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Merge pull request #4438 from peppy/extract-slider-tick-creation
Extract slider tick creation so it can be shared with osu!catch
This commit is contained in:
commit
7805b95a1e
@ -13,7 +13,7 @@ namespace osu.Game.Rulesets.Catch.Tests
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Catch";
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[TestCase(4.2038001515546597d, "diffcalc-test")]
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[TestCase(4.2058561036909863d, "diffcalc-test")]
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public void Test(double expected, string name)
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=> base.Test(expected, name);
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@ -1,7 +1,6 @@
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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.Game.Audio;
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@ -25,6 +24,11 @@ namespace osu.Game.Rulesets.Catch.Objects
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public double Velocity;
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public double TickDistance;
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/// <summary>
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/// The length of one span of this <see cref="JuiceStream"/>.
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/// </summary>
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public double SpanDuration => Duration / this.SpanCount();
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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@ -41,19 +45,6 @@ namespace osu.Game.Rulesets.Catch.Objects
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protected override void CreateNestedHitObjects()
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{
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base.CreateNestedHitObjects();
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createTicks();
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}
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private void createTicks()
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{
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if (TickDistance == 0)
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return;
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var length = Path.Distance;
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var tickDistance = Math.Min(TickDistance, length);
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var spanDuration = length / Velocity;
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var minDistanceFromEnd = Velocity * 0.01;
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var tickSamples = Samples.Select(s => new SampleInfo
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{
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@ -62,81 +53,59 @@ namespace osu.Game.Rulesets.Catch.Objects
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Volume = s.Volume
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}).ToList();
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AddNested(new Fruit
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SliderEventDescriptor? lastEvent = null;
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foreach (var e in SliderEventGenerator.Generate(StartTime, SpanDuration, Velocity, TickDistance, Path.Distance, this.SpanCount(), LegacyLastTickOffset))
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{
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Samples = Samples,
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StartTime = StartTime,
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X = X
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});
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double lastTickTime = StartTime;
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for (int span = 0; span < this.SpanCount(); span++)
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{
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var spanStartTime = StartTime + span * spanDuration;
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var reversed = span % 2 == 1;
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for (double d = tickDistance;; d += tickDistance)
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// generate tiny droplets since the last point
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if (lastEvent != null)
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{
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bool isLastTick = false;
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if (d + minDistanceFromEnd >= length)
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double sinceLastTick = e.Time - lastEvent.Value.Time;
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if (sinceLastTick > 80)
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{
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d = length;
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isLastTick = true;
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}
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double timeBetweenTiny = sinceLastTick;
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while (timeBetweenTiny > 100)
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timeBetweenTiny /= 2;
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var timeProgress = d / length;
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var distanceProgress = reversed ? 1 - timeProgress : timeProgress;
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double time = spanStartTime + timeProgress * spanDuration;
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if (LegacyLastTickOffset != null)
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{
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// If we're the last tick, apply the legacy offset
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if (span == this.SpanCount() - 1 && isLastTick)
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time = Math.Max(StartTime + Duration / 2, time - LegacyLastTickOffset.Value);
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}
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int tinyTickCount = 1;
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double tinyTickInterval = time - lastTickTime;
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while (tinyTickInterval > 100 && tinyTickCount < 10000)
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{
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tinyTickInterval /= 2;
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tinyTickCount *= 2;
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}
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for (int tinyTickIndex = 0; tinyTickIndex < tinyTickCount - 1; tinyTickIndex++)
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{
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var t = lastTickTime + (tinyTickIndex + 1) * tinyTickInterval;
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double progress = reversed ? 1 - (t - spanStartTime) / spanDuration : (t - spanStartTime) / spanDuration;
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AddNested(new TinyDroplet
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for (double t = timeBetweenTiny; t < sinceLastTick; t += timeBetweenTiny)
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{
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StartTime = t,
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X = X + Path.PositionAt(progress).X / CatchPlayfield.BASE_WIDTH,
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Samples = tickSamples
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});
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AddNested(new TinyDroplet
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{
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Samples = tickSamples,
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StartTime = t + lastEvent.Value.Time,
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X = X + Path.PositionAt(
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lastEvent.Value.PathProgress + (t / sinceLastTick) * (e.PathProgress - lastEvent.Value.PathProgress)).X / CatchPlayfield.BASE_WIDTH,
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});
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}
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}
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lastTickTime = time;
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if (isLastTick)
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break;
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AddNested(new Droplet
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{
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StartTime = time,
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X = X + Path.PositionAt(distanceProgress).X / CatchPlayfield.BASE_WIDTH,
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Samples = tickSamples
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});
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}
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AddNested(new Fruit
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// this also includes LegacyLastTick and this is used for TinyDroplet generation above.
