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Add osu!taiko mod Simplified Rhythm

This commit is contained in:
Hiviexd 2024-11-17 17:48:16 +01:00
parent bf2e0ed005
commit 426ca00516
2 changed files with 134 additions and 0 deletions

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@ -0,0 +1,133 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Mods
{
public class TaikoModSimplifiedRhythm : Mod, IApplicableToBeatmap
{
public override string Name => "Simplified Rhythm";
public override string Acronym => "SR";
public override double ScoreMultiplier => 0.6;
public override LocalisableString Description => "Simplify tricky rhythms!";
public override ModType Type => ModType.DifficultyReduction;
[SettingSource("One-third conversion", "Converts 1/3 snap to 1/2 snap.")]
public Bindable<bool> EnableOneThird { get; } = new BindableBool(false);
[SettingSource("One-sixth conversion", "Converts 1/6 snap to 1/4 snap.")]
public Bindable<bool> EnableOneSixth { get; } = new BindableBool(true);
[SettingSource("One-eighth conversion", "Converts 1/8 snap to 1/4 snap.")]
public Bindable<bool> EnableOneEighth { get; } = new BindableBool(false);
public void ApplyToBeatmap(IBeatmap beatmap)
{
var taikoBeatmap = (TaikoBeatmap)beatmap;
var controlPointInfo = taikoBeatmap.ControlPointInfo;
List<Hit> toRemove = [];
// Snap conversions for rhythms
var snapConversions = new Dictionary<int, int>()
{
{ 8, 4 }, // 1/8 snap to 1/4 snap
{ 6, 4 }, // 1/6 snap to 1/4 snap
{ 3, 2 }, // 1/3 snap to 1/2 snap
};
double beatLength = controlPointInfo.TimingPointAt(0).BeatLength;
int patternStartIndex = 0;
bool inPattern = false;
List<Hit> hits = taikoBeatmap.HitObjects.Where(obj => obj is Hit).Cast<Hit>().ToList();
foreach (var snapConversion in snapConversions)
{
// Skip processing if the corresponding conversion is disabled
if (!shouldProcessRhythm(snapConversion.Key))
continue;
for (int i = 0; i < hits.Count; i++)
{
double snapValue = i < hits.Count - 1
? getSnapBetweenNotes(controlPointInfo, hits[i], hits[i + 1])
: 1; // No next note, default to a safe 1/1 snap
if (snapValue == snapConversion.Key)
{
if (!inPattern)
{
patternStartIndex = i;
}
inPattern = true;
}
// check if end of pattern or if we're on the last note
if ((inPattern && snapValue != snapConversion.Key) || i == hits.Count)
{
// End of the pattern
inPattern = false;
// Iterate through the pattern
for (int j = patternStartIndex; j <= i; j++)
{
int currentHitPosition = j - patternStartIndex;
if (snapConversion.Key == 8)
{
// 1/8: Remove the second note
if (currentHitPosition % 2 == 1)
{
toRemove.Add(hits[j]);
}
}
else
{
// 1/6 and 1/3: Adjust the second note and remove the third
if (currentHitPosition % 3 == 1)
{
hits[j].StartTime = hits[j - 1].StartTime + controlPointInfo.TimingPointAt(hits[j].StartTime).BeatLength / Convert.ToDouble(snapConversion.Value);
}
else if (currentHitPosition % 3 == 2)
{
toRemove.Add(hits[j]);
}
}
}
}
}
// Remove queued notes
taikoBeatmap.HitObjects = taikoBeatmap.HitObjects.Except(toRemove).ToList();
}
}
private int getSnapBetweenNotes(ControlPointInfo controlPointInfo, Hit currentNote, Hit nextNote)
{
double gapMs = Math.Max(currentNote.StartTime, nextNote.StartTime) - Math.Min(currentNote.StartTime, nextNote.StartTime);
var currentTimingPoint = controlPointInfo.TimingPointAt(currentNote.StartTime);
return controlPointInfo.GetClosestBeatDivisor(gapMs + currentTimingPoint.Time);
}
private bool shouldProcessRhythm(int snap)
{
return snap switch
{
3 => EnableOneThird.Value,
6 => EnableOneSixth.Value,
8 => EnableOneEighth.Value,
_ => false
};
}
}
}

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@ -130,6 +130,7 @@ namespace osu.Game.Rulesets.Taiko
new TaikoModEasy(),
new TaikoModNoFail(),
new MultiMod(new TaikoModHalfTime(), new TaikoModDaycore()),
new TaikoModSimplifiedRhythm(),
};
case ModType.DifficultyIncrease: