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Remove AvailableColumns from ManiaRulesetContainer
Also restructures with the addition of a ManiaBeatmap which holds definitions for "groups" of columns. At the moment these are empty save for a "Column" property, but can be expanded in the future, maybe.
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18
osu.Game.Rulesets.Mania/Beatmaps/GroupDefinition.cs
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18
osu.Game.Rulesets.Mania/Beatmaps/GroupDefinition.cs
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@ -0,0 +1,18 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Mania.UI;
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namespace osu.Game.Rulesets.Mania.Beatmaps
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{
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/// <summary>
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/// Defines properties for each grouping of <see cref="Column"/>s in a <see cref="ManiaPlayfield"/>.
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/// </summary>
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public struct GroupDefinition
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{
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/// <summary>
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/// The number of <see cref="Column"/>s which this grouping contains.
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/// </summary>
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public int Columns;
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}
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}
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33
osu.Game.Rulesets.Mania/Beatmaps/ManiaBeatmap.cs
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33
osu.Game.Rulesets.Mania/Beatmaps/ManiaBeatmap.cs
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@ -0,0 +1,33 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.UI;
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namespace osu.Game.Rulesets.Mania.Beatmaps
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{
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public class ManiaBeatmap : Beatmap<ManiaHitObject>
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{
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/// <summary>
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/// The definitions for each grouping in a <see cref="ManiaPlayfield"/>.
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/// </summary>
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public readonly List<GroupDefinition> Groups = new List<GroupDefinition>();
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/// <summary>
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/// Total number of columns represented by all groups in this <see cref="ManiaBeatmap"/>.
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/// </summary>
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public int TotalColumns => Groups.Sum(g => g.Columns);
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/// <summary>
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/// Creates a new <see cref="ManiaBeatmap"/>.
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/// </summary>
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/// <param name="initialGroup">The initial grouping of columns.</param>
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public ManiaBeatmap(GroupDefinition initialGroup)
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{
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Groups.Add(initialGroup);
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}
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}
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}
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@ -3,6 +3,7 @@
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using osu.Game.Rulesets.Mania.Objects;
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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@ -24,24 +25,36 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(IHasXPosition) };
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public int TargetColumns;
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public readonly bool IsForCurrentRuleset;
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private Pattern lastPattern = new Pattern();
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private FastRandom random;
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private Beatmap beatmap;
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private readonly int availableColumns;
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private readonly bool isForCurrentRuleset;
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private ManiaBeatmap beatmap;
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public ManiaBeatmapConverter(bool isForCurrentRuleset, int availableColumns)
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public ManiaBeatmapConverter(bool isForCurrentRuleset, Beatmap original)
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{
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if (availableColumns <= 0) throw new ArgumentOutOfRangeException(nameof(availableColumns));
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IsForCurrentRuleset = isForCurrentRuleset;
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this.isForCurrentRuleset = isForCurrentRuleset;
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this.availableColumns = availableColumns;
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if (isForCurrentRuleset)
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TargetColumns = (int)Math.Max(1, Math.Round(original.BeatmapInfo.BaseDifficulty.CircleSize));
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else
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{
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float percentSliderOrSpinner = (float)original.HitObjects.Count(h => h is IHasEndTime) / original.HitObjects.Count;
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if (percentSliderOrSpinner < 0.2)
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TargetColumns = 7;
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else if (percentSliderOrSpinner < 0.3 || Math.Round(original.BeatmapInfo.BaseDifficulty.CircleSize) >= 5)
