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Initial tidy-up pass on IntervalGroupingUtils
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+5
-12
@@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data;
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using osu.Game.Rulesets.Taiko.Difficulty.Utils;
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@@ -31,13 +32,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm
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private static List<SameRhythmHitObjectGrouping> createSameRhythmGroupedHitObjects(List<TaikoDifficultyHitObject> hitObjects)
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{
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var rhythmGroups = new List<SameRhythmHitObjectGrouping>();
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var groups = IntervalGroupingUtils.GroupByInterval(hitObjects);
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foreach (var group in groups)
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{
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var previous = rhythmGroups.Count > 0 ? rhythmGroups[^1] : null;
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rhythmGroups.Add(new SameRhythmHitObjectGrouping(previous, group));
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}
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foreach (var grouped in IntervalGroupingUtils.GroupByInterval(hitObjects))
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rhythmGroups.Add(new SameRhythmHitObjectGrouping(rhythmGroups.LastOrDefault(), grouped));
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return rhythmGroups;
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}
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@@ -45,13 +42,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm
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private static List<SamePatternsGroupedHitObjects> createSamePatternGroupedHitObjects(List<SameRhythmHitObjectGrouping> rhythmGroups)
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{
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var patternGroups = new List<SamePatternsGroupedHitObjects>();
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var groups = IntervalGroupingUtils.GroupByInterval(rhythmGroups);
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foreach (var group in groups)
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{
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var previous = patternGroups.Count > 0 ? patternGroups[^1] : null;
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patternGroups.Add(new SamePatternsGroupedHitObjects(previous, group));
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}
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foreach (var grouped in IntervalGroupingUtils.GroupByInterval(rhythmGroups))
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patternGroups.Add(new SamePatternsGroupedHitObjects(patternGroups.LastOrDefault(), grouped));
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return patternGroups;
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}
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@@ -8,56 +8,51 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Utils
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{
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public static class IntervalGroupingUtils
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{
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public static List<List<T>> GroupByInterval<T>(IReadOnlyList<T> data, double marginOfError = 5) where T : IHasInterval
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public static List<List<T>> GroupByInterval<T>(IReadOnlyList<T> objects) where T : IHasInterval
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{
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var groups = new List<List<T>>();
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if (data.Count == 0)
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return groups;
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int i = 0;
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while (i < data.Count)
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{
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var group = createGroup(data, ref i, marginOfError);
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groups.Add(group);
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}
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while (i < objects.Count)
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groups.Add(createNextGroup(objects, ref i));
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return groups;
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}
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private static List<T> createGroup<T>(IReadOnlyList<T> data, ref int i, double marginOfError) where T : IHasInterval
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private static List<T> createNextGroup<T>(IReadOnlyList<T> objects, ref int i) where T : IHasInterval
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{
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var children = new List<T> { data[i] };
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const double margin_of_error = 5;
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var groupedObjects = new List<T> { objects[i] };
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i++;
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for (; i < data.Count - 1; i++)
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for (; i < objects.Count - 1; i++)
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{
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// An interval change occured, add the current data if the next interval is larger.
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if (!Precision.AlmostEquals(data[i].Interval, data[i + 1].Interval, marginOfError))
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// An interval change occured, add the current object if the next interval is larger.
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if (!Precision.AlmostEquals(objects[i].Interval, objects[i + 1].Interval, margin_of_error))
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{
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if (data[i + 1].Interval > data[i].Interval + marginOfError)
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if (objects[i + 1].Interval > objects[i].Interval + margin_of_error)
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{
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children.Add(data[i]);
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groupedObjects.Add(objects[i]);
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i++;
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}
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return children;
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return groupedObjects;
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}
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// No interval change occurred
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children.Add(data[i]);
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groupedObjects.Add(objects[i]);
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}
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// Check if the last two objects in the data form a "flat" rhythm pattern within the specified margin of error.
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// Check if the last two objects in the object form a "flat" rhythm pattern within the specified margin of error.
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// If true, add the current object to the group and increment the index to process the next object.
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if (data.Count > 2 && i < data.Count &&
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Precision.AlmostEquals(data[^1].Interval, data[^2].Interval, marginOfError))
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if (objects.Count > 2 && i < objects.Count && Precision.AlmostEquals(objects[^1].Interval, objects[^2].Interval, margin_of_error))
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{
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children.Add(data[i]);
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groupedObjects.Add(objects[i]);
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i++;
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}
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return children;
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return groupedObjects;
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}
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}
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}
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