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Add generator to generate patterns from HitObjects.
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@ -11,11 +11,19 @@ using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Mania.Beatmaps.Patterns;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Database;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy;
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using OpenTK;
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namespace osu.Game.Rulesets.Mania.Beatmaps
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{
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public class ManiaBeatmapConverter : BeatmapConverter<ManiaHitObject>
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{
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/// <summary>
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/// Maximum number of previous notes to consider for density calculation.
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/// </summary>
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private const int max_notes_for_density = 7;
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protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(IHasXPosition) };
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private Pattern lastPattern = new Pattern();
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@ -55,6 +63,26 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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yield return obj;
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}
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private List<double> prevNoteTimes = new List<double>(max_notes_for_density);
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private double density = int.MaxValue;
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private void computeDensity(double newNoteTime)
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{
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if (prevNoteTimes.Count == max_notes_for_density)
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prevNoteTimes.RemoveAt(0);
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prevNoteTimes.Add(newNoteTime);
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density = (prevNoteTimes[prevNoteTimes.Count - 1] - prevNoteTimes[0]) / prevNoteTimes.Count;
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}
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private double lastTime;
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private Vector2 lastPosition;
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private PatternType lastStair;
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private void recordNote(double time, Vector2 position)
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{
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lastTime = time;
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lastPosition = position;
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}
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/// <summary>
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/// Method that generates hit objects for osu!mania specific beatmaps.
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/// </summary>
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@ -83,7 +111,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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// Following lines currently commented out to appease resharper
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//Patterns.PatternGenerator conversion = null;
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Patterns.PatternGenerator conversion = null;
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if (distanceData != null)
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{
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@ -95,16 +123,24 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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}
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else if (positionData != null)
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{
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// Circle
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computeDensity(original.StartTime);
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conversion = new HitObjectPatternGenerator(random, original, beatmap, lastPattern, lastTime, lastPosition, density, lastStair);
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recordNote(original.StartTime, positionData.Position);
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}
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//if (conversion == null)
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return null;
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if (conversion == null)
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return null;
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//Pattern newPattern = conversion.Generate();
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//lastPattern = newPattern;
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Pattern newPattern = conversion.Generate();
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lastPattern = newPattern;
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//return newPattern.HitObjects;
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var stairPatternGenerator = conversion as HitObjectPatternGenerator;
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if (stairPatternGenerator != null)
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lastStair = stairPatternGenerator.StairType;
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return newPattern.HitObjects;
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}
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/// <summary>
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@ -0,0 +1,425 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
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using OpenTK;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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internal class HitObjectPatternGenerator : PatternGenerator
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{
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public PatternType StairType { get; private set; }
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private readonly PatternType convertType;
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public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair)
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: base(random, hitObject, beatmap, previousPattern)
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{
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StairType = lastStair;
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ControlPoint overridePoint;
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ControlPoint controlPoint = beatmap.TimingInfo.TimingPointAt(hitObject.StartTime, out overridePoint);
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var positionData = hitObject as IHasPosition;
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float positionSeparation = ((positionData?.Position ?? Vector2.Zero) - previousPosition).Length;
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double timeSeparation = hitObject.StartTime - previousTime;
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double beatLength = controlPoint.BeatLength;
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bool kiai = (overridePoint ?? controlPoint).KiaiMode;
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if (timeSeparation <= 125)
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{
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// More than 120 BPM
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convertType |= PatternType.ForceNotStack;
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}
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if (timeSeparation <= 80)
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{
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// More than 187 BPM
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convertType |= PatternType.ForceNotStack | PatternType.KeepSingle;
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}
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else if (timeSeparation <= 95)
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{
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// More than 157 BPM
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convertType |= PatternType.ForceNotStack | PatternType.KeepSingle | lastStair;
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}
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else if (timeSeparation <= 105)
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{
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// More than 140 BPM
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convertType |= PatternType.ForceNotStack | PatternType.LowProbability;
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}
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else if (timeSeparation <= 125)
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{
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// More than 120 BPM
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convertType |= PatternType.ForceNotStack;
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}
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else if (timeSeparation <= 135 && positionSeparation < 20)
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{
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// More than 111 BPM stream
