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Author SHA1 Message Date
Hivie
57ea625af6
Merge 25bb6cbf9b into be05f2a1c2 2024-12-03 16:58:59 +09:00
Hivie
25bb6cbf9b remove unused import 2024-11-22 14:18:09 +01:00
Hivie
ad21b7f341 cleaner expression 2024-11-22 13:48:15 +01:00
Hiviexd
ea4cbb5c36 rename mod to Quarterize 2024-11-22 11:33:33 +01:00
Hiviexd
93e7afd5f3 improve conversion process to reduce breakage in rare cases 2024-11-22 11:21:48 +01:00
Hiviexd
d4f29487d3 fix tests 2024-11-22 10:26:49 +01:00
Hivie
dea5d8329d
Merge branch 'ppy:master' into taiko-mod-simplified-rhythm 2024-11-22 10:09:58 +01:00
Hiviexd
38e76d41b5 add unit tests 2024-11-20 01:49:14 +01:00
Hiviexd
3e8b26c483 simplify operation 2024-11-20 01:49:01 +01:00
Hivie
a7b4f975ca rename mod 2024-11-18 12:10:23 +01:00
Hivie
9bea112370 better terminology 2024-11-18 12:09:13 +01:00
Hivie
45ed2fdec2 apply review 2024-11-18 12:00:28 +01:00
Hiviexd
72210bf9fe blank line 2024-11-17 23:34:30 +01:00
Hiviexd
db08176049 fix CI 2024-11-17 22:54:38 +01:00
Hiviexd
617f8cce4a better names 2024-11-17 17:54:27 +01:00
Hiviexd
28b911f6ac format 2024-11-17 17:53:11 +01:00
Hiviexd
426ca00516 Add osu!taiko mod Simplified Rhythm 2024-11-17 17:48:16 +01:00
3 changed files with 270 additions and 0 deletions

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.Taiko.Mods;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Replays;
namespace osu.Game.Rulesets.Taiko.Tests.Mods
{
public partial class TestSceneTaikoModQuarterize : TaikoModTestScene
{
[Test]
public void TestOneThirdConversion()
{
CreateModTest(new ModTestData
{
Mod = new TaikoModQuarterize
{
OneThirdConversion = { Value = true },
},
Autoplay = false,
CreateBeatmap = () => new Beatmap
{
HitObjects = new List<HitObject>
{
new Hit { StartTime = 1000, Type = HitType.Centre },
new Hit { StartTime = 1500, Type = HitType.Centre },
new Hit { StartTime = 2000, Type = HitType.Centre },
new Hit { StartTime = 2333, Type = HitType.Rim }, // mod removes this
new Hit { StartTime = 2666, Type = HitType.Centre }, // mod moves this to 2500
new Hit { StartTime = 3000, Type = HitType.Centre },
new Hit { StartTime = 3500, Type = HitType.Centre },
},
},
ReplayFrames = new List<ReplayFrame>
{
new TaikoReplayFrame(1000, TaikoAction.LeftCentre),
new TaikoReplayFrame(1200),
new TaikoReplayFrame(1500, TaikoAction.LeftCentre),
new TaikoReplayFrame(1700),
new TaikoReplayFrame(2000, TaikoAction.LeftCentre),
new TaikoReplayFrame(2200),
new TaikoReplayFrame(2500, TaikoAction.LeftCentre),
new TaikoReplayFrame(2700),
new TaikoReplayFrame(3000, TaikoAction.LeftCentre),
new TaikoReplayFrame(3200),
new TaikoReplayFrame(3500, TaikoAction.LeftCentre),
new TaikoReplayFrame(3700),
},
PassCondition = () => Player.ScoreProcessor.Combo.Value == 6
});
}
[Test]
public void TestOneSixthConversion() => CreateModTest(new ModTestData
{
Mod = new TaikoModQuarterize
{
OneSixthConversion = { Value = true }
},
Autoplay = false,
CreateBeatmap = () => new Beatmap
{
HitObjects = new List<HitObject>
{
new Hit { StartTime = 1000, Type = HitType.Centre },
new Hit { StartTime = 1250, Type = HitType.Centre },
new Hit { StartTime = 1500, Type = HitType.Centre },
new Hit { StartTime = 1666, Type = HitType.Rim }, // mod removes this
new Hit { StartTime = 1833, Type = HitType.Centre }, // mod moves this to 1750
new Hit { StartTime = 2000, Type = HitType.Centre },
new Hit { StartTime = 2250, Type = HitType.Centre },
},
},
ReplayFrames = new List<ReplayFrame>
{
new TaikoReplayFrame(1000, TaikoAction.LeftCentre),
new TaikoReplayFrame(1200),
new TaikoReplayFrame(1250, TaikoAction.LeftCentre),
new TaikoReplayFrame(1450),
new TaikoReplayFrame(1500, TaikoAction.LeftCentre),
new TaikoReplayFrame(1600),
new TaikoReplayFrame(1750, TaikoAction.LeftCentre),
new TaikoReplayFrame(1800),
new TaikoReplayFrame(2000, TaikoAction.LeftCentre),
new TaikoReplayFrame(2200),
new TaikoReplayFrame(2250, TaikoAction.LeftCentre),
new TaikoReplayFrame(2450),
},
PassCondition = () => Player.ScoreProcessor.Combo.Value == 6
});
[Test]
public void TestOneEighthConversion() => CreateModTest(new ModTestData
{
Mod = new TaikoModQuarterize
{
OneEighthConversion = { Value = true }
},
Autoplay = false,
CreateBeatmap = () => new Beatmap
{
HitObjects = new List<HitObject>
{
new Hit { StartTime = 1000, Type = HitType.Centre },
new Hit { StartTime = 1250, Type = HitType.Centre },
new Hit { StartTime = 1500, Type = HitType.Centre },
new Hit { StartTime = 1625, Type = HitType.Rim }, // mod removes this
new Hit { StartTime = 1750, Type = HitType.Centre },
new Hit { StartTime = 2000, Type = HitType.Centre },
},
},
ReplayFrames = new List<ReplayFrame>
{
new TaikoReplayFrame(1000, TaikoAction.LeftCentre),
new TaikoReplayFrame(1200),
new TaikoReplayFrame(1250, TaikoAction.LeftCentre),
new TaikoReplayFrame(1450),
new TaikoReplayFrame(1500, TaikoAction.LeftCentre),
new TaikoReplayFrame(1700),
new TaikoReplayFrame(1750, TaikoAction.LeftCentre),
new TaikoReplayFrame(1900),
new TaikoReplayFrame(2000, TaikoAction.LeftCentre),
},
PassCondition = () => Player.ScoreProcessor.Combo.Value == 5
});
}
}