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TargetColumns = Math.Round(original.BeatmapInfo.BaseDifficulty.OverallDifficulty) > 5 ? 7 : 6;
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else if (percentSliderOrSpinner > 0.6)
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TargetColumns = Math.Round(original.BeatmapInfo.BaseDifficulty.OverallDifficulty) > 4 ? 5 : 4;
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else
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TargetColumns = Math.Max(4, Math.Min((int)Math.Round(original.BeatmapInfo.BaseDifficulty.OverallDifficulty) + 1, 7));
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}
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}
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protected override Beatmap<ManiaHitObject> ConvertBeatmap(Beatmap original)
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{
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beatmap = original;
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BeatmapDifficulty difficulty = original.BeatmapInfo.BaseDifficulty;
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@ -51,6 +64,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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return base.ConvertBeatmap(original);
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}
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protected override Beatmap<ManiaHitObject> CreateBeatmap() => beatmap = new ManiaBeatmap(new GroupDefinition { Columns = TargetColumns });
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protected override IEnumerable<ManiaHitObject> ConvertHitObject(HitObject original, Beatmap beatmap)
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{
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var maniaOriginal = original as ManiaHitObject;
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@ -60,7 +75,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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yield break;
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}
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var objects = isForCurrentRuleset ? generateSpecific(original) : generateConverted(original);
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var objects = IsForCurrentRuleset ? generateSpecific(original) : generateConverted(original);
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if (objects == null)
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yield break;
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@ -96,7 +111,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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/// <returns>The hit objects generated.</returns>
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private IEnumerable<ManiaHitObject> generateSpecific(HitObject original)
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{
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var generator = new SpecificBeatmapPatternGenerator(random, original, beatmap, availableColumns, lastPattern);
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var generator = new SpecificBeatmapPatternGenerator(random, original, beatmap, lastPattern);
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Pattern newPattern = generator.Generate();
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lastPattern = newPattern;
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@ -120,14 +135,14 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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Patterns.PatternGenerator conversion = null;
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if (distanceData != null)
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conversion = new DistanceObjectPatternGenerator(random, original, beatmap, availableColumns, lastPattern);
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conversion = new DistanceObjectPatternGenerator(random, original, beatmap, lastPattern);
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else if (endTimeData != null)
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conversion = new EndTimeObjectPatternGenerator(random, original, beatmap, availableColumns);
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conversion = new EndTimeObjectPatternGenerator(random, original, beatmap);
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else if (positionData != null)
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{
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computeDensity(original.StartTime);
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conversion = new HitObjectPatternGenerator(random, original, beatmap, availableColumns, lastPattern, lastTime, lastPosition, density, lastStair);
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conversion = new HitObjectPatternGenerator(random, original, beatmap, lastPattern, lastTime, lastPosition, density, lastStair);
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recordNote(original.StartTime, positionData.Position);
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}
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@ -149,8 +164,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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/// </summary>
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private class SpecificBeatmapPatternGenerator : Patterns.Legacy.PatternGenerator
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{
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public SpecificBeatmapPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern)
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: base(random, hitObject, beatmap, availableColumns, previousPattern)
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public SpecificBeatmapPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern)
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: base(random, hitObject, beatmap, previousPattern)
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{
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}
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@ -5,7 +5,6 @@ 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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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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@ -30,8 +29,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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private PatternType convertType;
