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Merge branch 'master' into fix-combo-colours

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Dean Herbert 2018-03-14 12:45:48 +09:00 committed by GitHub
commit d42cd5c8f0
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6 changed files with 63 additions and 50 deletions

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@ -77,7 +77,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
yield break; yield break;
} }
var objects = IsForCurrentRuleset ? generateSpecific(original) : generateConverted(original); var objects = IsForCurrentRuleset ? generateSpecific(original, beatmap) : generateConverted(original, beatmap);
if (objects == null) if (objects == null)
yield break; yield break;
@ -110,10 +110,11 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
/// Method that generates hit objects for osu!mania specific beatmaps. /// Method that generates hit objects for osu!mania specific beatmaps.
/// </summary> /// </summary>
/// <param name="original">The original hit object.</param> /// <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> /// <returns>The hit objects generated.</returns>
private IEnumerable<ManiaHitObject> generateSpecific(HitObject original) private IEnumerable<ManiaHitObject> generateSpecific(HitObject original, Beatmap originalBeatmap)
{ {
var generator = new SpecificBeatmapPatternGenerator(random, original, beatmap, lastPattern); var generator = new SpecificBeatmapPatternGenerator(random, original, beatmap, lastPattern, originalBeatmap);
Pattern newPattern = generator.Generate(); Pattern newPattern = generator.Generate();
lastPattern = newPattern; lastPattern = newPattern;
@ -125,26 +126,25 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
/// Method that generates hit objects for non-osu!mania beatmaps. /// Method that generates hit objects for non-osu!mania beatmaps.
/// </summary> /// </summary>
/// <param name="original">The original hit object.</param> /// <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> /// <returns>The hit objects generated.</returns>
private IEnumerable<ManiaHitObject> generateConverted(HitObject original) private IEnumerable<ManiaHitObject> generateConverted(HitObject original, Beatmap originalBeatmap)
{ {
var endTimeData = original as IHasEndTime; var endTimeData = original as IHasEndTime;
var distanceData = original as IHasDistance; var distanceData = original as IHasDistance;
var positionData = original as IHasPosition; var positionData = original as IHasPosition;
// Following lines currently commented out to appease resharper
Patterns.PatternGenerator conversion = null; Patterns.PatternGenerator conversion = null;
if (distanceData != null) if (distanceData != null)
conversion = new DistanceObjectPatternGenerator(random, original, beatmap, lastPattern); conversion = new DistanceObjectPatternGenerator(random, original, beatmap, lastPattern, originalBeatmap);
else if (endTimeData != null) else if (endTimeData != null)
conversion = new EndTimeObjectPatternGenerator(random, original, beatmap); conversion = new EndTimeObjectPatternGenerator(random, original, beatmap, originalBeatmap);
else if (positionData != null) else if (positionData != null)
{ {
computeDensity(original.StartTime); computeDensity(original.StartTime);
conversion = new HitObjectPatternGenerator(random, original, beatmap, lastPattern, lastTime, lastPosition, density, lastStair); conversion = new HitObjectPatternGenerator(random, original, beatmap, lastPattern, lastTime, lastPosition, density, lastStair, originalBeatmap);
recordNote(original.StartTime, positionData.Position); recordNote(original.StartTime, positionData.Position);
} }
@ -153,10 +153,9 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
return null; return null;
Pattern newPattern = conversion.Generate(); Pattern newPattern = conversion.Generate();
lastPattern = newPattern;
var stairPatternGenerator = conversion as HitObjectPatternGenerator; lastPattern = conversion is EndTimeObjectPatternGenerator ? lastPattern : newPattern;
lastStair = stairPatternGenerator?.StairType ?? lastStair; lastStair = (conversion as HitObjectPatternGenerator)?.StairType ?? lastStair;
return newPattern.HitObjects; return newPattern.HitObjects;
} }
@ -166,8 +165,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
/// </summary> /// </summary>
private class SpecificBeatmapPatternGenerator : Patterns.Legacy.PatternGenerator private class SpecificBeatmapPatternGenerator : Patterns.Legacy.PatternGenerator
{ {
public SpecificBeatmapPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern) public SpecificBeatmapPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, Beatmap originalBeatmap)
: base(random, hitObject, beatmap, previousPattern) : base(random, hitObject, beatmap, previousPattern, originalBeatmap)
{ {
} }