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// this means that the final segment of TinyDroplets are increasingly mistimed where LegacyLastTickOffset is being applied.
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lastEvent = e;
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switch (e.Type)
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{
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Samples = Samples,
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StartTime = spanStartTime + spanDuration,
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X = X + Path.PositionAt(reversed ? 0 : 1).X / CatchPlayfield.BASE_WIDTH
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});
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case SliderEventType.Tick:
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AddNested(new Droplet
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{
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Samples = tickSamples,
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StartTime = e.Time,
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X = X + Path.PositionAt(e.PathProgress).X / CatchPlayfield.BASE_WIDTH,
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});
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break;
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case SliderEventType.Head:
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case SliderEventType.Tail:
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case SliderEventType.Repeat:
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AddNested(new Fruit
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{
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Samples = Samples,
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StartTime = e.Time,
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X = X + Path.PositionAt(e.PathProgress).X / CatchPlayfield.BASE_WIDTH,
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});
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break;
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}
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}
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}
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16
osu.Game.Rulesets.Osu.Tests/TestCaseOsuPlayer.cs
Normal file
16
osu.Game.Rulesets.Osu.Tests/TestCaseOsuPlayer.cs
Normal file
@ -0,0 +1,16 @@
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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 NUnit.Framework;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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[TestFixture]
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public class TestCaseOsuPlayer : Game.Tests.Visual.TestCasePlayer
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{
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public TestCaseOsuPlayer()
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: base(new OsuRuleset())
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{
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}
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}
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}
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@ -1,7 +1,6 @@
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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 osuTK;
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using osu.Game.Rulesets.Objects.Types;
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using System.Collections.Generic;
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@ -155,116 +154,76 @@ namespace osu.Game.Rulesets.Osu.Objects
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{
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base.CreateNestedHitObjects();
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createSliderEnds();
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createTicks();
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createRepeatPoints();
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if (LegacyLastTickOffset != null)
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TailCircle.StartTime = Math.Max(StartTime + Duration / 2, TailCircle.StartTime - LegacyLastTickOffset.Value);
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}
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private void createSliderEnds()
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{
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HeadCircle = new SliderCircle
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foreach (var e in
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SliderEventGenerator.Generate(StartTime, SpanDuration, Velocity, TickDistance, Path.Distance, this.SpanCount(), LegacyLastTickOffset))
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{
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StartTime = StartTime,
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Position = Position,
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Samples = getNodeSamples(0),
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SampleControlPoint = SampleControlPoint,
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IndexInCurrentCombo = IndexInCurrentCombo,
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ComboIndex = ComboIndex,
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};
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var firstSample = Samples.Find(s => s.Name == SampleInfo.HIT_NORMAL)
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?? Samples.FirstOrDefault(); // TODO: remove this when guaranteed sort is present for samples (https://github.com/ppy/osu/issues/1933)
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var sampleList = new List<SampleInfo>();
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TailCircle = new SliderTailCircle(this)
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{
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StartTime = EndTime,
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Position = EndPosition,
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IndexInCurrentCombo = IndexInCurrentCombo,
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ComboIndex = ComboIndex,
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};
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AddNested(HeadCircle);
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AddNested(TailCircle);
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}
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private void createTicks()
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{
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// A very lenient maximum length of a slider for ticks to be generated.
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// This exists for edge cases such as /b/1573664 where the beatmap has been edited by the user, and should never be reached in normal usage.
