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Merge pull request #789 from smoogipooo/mania-distance-object-conversion

Mania distance object conversion
This commit is contained in:
Dean Herbert 2017-05-22 12:12:54 +09:00 committed by GitHub
commit ca653ac708
4 changed files with 505 additions and 9 deletions

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@ -11,6 +11,7 @@ using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Mania.Beatmaps.Patterns;
using osu.Game.Rulesets.Mania.MathUtils;
using osu.Game.Database;
using osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy;
namespace osu.Game.Rulesets.Mania.Beatmaps
{
@ -83,12 +84,10 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
// Following lines currently commented out to appease resharper
//Patterns.PatternGenerator conversion = null;
Patterns.PatternGenerator conversion = null;
if (distanceData != null)
{
// Slider
}
conversion = new DistanceObjectPatternGenerator(random, original, beatmap, lastPattern);
else if (endTimeData != null)
{
// Spinner
@ -98,13 +97,13 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
// Circle
}
//if (conversion == null)
return null;
if (conversion == null)
return null;
//Pattern newPattern = conversion.Generate();
//lastPattern = newPattern;
Pattern newPattern = conversion.Generate();
lastPattern = newPattern;
//return newPattern.HitObjects;
return newPattern.HitObjects;
}
/// <summary>

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@ -0,0 +1,490 @@
// 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.Linq;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets.Mania.MathUtils;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Mania.Objects;
namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
{
/// <summary>
/// A pattern generator for IHasDistance hit objects.
/// </summary>
internal class DistanceObjectPatternGenerator : PatternGenerator
{
/// <summary>
/// Base osu! slider scoring distance.
/// </summary>
private const float osu_base_scoring_distance = 100;
private readonly double endTime;
private readonly double segmentDuration;
private readonly int repeatCount;
private PatternType convertType;
public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern)
: base(random, hitObject, beatmap, previousPattern)
{
ControlPoint overridePoint;
ControlPoint controlPoint = Beatmap.TimingInfo.TimingPointAt(hitObject.StartTime, out overridePoint);
convertType = PatternType.None;
if ((overridePoint ?? controlPoint)?.KiaiMode == false)
convertType = PatternType.LowProbability;
var distanceData = hitObject as IHasDistance;
var repeatsData = hitObject as IHasRepeats;
repeatCount = repeatsData?.RepeatCount ?? 1;
double speedAdjustment = beatmap.TimingInfo.SpeedMultiplierAt(hitObject.StartTime);
double speedAdjustedBeatLength = beatmap.TimingInfo.BeatLengthAt(hitObject.StartTime) * speedAdjustment;
// The true distance, accounting for any repeats
double distance = (distanceData?.Distance ?? 0) * repeatCount;
// The velocity of the osu! hit object - calculated as the velocity of a slider
double osuVelocity = osu_base_scoring_distance * beatmap.BeatmapInfo.Difficulty.SliderMultiplier / speedAdjustedBeatLength;
// The duration of the osu! hit object
double osuDuration = distance / osuVelocity;
endTime = hitObject.StartTime + osuDuration;
segmentDuration = (endTime - HitObject.StartTime) / repeatCount;
}
public override Pattern Generate()
{
if (repeatCount > 1)
{
if (segmentDuration <= 90)
return generateRandomHoldNotes(HitObject.StartTime, 1);
if (segmentDuration <= 120)
{
convertType |= PatternType.ForceNotStack;
return generateRandomNotes(HitObject.StartTime, repeatCount + 1);
}
if (segmentDuration <= 160)
return generateStair(HitObject.StartTime);
if (segmentDuration <= 200 && ConversionDifficulty > 3)
return generateRandomMultipleNotes(HitObject.StartTime);
double duration = endTime - HitObject.StartTime;
if (duration >= 4000)
return generateNRandomNotes(HitObject.StartTime, 0.23, 0, 0);
if (segmentDuration > 400 && repeatCount < AvailableColumns - 1 - RandomStart)
return generateTiledHoldNotes(HitObject.StartTime);