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@ -5,6 +5,7 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Game.Audio; using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.MathUtils; using osu.Game.Rulesets.Mania.MathUtils;
using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Objects.Types;
@ -29,11 +30,11 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
private PatternType convertType; private PatternType convertType;
public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern) public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, Beatmap originalBeatmap)
: base(random, hitObject, beatmap, previousPattern) : base(random, hitObject, beatmap, previousPattern, originalBeatmap)
{ {
convertType = PatternType.None; convertType = PatternType.None;
if (Beatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime).KiaiMode) if (!Beatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime).KiaiMode)
convertType = PatternType.LowProbability; convertType = PatternType.LowProbability;
var distanceData = hitObject as IHasDistance; var distanceData = hitObject as IHasDistance;
@ -305,19 +306,19 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
p4 = 0; p4 = 0;
break; break;
case 3: case 3:
p2 = Math.Max(p2, 0.1); p2 = Math.Min(p2, 0.1);
p3 = 0; p3 = 0;
p4 = 0; p4 = 0;
break; break;
case 4: case 4:
p2 = Math.Max(p2, 0.3); p2 = Math.Min(p2, 0.3);
p3 = Math.Max(p3, 0.04); p3 = Math.Min(p3, 0.04);
p4 = 0; p4 = 0;
break; break;
case 5: case 5:
p2 = Math.Max(p2, 0.34); p2 = Math.Min(p2, 0.34);
p3 = Math.Max(p3, 0.1); p3 = Math.Min(p3, 0.1);
p4 = Math.Max(p4, 0.03); p4 = Math.Min(p4, 0.03);
break; break;
} }
@ -396,17 +397,19 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
// Create the hold note // Create the hold note
addToPattern(pattern, holdColumn, startTime, endTime); addToPattern(pattern, holdColumn, startTime, endTime);
int noteCount = 1; int nextColumn = Random.Next(RandomStart, TotalColumns);
int noteCount;
if (ConversionDifficulty > 6.5) if (ConversionDifficulty > 6.5)
noteCount = GetRandomNoteCount(0.63, 0); noteCount = GetRandomNoteCount(0.63, 0);
else if (ConversionDifficulty > 4) else if (ConversionDifficulty > 4)
noteCount = GetRandomNoteCount(TotalColumns < 6 ? 0.12 : 0.45, 0); noteCount = GetRandomNoteCount(TotalColumns < 6 ? 0.12 : 0.45, 0);
else if (ConversionDifficulty > 2.5) else if (ConversionDifficulty > 2.5)
noteCount = GetRandomNoteCount(TotalColumns < 6 ? 0 : 0.24, 0); noteCount = GetRandomNoteCount(TotalColumns < 6 ? 0 : 0.24, 0);
else
noteCount = 0;
noteCount = Math.Min(TotalColumns - 1, noteCount); noteCount = Math.Min(TotalColumns - 1, noteCount);
bool ignoreHead = !sampleInfoListAt(startTime).Any(s => s.Name == SampleInfo.HIT_WHISTLE || s.Name == SampleInfo.HIT_FINISH || s.Name == SampleInfo.HIT_CLAP); 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, TotalColumns);
var rowPattern = new Pattern(); var rowPattern = new Pattern();
for (int i = 0; i <= spanCount; i++) for (int i = 0; i <= spanCount; i++)

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@ -7,6 +7,7 @@ using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Objects.Types;
using System.Linq; using System.Linq;
using osu.Game.Audio; using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.Mania.Objects;
namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
@ -15,8 +16,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
{ {
private readonly double endTime; private readonly double endTime;
public EndTimeObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap) public EndTimeObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Beatmap originalBeatmap)
: base(random, hitObject, beatmap, new Pattern()) : base(random, hitObject, beatmap, new Pattern(), originalBeatmap)
{ {
var endtimeData = HitObject as IHasEndTime; var endtimeData = HitObject as IHasEndTime;

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@ -5,6 +5,7 @@ using System;
using System.Linq; using System.Linq;
using OpenTK; using OpenTK;
using osu.Game.Audio; using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints; using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Mania.MathUtils; using osu.Game.Rulesets.Mania.MathUtils;
using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.Mania.Objects;
@ -19,8 +20,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
private readonly PatternType convertType; private readonly PatternType convertType;
public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair) public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair, Beatmap originalBeatmap)
: base(random, hitObject, beatmap, previousPattern) : base(random, hitObject, beatmap, previousPattern, originalBeatmap)
{ {
if (previousTime > hitObject.StartTime) throw new ArgumentOutOfRangeException(nameof(previousTime)); if (previousTime > hitObject.StartTime) throw new ArgumentOutOfRangeException(nameof(previousTime));
if (density < 0) throw new ArgumentOutOfRangeException(nameof(density)); if (density < 0) throw new ArgumentOutOfRangeException(nameof(density));
@ -308,20 +309,20 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
p5 = 0; p5 = 0;
break; break;
case 3: case 3:
p2 = Math.Max(p2, 0.1); p2 = Math.Min(p2, 0.1);
p3 = 0; p3 = 0;
p4 = 0; p4 = 0;
p5 = 0; p5 = 0;
break; break;
case 4: case 4:
p2 = Math.Max(p2, 0.23); p2 = Math.Min(p2, 0.23);
p3 = Math.Max(p3, 0.04); p3 = Math.Min(p3, 0.04);
p4 = 0; p4 = 0;
p5 = 0; p5 = 0;
break; break;
case 5: case 5:
p3 = Math.Max(p3, 0.15); p3 = Math.Min(p3, 0.15);
p4 = Math.Max(p4, 0.03); p4 = Math.Min(p4, 0.03);
p5 = 0; p5 = 0;
break; break;
} }
@ -355,23 +356,23 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
p3 = 0; p3 = 0;
break; break;
case 3: case 3:
centreProbability = Math.Max(centreProbability, 0.03); centreProbability = Math.Min(centreProbability, 0.03);
p2 = Math.Max(p2, 0.1); p2 = 0;
p3 = 0; p3 = 0;
break; break;
case 4: case 4:
centreProbability = 0; centreProbability = 0;
p2 = Math.Max(p2 * 2, 0.2); p2 = Math.Min(p2 * 2, 0.2);
p3 = 0; p3 = 0;
break; break;
case 5: case 5:
centreProbability = Math.Max(centreProbability, 0.03); centreProbability = Math.Min(centreProbability, 0.03);
p3 = 0; p3 = 0;
break; break;
case 6: case 6:
centreProbability = 0; centreProbability = 0;
p2 = Math.Max(p2 * 2, 0.5); p2 = Math.Min(p2 * 2, 0.5);
p3 = Math.Max(p3 * 2, 0.15); p3 = Math.Min(p3 * 2, 0.15);
break; break;
} }