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const double max_length = 100000;
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var length = Math.Min(max_length, Path.Distance);
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var tickDistance = MathHelper.Clamp(TickDistance, 0, length);
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if (tickDistance == 0) return;
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var minDistanceFromEnd = Velocity * 10;
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var spanCount = this.SpanCount();
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for (var span = 0; span < spanCount; span++)
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{
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var spanStartTime = StartTime + span * SpanDuration;
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var reversed = span % 2 == 1;
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for (var d = tickDistance; d <= length; d += tickDistance)
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{
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if (d > length - minDistanceFromEnd)
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break;
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var distanceProgress = d / length;
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var timeProgress = reversed ? 1 - distanceProgress : distanceProgress;
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var firstSample = Samples.Find(s => s.Name == SampleInfo.HIT_NORMAL)
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?? Samples.FirstOrDefault(); // TODO: remove this when guaranteed sort is present for samples (https://github.com/ppy/osu/issues/1933)
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var sampleList = new List<SampleInfo>();
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if (firstSample != null)
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sampleList.Add(new SampleInfo
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{
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Bank = firstSample.Bank,
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Volume = firstSample.Volume,
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Name = @"slidertick",
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});
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AddNested(new SliderTick
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if (firstSample != null)
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sampleList.Add(new SampleInfo
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{
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SpanIndex = span,
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SpanStartTime = spanStartTime,
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StartTime = spanStartTime + timeProgress * SpanDuration,
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Position = Position + Path.PositionAt(distanceProgress),
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StackHeight = StackHeight,
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Scale = Scale,
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Samples = sampleList
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Bank = firstSample.Bank,
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Volume = firstSample.Volume,
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Name = @"slidertick",
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});
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switch (e.Type)
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{
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case SliderEventType.Tick:
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AddNested(new SliderTick
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{
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SpanIndex = e.SpanIndex,
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SpanStartTime = e.SpanStartTime,
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StartTime = e.Time,
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Position = Position + Path.PositionAt(e.PathProgress),
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StackHeight = StackHeight,
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Scale = Scale,
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Samples = sampleList
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});
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break;
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case SliderEventType.Head:
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AddNested(HeadCircle = new SliderCircle
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{
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StartTime = e.Time,
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Position = Position,
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Samples = getNodeSamples(0),
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SampleControlPoint = SampleControlPoint,
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IndexInCurrentCombo = IndexInCurrentCombo,
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ComboIndex = ComboIndex,
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});
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break;
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case SliderEventType.LegacyLastTick:
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// we need to use the LegacyLastTick here for compatibility reasons (difficulty).
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// it is *okay* to use this because the TailCircle is not used for any meaningful purpose in gameplay.
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// if this is to change, we should revisit this.
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AddNested(TailCircle = new SliderTailCircle(this)
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{
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StartTime = e.Time,
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Position = EndPosition,
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IndexInCurrentCombo = IndexInCurrentCombo,
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ComboIndex = ComboIndex,
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});
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break;
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case SliderEventType.Repeat:
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AddNested(new RepeatPoint
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{
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RepeatIndex = e.SpanIndex,
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SpanDuration = SpanDuration,
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StartTime = StartTime + (e.SpanIndex + 1) * SpanDuration,
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Position = Position + Path.PositionAt(e.PathProgress),
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StackHeight = StackHeight,
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Scale = Scale,
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Samples = getNodeSamples(e.SpanIndex + 1)
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});
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break;
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}
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}
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}
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private void createRepeatPoints()
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{
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for (int repeatIndex = 0, repeat = 1; repeatIndex < RepeatCount; repeatIndex++, repeat++)
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{
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AddNested(new RepeatPoint
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{
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RepeatIndex = repeatIndex,
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SpanDuration = SpanDuration,
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StartTime = StartTime + repeat * SpanDuration,
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Position = Position + Path.PositionAt(repeat % 2),
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StackHeight = StackHeight,
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Scale = Scale,
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Samples = getNodeSamples(1 + repeatIndex)
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});
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}
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}
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private List<SampleInfo> getNodeSamples(int nodeIndex)
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{
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if (nodeIndex < NodeSamples.Count)
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return NodeSamples[nodeIndex];
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return Samples;
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}
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private List<SampleInfo> getNodeSamples(int nodeIndex) =>
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nodeIndex < NodeSamples.Count ? NodeSamples[nodeIndex] : Samples;
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public override Judgement CreateJudgement() => new OsuJudgement();
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}
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@ -8,6 +8,10 @@ using osu.Game.Rulesets.Osu.Judgements;
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namespace osu.Game.Rulesets.Osu.Objects
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{
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/// <summary>
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/// Note that this should not be used for timing correctness.
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/// See <see cref="SliderEventType.LegacyLastTick"/> usage in <see cref="Slider"/> for more information.
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/// </summary>
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public class SliderTailCircle : SliderCircle
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{
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private readonly IBindable<SliderPath> pathBindable = new Bindable<SliderPath>();
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|
148
osu.Game/Rulesets/Objects/SliderEventGenerator.cs
Normal file
148
osu.Game/Rulesets/Objects/SliderEventGenerator.cs
Normal file
@ -0,0 +1,148 @@
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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 osuTK;
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namespace osu.Game.Rulesets.Objects
|
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{
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public static class SliderEventGenerator
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{
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public static IEnumerable<SliderEventDescriptor> Generate(double startTime, double spanDuration, double velocity, double tickDistance, double totalDistance, int spanCount, double? legacyLastTickOffset)
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{
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// A very lenient maximum length of a slider for ticks to be generated.
|
||||
// This exists for edge cases such as /b/1573664 where the beatmap has been edited by the user, and should never be reached in normal usage.