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public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern)
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: base(random, hitObject, beatmap, availableColumns, previousPattern)
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public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern)
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: base(random, hitObject, beatmap, previousPattern)
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{
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convertType = PatternType.None;
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if (Beatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime).KiaiMode)
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@ -79,7 +78,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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if (duration >= 4000)
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return generateNRandomNotes(HitObject.StartTime, 0.23, 0, 0);
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if (segmentDuration > 400 && repeatCount < AvailableColumns - 1 - RandomStart)
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if (segmentDuration > 400 && repeatCount < TotalColumns - 1 - RandomStart)
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return generateTiledHoldNotes(HitObject.StartTime);
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return generateHoldAndNormalNotes(HitObject.StartTime);
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@ -87,7 +86,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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if (segmentDuration <= 110)
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{
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if (PreviousPattern.ColumnWithObjects < AvailableColumns)
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if (PreviousPattern.ColumnWithObjects < TotalColumns)
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convertType |= PatternType.ForceNotStack;
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else
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convertType &= ~PatternType.ForceNotStack;
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@ -135,12 +134,12 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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var pattern = new Pattern();
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int usableColumns = AvailableColumns - RandomStart - PreviousPattern.ColumnWithObjects;
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int nextColumn = Random.Next(RandomStart, AvailableColumns);
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int usableColumns = TotalColumns - RandomStart - PreviousPattern.ColumnWithObjects;
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int nextColumn = Random.Next(RandomStart, TotalColumns);
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for (int i = 0; i < Math.Min(usableColumns, noteCount); i++)
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{
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while (pattern.ColumnHasObject(nextColumn) || PreviousPattern.ColumnHasObject(nextColumn)) //find available column
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, TotalColumns);
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addToPattern(pattern, nextColumn, startTime, endTime);
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}
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@ -148,7 +147,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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for (int i = 0; i < noteCount - usableColumns; i++)
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{
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while (pattern.ColumnHasObject(nextColumn))
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, TotalColumns);
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addToPattern(pattern, nextColumn, startTime, endTime);
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}
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@ -172,10 +171,10 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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var pattern = new Pattern();
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnWithObjects < AvailableColumns)
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if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnWithObjects < TotalColumns)
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{
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while (PreviousPattern.ColumnHasObject(nextColumn))
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, TotalColumns);
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}
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int lastColumn = nextColumn;
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@ -183,7 +182,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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addToPattern(pattern, nextColumn, startTime, startTime);
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while (nextColumn == lastColumn)
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, TotalColumns);
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lastColumn = nextColumn;
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startTime += segmentDuration;
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@ -221,7 +220,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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// Check if we're at the borders of the stage, and invert the pattern if so
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if (increasing)
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{
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if (column >= AvailableColumns - 1)
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if (column >= TotalColumns - 1)
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{
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increasing = false;
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column--;
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@ -259,8 +258,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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var pattern = new Pattern();