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@ -25,14 +25,20 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
/// </summary> /// </summary>
protected readonly FastRandom Random; protected readonly FastRandom Random;
protected PatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern) /// <summary>
/// The beatmap which <see cref="HitObject"/> is being converted from.
/// </summary>
protected readonly Beatmap OriginalBeatmap;
protected PatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, Beatmap originalBeatmap)
: base(hitObject, beatmap, previousPattern) : base(hitObject, beatmap, previousPattern)
{ {
if (random == null) throw new ArgumentNullException(nameof(random)); if (random == null) throw new ArgumentNullException(nameof(random));
if (beatmap == null) throw new ArgumentNullException(nameof(beatmap)); if (originalBeatmap == null) throw new ArgumentNullException(nameof(originalBeatmap));
if (previousPattern == null) throw new ArgumentNullException(nameof(previousPattern));
Random = random; Random = random;
OriginalBeatmap = originalBeatmap;
RandomStart = TotalColumns == 8 ? 1 : 0; RandomStart = TotalColumns == 8 ? 1 : 0;
} }
@ -94,17 +100,20 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
if (conversionDifficulty != null) if (conversionDifficulty != null)
return conversionDifficulty.Value; return conversionDifficulty.Value;
HitObject lastObject = Beatmap.HitObjects.LastOrDefault(); HitObject lastObject = OriginalBeatmap.HitObjects.LastOrDefault();
HitObject firstObject = Beatmap.HitObjects.FirstOrDefault(); HitObject firstObject = OriginalBeatmap.HitObjects.FirstOrDefault();
double drainTime = (lastObject?.StartTime ?? 0) - (firstObject?.StartTime ?? 0); double drainTime = (lastObject?.StartTime ?? 0) - (firstObject?.StartTime ?? 0);
drainTime -= Beatmap.TotalBreakTime; drainTime -= OriginalBeatmap.TotalBreakTime;
if (drainTime == 0) if (drainTime == 0)
drainTime = 10000; drainTime = 10000000;
BeatmapDifficulty difficulty = Beatmap.BeatmapInfo.BaseDifficulty; // We need this in seconds
conversionDifficulty = ((difficulty.DrainRate + MathHelper.Clamp(difficulty.ApproachRate, 4, 7)) / 1.5 + Beatmap.HitObjects.Count / drainTime * 9f) / 38f * 5f / 1.15; drainTime /= 1000;
BeatmapDifficulty difficulty = OriginalBeatmap.BeatmapInfo.BaseDifficulty;
conversionDifficulty = ((difficulty.DrainRate + MathHelper.Clamp(difficulty.ApproachRate, 4, 7)) / 1.5 + OriginalBeatmap.HitObjects.Count / drainTime * 9f) / 38f * 5f / 1.15;
conversionDifficulty = Math.Min(conversionDifficulty.Value, 12); conversionDifficulty = Math.Min(conversionDifficulty.Value, 12);
return conversionDifficulty.Value; return conversionDifficulty.Value;

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@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Mania.Tests
private bool isForCurrentRuleset; private bool isForCurrentRuleset;
[NonParallelizable] [NonParallelizable]
[TestCase("basic", false), Ignore("See: https://github.com/ppy/osu/issues/2150")] [TestCase("basic", false)]
public void Test(string name, bool isForCurrentRuleset) public void Test(string name, bool isForCurrentRuleset)
{ {
this.isForCurrentRuleset = isForCurrentRuleset; this.isForCurrentRuleset = isForCurrentRuleset;