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Merge pull request #11465 from smoogipoo/fix-taiko-conversion-2

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Bartłomiej Dach 2021-01-12 20:43:37 +01:00 committed by GitHub
commit becd52b5d2
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6 changed files with 56 additions and 300 deletions

View File

@ -23,6 +23,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
[TestCase("sample-to-type-conversions")] [TestCase("sample-to-type-conversions")]
[TestCase("slider-conversion-v6")] [TestCase("slider-conversion-v6")]
[TestCase("slider-conversion-v14")] [TestCase("slider-conversion-v14")]
[TestCase("slider-generating-drumroll-2")]
public void Test(string name) => base.Test(name); public void Test(string name) => base.Test(name);
protected override IEnumerable<ConvertValue> CreateConvertValue(HitObject hitObject) protected override IEnumerable<ConvertValue> CreateConvertValue(HitObject hitObject)

View File

@ -160,7 +160,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
} }
} }
private bool shouldConvertSliderToHits(HitObject obj, IBeatmap beatmap, IHasDistance distanceData, out double taikoDuration, out double tickSpacing) private bool shouldConvertSliderToHits(HitObject obj, IBeatmap beatmap, IHasDistance distanceData, out int taikoDuration, out double tickSpacing)
{ {
// DO NOT CHANGE OR REFACTOR ANYTHING IN HERE WITHOUT TESTING AGAINST _ALL_ BEATMAPS. // DO NOT CHANGE OR REFACTOR ANYTHING IN HERE WITHOUT TESTING AGAINST _ALL_ BEATMAPS.
// Some of these calculations look redundant, but they are not - extremely small floating point errors are introduced to maintain 1:1 compatibility with stable. // Some of these calculations look redundant, but they are not - extremely small floating point errors are introduced to maintain 1:1 compatibility with stable.
@ -185,7 +185,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
// The velocity and duration of the taiko hit object - calculated as the velocity of a drum roll. // The velocity and duration of the taiko hit object - calculated as the velocity of a drum roll.
double taikoVelocity = sliderScoringPointDistance * beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate; double taikoVelocity = sliderScoringPointDistance * beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate;
taikoDuration = distance / taikoVelocity * beatLength; taikoDuration = (int)(distance / taikoVelocity * beatLength);
if (isForCurrentRuleset) if (isForCurrentRuleset)
{ {
@ -200,7 +200,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
beatLength = timingPoint.BeatLength; beatLength = timingPoint.BeatLength;
// If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat // If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat
tickSpacing = Math.Min(beatLength / beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate, taikoDuration / spans); tickSpacing = Math.Min(beatLength / beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate, (double)taikoDuration / spans);
return tickSpacing > 0 return tickSpacing > 0
&& distance / osuVelocity * 1000 < 2 * beatLength; && distance / osuVelocity * 1000 < 2 * beatLength;

View File

@ -1,7 +1,9 @@
{ {
"Mappings": [{ "Mappings": [
{
"StartTime": 2000, "StartTime": 2000,
"Objects": [{ "Objects": [
{
"StartTime": 2000, "StartTime": 2000,
"EndTime": 2000, "EndTime": 2000,
"IsRim": false, "IsRim": false,
@ -23,7 +25,8 @@
}, },
{ {
"StartTime": 4000, "StartTime": 4000,
"Objects": [{ "Objects": [
{
"StartTime": 4000, "StartTime": 4000,
"EndTime": 4000, "EndTime": 4000,
"IsRim": false, "IsRim": false,
@ -45,7 +48,8 @@
}, },
{ {
"StartTime": 6000, "StartTime": 6000,
"Objects": [{ "Objects": [
{
"StartTime": 6000, "StartTime": 6000,
"EndTime": 6000, "EndTime": 6000,
"IsRim": true, "IsRim": true,
@ -76,300 +80,13 @@
}, },
{ {
"StartTime": 8000, "StartTime": 8000,
"Objects": [{ "Objects": [
{
"StartTime": 8000, "StartTime": 8000,
"EndTime": 8000,
"IsRim": false,
"IsCentre": true,
"IsDrumRoll": false,
"IsSwell": false,
"IsStrong": false
},
{
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"EndTime": 8026,
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},
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},
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},
{
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},
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},
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"IsRim": false,
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},
{
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"IsDrumRoll": false,
"IsSwell": false,
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"IsStrong": false "IsStrong": false
} }

View File

@ -0,0 +1,18 @@
{
"Mappings": [
{
"StartTime": 51532,
"Objects": [
{
"StartTime": 51532,
"EndTime": 52301,
"IsRim": false,
"IsCentre": false,
"IsDrumRoll": true,
"IsSwell": false,
"IsStrong": false
}
]
}
]
}

View File

@ -0,0 +1,19 @@
osu file format v14
[General]
Mode: 0
[Difficulty]
HPDrainRate:2
CircleSize:3.2
OverallDifficulty:2
ApproachRate:3
SliderMultiplier:0.999999999999999
SliderTickRate:1
[TimingPoints]
763,384.615384615385,4,2,0,70,1,0
49993,-90.9090909090909,4,2,0,75,0,1
[HitObjects]
51,245,51532,2,0,P|18:150|17:122,2,110.000003356934,0|8|0,0:0|0:0|0:0,0:0:0:0:

View File

@ -164,12 +164,13 @@ namespace osu.Game.Beatmaps.Formats
/// Legacy BPM multiplier that introduces floating-point errors for rulesets that depend on it. /// Legacy BPM multiplier that introduces floating-point errors for rulesets that depend on it.
/// DO NOT USE THIS UNLESS 100% SURE. /// DO NOT USE THIS UNLESS 100% SURE.
/// </summary> /// </summary>
public float BpmMultiplier { get; private set; } public double BpmMultiplier { get; private set; }
public LegacyDifficultyControlPoint(double beatLength) public LegacyDifficultyControlPoint(double beatLength)
: this() : this()
{ {
BpmMultiplier = beatLength < 0 ? Math.Clamp((float)-beatLength, 10, 10000) / 100f : 1; // Note: In stable, the division occurs on floats, but with compiler optimisations turned on actually seems to occur on doubles via some .NET black magic (possibly inlining?).
BpmMultiplier = beatLength < 0 ? Math.Clamp((float)-beatLength, 10, 10000) / 100.0 : 1;
} }
public LegacyDifficultyControlPoint() public LegacyDifficultyControlPoint()