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convertType |= PatternType.Cycle | PatternType.KeepSingle;
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}
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else if (timeSeparation <= 150 & positionSeparation < 20)
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{
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// More than 100 BPM stream
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convertType |= PatternType.ForceStack | PatternType.LowProbability;
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}
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else if (positionSeparation < 20 && density >= beatLength / 2.5)
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{
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// Low density stream
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convertType |= PatternType.Reverse | PatternType.LowProbability;
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}
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else if (density < beatLength / 2.5 || kiai)
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{
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// High density
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}
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else
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convertType |= PatternType.LowProbability;
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}
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public override Pattern Generate()
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{
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int lastColumn = PreviousPattern.HitObjects.First().Column;
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if ((convertType & PatternType.Reverse) > 0 && PreviousPattern.HitObjects.Count() > 0)
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{
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// Generate a new pattern by copying the last hit objects in reverse-column order
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var pattern = new Pattern();
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int siblings = PreviousPattern.HitObjects.Count(h => h.Column >= RandomStart);
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for (int i = RandomStart; i < AvailableColumns; i++)
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if (PreviousPattern.IsFilled(i))
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addToPattern(pattern, RandomStart + AvailableColumns - i - 1, siblings);
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return pattern;
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}
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if ((convertType & PatternType.Cycle) > 0 && PreviousPattern.HitObjects.Count() == 1
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// If we convert to 7K + 1, let's not overload the special key
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&& (AvailableColumns != 8 || lastColumn != 0)
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// Make sure the last column was not the centre column
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&& (AvailableColumns % 2 == 0 || lastColumn != AvailableColumns / 2))
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{
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// Generate a new pattern by cycling backwards (similar to Reverse but for only one hit object)
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var pattern = new Pattern();
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int column = RandomStart + AvailableColumns - lastColumn - 1;
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addToPattern(pattern, column);
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return pattern;
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}
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if ((convertType & PatternType.ForceStack) > 0 && PreviousPattern.HitObjects.Count() > 0)
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{
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// Generate a new pattern by placing on the already filled columns
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var pattern = new Pattern();
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int siblings = PreviousPattern.HitObjects.Count(h => h.Column >= RandomStart);
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for (int i = RandomStart; i < AvailableColumns; i++)
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if (PreviousPattern.IsFilled(i))
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addToPattern(pattern, i, siblings);
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return pattern;
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}
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if ((convertType & PatternType.Stair) > 0 && PreviousPattern.HitObjects.Count() == 1)
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{
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// Generate a new pattern by placing on the next column, cycling back to the start if there is no "next"
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var pattern = new Pattern();
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int targetColumn = lastColumn + 1;
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if (targetColumn == AvailableColumns)
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{
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targetColumn = RandomStart;
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StairType = PatternType.ReverseStair;
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}
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addToPattern(pattern, targetColumn, 1);
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return pattern;
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}
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if ((convertType & PatternType.ReverseStair) > 0 && PreviousPattern.HitObjects.Count() == 1)
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{
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// Generate a new pattern by placing on the previous column, cycling back to the end if there is no "previous"
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var pattern = new Pattern();
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int targetColumn = lastColumn - 1;
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if (targetColumn == RandomStart - 1)
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{
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targetColumn = AvailableColumns - 1;
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StairType = PatternType.Stair;
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}
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addToPattern(pattern, targetColumn, 1);
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return pattern;
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}
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if ((convertType & PatternType.KeepSingle) > 0)
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return generateRandomNotes(1);
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if ((convertType & PatternType.Mirror) > 0)
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{
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if (ConversionDifficulty > 6.5)
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return generateRandomPatternWithMirrored(0.12, 0.38, 0.12);
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if (ConversionDifficulty > 4)
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return generateRandomPatternWithMirrored(0.12, 0.17, 0);
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return generateRandomPatternWithMirrored(0.12, 0, 0);
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}
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if (ConversionDifficulty > 6.5)
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{
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if ((convertType & PatternType.LowProbability) > 0)
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return generateRandomPattern(0.78, 0.42, 0, 0);
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return generateRandomPattern(1, 0.62, 0, 0);
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}
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if (ConversionDifficulty > 4)
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{
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if ((convertType & PatternType.LowProbability) > 0)
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return generateRandomPattern(0.35, 0.08, 0, 0);
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return generateRandomPattern(0.52, 0.15, 0, 0);
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}
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if (ConversionDifficulty > 2)
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{
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if ((convertType & PatternType.LowProbability) > 0)
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return generateRandomPattern(0.18, 0, 0, 0);
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return generateRandomPattern(0.45, 0, 0, 0);
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}
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return generateRandomPattern(0, 0, 0, 0);
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}
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/// <summary>
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/// Generates random notes.