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bool legacy = AvailableColumns >= 4 && AvailableColumns <= 8;
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int interval = Random.Next(1, AvailableColumns - (legacy ? 1 : 0));
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bool legacy = TotalColumns >= 4 && TotalColumns <= 8;
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int interval = Random.Next(1, TotalColumns - (legacy ? 1 : 0));
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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for (int i = 0; i <= repeatCount; i++)
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@ -268,15 +267,15 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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addToPattern(pattern, nextColumn, startTime, startTime);
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nextColumn += interval;
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if (nextColumn >= AvailableColumns - RandomStart)
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nextColumn = nextColumn - AvailableColumns - RandomStart + (legacy ? 1 : 0);
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if (nextColumn >= TotalColumns - RandomStart)
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nextColumn = nextColumn - TotalColumns - RandomStart + (legacy ? 1 : 0);
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nextColumn += RandomStart;
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// If we're in 2K, let's not add many consecutive doubles
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if (AvailableColumns > 2)
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if (TotalColumns > 2)
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addToPattern(pattern, nextColumn, startTime, startTime);
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, TotalColumns);
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startTime += segmentDuration;
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}
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@ -298,7 +297,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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// □ - □ □
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// ■ - ■ ■
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switch (AvailableColumns)
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switch (TotalColumns)
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{
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case 2:
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p2 = 0;
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@ -351,19 +350,19 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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var pattern = new Pattern();
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int columnRepeat = Math.Min(repeatCount, AvailableColumns);
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int columnRepeat = Math.Min(repeatCount, TotalColumns);
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnWithObjects < AvailableColumns)
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if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnWithObjects < TotalColumns)
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{
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while (PreviousPattern.ColumnHasObject(nextColumn))
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, TotalColumns);
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}
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for (int i = 0; i < columnRepeat; i++)
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{
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while (pattern.ColumnHasObject(nextColumn))
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, TotalColumns);
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addToPattern(pattern, nextColumn, startTime, endTime);
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startTime += segmentDuration;
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@ -388,10 +387,10 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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var pattern = new Pattern();
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int holdColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnWithObjects < AvailableColumns)
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if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnWithObjects < TotalColumns)
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{
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while (PreviousPattern.ColumnHasObject(holdColumn))
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holdColumn = Random.Next(RandomStart, AvailableColumns);
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holdColumn = Random.Next(RandomStart, TotalColumns);
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}
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// Create the hold note
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@ -401,13 +400,13 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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if (ConversionDifficulty > 6.5)
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noteCount = GetRandomNoteCount(0.63, 0);
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else if (ConversionDifficulty > 4)
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noteCount = GetRandomNoteCount(AvailableColumns < 6 ? 0.12 : 0.45, 0);
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noteCount = GetRandomNoteCount(TotalColumns < 6 ? 0.12 : 0.45, 0);
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else if (ConversionDifficulty > 2.5)
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noteCount = GetRandomNoteCount(AvailableColumns < 6 ? 0 : 0.24, 0);
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noteCount = Math.Min(AvailableColumns - 1, noteCount);
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noteCount = GetRandomNoteCount(TotalColumns < 6 ? 0 : 0.24, 0);
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noteCount = Math.Min(TotalColumns - 1, noteCount);
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bool ignoreHead = !sampleInfoListAt(startTime).Any(s => s.Name == SampleInfo.HIT_WHISTLE || s.Name == SampleInfo.HIT_FINISH || s.Name == SampleInfo.HIT_CLAP);
