From 8447679db9f038b5ddfefbe7337d87ea38000c22 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Wed, 5 Feb 2025 15:41:31 +0900 Subject: [PATCH] Initial tidy-up pass on `IntervalGroupingUtils` --- .../TaikoRhythmDifficultyPreprocessor.cs | 17 +++----- .../Difficulty/Utils/IntervalGroupingUtils.cs | 41 ++++++++----------- 2 files changed, 23 insertions(+), 35 deletions(-) diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Rhythm/TaikoRhythmDifficultyPreprocessor.cs b/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Rhythm/TaikoRhythmDifficultyPreprocessor.cs index 8b126f85ce..5bc0fdbc03 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Rhythm/TaikoRhythmDifficultyPreprocessor.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Rhythm/TaikoRhythmDifficultyPreprocessor.cs @@ -2,6 +2,7 @@ // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; +using System.Linq; using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data; using osu.Game.Rulesets.Taiko.Difficulty.Utils; @@ -31,13 +32,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm private static List createSameRhythmGroupedHitObjects(List hitObjects) { var rhythmGroups = new List(); - var groups = IntervalGroupingUtils.GroupByInterval(hitObjects); - foreach (var group in groups) - { - var previous = rhythmGroups.Count > 0 ? rhythmGroups[^1] : null; - rhythmGroups.Add(new SameRhythmHitObjectGrouping(previous, group)); - } + foreach (var grouped in IntervalGroupingUtils.GroupByInterval(hitObjects)) + rhythmGroups.Add(new SameRhythmHitObjectGrouping(rhythmGroups.LastOrDefault(), grouped)); return rhythmGroups; } @@ -45,13 +42,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm private static List createSamePatternGroupedHitObjects(List rhythmGroups) { var patternGroups = new List(); - var groups = IntervalGroupingUtils.GroupByInterval(rhythmGroups); - foreach (var group in groups) - { - var previous = patternGroups.Count > 0 ? patternGroups[^1] : null; - patternGroups.Add(new SamePatternsGroupedHitObjects(previous, group)); - } + foreach (var grouped in IntervalGroupingUtils.GroupByInterval(rhythmGroups)) + patternGroups.Add(new SamePatternsGroupedHitObjects(patternGroups.LastOrDefault(), grouped)); return patternGroups; } diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Utils/IntervalGroupingUtils.cs b/osu.Game.Rulesets.Taiko/Difficulty/Utils/IntervalGroupingUtils.cs index 3b6f5406b4..f04dec1c08 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/Utils/IntervalGroupingUtils.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/Utils/IntervalGroupingUtils.cs @@ -8,56 +8,51 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Utils { public static class IntervalGroupingUtils { - public static List> GroupByInterval(IReadOnlyList data, double marginOfError = 5) where T : IHasInterval + public static List> GroupByInterval(IReadOnlyList objects) where T : IHasInterval { var groups = new List>(); - if (data.Count == 0) - return groups; int i = 0; - - while (i < data.Count) - { - var group = createGroup(data, ref i, marginOfError); - groups.Add(group); - } + while (i < objects.Count) + groups.Add(createNextGroup(objects, ref i)); return groups; } - private static List createGroup(IReadOnlyList data, ref int i, double marginOfError) where T : IHasInterval + private static List createNextGroup(IReadOnlyList objects, ref int i) where T : IHasInterval { - var children = new List { data[i] }; + const double margin_of_error = 5; + + var groupedObjects = new List { objects[i] }; i++; - for (; i < data.Count - 1; i++) + for (; i < objects.Count - 1; i++) { - // An interval change occured, add the current data if the next interval is larger. - if (!Precision.AlmostEquals(data[i].Interval, data[i + 1].Interval, marginOfError)) + // An interval change occured, add the current object if the next interval is larger. + if (!Precision.AlmostEquals(objects[i].Interval, objects[i + 1].Interval, margin_of_error)) { - if (data[i + 1].Interval > data[i].Interval + marginOfError) + if (objects[i + 1].Interval > objects[i].Interval + margin_of_error) { - children.Add(data[i]); + groupedObjects.Add(objects[i]); i++; } - return children; + return groupedObjects; } // No interval change occurred - children.Add(data[i]); + groupedObjects.Add(objects[i]); } - // Check if the last two objects in the data form a "flat" rhythm pattern within the specified margin of error. + // Check if the last two objects in the object form a "flat" rhythm pattern within the specified margin of error. // If true, add the current object to the group and increment the index to process the next object. - if (data.Count > 2 && i < data.Count && - Precision.AlmostEquals(data[^1].Interval, data[^2].Interval, marginOfError)) + if (objects.Count > 2 && i < objects.Count && Precision.AlmostEquals(objects[^1].Interval, objects[^2].Interval, margin_of_error)) { - children.Add(data[i]); + groupedObjects.Add(objects[i]); i++; } - return children; + return groupedObjects; } } }