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Always convert mania spinners

A big part of these changes is refactoring, which is somewhat necessary
because it was previously implemented as two separate pathways which
in-fact need to be joined at the hip when handling spinners.

I've chosen to use `IHasLegacyHitObjectType` here because there's no
other flag that allows us to tell `ConvertHold` apart from
`ConvertSpinner`.
This commit is contained in:
Dan Balasescu 2024-12-06 16:01:21 +09:00
parent 62ea4e0970
commit 8b456e1379
No known key found for this signature in database
2 changed files with 79 additions and 88 deletions

View File

@ -7,11 +7,13 @@ using System.Linq;
using System.Collections.Generic;
using System.Threading;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Legacy;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Mania.Beatmaps.Patterns;
using osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Legacy;
using osu.Game.Rulesets.Scoring.Legacy;
using osu.Game.Utils;
using osuTK;
@ -124,16 +126,85 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
protected override IEnumerable<ManiaHitObject> ConvertHitObject(HitObject original, IBeatmap beatmap, CancellationToken cancellationToken)
{
if (original is ManiaHitObject maniaOriginal)
if (original is ManiaHitObject maniaObj)
{
yield return maniaOriginal;
yield return maniaObj;
yield break;
}
var objects = IsForCurrentRuleset ? generateSpecific(original, beatmap) : generateConverted(original, beatmap);
foreach (ManiaHitObject obj in objects)
yield return obj;
if (original is not IHasLegacyHitObjectType legacy)
yield break;
double startTime = original.StartTime;
double endTime = (original as IHasDuration)?.EndTime ?? startTime;
Vector2 position = (original as IHasPosition)?.Position ?? Vector2.Zero;
Patterns.PatternGenerator conversion;
switch (legacy.LegacyType & LegacyHitObjectType.ObjectTypes)
{
case LegacyHitObjectType.Circle:
if (IsForCurrentRuleset)
{
conversion = new SpecificBeatmapPatternGenerator(Random, original, beatmap, TotalColumns, lastPattern);
recordNote(startTime, position);
}
else
{
computeDensity(startTime);
conversion = new HitObjectPatternGenerator(Random, original, beatmap, TotalColumns, lastPattern, lastTime, lastPosition, density, lastStair);
recordNote(startTime, position);
}
break;
case LegacyHitObjectType.Slider:
if (IsForCurrentRuleset)
{
conversion = new SpecificBeatmapPatternGenerator(Random, original, beatmap, TotalColumns, lastPattern);
recordNote(original.StartTime, position);
}
else
{
var generator = new PathObjectPatternGenerator(Random, original, beatmap, TotalColumns, lastPattern);
conversion = generator;
for (int i = 0; i <= generator.SpanCount; i++)
{
double time = original.StartTime + generator.SegmentDuration * i;
recordNote(time, position);
computeDensity(time);
}
}
break;
case LegacyHitObjectType.Spinner:
conversion = new EndTimeObjectPatternGenerator(Random, original, beatmap, TotalColumns, lastPattern);
recordNote(endTime, new Vector2(256, 192));
computeDensity(endTime);
break;
case LegacyHitObjectType.Hold:
conversion = new SpecificBeatmapPatternGenerator(Random, original, beatmap, TotalColumns, lastPattern);
recordNote(endTime, position);
computeDensity(endTime);
break;
default:
throw new ArgumentException($"Invalid legacy object type: {legacy.LegacyType}", nameof(original));
}
foreach (var newPattern in conversion.Generate())
{
lastPattern = conversion is EndTimeObjectPatternGenerator ? lastPattern : newPattern;
lastStair = (conversion as HitObjectPatternGenerator)?.StairType ?? lastStair;
foreach (var obj in newPattern.HitObjects)
yield return obj;
}
}
private readonly LimitedCapacityQueue<double> prevNoteTimes = new LimitedCapacityQueue<double>(max_notes_for_density);
@ -157,88 +228,6 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
lastPosition = position;
}
/// <summary>
/// Method that generates hit objects for osu!mania specific beatmaps.
/// </summary>
/// <param name="original">The original hit object.</param>
/// <param name="originalBeatmap">The original beatmap. This is used to look-up any values dependent on a fully-loaded beatmap.</param>
/// <returns>The hit objects generated.</returns>
private IEnumerable<ManiaHitObject> generateSpecific(HitObject original, IBeatmap originalBeatmap)
{
var generator = new SpecificBeatmapPatternGenerator(Random, original, originalBeatmap, TotalColumns, lastPattern);
foreach (var newPattern in generator.Generate())
{
lastPattern = newPattern;
foreach (var obj in newPattern.HitObjects)
yield return obj;
}
}
/// <summary>
/// Method that generates hit objects for non-osu!mania beatmaps.
/// </summary>
/// <param name="original">The original hit object.</param>
/// <param name="originalBeatmap">The original beatmap. This is used to look-up any values dependent on a fully-loaded beatmap.</param>
/// <returns>The hit objects generated.</returns>
private IEnumerable<ManiaHitObject> generateConverted(HitObject original, IBeatmap originalBeatmap)
{
Patterns.PatternGenerator? conversion = null;
switch (original)
{
case IHasPath:
{
var generator = new PathObjectPatternGenerator(Random, original, originalBeatmap, TotalColumns, lastPattern);
conversion = generator;
var positionData = original as IHasPosition;
for (int i = 0; i <= generator.SpanCount; i++)
{
double time = original.StartTime + generator.SegmentDuration * i;
recordNote(time, positionData?.Position ?? Vector2.Zero);
computeDensity(time);
}
break;
}
case IHasDuration endTimeData:
{
conversion = new EndTimeObjectPatternGenerator(Random, original, originalBeatmap, TotalColumns, lastPattern);
recordNote(endTimeData.EndTime, new Vector2(256, 192));
computeDensity(endTimeData.EndTime);
break;
}
case IHasPosition positionData:
{
computeDensity(original.StartTime);
conversion = new HitObjectPatternGenerator(Random, original, originalBeatmap, TotalColumns, lastPattern, lastTime, lastPosition, density, lastStair);
recordNote(original.StartTime, positionData.Position);
break;
}
}
if (conversion == null)
yield break;
foreach (var newPattern in conversion.Generate())
{
lastPattern = conversion is EndTimeObjectPatternGenerator ? lastPattern : newPattern;
lastStair = (conversion as HitObjectPatternGenerator)?.StairType ?? lastStair;
foreach (var obj in newPattern.HitObjects)
yield return obj;
}
}
/// <summary>
/// A pattern generator for osu!mania-specific beatmaps.
/// </summary>

View File

@ -13,6 +13,8 @@ namespace osu.Game.Beatmaps.Legacy
NewCombo = 1 << 2,
Spinner = 1 << 3,
ComboOffset = (1 << 4) | (1 << 5) | (1 << 6),
Hold = 1 << 7
Hold = 1 << 7,
ObjectTypes = Circle | Slider | Spinner | Hold
}
}