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int nextColumn = Random.Next(RandomStart, AvailableColumns);
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int nextColumn = Random.Next(RandomStart, TotalColumns);
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var rowPattern = new Pattern();
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for (int i = 0; i <= repeatCount; i++)
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@ -417,7 +416,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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for (int j = 0; j < noteCount; j++)
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{
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while (rowPattern.ColumnHasObject(nextColumn) || nextColumn == holdColumn)
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, TotalColumns);
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addToPattern(rowPattern, nextColumn, startTime, startTime);
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}
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}
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@ -2,7 +2,6 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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@ -16,8 +15,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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private readonly double endTime;
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public EndTimeObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns)
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: base(random, hitObject, beatmap, availableColumns, new Pattern())
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public EndTimeObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap)
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: base(random, hitObject, beatmap, new Pattern())
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{
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var endtimeData = HitObject as IHasEndTime;
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@ -30,14 +29,14 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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bool generateHold = endTime - HitObject.StartTime >= 100;
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if (AvailableColumns == 8)
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if (TotalColumns == 8)
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{
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if (HitObject.Samples.Any(s => s.Name == SampleInfo.HIT_FINISH) && endTime - HitObject.StartTime < 1000)
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addToPattern(pattern, 0, generateHold);
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else
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addToPattern(pattern, getNextRandomColumn(RandomStart), generateHold);
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}
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else if (AvailableColumns > 0)
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else if (TotalColumns > 0)
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addToPattern(pattern, getNextRandomColumn(0), generateHold);
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return pattern;
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@ -50,10 +49,10 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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/// <returns>A random column after <paramref name="start"/>.</returns>
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private int getNextRandomColumn(int start)
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{
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int nextColumn = Random.Next(start, AvailableColumns);
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int nextColumn = Random.Next(start, TotalColumns);
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while (PreviousPattern.ColumnHasObject(nextColumn))
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nextColumn = Random.Next(start, AvailableColumns);
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nextColumn = Random.Next(start, TotalColumns);
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return nextColumn;
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}
|
||||
|
@ -5,7 +5,6 @@ using System;
|
||||
using System.Linq;
|
||||
using OpenTK;
|
||||
using osu.Game.Audio;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Rulesets.Mania.MathUtils;
|
||||
using osu.Game.Rulesets.Mania.Objects;
|
||||
@ -20,8 +19,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
|
||||
|
||||
private readonly PatternType convertType;
|
||||
|
||||
public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair)
|
||||
: base(random, hitObject, beatmap, availableColumns, previousPattern)
|
||||
public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair)
|
||||
: base(random, hitObject, beatmap, previousPattern)
|
||||
{
|
||||
if (previousTime > hitObject.StartTime) throw new ArgumentOutOfRangeException(nameof(previousTime));
|
||||
if (density < 0) throw new ArgumentOutOfRangeException(nameof(density));
|
||||
@ -88,23 +87,23 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
|
||||
// Generate a new pattern by copying the last hit objects in reverse-column order
|
||||
var pattern = new Pattern();
|
||||
|
||||
for (int i = RandomStart; i < AvailableColumns; i++)
|
||||
for (int i = RandomStart; i < TotalColumns; i++)
|
||||
if (PreviousPattern.ColumnHasObject(i))
|
||||
addToPattern(pattern, RandomStart + AvailableColumns - i - 1);
|
||||
addToPattern(pattern, RandomStart + TotalColumns - i - 1);
|
||||
|
||||
return pattern;
|
||||
}
|
||||
|
||||
if ((convertType & PatternType.Cycle) > 0 && PreviousPattern.HitObjects.Count() == 1
|
||||
// If we convert to 7K + 1, let's not overload the special key
|
||||
&& (AvailableColumns != 8 || lastColumn != 0)
|
||||
&& (TotalColumns != 8 || lastColumn != 0)
|
||||
// Make sure the last column was not the centre column
|
||||
&& (AvailableColumns % 2 == 0 || lastColumn != AvailableColumns / 2))
|
||||
&& (TotalColumns % 2 == 0 || lastColumn != TotalColumns / 2))
|
||||
{
|
||||
// Generate a new pattern by cycling backwards (similar to Reverse but for only one hit object)
|
||||
var pattern = new Pattern();
|
||||
|
||||
int column = RandomStart + AvailableColumns - lastColumn - 1;
|
||||