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/// <para>
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/// This will generate as many as it can up to <paramref name="noteCount"/>, accounting for
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/// any stacks if <see cref="convertType"/> is forcing no stacks.
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/// </para>
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/// </summary>
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/// <param name="noteCount">The amount of notes to generate.</param>
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/// <param name="siblingsOverride">Custom siblings count if <paramref name="noteCount"/> is not the number of siblings in this pattern.</param>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateRandomNotes(int noteCount, int siblingsOverride = -1)
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{
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var pattern = new Pattern();
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bool allowStacking = (convertType & PatternType.ForceNotStack) == 0;
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if (!allowStacking)
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noteCount = Math.Min(noteCount, AvailableColumns - RandomStart - PreviousPattern.ColumnsFilled);
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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for (int i = 0; i < noteCount; i++)
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{
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while (pattern.IsFilled(nextColumn) || (PreviousPattern.IsFilled(nextColumn) && !allowStacking))
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{
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if ((convertType & PatternType.Gathered) > 0)
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{
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nextColumn++;
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if (nextColumn == AvailableColumns)
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nextColumn = RandomStart;
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}
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else
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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}
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addToPattern(pattern, nextColumn, siblingsOverride != -1 ? siblingsOverride : noteCount);
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}
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return pattern;
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}
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/// <summary>
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/// Whether this hit object can generate a note in the special column.
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/// </summary>
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private bool hasSpecialColumn() => HitObject.Samples.Any(s => s.Name == SampleInfo.HIT_CLAP) && HitObject.Samples.Any(s => s.Name == SampleInfo.HIT_FINISH);
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/// <summary>
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/// Generates a random pattern.
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/// </summary>
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/// <param name="p2">Probability for 2 notes to be generated.</param>
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/// <param name="p3">Probability for 3 notes to be generated.</param>
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/// <param name="p4">Probability for 4 notes to be generated.</param>
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/// <param name="p5">Probability for 5 notes to be generated.</param>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateRandomPattern(double p2, double p3, double p4, double p5)
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{
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var pattern = new Pattern();
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int noteCount = getRandomNoteCount(p2, p3, p4, p5);
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int siblings = noteCount;
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if (RandomStart > 0 && hasSpecialColumn(HitObject.Samples))
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{
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siblings++;
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addToPattern(pattern, 0, siblings);
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}
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pattern.Add(generateRandomNotes(noteCount, siblings));
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return pattern;
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}
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/// <summary>
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/// Generates a random pattern which has both normal and mirrored notes.
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/// </summary>
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/// <param name="centreProbability">The probability for a note to be added to the centre column.</param>
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/// <param name="p2">Probability for 2 notes to be generated.</param>
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/// <param name="p3">Probability for 3 notes to be generated.</param>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateRandomPatternWithMirrored(double centreProbability, double p2, double p3)
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{
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var pattern = new Pattern();
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bool addToCentre = false;
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int noteCount = getRandomNoteCountMirrored(centreProbability, p2, p3, out addToCentre);
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int siblings = noteCount;
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if (addToCentre)
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siblings++;
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if (RandomStart > 0 && hasSpecialColumn(HitObject.Samples))
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siblings++;
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int columnLimit = (AvailableColumns % 2 == 0 ? AvailableColumns : AvailableColumns - 1) / 2;
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int nextColumn = Random.Next(RandomStart, columnLimit);
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for (int i = 0; i < noteCount; i++)
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{
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while (pattern.IsFilled(nextColumn))
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nextColumn = Random.Next(RandomStart, columnLimit);
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// Add normal note
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addToPattern(pattern, nextColumn, siblings);
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// Add mirrored note
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addToPattern(pattern, RandomStart + AvailableColumns - nextColumn - 1);
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}
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if (addToCentre)
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addToPattern(pattern, AvailableColumns / 2, siblings);
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if (RandomStart > 0 && hasSpecialColumn(HitObject.Samples))
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addToPattern(pattern, 0, siblings);
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return pattern;
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}
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/// <summary>
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/// Generates a count of notes to be generated from a list of probabilities.