|
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const double max_length = 100000;
|
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var length = Math.Min(max_length, totalDistance);
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tickDistance = MathHelper.Clamp(tickDistance, 0, length);
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var minDistanceFromEnd = velocity * 10;
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yield return new SliderEventDescriptor
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{
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Type = SliderEventType.Head,
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SpanIndex = 0,
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SpanStartTime = startTime,
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Time = startTime,
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PathProgress = 0,
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};
|
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|
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if (tickDistance != 0)
|
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{
|
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for (var span = 0; span < spanCount; span++)
|
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{
|
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var spanStartTime = startTime + span * spanDuration;
|
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var reversed = span % 2 == 1;
|
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|
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for (var d = tickDistance; d <= length; d += tickDistance)
|
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{
|
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if (d > length - minDistanceFromEnd)
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break;
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|
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var pathProgress = d / length;
|
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var timeProgress = reversed ? 1 - pathProgress : pathProgress;
|
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|
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yield return new SliderEventDescriptor
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{
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Type = SliderEventType.Tick,
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SpanIndex = span,
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SpanStartTime = spanStartTime,
|
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Time = spanStartTime + timeProgress * spanDuration,
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PathProgress = pathProgress,
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};
|
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}
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|
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if (span < spanCount - 1)
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{
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yield return new SliderEventDescriptor
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{
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Type = SliderEventType.Repeat,
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SpanIndex = span,
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SpanStartTime = startTime + span * spanDuration,
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Time = spanStartTime + spanDuration,
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PathProgress = (span + 1) % 2,
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};
|
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}
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}
|
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}
|
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double totalDuration = spanCount * spanDuration;
|
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|
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// Okay, I'll level with you. I made a mistake. It was 2007.
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// Times were simpler. osu! was but in its infancy and sliders were a new concept.
|
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// A hack was made, which has unfortunately lived through until this day.
|
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//
|
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// This legacy tick is used for some calculations and judgements where audio output is not required.
|
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// Generally we are keeping this around just for difficulty compatibility.
|
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// Optimistically we do not want to ever use this for anything user-facing going forwards.
|
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|
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int finalSpanIndex = spanCount - 1;
|
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double finalSpanStartTime = startTime + finalSpanIndex * spanDuration;
|
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double finalSpanEndTime = Math.Max(startTime + totalDuration / 2, (finalSpanStartTime + spanDuration) - (legacyLastTickOffset ?? 0));
|
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double finalProgress = (finalSpanEndTime - finalSpanStartTime) / spanDuration;
|
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|
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if (spanCount % 2 == 0) finalProgress = 1 - finalProgress;
|
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|
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yield return new SliderEventDescriptor
|
||||
{
|
||||
Type = SliderEventType.LegacyLastTick,
|
||||
SpanIndex = finalSpanIndex,
|
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SpanStartTime = finalSpanStartTime,
|
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Time = finalSpanEndTime,
|
||||
PathProgress = finalProgress,
|
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};
|
||||
|
||||
yield return new SliderEventDescriptor
|
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{
|
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Type = SliderEventType.Tail,
|
||||
SpanIndex = finalSpanIndex,
|
||||
SpanStartTime = startTime + (spanCount - 1) * spanDuration,
|
||||
Time = startTime + totalDuration,
|
||||
PathProgress = spanCount % 2,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Describes a point in time on a slider given special meaning.
|
||||
/// Should be used by rulesets to visualise the slider.
|
||||
/// </summary>
|
||||
public struct SliderEventDescriptor
|
||||
{
|
||||
/// <summary>
|
||||
/// The type of event.
|
||||
/// </summary>
|
||||
public SliderEventType Type;
|
||||
|
||||
/// <summary>
|
||||
/// The time of this event.
|
||||
/// </summary>
|
||||
public double Time;
|
||||
|
||||
/// <summary>
|
||||
/// The zero-based index of the span. In the case of repeat sliders, this will increase after each <see cref="SliderEventType.Repeat"/>.
|
||||
/// </summary>
|
||||
public int SpanIndex;
|
||||
|
||||
/// <summary>
|
||||
/// The time at which the contained <see cref="SpanIndex"/> begins.
|
||||
/// </summary>
|
||||
public double SpanStartTime;
|
||||
|
||||
/// <summary>
|
||||
/// The progress along the slider's <see cref="SliderPath"/> at which this event occurs.
|
||||
/// </summary>
|
||||
public double PathProgress;
|
||||
}
|
||||
|
||||
public enum SliderEventType
|
||||
{
|
||||
Tick,
|
||||
LegacyLastTick,
|
||||
Head,
|
||||
Tail,
|
||||
Repeat
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user