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mirror of https://github.com/ppy/osu.git synced 2024-09-21 17:27:24 +08:00

Avoid float precision error in mania conversion

This commit is contained in:
smoogipoo 2020-09-07 16:30:05 +09:00
parent a3a71a704c
commit ecc9c2957f
2 changed files with 14 additions and 14 deletions

View File

@ -5,7 +5,6 @@ using osu.Game.Rulesets.Mania.Objects;
using System;
using System.Linq;
using System.Collections.Generic;
using osu.Framework.Utils;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects;
@ -167,8 +166,10 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
var positionData = original as IHasPosition;
for (double time = original.StartTime; !Precision.DefinitelyBigger(time, generator.EndTime); time += generator.SegmentDuration)
for (int i = 0; i <= generator.SpanCount; i++)
{
double time = original.StartTime + generator.SegmentDuration * i;
recordNote(time, positionData?.Position ?? Vector2.Zero);
computeDensity(time);
}

View File

@ -27,8 +27,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
public readonly double EndTime;
public readonly double SegmentDuration;
private readonly int spanCount;
public readonly int SpanCount;
private PatternType convertType;
@ -42,20 +41,20 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
var distanceData = hitObject as IHasDistance;
var repeatsData = hitObject as IHasRepeats;
spanCount = repeatsData?.SpanCount() ?? 1;
SpanCount = repeatsData?.SpanCount() ?? 1;
TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(hitObject.StartTime);
DifficultyControlPoint difficultyPoint = beatmap.ControlPointInfo.DifficultyPointAt(hitObject.StartTime);
// The true distance, accounting for any repeats
double distance = (distanceData?.Distance ?? 0) * spanCount;
double distance = (distanceData?.Distance ?? 0) * SpanCount;
// The velocity of the osu! hit object - calculated as the velocity of a slider
double osuVelocity = osu_base_scoring_distance * beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier / timingPoint.BeatLength;
// The duration of the osu! hit object
double osuDuration = distance / osuVelocity;
EndTime = hitObject.StartTime + osuDuration;
SegmentDuration = (EndTime - HitObject.StartTime) / spanCount;
SegmentDuration = (EndTime - HitObject.StartTime) / SpanCount;
}
public override IEnumerable<Pattern> Generate()
@ -96,7 +95,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
return pattern;
}
if (spanCount > 1)
if (SpanCount > 1)
{
if (SegmentDuration <= 90)
return generateRandomHoldNotes(HitObject.StartTime, 1);
@ -104,7 +103,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
if (SegmentDuration <= 120)
{
convertType |= PatternType.ForceNotStack;
return generateRandomNotes(HitObject.StartTime, spanCount + 1);
return generateRandomNotes(HitObject.StartTime, SpanCount + 1);
}
if (SegmentDuration <= 160)
@ -117,7 +116,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
if (duration >= 4000)
return generateNRandomNotes(HitObject.StartTime, 0.23, 0, 0);
if (SegmentDuration > 400 && spanCount < TotalColumns - 1 - RandomStart)
if (SegmentDuration > 400 && SpanCount < TotalColumns - 1 - RandomStart)
return generateTiledHoldNotes(HitObject.StartTime);
return generateHoldAndNormalNotes(HitObject.StartTime);
@ -251,7 +250,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
int column = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
bool increasing = Random.NextDouble() > 0.5;
for (int i = 0; i <= spanCount; i++)
for (int i = 0; i <= SpanCount; i++)
{
addToPattern(pattern, column, startTime, startTime);
startTime += SegmentDuration;
@ -302,7 +301,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
for (int i = 0; i <= spanCount; i++)
for (int i = 0; i <= SpanCount; i++)
{
addToPattern(pattern, nextColumn, startTime, startTime);
@ -393,7 +392,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
var pattern = new Pattern();
int columnRepeat = Math.Min(spanCount, TotalColumns);
int columnRepeat = Math.Min(SpanCount, TotalColumns);
int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
if (convertType.HasFlag(PatternType.ForceNotStack) && PreviousPattern.ColumnWithObjects < TotalColumns)
@ -447,7 +446,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
var rowPattern = new Pattern();
for (int i = 0; i <= spanCount; i++)
for (int i = 0; i <= SpanCount; i++)
{
if (!(ignoreHead && startTime == HitObject.StartTime))
{