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/// </summary>
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/// <param name="p2">Probability for 2 notes to be generated.</param>
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/// <param name="p3">Probability for 3 notes to be generated.</param>
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/// <param name="p4">Probability for 4 notes to be generated.</param>
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/// <param name="p5">Probability for 5 notes to be generated.</param>
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/// <returns>The amount of notes to be generated.</returns>
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private int getRandomNoteCount(double p2, double p3, double p4, double p5)
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{
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switch (AvailableColumns)
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{
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case 2:
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p2 = 0;
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p3 = 0;
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p4 = 0;
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p5 = 0;
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break;
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case 3:
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p2 = Math.Max(p2, 0.1);
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p3 = 0;
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p4 = 0;
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p5 = 0;
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break;
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case 4:
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p2 = Math.Max(p2, 0.23);
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p3 = Math.Max(p3, 0.04);
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p4 = 0;
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p5 = 0;
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break;
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case 5:
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p3 = Math.Max(p3, 0.15);
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p4 = Math.Max(p4, 0.03);
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p5 = 0;
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break;
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}
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if (HitObject.Samples.Any(s => s.Name == SampleInfo.HIT_CLAP))
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p2 = 1;
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return GetRandomNoteCount(p2, p3, p4, p5);
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}
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/// <summary>
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/// Generates a count of notes to be generated from a list of probabilities.
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/// </summary>
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/// <param name="centreProbability">The probability for a note to be added to the centre column.</param>
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/// <param name="p2">Probability for 2 notes to be generated.</param>
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/// <param name="p3">Probability for 3 notes to be generated.</param>
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/// <param name="addToCentre">Whether to add a note to the centre column.</param>
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/// <returns>The amount of notes to be generated. The note to be added to the centre column will NOT be part of this count.</returns>
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private int getRandomNoteCountMirrored(double centreProbability, double p2, double p3, out bool addToCentre)
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{
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addToCentre = false;
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if ((convertType & PatternType.ForceNotStack) > 0)
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return getRandomNoteCount(p2 / 2, p2, (p2 + p3) / 2, p3);
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switch (AvailableColumns)
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{
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case 2:
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centreProbability = 0;
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p2 = 0;
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p3 = 0;
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break;
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case 3:
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centreProbability = Math.Max(centreProbability, 0.03);
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p2 = Math.Max(p2, 0.1);
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p3 = 0;
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break;
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case 4:
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centreProbability = 0;
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p2 = Math.Max(p2 * 2, 0.2);
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p3 = 0;
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break;
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case 5:
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centreProbability = Math.Max(centreProbability, 0.03);
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p3 = 0;
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break;
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case 6:
|
||||
centreProbability = 0;
|
||||
p2 = Math.Max(p2 * 2, 0.5);
|
||||
p3 = Math.Max(p3 * 2, 0.15);
|
||||
break;
|
||||
}
|
||||
|
||||
double centreVal = Random.NextDouble();
|
||||
int noteCount = GetRandomNoteCount(p2, p3);
|
||||
|
||||
addToCentre = AvailableColumns % 2 != 0 && noteCount != 3 && centreVal > 1 - centreProbability;
|
||||
return noteCount;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructs and adds a note to a pattern.
|
||||
/// </summary>
|
||||
/// <param name="pattern">The pattern to add to.</param>
|
||||
/// <param name="column">The column to add the note to.</param>
|
||||
/// <param name="siblings">The number of children alongside this note (these will not be generated, but are used for volume calculations).</param>
|
||||
private void addToPattern(Pattern pattern, int column, int siblings = 1)
|
||||
{
|
||||
pattern.Add(new Note
|
||||
{
|
||||
StartTime = HitObject.StartTime,
|
||||
Samples = HitObject.Samples,
|
||||
Column = column,
|
||||
Siblings = siblings
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
@ -49,6 +49,7 @@
|
||||
<ItemGroup>
|
||||
<Compile Include="Beatmaps\Patterns\Legacy\PatternGenerator.cs" />
|
||||
<Compile Include="Beatmaps\Patterns\PatternGenerator.cs" />
|
||||
<Compile Include="Beatmaps\Patterns\Legacy\HitObjectPatternGenerator.cs" />
|
||||
<Compile Include="Beatmaps\Patterns\Legacy\PatternType.cs" />
|
||||
<Compile Include="Beatmaps\ManiaBeatmapConverter.cs" />
|
||||
<Compile Include="Beatmaps\Patterns\Pattern.cs" />
|
||||
|
Loading…
Reference in New Issue
Block a user