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Refactored ApplyToBeatmap

This commit is contained in:
Henry Lin 2021-05-20 11:57:13 +08:00
parent fe099be443
commit d20b5c2d5a

View File

@ -55,8 +55,6 @@ namespace osu.Game.Rulesets.Osu.Mods
var osuBeatmap = (OsuBeatmap)beatmap;
var origHitObjects = osuBeatmap.HitObjects.OrderBy(x => x.StartTime).ToList();
var hitObjects = new List<OsuHitObject>();
// Only place circles between startTime and endTime
var startTime = origHitObjects.First().StartTime;
double endTime;
@ -74,113 +72,122 @@ namespace osu.Game.Rulesets.Osu.Mods
break;
}
var comboStarts = origHitObjects.Where(x => x.NewCombo).Select(x => x.StartTime).ToList();
TimingControlPoint currentTimingPoint = osuBeatmap.ControlPointInfo.TimingPointAt(startTime);
var currentTime = currentTimingPoint.Time;
int currentCombo = -1;
IList<HitSampleInfo> lastSamples = null;
float direction = MathHelper.TwoPi * RNG.NextSingle();
float distance = 40f;
while (!Precision.AlmostBigger(currentTime, endTime))
{
// Place a circle
// Don't place any circles before the start of the first hit object of the map
// Don't place any circles from the start of break time to the start of the first hit object after the break
if (!Precision.AlmostBigger(startTime, currentTime)
&& !osuBeatmap.Breaks.Any(x => Precision.AlmostBigger(currentTime, x.StartTime)
&& Precision.AlmostBigger(origHitObjects.First(y => Precision.AlmostBigger(y.StartTime, x.EndTime)).StartTime, currentTime)))
// Generate the beats
var beats = osuBeatmap.ControlPointInfo.TimingPoints
.Where(x => Precision.AlmostBigger(endTime, x.Time))
.SelectMany(tp =>
{
var tpBeats = new List<double>();
var currentTime = tp.Time;
while (Precision.AlmostBigger(endTime, currentTime) && osuBeatmap.ControlPointInfo.TimingPointAt(currentTime) == tp)
{
tpBeats.Add(currentTime);
currentTime += tp.BeatLength;
}
return tpBeats;
})
// Remove beats that are before startTime
.Where(x => Precision.AlmostBigger(x, startTime))
// Remove beats during breaks
.Where(x => !osuBeatmap.Breaks.Any(b =>
Precision.AlmostBigger(x, b.StartTime)
&& Precision.AlmostBigger(origHitObjects.First(y => Precision.AlmostBigger(y.StartTime, b.EndTime)).StartTime, x)
))
.ToList();
// Generate a hit circle for each beat
var hitObjects = beats
// Remove beats that are too close to the next one (e.g. due to timing point changes)
.Where((x, idx) =>
{
if (idx == beats.Count - 1) return true;
if (Precision.AlmostBigger(osuBeatmap.ControlPointInfo.TimingPointAt(x).BeatLength / 2, beats[idx + 1] - x))
return false;
return true;
})
.Select(x =>
{
var newCircle = new HitCircle();
newCircle.ApplyDefaults(osuBeatmap.ControlPointInfo, osuBeatmap.BeatmapInfo.BaseDifficulty);
newCircle.StartTime = currentTime;
newCircle.StartTime = x;
return (OsuHitObject)newCircle;
}).ToList();
// Determine circle position
if (hitObjects.Count == 0)
{
newCircle.Position = new Vector2(RNG.NextSingle(OsuPlayfield.BASE_SIZE.X), RNG.NextSingle(OsuPlayfield.BASE_SIZE.Y));
}
else
{
var relativePos = new Vector2(
// Add hit samples to the circles
for (int i = 0; i < hitObjects.Count; i++)
{
var x = hitObjects[i];
var samples = getSamplesAtTime(origHitObjects, x.StartTime);
if (samples == null)
{
if (i > 0)
x.Samples = hitObjects[i - 1].Samples;
}
else
{
x.Samples = samples;
}
}
// Process combo numbers
// First follow the combo indices in the original beatmap
hitObjects.ForEach(x =>
{
var origObj = origHitObjects.FindLast(y => Precision.AlmostBigger(x.StartTime, y.StartTime));
if (origObj == null) x.ComboIndex = 0;
else x.ComboIndex = origObj.ComboIndex;
});
// Then reprocess them to ensure continuity in the combo indices and add indices in current combo
var combos = hitObjects.GroupBy(x => x.ComboIndex).ToList();
for (int i = 0; i < combos.Count; i++)
{
var group = combos[i].ToList();
group.First().NewCombo = true;
