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Rewrite beatmap conversion to allow converting sliders to normal hits.
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3b672fd842
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@ -7,6 +7,7 @@ using osu.Game.Beatmaps.Samples;
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using osu.Game.Modes.Objects;
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using osu.Game.Modes.Objects.Types;
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using osu.Game.Modes.Taiko.Objects;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@ -24,75 +25,99 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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return new Beatmap<TaikoHitObject>(original)
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{
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HitObjects = convertHitObjects(original.HitObjects)
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HitObjects = original.HitObjects.SelectMany(h => convertHitObject(h, original)).ToList()
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};
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}
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private List<TaikoHitObject> convertHitObjects(List<HitObject> hitObjects)
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{
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return hitObjects.Select(convertHitObject).ToList();
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}
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private TaikoHitObject convertHitObject(HitObject original)
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private IEnumerable<TaikoHitObject> convertHitObject(HitObject obj, Beatmap beatmap)
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{
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// Check if this HitObject is already a TaikoHitObject, and return it if so
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TaikoHitObject originalTaiko = original as TaikoHitObject;
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var originalTaiko = obj as TaikoHitObject;
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if (originalTaiko != null)
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return originalTaiko;
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yield return originalTaiko;
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IHasDistance distanceData = original as IHasDistance;
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IHasRepeats repeatsData = original as IHasRepeats;
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IHasEndTime endTimeData = original as IHasEndTime;
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var distanceData = obj as IHasDistance;
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var repeatsData = obj as IHasRepeats;
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var endTimeData = obj as IHasEndTime;
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// Old osu! used hit sounding to determine various hit type information
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SampleType sample = original.Sample?.Type ?? SampleType.None;
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SampleType sample = obj.Sample?.Type ?? SampleType.None;
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bool strong = (sample & SampleType.Finish) > 0;
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if (distanceData != null)
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{
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return new DrumRoll
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double sv = beatmap.TimingInfo.SliderVelocityAt(obj.StartTime) * beatmap.BeatmapInfo.Difficulty.SliderMultiplier;
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double l = distanceData.Distance * legacy_velocity_scale;
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double v = sv * legacy_velocity_scale;
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double bl = beatmap.TimingInfo.BeatLengthAt(obj.StartTime);
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int repeats = repeatsData?.RepeatCount ?? 1;
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double skipPeriod = Math.Min(bl / beatmap.BeatmapInfo.Difficulty.SliderTickRate, distanceData.Duration / repeats);
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if (skipPeriod > 0 && l / v * 1000 < 2 * bl)
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{
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StartTime = original.StartTime,
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Sample = original.Sample,
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IsStrong = strong,
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Distance = distanceData.Distance * (repeatsData?.RepeatCount ?? 1) * legacy_velocity_scale
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};
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for (double j = obj.StartTime; j <= distanceData.EndTime + skipPeriod / 8; j += skipPeriod)
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{
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// Todo: This should generate different type of hits (including strongs)
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// depending on hitobject sound additions (not implemented fully yet)
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yield return new CentreHit
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{
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StartTime = obj.StartTime,
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Sample = obj.Sample,
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IsStrong = strong
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};
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}
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}
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else
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{
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yield return new DrumRoll
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{
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StartTime = obj.StartTime,
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Sample = obj.Sample,
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IsStrong = strong,
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Distance = distanceData.Distance * (repeatsData?.RepeatCount ?? 1) * legacy_velocity_scale
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};
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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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// We compute the end time manually to add in the Bash convert factor
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return new Swell
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yield return new Swell
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{
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StartTime = original.StartTime,
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Sample = original.Sample,
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StartTime = obj.StartTime,
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Sample = obj.Sample,
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IsStrong = strong,
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EndTime = original.StartTime + endTimeData.Duration,
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EndTime = obj.StartTime + endTimeData.Duration,
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HitMultiplier = bash_convert_factor
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};
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}
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bool isCentre = (sample & ~(SampleType.Finish | SampleType.Normal)) == 0;
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if (isCentre)
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else
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{
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return new CentreHit
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bool isCentre = (sample & ~(SampleType.Finish | SampleType.Normal)) == 0;
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if (isCentre)
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{
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StartTime = original.StartTime,
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Sample = original.Sample,
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IsStrong = strong
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};
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yield return new CentreHit
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{
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StartTime = obj.StartTime,
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Sample = obj.Sample,
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IsStrong = strong
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};
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}
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else
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{
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yield return new RimHit
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{
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StartTime = obj.StartTime,
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Sample = obj.Sample,
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IsStrong = strong,
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};
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}
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}
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return new RimHit
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{
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StartTime = original.StartTime,
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Sample = original.Sample,
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IsStrong = strong,
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};
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}
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}
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}
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