return generateHoldAndNormalNotes(HitObject.StartTime);
}
if (segmentDuration <= 110)
{
if (PreviousPattern.ColumnWithObjects < AvailableColumns)
convertType |= PatternType.ForceNotStack;
else
convertType &= ~PatternType.ForceNotStack;
return generateRandomNotes(HitObject.StartTime, segmentDuration < 80 ? 1 : 2);
}
if (ConversionDifficulty > 6.5)
{
if ((convertType & PatternType.LowProbability) > 0)
return generateNRandomNotes(HitObject.StartTime, 0.78, 0.3, 0);
return generateNRandomNotes(HitObject.StartTime, 0.85, 0.36, 0.03);
}
if (ConversionDifficulty > 4)
{
if ((convertType & PatternType.LowProbability) > 0)
return generateNRandomNotes(HitObject.StartTime, 0.43, 0.08, 0);
return generateNRandomNotes(HitObject.StartTime, 0.56, 0.18, 0);
}
if (ConversionDifficulty > 2.5)
{
if ((convertType & PatternType.LowProbability) > 0)
return generateNRandomNotes(HitObject.StartTime, 0.3, 0, 0);
return generateNRandomNotes(HitObject.StartTime, 0.37, 0.08, 0);
}
if ((convertType & PatternType.LowProbability) > 0)
return generateNRandomNotes(HitObject.StartTime, 0.17, 0, 0);
return generateNRandomNotes(HitObject.StartTime, 0.27, 0, 0);
}
/// <summary>
/// Generates random hold notes that start at an span the same amount of rows.
/// </summary>
/// <param name="startTime">Start time of each hold note.</param>
/// <param name="noteCount">Number of hold notes.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateRandomHoldNotes(double startTime, int noteCount)
{
// - - - -
// ■ - ■ ■
// □ - □ □
// ■ - ■ ■
var pattern = new Pattern();
int usableColumns = AvailableColumns - RandomStart - PreviousPattern.ColumnWithObjects;
int nextColumn = Random.Next(RandomStart, AvailableColumns);
for (int i = 0; i < Math.Min(usableColumns, noteCount); i++)
{
while (pattern.ColumnHasObject(nextColumn) || PreviousPattern.ColumnHasObject(nextColumn)) //find available column
nextColumn = Random.Next(RandomStart, AvailableColumns);
addToPattern(pattern, nextColumn, startTime, endTime);
}
// This is can't be combined with the above loop due to RNG
for (int i = 0; i < noteCount - usableColumns; i++)
{
while (pattern.ColumnHasObject(nextColumn))
nextColumn = Random.Next(RandomStart, AvailableColumns);
addToPattern(pattern, nextColumn, startTime, endTime);
}
return pattern;
}
/// <summary>
/// Generates random notes, with one note per row and no stacking.
/// </summary>
/// <param name="startTime">The start time.</param>
/// <param name="noteCount">The number of notes.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateRandomNotes(double startTime, int noteCount)
{
// - - - -
// x - - -
// - - x -
// - - - x
// x - - -
var pattern = new Pattern();
int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnWithObjects < AvailableColumns)
{
while (PreviousPattern.ColumnHasObject(nextColumn))
nextColumn = Random.Next(RandomStart, AvailableColumns);
}
int lastColumn = nextColumn;
for (int i = 0; i < noteCount; i++)
{
addToPattern(pattern, nextColumn, startTime, startTime);
while (nextColumn == lastColumn)
nextColumn = Random.Next(RandomStart, AvailableColumns);
lastColumn = nextColumn;
startTime += segmentDuration;
}
return pattern;
}
/// <summary>
/// Generates a stair of notes, with one note per row.
/// </summary>
/// <param name="startTime">The start time.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateStair(double startTime)
{
// - - - -
// x - - -
// - x - -
// - - x -
// - - - x
// - - x -
// - x - -
// x - - -
var pattern = new Pattern();
int column = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
bool increasing = Random.NextDouble() > 0.5;
for (int i = 0; i <= repeatCount; i++)
{
addToPattern(pattern, column, startTime, startTime);
startTime += segmentDuration;
// Check if we're at the borders of the stage, and invert the pattern if so
if (increasing)
{
if (column >= AvailableColumns - 1)
{
increasing = false;
column--;
}
else
column++;
}
else
{
if (column <= RandomStart)
{
increasing = true;
column++;
}
else
column--;
}
}
return pattern;
}
/// <summary>
/// Generates random notes with 1-2 notes per row and no stacking.