group.Last().LastInCombo = true;
for (int j = 0; j < group.Count; j++)
{
var x = group[j];
x.ComboIndex = i;
x.IndexInCurrentCombo = j;
}
}
// Position all hit circles
var direction = MathHelper.TwoPi * RNG.NextSingle();
for (int i = 0; i < hitObjects.Count; i++)
{
var x = hitObjects[i];
if (i == 0)
{
x.Position = new Vector2(RNG.NextSingle(OsuPlayfield.BASE_SIZE.X), RNG.NextSingle(OsuPlayfield.BASE_SIZE.Y));
}
else
{
var distance = Math.Min(MAX_DISTANCE, 40f * (float)Math.Pow(1.05, x.ComboIndex));
var relativePos = new Vector2(
distance * (float)Math.Cos(direction),
distance * (float)Math.Sin(direction)
);
relativePos = getRotatedVector(hitObjects.Last().Position, relativePos);
direction = (float)Math.Atan2(relativePos.Y, relativePos.X);
relativePos = getRotatedVector(hitObjects[i - 1].Position, relativePos);
direction = (float)Math.Atan2(relativePos.Y, relativePos.X);
var newPosition = Vector2.Add(hitObjects.Last().Position, relativePos);
var newPosition = Vector2.Add(hitObjects[i - 1].Position, relativePos);
if (newPosition.Y < 0)
newPosition.Y = 0;
else if (newPosition.Y > OsuPlayfield.BASE_SIZE.Y)
newPosition.Y = OsuPlayfield.BASE_SIZE.Y;
if (newPosition.X < 0)
newPosition.X = 0;
else if (newPosition.X > OsuPlayfield.BASE_SIZE.X)
newPosition.X = OsuPlayfield.BASE_SIZE.X;
if (newPosition.Y < 0)
newPosition.Y = 0;
else if (newPosition.Y > OsuPlayfield.BASE_SIZE.Y)
newPosition.Y = OsuPlayfield.BASE_SIZE.Y;
if (newPosition.X < 0)
newPosition.X = 0;
else if (newPosition.X > OsuPlayfield.BASE_SIZE.X)
newPosition.X = OsuPlayfield.BASE_SIZE.X;
newCircle.Position = newPosition;
// Add a random nudge to the direction
direction += distance / MAX_DISTANCE * (RNG.NextSingle() * MathHelper.TwoPi - MathHelper.Pi);
}
x.Position = newPosition;
// Determine samples to use
var samples = getSamplesAtTime(origHitObjects, currentTime);
if (samples == null)
{
if (lastSamples != null)
newCircle.Samples = lastSamples;
}
else
{
newCircle.Samples = samples;
lastSamples = samples;
}
// Determine combo
if (comboStarts.Count > currentCombo + 1 && !Precision.AlmostBigger(comboStarts[currentCombo + 1], currentTime))
{
currentCombo++;
newCircle.NewCombo = true;
newCircle.IndexInCurrentCombo = 0;
if (hitObjects.Count > 0)
hitObjects.Last().LastInCombo = true;
// Increase distance for every combo
distance = Math.Min(distance * 1.05f, MAX_DISTANCE);
// Randomize direction as well
if (x.LastInCombo)
direction = MathHelper.TwoPi * RNG.NextSingle();
}
else
{
if (hitObjects.Count > 0)
newCircle.IndexInCurrentCombo = hitObjects.Last().IndexInCurrentCombo + 1;
}
newCircle.ComboIndex = currentCombo;
// Remove the last circle if it is too close in time to this one
if (hitObjects.Count > 0
&& Precision.AlmostBigger(currentTimingPoint.BeatLength / 2, newCircle.StartTime - hitObjects.Last().StartTime))
{
hitObjects.RemoveAt(hitObjects.Count - 1);
}
hitObjects.Add(newCircle);
}
// Advance to the next beat and check for timing point changes
currentTime += currentTimingPoint.BeatLength;
var newTimingPoint = osuBeatmap.ControlPointInfo.TimingPointAt(currentTime);
if (newTimingPoint != currentTimingPoint)
{
currentTimingPoint = newTimingPoint;
currentTime = currentTimingPoint.Time;
direction += distance / MAX_DISTANCE * (RNG.NextSingle() * MathHelper.TwoPi - MathHelper.Pi);
}
}
@ -242,6 +249,7 @@ namespace osu.Game.Rulesets.Osu.Mods
{
using (drawable.BeginAbsoluteSequence(h.StartTime - h.TimePreempt))
{
// todo: this doesn't feel quite right yet
drawable.ScaleTo(0.4f)
.Then().ScaleTo(1.6f, h.TimePreempt * 2);
drawable.FadeTo(0.5f)
@ -367,7 +375,7 @@ namespace osu.Game.Rulesets.Osu.Mods
{
InternalChildren = new Drawable[]
{
sample = new PausableSkinnableSound(new SampleInfo("spinnerbonus")), // TODO: use another sample?
sample = new PausableSkinnableSound(new SampleInfo("spinnerbonus")), // todo: use another sample?
};
}