleType.Finish) > 0;
if (distanceData != null)
{
return new DrumRoll
double sv = beatmap.TimingInfo.SliderVelocityAt(obj.StartTime) * beatmap.BeatmapInfo.Difficulty.SliderMultiplier;
double l = distanceData.Distance * legacy_velocity_scale;
double v = sv * legacy_velocity_scale;
double bl = beatmap.TimingInfo.BeatLengthAt(obj.StartTime);
int repeats = repeatsData?.RepeatCount ?? 1;
double skipPeriod = Math.Min(bl / beatmap.BeatmapInfo.Difficulty.SliderTickRate, distanceData.Duration / repeats);
if (skipPeriod > 0 && l / v * 1000 < 2 * bl)
{
StartTime = original.StartTime,
Sample = original.Sample,
IsStrong = strong,
Distance = distanceData.Distance * (repeatsData?.RepeatCount ?? 1) * legacy_velocity_scale
};
for (double j = obj.StartTime; j <= distanceData.EndTime + skipPeriod / 8; j += skipPeriod)
{
// Todo: This should generate different type of hits (including strongs)
// depending on hitobject sound additions (not implemented fully yet)
yield return new CentreHit
{
StartTime = obj.StartTime,
Sample = obj.Sample,
IsStrong = strong
};
}
}
else
{
yield return new DrumRoll
{
StartTime = obj.StartTime,
Sample = obj.Sample,
IsStrong = strong,
Distance = distanceData.Distance * (repeatsData?.RepeatCount ?? 1) * legacy_velocity_scale
};
}
}
if (endTimeData != null)
else if (endTimeData != null)
{
// We compute the end time manually to add in the Bash convert factor
return new Swell
yield return new Swell
{
StartTime = original.StartTime,
Sample = original.Sample,
StartTime = obj.StartTime,
Sample = obj.Sample,
IsStrong = strong,
EndTime = original.StartTime + endTimeData.Duration,
EndTime = obj.StartTime + endTimeData.Duration,
HitMultiplier = bash_convert_factor
};
}
bool isCentre = (sample & ~(SampleType.Finish | SampleType.Normal)) == 0;
if (isCentre)
else
{
return new CentreHit
bool isCentre = (sample & ~(SampleType.Finish | SampleType.Normal)) == 0;
if (isCentre)
{
StartTime = original.StartTime,
Sample = original.Sample,
IsStrong = strong
};
yield return new CentreHit
{
StartTime = obj.StartTime,
Sample = obj.Sample,
IsStrong = strong
};
}
else
{
yield return new RimHit
{
StartTime = obj.StartTime,
Sample = obj.Sample,
IsStrong = strong,
};
}
}
return new RimHit
{
StartTime = original.StartTime,
Sample = original.Sample,
IsStrong = strong,
};
}
}
}