int column = RandomStart + TotalColumns - lastColumn - 1;
|
||||
addToPattern(pattern, column);
|
||||
|
||||
return pattern;
|
||||
@ -115,7 +114,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
|
||||
// Generate a new pattern by placing on the already filled columns
|
||||
var pattern = new Pattern();
|
||||
|
||||
for (int i = RandomStart; i < AvailableColumns; i++)
|
||||
for (int i = RandomStart; i < TotalColumns; i++)
|
||||
if (PreviousPattern.ColumnHasObject(i))
|
||||
addToPattern(pattern, i);
|
||||
|
||||
@ -128,7 +127,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
|
||||
var pattern = new Pattern();
|
||||
|
||||
int targetColumn = lastColumn + 1;
|
||||
if (targetColumn == AvailableColumns)
|
||||
if (targetColumn == TotalColumns)
|
||||
{
|
||||
targetColumn = RandomStart;
|
||||
StairType = PatternType.ReverseStair;
|
||||
@ -146,7 +145,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
|
||||
int targetColumn = lastColumn - 1;
|
||||
if (targetColumn == RandomStart - 1)
|
||||
{
|
||||
targetColumn = AvailableColumns - 1;
|
||||
targetColumn = TotalColumns - 1;
|
||||
StairType = PatternType.Stair;
|
||||
}
|
||||
|
||||
@ -206,7 +205,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
|
||||
bool allowStacking = (convertType & PatternType.ForceNotStack) == 0;
|
||||
|
||||
if (!allowStacking)
|
||||
noteCount = Math.Min(noteCount, AvailableColumns - RandomStart - PreviousPattern.ColumnWithObjects);
|
||||
noteCount = Math.Min(noteCount, TotalColumns - RandomStart - PreviousPattern.ColumnWithObjects);
|
||||
|
||||
int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
|
||||
for (int i = 0; i < noteCount; i++)
|
||||
@ -216,11 +215,11 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
|
||||
if ((convertType & PatternType.Gathered) > 0)
|
||||
{
|
||||
nextColumn++;
|
||||
if (nextColumn == AvailableColumns)
|
||||
if (nextColumn == TotalColumns)
|
||||
nextColumn = RandomStart;
|
||||
}
|
||||
else
|
||||
nextColumn = Random.Next(RandomStart, AvailableColumns);
|
||||
nextColumn = Random.Next(RandomStart, TotalColumns);
|
||||
}
|
||||
|
||||
addToPattern(pattern, nextColumn);
|
||||
@ -268,7 +267,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
|
||||
bool addToCentre;
|
||||
int noteCount = getRandomNoteCountMirrored(centreProbability, p2, p3, out addToCentre);
|
||||
|
||||
int columnLimit = (AvailableColumns % 2 == 0 ? AvailableColumns : AvailableColumns - 1) / 2;
|
||||
int columnLimit = (TotalColumns % 2 == 0 ? TotalColumns : TotalColumns - 1) / 2;
|
||||
int nextColumn = Random.Next(RandomStart, columnLimit);
|
||||
for (int i = 0; i < noteCount; i++)
|
||||
{
|
||||
@ -278,11 +277,11 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
|
||||
// Add normal note
|
||||
addToPattern(pattern, nextColumn);
|
||||
// Add mirrored note
|
||||
addToPattern(pattern, RandomStart + AvailableColumns - nextColumn - 1);
|
||||
addToPattern(pattern, RandomStart + TotalColumns - nextColumn - 1);
|
||||
}
|
||||
|
||||
if (addToCentre)
|
||||
addToPattern(pattern, AvailableColumns / 2);
|
||||
addToPattern(pattern, TotalColumns / 2);
|
||||
|
||||
if (RandomStart > 0 && hasSpecialColumn)
|
||||
addToPattern(pattern, 0);
|
||||
@ -300,7 +299,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
|
||||
/// <returns>The amount of notes to be generated.</returns>
|
||||
private int getRandomNoteCount(double p2, double p3, double p4, double p5)
|
||||
{
|
||||
switch (AvailableColumns)
|
||||
switch (TotalColumns)
|
||||
{
|
||||
case 2:
|
||||
p2 = 0;
|
||||
@ -348,7 +347,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
|
||||
if ((convertType & PatternType.ForceNotStack) > 0)
|
||||
return getRandomNoteCount(p2 / 2, p2, (p2 + p3) / 2, p3);
|
||||
|
||||
switch (AvailableColumns)
|
||||
switch (TotalColumns)
|
||||
{
|
||||
case 2:
|
||||
centreProbability = 0;
|
||||
@ -379,7 +378,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
|
||||
double centreVal = Random.NextDouble();
|
||||
int noteCount = GetRandomNoteCount(p2, p3);
|
||||
|
||||
addToCentre = AvailableColumns % 2 != 0 && noteCount != 3 && centreVal > 1 - centreProbability;
|
||||
addToCentre = TotalColumns % 2 != 0 && noteCount != 3 && centreVal > 1 - centreProbability;
|
||||
return noteCount;
|
||||
}
|
||||
|
||||
|
@ -25,16 +25,15 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
|
||||
/// </summary>
|
||||
protected readonly FastRandom Random;
|
||||
|
||||
protected PatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern)
|
||||
: base(hitObject, beatmap, availableColumns, previousPattern)
|
||||
protected PatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern)
|
||||
: base(hitObject, beatmap, previousPattern)
|
||||
{
|
||||
if (random == null) throw new ArgumentNullException(nameof(random));
|
||||
if (beatmap == null) throw new ArgumentNullException(nameof(beatmap));
|
||||
if (availableColumns <= 0) throw new ArgumentOutOfRangeException(nameof(availableColumns));
|
||||
if (previousPattern == null) throw new ArgumentNullException(nameof(previousPattern));
|
||||
|
||||
Random = random;
|
||||
RandomStart = AvailableColumns == 8 ? 1 : 0;
|
||||
RandomStart = TotalColumns == 8 ? 1 : 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -45,14 +44,14 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
|
||||
/// <returns>The column.</returns>
|
||||
protected int GetColumn(float position, bool allowSpecial = false)
|
||||
{
|
||||
if (allowSpecial && AvailableColumns == 8)
|
||||
if (allowSpecial && TotalColumns == 8)
|
||||
{
|
||||
const float local_x_divisor = 512f / 7;
|
||||
return MathHelper.Clamp((int)Math.Floor(position / local_x_divisor), 0, 6) + 1;
|
||||
}
|
||||
|
||||
float localXDivisor = 512f / AvailableColumns;
|
||||
return MathHelper.Clamp((int)Math.Floor(position / localXDivisor), 0, AvailableColumns - 1);
|
||||
float localXDivisor = 512f / TotalColumns;
|
||||
return MathHelper.Clamp((int)Math.Floor(position / localXDivisor), 0, TotalColumns - 1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -2,7 +2,6 @@
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
|
||||
@ -12,11 +11,6 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
|
||||
/// </summary>
|
||||
internal abstract class PatternGenerator
|
||||
{
|
||||
/// <summary>
|
||||
/// The number of columns available to create the pattern.
|
||||
/// </summary>
|
||||
protected readonly int AvailableColumns;
|
||||
|
||||
/// <summary>
|
||||
/// The last pattern.