/// </summary>
/// <param name="startTime">The start time.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateRandomMultipleNotes(double startTime)
{
// - - - -
// x - - -
// - x x -
// - - - x
// x - x -
var pattern = new Pattern();
bool legacy = AvailableColumns >= 4 && AvailableColumns <= 8;
int interval = Random.Next(1, AvailableColumns - (legacy ? 1 : 0));
int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
for (int i = 0; i <= repeatCount; i++)
{
addToPattern(pattern, nextColumn, startTime, startTime);
nextColumn += interval;
if (nextColumn >= AvailableColumns - RandomStart)
nextColumn = nextColumn - AvailableColumns - RandomStart + (legacy ? 1 : 0);
nextColumn += RandomStart;
// If we're in 2K, let's not add many consecutive doubles
if (AvailableColumns > 2)
addToPattern(pattern, nextColumn, startTime, startTime);
nextColumn = Random.Next(RandomStart, AvailableColumns);
startTime += segmentDuration;
}
return pattern;
}
/// <summary>
/// Generates random hold notes. The amount of hold notes generated is determined by probabilities.
/// </summary>
/// <param name="startTime">The hold note start time.</param>
/// <param name="p2">The probability required for 2 hold notes to be generated.</param>
/// <param name="p3">The probability required for 3 hold notes to be generated.</param>
/// <param name="p4">The probability required for 4 hold notes to be generated.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateNRandomNotes(double startTime, double p2, double p3, double p4)
{
// - - - -
// ■ - ■ ■
// □ - □ □
// ■ - ■ ■
switch (AvailableColumns)
{
case 2:
p2 = 0;
p3 = 0;
p4 = 0;
break;
case 3:
p2 = Math.Max(p2, 0.1);
p3 = 0;
p4 = 0;
break;
case 4:
p2 = Math.Max(p2, 0.3);
p3 = Math.Max(p3, 0.04);
p4 = 0;
break;
case 5:
p2 = Math.Max(p2, 0.34);
p3 = Math.Max(p3, 0.1);
p4 = Math.Max(p4, 0.03);
break;
}
Func<SampleInfo, bool> isDoubleSample = sample => sample.Name == SampleInfo.HIT_CLAP && sample.Name == SampleInfo.HIT_FINISH;
bool canGenerateTwoNotes = (convertType & PatternType.LowProbability) == 0;
canGenerateTwoNotes &= HitObject.Samples.Any(isDoubleSample) || sampleInfoListAt(HitObject.StartTime).Any(isDoubleSample);
if (canGenerateTwoNotes)
p2 = 1;
return generateRandomHoldNotes(startTime, GetRandomNoteCount(p2, p3, p4));
}
/// <summary>
/// Generates tiled hold notes. You can think of this as a stair of hold notes.
/// </summary>
/// <param name="startTime">The first hold note start time.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateTiledHoldNotes(double startTime)
{
// - - - -
// ■ ■ ■ ■
// □ □ □ □
// □ □ □ □
// □ □ □ ■
// □ □ ■ -
// □ ■ - -
// ■ - - -
var pattern = new Pattern();
int columnRepeat = Math.Min(repeatCount, AvailableColumns);
int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnWithObjects < AvailableColumns)
{
while (PreviousPattern.ColumnHasObject(nextColumn))
nextColumn = Random.Next(RandomStart, AvailableColumns);
}
for (int i = 0; i < columnRepeat; i++)
{
while (pattern.ColumnHasObject(nextColumn))
nextColumn = Random.Next(RandomStart, AvailableColumns);
addToPattern(pattern, nextColumn, startTime, endTime);
startTime += segmentDuration;
}
return pattern;
}
/// <summary>
/// Generates a hold note alongside normal notes.
