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Add osu!taiko mod Simplified Rhythm
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osu.Game.Rulesets.Taiko/Mods/TaikoModSimplifiedRhythm.cs
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133
osu.Game.Rulesets.Taiko/Mods/TaikoModSimplifiedRhythm.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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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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using osu.Framework.Bindables;
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using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Taiko.Beatmaps;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Mods
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{
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public class TaikoModSimplifiedRhythm : Mod, IApplicableToBeatmap
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{
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public override string Name => "Simplified Rhythm";
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public override string Acronym => "SR";
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public override double ScoreMultiplier => 0.6;
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public override LocalisableString Description => "Simplify tricky rhythms!";
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public override ModType Type => ModType.DifficultyReduction;
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[SettingSource("One-third conversion", "Converts 1/3 snap to 1/2 snap.")]
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public Bindable<bool> EnableOneThird { get; } = new BindableBool(false);
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[SettingSource("One-sixth conversion", "Converts 1/6 snap to 1/4 snap.")]
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public Bindable<bool> EnableOneSixth { get; } = new BindableBool(true);
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[SettingSource("One-eighth conversion", "Converts 1/8 snap to 1/4 snap.")]
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public Bindable<bool> EnableOneEighth { get; } = new BindableBool(false);
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public void ApplyToBeatmap(IBeatmap beatmap)
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{
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var taikoBeatmap = (TaikoBeatmap)beatmap;
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var controlPointInfo = taikoBeatmap.ControlPointInfo;
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List<Hit> toRemove = [];
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// Snap conversions for rhythms
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var snapConversions = new Dictionary<int, int>()
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{
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{ 8, 4 }, // 1/8 snap to 1/4 snap
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{ 6, 4 }, // 1/6 snap to 1/4 snap
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{ 3, 2 }, // 1/3 snap to 1/2 snap
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};
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double beatLength = controlPointInfo.TimingPointAt(0).BeatLength;
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int patternStartIndex = 0;
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bool inPattern = false;
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List<Hit> hits = taikoBeatmap.HitObjects.Where(obj => obj is Hit).Cast<Hit>().ToList();
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foreach (var snapConversion in snapConversions)
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{
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// Skip processing if the corresponding conversion is disabled
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if (!shouldProcessRhythm(snapConversion.Key))
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continue;
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for (int i = 0; i < hits.Count; i++)
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{
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double snapValue = i < hits.Count - 1
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? getSnapBetweenNotes(controlPointInfo, hits[i], hits[i + 1])
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: 1; // No next note, default to a safe 1/1 snap
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if (snapValue == snapConversion.Key)
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{
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if (!inPattern)
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{
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patternStartIndex = i;
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}
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inPattern = true;
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}
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// check if end of pattern or if we're on the last note
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if ((inPattern && snapValue != snapConversion.Key) || i == hits.Count)
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{
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// End of the pattern
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inPattern = false;
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// Iterate through the pattern
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for (int j = patternStartIndex; j <= i; j++)
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{
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int currentHitPosition = j - patternStartIndex;
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if (snapConversion.Key == 8)
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{
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// 1/8: Remove the second note
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if (currentHitPosition % 2 == 1)
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{
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toRemove.Add(hits[j]);
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}
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}
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else
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{
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// 1/6 and 1/3: Adjust the second note and remove the third
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if (currentHitPosition % 3 == 1)
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{
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hits[j].StartTime = hits[j - 1].StartTime + controlPointInfo.TimingPointAt(hits[j].StartTime).BeatLength / Convert.ToDouble(snapConversion.Value);
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}
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else if (currentHitPosition % 3 == 2)
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{
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toRemove.Add(hits[j]);
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}
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}
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}
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}
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}
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// Remove queued notes
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taikoBeatmap.HitObjects = taikoBeatmap.HitObjects.Except(toRemove).ToList();
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}
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}
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private int getSnapBetweenNotes(ControlPointInfo controlPointInfo, Hit currentNote, Hit nextNote)
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{
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double gapMs = Math.Max(currentNote.StartTime, nextNote.StartTime) - Math.Min(currentNote.StartTime, nextNote.StartTime);
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var currentTimingPoint = controlPointInfo.TimingPointAt(currentNote.StartTime);
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return controlPointInfo.GetClosestBeatDivisor(gapMs + currentTimingPoint.Time);
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}
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private bool shouldProcessRhythm(int snap)
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{
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return snap switch
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{
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3 => EnableOneThird.Value,
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6 => EnableOneSixth.Value,
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8 => EnableOneEighth.Value,
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_ => false
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};
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}
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}
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}
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@ -130,6 +130,7 @@ namespace osu.Game.Rulesets.Taiko
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new TaikoModEasy(),
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new TaikoModNoFail(),
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new MultiMod(new TaikoModHalfTime(), new TaikoModDaycore()),
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new TaikoModSimplifiedRhythm(),
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};
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case ModType.DifficultyIncrease:
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