|
||||
/// </summary>
|
||||
@ -30,19 +24,21 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
|
||||
/// <summary>
|
||||
/// The beatmap which <see cref="HitObject"/> is a part of.
|
||||
/// </summary>
|
||||
protected readonly Beatmap Beatmap;
|
||||
protected readonly ManiaBeatmap Beatmap;
|
||||
|
||||
protected PatternGenerator(HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern)
|
||||
protected readonly int TotalColumns;
|
||||
|
||||
protected PatternGenerator(HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern)
|
||||
{
|
||||
if (hitObject == null) throw new ArgumentNullException(nameof(hitObject));
|
||||
if (beatmap == null) throw new ArgumentNullException(nameof(beatmap));
|
||||
if (availableColumns <= 0) throw new ArgumentOutOfRangeException(nameof(availableColumns));
|
||||
if (previousPattern == null) throw new ArgumentNullException(nameof(previousPattern));
|
||||
|
||||
HitObject = hitObject;
|
||||
Beatmap = beatmap;
|
||||
AvailableColumns = availableColumns;
|
||||
PreviousPattern = previousPattern;
|
||||
|
||||
TotalColumns = Beatmap.TotalColumns;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -5,7 +5,6 @@ using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Mania.Beatmaps;
|
||||
using osu.Game.Rulesets.Mania.Objects;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania
|
||||
{
|
||||
@ -18,6 +17,6 @@ namespace osu.Game.Rulesets.Mania
|
||||
|
||||
public override double Calculate(Dictionary<string, double> categoryDifficulty = null) => 0;
|
||||
|
||||
protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter(Beatmap beatmap) => new ManiaBeatmapConverter(true, (int)Math.Max(1, Math.Round(beatmap.BeatmapInfo.BaseDifficulty.CircleSize)));
|
||||
protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter(Beatmap beatmap) => new ManiaBeatmapConverter(true, beatmap);
|
||||
}
|
||||
}
|
||||
|
@ -96,7 +96,7 @@ namespace osu.Game.Rulesets.Mania.Mods
|
||||
|
||||
public void ApplyToRulesetContainer(RulesetContainer<ManiaHitObject> rulesetContainer)
|
||||
{
|
||||
int availableColumns = ((ManiaRulesetContainer)rulesetContainer).AvailableColumns;
|
||||
int availableColumns = ((ManiaRulesetContainer)rulesetContainer).Beatmap.TotalColumns;
|
||||
var shuffledColumns = Enumerable.Range(0, availableColumns).OrderBy(item => RNG.Next()).ToList();
|
||||
|
||||
rulesetContainer.Objects.OfType<ManiaHitObject>().ForEach(h => h.Column = shuffledColumns[h.Column]);
|
||||
|
@ -1,7 +1,6 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenTK;
|
||||
@ -29,11 +28,7 @@ namespace osu.Game.Rulesets.Mania.UI
|
||||
{
|
||||
public class ManiaRulesetContainer : ScrollingRulesetContainer<ManiaPlayfield, ManiaHitObject>
|
||||
{
|
||||
/// <summary>
|
||||
/// The number of columns which the <see cref="ManiaPlayfield"/> should display, and which
|
||||
/// the beatmap converter will attempt to convert beatmaps to use.