/// </summary>
/// <param name="startTime">The start time of notes.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateHoldAndNormalNotes(double startTime)
{
// - - - -
// ■ x x -
// ■ - x x
// ■ x - x
// ■ - x x
var pattern = new Pattern();
int holdColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnWithObjects < AvailableColumns)
{
while (PreviousPattern.ColumnHasObject(holdColumn))
holdColumn = Random.Next(RandomStart, AvailableColumns);
}
// Create the hold note
addToPattern(pattern, holdColumn, startTime, endTime);
int noteCount = 1;
if (ConversionDifficulty > 6.5)
noteCount = GetRandomNoteCount(0.63, 0);
else if (ConversionDifficulty > 4)
noteCount = GetRandomNoteCount(AvailableColumns < 6 ? 0.12 : 0.45, 0);
else if (ConversionDifficulty > 2.5)
noteCount = GetRandomNoteCount(AvailableColumns < 6 ? 0 : 0.24, 0);
noteCount = Math.Min(AvailableColumns - 1, noteCount);
bool ignoreHead = !sampleInfoListAt(startTime).Any(s => s.Name == SampleInfo.HIT_WHISTLE || s.Name == SampleInfo.HIT_FINISH || s.Name == SampleInfo.HIT_CLAP);
int nextColumn = Random.Next(RandomStart, AvailableColumns);
var rowPattern = new Pattern();
for (int i = 0; i <= repeatCount; i++)
{
if (!(ignoreHead && startTime == HitObject.StartTime))
{
for (int j = 0; j < noteCount; j++)
{
while (rowPattern.ColumnHasObject(nextColumn) || nextColumn == holdColumn)
nextColumn = Random.Next(RandomStart, AvailableColumns);
addToPattern(rowPattern, nextColumn, startTime, startTime);
}
}
pattern.Add(rowPattern);
rowPattern.Clear();
startTime += segmentDuration;
}
return pattern;
}
/// <summary>
/// Retrieves the sample info list at a point in time.
/// </summary>
/// <param name="time">The time to retrieve the sample info list from.</param>
/// <returns></returns>
private SampleInfoList sampleInfoListAt(double time)
{
var curveData = HitObject as IHasCurve;
if (curveData == null)
return HitObject.Samples;
double segmentTime = (endTime - HitObject.StartTime) / repeatCount;
int index = (int)(segmentTime == 0 ? 0 : (time - HitObject.StartTime) / segmentTime);
return curveData.RepeatSamples[index];
}
/// <summary>
/// Constructs and adds a note to a pattern.
/// </summary>
/// <param name="pattern">The pattern to add to.</param>
/// <param name="column">The column to add the note to.</param>
/// <param name="startTime">The start time of the note.</param>
/// <param name="endTime">The end time of the note (set to <paramref name="startTime"/> for a non-hold note).</param>
private void addToPattern(Pattern pattern, int column, double startTime, double endTime)
{
ManiaHitObject newObject;
if (startTime == endTime)
{
newObject = new Note
{
StartTime = startTime,
Samples = sampleInfoListAt(startTime),
Column = column
};
}
else
{
newObject = new HoldNote
{
StartTime = startTime,
Samples = sampleInfoListAt(startTime),
EndSamples = sampleInfoListAt(endTime),
Column = column,
Duration = endTime - startTime
};
}
pattern.Add(newObject);
}
}
}

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@ -1,6 +1,7 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Audio;
using osu.Game.Beatmaps.Timing;
using osu.Game.Database;
using osu.Game.Rulesets.Mania.Judgements;
@ -22,6 +23,11 @@ namespace osu.Game.Rulesets.Mania.Objects
public double Duration { get; set; }
public double EndTime => StartTime + Duration;
/// <summary>
/// The samples to be played when this hold note is released.
/// </summary>
public SampleInfoList EndSamples = new SampleInfoList();
/// <summary>
/// The key-release hit windows for this hold note.
/// </summary>

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@ -47,6 +47,7 @@
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Beatmaps\Patterns\Legacy\DistanceObjectPatternGenerator.cs" />
<Compile Include="Beatmaps\Patterns\Legacy\PatternGenerator.cs" />
<Compile Include="Beatmaps\Patterns\PatternGenerator.cs" />
<Compile Include="Beatmaps\Patterns\Legacy\PatternType.cs" />