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Port the old stacking algorithm
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0c4403ef16
commit
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@ -10,6 +10,8 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
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{
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public class OsuBeatmapProcessor : BeatmapProcessor
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{
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private const int stack_distance = 3;
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public OsuBeatmapProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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@ -18,17 +20,21 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
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public override void PostProcess()
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{
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base.PostProcess();
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applyStacking((Beatmap<OsuHitObject>)Beatmap);
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var osuBeatmap = (Beatmap<OsuHitObject>)Beatmap;
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// Reset stacking
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foreach (var h in osuBeatmap.HitObjects)
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h.StackHeight = 0;
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if (Beatmap.BeatmapInfo.BeatmapVersion >= 6)
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applyStacking(osuBeatmap);
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else
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applyStackingOld(osuBeatmap);
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}
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private void applyStacking(Beatmap<OsuHitObject> beatmap)
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{
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const int stack_distance = 3;
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// Reset stacking
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for (int i = 0; i <= beatmap.HitObjects.Count - 1; i++)
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beatmap.HitObjects[i].StackHeight = 0;
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// Extend the end index to include objects they are stacked on
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int extendedEndIndex = beatmap.HitObjects.Count - 1;
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for (int i = beatmap.HitObjects.Count - 1; i >= 0; i--)
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@ -167,5 +173,40 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
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}
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}
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}
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private void applyStackingOld(Beatmap<OsuHitObject> beatmap)
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{
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for (int i = 0; i < beatmap.HitObjects.Count; i++)
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{
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OsuHitObject currHitObject = beatmap.HitObjects[i];
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if (currHitObject.StackHeight != 0 && !(currHitObject is Slider))
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continue;
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double startTime = (currHitObject as IHasEndTime)?.EndTime ?? currHitObject.StartTime;
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int sliderStack = 0;
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for (int j = i + 1; j < beatmap.HitObjects.Count; j++)
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{
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double stackThreshold = beatmap.HitObjects[i].TimePreempt * beatmap.BeatmapInfo.StackLeniency;
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if (beatmap.HitObjects[j].StartTime - stackThreshold > startTime)
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break;
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if (Vector2Extensions.Distance(beatmap.HitObjects[j].Position, currHitObject.Position) < stack_distance)
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{
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currHitObject.StackHeight++;
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startTime = (beatmap.HitObjects[j] as IHasEndTime)?.EndTime ?? beatmap.HitObjects[i].StartTime;
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}
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else if (Vector2Extensions.Distance(beatmap.HitObjects[j].Position, currHitObject.EndPosition) < stack_distance)
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{
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//Case for sliders - bump notes down and right, rather than up and left.
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sliderStack++;
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beatmap.HitObjects[j].StackHeight -= sliderStack;
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startTime = (beatmap.HitObjects[j] as IHasEndTime)?.EndTime ?? beatmap.HitObjects[i].StartTime;
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}
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}
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}
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}
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}
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}
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