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Mods
{
public class TaikoModQuarterize : Mod, IApplicableToBeatmap
{
public override string Name => "Quarterize";
public override string Acronym => "QR";
public override double ScoreMultiplier => 0.6;
public override LocalisableString Description => "Simplify tricky rhythms!";
public override ModType Type => ModType.DifficultyReduction;
[SettingSource("1/3 to 1/2 conversion", "Converts 1/3 patterns to 1/2 rhythm.")]
public Bindable<bool> OneThirdConversion { get; } = new BindableBool(false);
[SettingSource("1/6 to 1/4 conversion", "Converts 1/6 patterns to 1/4 rhythm.")]
public Bindable<bool> OneSixthConversion { get; } = new BindableBool(true);
[SettingSource("1/8 to 1/4 conversion", "Converts 1/8 patterns to 1/4 rhythm.")]
public Bindable<bool> OneEighthConversion { get; } = new BindableBool(false);
public void ApplyToBeatmap(IBeatmap beatmap)
{
var taikoBeatmap = (TaikoBeatmap)beatmap;
var controlPointInfo = taikoBeatmap.ControlPointInfo;
List<Hit> toRemove = new List<Hit>();
// Snap conversions for rhythms
var snapConversions = new Dictionary<int, double>
{
{ 8, 4.0 }, // 1/8 snap to 1/4 snap
{ 6, 4.0 }, // 1/6 snap to 1/4 snap
{ 3, 2.0 }, // 1/3 snap to 1/2 snap
};
bool inPattern = false;
List<Hit> hits = taikoBeatmap.HitObjects.Where(obj => obj is Hit).Cast<Hit>().ToList();
foreach (var snapConversion in snapConversions)
{
int patternStartIndex = 0;
// Skip processing if the corresponding conversion is disabled
if (!shouldProcessRhythm(snapConversion.Key))
continue;
for (int i = 0; i < hits.Count; i++)
{
double snapValue = i < hits.Count - 1
? getSnapBetweenNotes(controlPointInfo, hits[i], hits[i + 1])
: 1; // No next note, default to a safe 1/1 snap
if (snapValue == snapConversion.Key)
{
if (!inPattern)
{
patternStartIndex = i;
}
inPattern = true;
}
// check if end of pattern
if (inPattern && snapValue != snapConversion.Key)
{
// End of the pattern
inPattern = false;
// Iterate through the pattern
for (int j = patternStartIndex; j <= i; j++)
{
int currentHitPosition = j - patternStartIndex;
if (snapConversion.Key == 8)
{
// 1/8: Remove the second note
if (currentHitPosition % 2 == 1)
{
toRemove.Add(hits[j]);
}
}
else
{
// 1/6 and 1/3: Remove the second note and adjust the third
if (currentHitPosition % 3 == 1)
{
toRemove.Add(hits[j]);
}
else if (currentHitPosition % 3 == 2 && j < hits.Count - 1)
{
double offset = controlPointInfo.TimingPointAt(hits[j].StartTime).BeatLength / snapConversion.Value;
hits[j].StartTime = hits[j + 1].StartTime - offset;
}
}
}
}
}
// Remove queued notes
taikoBeatmap.HitObjects.RemoveAll(obj => toRemove.Contains(obj));
}
}
private int getSnapBetweenNotes(ControlPointInfo controlPointInfo, Hit currentNote, Hit nextNote)
{
double gapMs = nextNote.StartTime - currentNote.StartTime;
var currentTimingPoint = controlPointInfo.TimingPointAt(currentNote.StartTime);
return controlPointInfo.GetClosestBeatDivisor(gapMs + currentTimingPoint.Time);
}
private bool shouldProcessRhythm(int snap)
{
return snap switch
{
3 => OneThirdConversion.Value,
6 => OneSixthConversion.Value,
8 => OneEighthConversion.Value,
_ => false,
};
}
}
}

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@ -130,6 +130,7 @@ namespace osu.Game.Rulesets.Taiko
new TaikoModEasy(),
new TaikoModNoFail(),
new MultiMod(new TaikoModHalfTime(), new TaikoModDaycore()),
new TaikoModQuarterize(),
};
case ModType.DifficultyIncrease: