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Remove triangle pattern and remove not-implemented reading strain
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@ -14,7 +14,6 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
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public class OsuDifficultyBeatmap : IEnumerable<OsuDifficultyHitObject>
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{
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private readonly IEnumerator<OsuDifficultyHitObject> difficultyObjects;
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private readonly Queue<OsuDifficultyHitObject> onScreen = new Queue<OsuDifficultyHitObject>();
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/// <summary>
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/// Creates an enumerator, which preprocesses a list of <see cref="OsuHitObject"/>s recieved as input, wrapping them as
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@ -30,65 +29,16 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
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/// <summary>
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/// Returns an enumerator that enumerates all <see cref="OsuDifficultyHitObject"/>s in the <see cref="OsuDifficultyBeatmap"/>.
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/// The inner loop adds objects that appear on screen into a queue until we need to hit the next object.
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/// The outer loop returns objects from this queue one at a time, only after they had to be hit, and should no longer be on screen.
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/// This means that we can loop through every object that is on screen at the time when a new one appears,
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/// allowing us to determine a reading strain for the object that just appeared.
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/// </summary>
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public IEnumerator<OsuDifficultyHitObject> GetEnumerator()
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{
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while (true)
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{
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// Add upcoming objects to the queue until we have at least one object that had been hit and can be dequeued.
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// This means there is always at least one object in the queue unless we reached the end of the map.
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do
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{
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if (!difficultyObjects.MoveNext())
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break; // New objects can't be added anymore, but we still need to dequeue and return the ones already on screen.
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OsuDifficultyHitObject latest = difficultyObjects.Current;
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// Calculate flow values here
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foreach (OsuDifficultyHitObject h in onScreen)
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{
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// ReSharper disable once PossibleNullReferenceException (resharper not smart enough to understand IEnumerator.MoveNext())
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h.TimeUntilHit -= latest.DeltaTime;
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// Calculate reading strain here
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}
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onScreen.Enqueue(latest);
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}
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while (onScreen.Peek().TimeUntilHit > 0); // Keep adding new objects on screen while there is still time before we have to hit the next one.
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if (onScreen.Count == 0) break; // We have reached the end of the map and enumerated all the objects.
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yield return onScreen.Dequeue(); // Remove and return objects one by one that had to be hit before the latest one appeared.
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}
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}
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public IEnumerator<OsuDifficultyHitObject> GetEnumerator() => difficultyObjects;
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IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
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private IEnumerator<OsuDifficultyHitObject> createDifficultyObjectEnumerator(List<OsuHitObject> objects, double timeRate)
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{
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// We will process OsuHitObjects in groups of three to form a triangle, so we can calculate an angle for each object.
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OsuHitObject[] triangle = new OsuHitObject[3];
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// OsuDifficultyHitObject construction requires three components, an extra copy of the first OsuHitObject is used at the beginning.
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if (objects.Count > 1)
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{
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triangle[1] = objects[0]; // This copy will get shifted to the last spot in the triangle.
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triangle[0] = objects[0]; // This component corresponds to the real first OsuHitOject.
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}
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// The final component of the first triangle will be the second OsuHitOject of the map, which forms the first jump.
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// The first jump is formed by the first two hitobjects of the map.
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// If the map has less than two OsuHitObjects, the enumerator will not return anything.
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for (int i = 1; i < objects.Count; ++i)
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{
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triangle[2] = triangle[1];
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triangle[1] = triangle[0];
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triangle[0] = objects[i];
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yield return new OsuDifficultyHitObject(triangle, timeRate);
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}
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for (int i = 1; i < objects.Count; i++)
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yield return new OsuDifficultyHitObject(objects[i], objects[i - 1], timeRate);
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}
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}
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}
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@ -28,26 +28,22 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
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/// </summary>
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public double DeltaTime { get; private set; }
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/// <summary>
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/// Number of milliseconds until the <see cref="OsuDifficultyHitObject"/> has to be hit.
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/// </summary>
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public double TimeUntilHit { get; set; }
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private const int normalized_radius = 52;
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private readonly OsuHitObject lastObject;
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private readonly double timeRate;
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private readonly OsuHitObject[] t;
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/// <summary>
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/// Initializes the object calculating extra data required for difficulty calculation.
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/// </summary>
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public OsuDifficultyHitObject(OsuHitObject[] triangle, double timeRate)
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public OsuDifficultyHitObject(OsuHitObject currentObject, OsuHitObject lastObject, double timeRate)
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{
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this.lastObject = lastObject;
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this.timeRate = timeRate;
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t = triangle;
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BaseObject = t[0];
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BaseObject = currentObject;
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setDistances();
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setTimingValues();
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// Calculate angle here
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@ -63,10 +59,10 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
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scalingFactor *= 1 + smallCircleBonus;
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}
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Vector2 lastCursorPosition = t[1].StackedPosition;
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Vector2 lastCursorPosition = lastObject.StackedPosition;
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float lastTravelDistance = 0;
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var lastSlider = t[1] as Slider;
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var lastSlider = lastObject as Slider;
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if (lastSlider != null)
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{
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computeSliderCursorPosition(lastSlider);
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@ -81,7 +77,6 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
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{
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// Every timing inverval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure.
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DeltaTime = Math.Max(40, (t[0].StartTime - t[1].StartTime) / timeRate);
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TimeUntilHit = 450; // BaseObject.PreEmpt;
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}
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private void computeSliderCursorPosition(Slider slider)
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