From 3db080fad2d8bd27f335a1a062d78e4956fd3401 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Tue, 6 Jun 2023 16:54:33 +0900 Subject: [PATCH] Fix osu!taiko drum rolls not getting correct tick rate after placement in the editor --- osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs | 1 - osu.Game.Rulesets.Taiko/Objects/DrumRoll.cs | 8 +++----- 2 files changed, 3 insertions(+), 6 deletions(-) diff --git a/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs b/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs index e298e313df..5226cb0794 100644 --- a/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs +++ b/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs @@ -133,7 +133,6 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps StartTime = obj.StartTime, Samples = obj.Samples, Duration = taikoDuration, - TickRate = beatmap.Difficulty.SliderTickRate == 3 ? 3 : 4, SliderVelocity = obj is IHasSliderVelocity velocityData ? velocityData.SliderVelocity : 1 }; } diff --git a/osu.Game.Rulesets.Taiko/Objects/DrumRoll.cs b/osu.Game.Rulesets.Taiko/Objects/DrumRoll.cs index 987eb6625a..5b77ad7f91 100644 --- a/osu.Game.Rulesets.Taiko/Objects/DrumRoll.cs +++ b/osu.Game.Rulesets.Taiko/Objects/DrumRoll.cs @@ -4,7 +4,6 @@ using osu.Game.Rulesets.Objects.Types; using System.Threading; using osu.Framework.Bindables; -using osu.Framework.Utils; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Beatmaps.Formats; @@ -68,6 +67,8 @@ namespace osu.Game.Rulesets.Taiko.Objects double scoringDistance = base_distance * difficulty.SliderMultiplier * SliderVelocity; Velocity = scoringDistance / timingPoint.BeatLength; + TickRate = difficulty.SliderTickRate == 3 ? 3 : 4; + tickSpacing = timingPoint.BeatLength / TickRate; } @@ -85,10 +86,7 @@ namespace osu.Game.Rulesets.Taiko.Objects bool first = true; - // TODO: this implementation of drum roll tick does not match stable. - // Stable uses next-object intrinsics to decide whether the end of a drum roll gets a tick. - // It also changes the rate of ticks based on BPM. This is quite important. - for (double t = StartTime; Precision.AlmostBigger(EndTime, t, 1); t += tickSpacing) + for (double t = StartTime; t < EndTime + tickSpacing; t += tickSpacing) { cancellationToken.ThrowIfCancellationRequested();