|
||||
/// </summary>
|
||||
public int AvailableColumns { get; private set; }
|
||||
public new ManiaBeatmap Beatmap => (ManiaBeatmap)base.Beatmap;
|
||||
|
||||
public IEnumerable<DrawableBarLine> BarLines;
|
||||
|
||||
@ -74,7 +69,7 @@ namespace osu.Game.Rulesets.Mania.UI
|
||||
BarLines.ForEach(Playfield.Add);
|
||||
}
|
||||
|
||||
protected sealed override Playfield CreatePlayfield() => new ManiaPlayfield(AvailableColumns)
|
||||
protected sealed override Playfield CreatePlayfield() => new ManiaPlayfield(Beatmap.TotalColumns)
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
@ -82,27 +77,9 @@ namespace osu.Game.Rulesets.Mania.UI
|
||||
|
||||
public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor(this);
|
||||
|
||||
public override PassThroughInputManager CreateInputManager() => new ManiaInputManager(Ruleset.RulesetInfo, AvailableColumns);
|
||||
public override PassThroughInputManager CreateInputManager() => new ManiaInputManager(Ruleset.RulesetInfo, Beatmap.TotalColumns);
|
||||
|
||||
protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter()
|
||||
{
|
||||
if (IsForCurrentRuleset)
|
||||
AvailableColumns = (int)Math.Max(1, Math.Round(WorkingBeatmap.BeatmapInfo.BaseDifficulty.CircleSize));
|
||||
else
|
||||
{
|
||||
float percentSliderOrSpinner = (float)WorkingBeatmap.Beatmap.HitObjects.Count(h => h is IHasEndTime) / WorkingBeatmap.Beatmap.HitObjects.Count;
|
||||
if (percentSliderOrSpinner < 0.2)
|
||||
AvailableColumns = 7;
|
||||
else if (percentSliderOrSpinner < 0.3 || Math.Round(WorkingBeatmap.BeatmapInfo.BaseDifficulty.CircleSize) >= 5)
|
||||
AvailableColumns = Math.Round(WorkingBeatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty) > 5 ? 7 : 6;
|
||||
else if (percentSliderOrSpinner > 0.6)
|
||||
AvailableColumns = Math.Round(WorkingBeatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty) > 4 ? 5 : 4;
|
||||
else
|
||||
AvailableColumns = Math.Max(4, Math.Min((int)Math.Round(WorkingBeatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty) + 1, 7));
|
||||
}
|
||||
|
||||
return new ManiaBeatmapConverter(IsForCurrentRuleset, AvailableColumns);
|
||||
}
|
||||
protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter() => new ManiaBeatmapConverter(IsForCurrentRuleset, WorkingBeatmap.Beatmap);
|
||||
|
||||
protected override DrawableHitObject<ManiaHitObject> GetVisualRepresentation(ManiaHitObject h)
|
||||
{
|
||||
|
@ -48,6 +48,8 @@
|
||||
<Reference Include="System.Core" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Beatmaps\GroupDefinition.cs" />
|
||||
<Compile Include="Beatmaps\ManiaBeatmap.cs" />
|
||||
<Compile Include="Beatmaps\Patterns\Legacy\EndTimeObjectPatternGenerator.cs" />
|
||||
<Compile Include="Beatmaps\Patterns\Legacy\DistanceObjectPatternGenerator.cs" />
|
||||
<Compile Include="Beatmaps\Patterns\Legacy\PatternGenerator.cs" />
|
||||
|
@ -39,12 +39,12 @@ namespace osu.Game.Beatmaps
|
||||
/// <returns>The converted Beatmap.</returns>
|
||||
protected virtual Beatmap<T> ConvertBeatmap(Beatmap original)
|
||||
{
|
||||
return new Beatmap<T>
|
||||
{
|
||||
BeatmapInfo = original.BeatmapInfo,
|
||||
ControlPointInfo = original.ControlPointInfo,
|
||||
HitObjects = original.HitObjects.SelectMany(h => convert(h, original)).ToList()
|
||||
};
|
||||
var beatmap = CreateBeatmap();
|
||||
beatmap.BeatmapInfo = original.BeatmapInfo;
|
||||
beatmap.ControlPointInfo = original.ControlPointInfo;
|
||||
beatmap.HitObjects = original.HitObjects.SelectMany(h => convert(h, original)).ToList();
|
||||
|
||||
return beatmap;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -78,6 +78,11 @@ namespace osu.Game.Beatmaps
|
||||
/// </summary>
|
||||
protected abstract IEnumerable<Type> ValidConversionTypes { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Creates the <see cref="Beatmap{T}"/> that will be returned by this <see cref="BeatmapProcessor{T}"/>.
|
||||
/// </summary>
|
||||
protected virtual Beatmap<T> CreateBeatmap() => new Beatmap<T>();
|
||||
|
||||
/// <summary>
|
||||
/// Performs the conversion of a hit object.
|
||||
/// This method is generally executed sequentially for all objects in a beatmap.
|
||||
|
Loading…
Reference in New Issue
Block a user