// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Game.Rulesets.Objects.Types; using System; using System.Collections.Generic; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Taiko.Judgements; namespace osu.Game.Rulesets.Taiko.Objects { public class DrumRoll : TaikoHitObject, IHasEndTime { /// /// Drum roll distance that results in a duration of 1 speed-adjusted beat length. /// private const float base_distance = 100; public double EndTime => StartTime + Duration; public double Duration { get; set; } /// /// Numer of ticks per beat length. /// public int TickRate = 1; /// /// Number of drum roll ticks required for a "Good" hit. /// public double RequiredGoodHits { get; protected set; } /// /// Number of drum roll ticks required for a "Great" hit. /// public double RequiredGreatHits { get; protected set; } /// /// The length (in milliseconds) between ticks of this drumroll. /// Half of this value is the hit window of the ticks. /// private double tickSpacing = 100; private float overallDifficulty = BeatmapDifficulty.DEFAULT_DIFFICULTY; protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty) { base.ApplyDefaultsToSelf(controlPointInfo, difficulty); TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime); tickSpacing = timingPoint.BeatLength / TickRate; overallDifficulty = difficulty.OverallDifficulty; } protected override void CreateNestedHitObjects() { base.CreateNestedHitObjects(); createTicks(); RequiredGoodHits = NestedHitObjects.Count * Math.Min(0.15, 0.05 + 0.10 / 6 * overallDifficulty); RequiredGreatHits = NestedHitObjects.Count * Math.Min(0.30, 0.10 + 0.20 / 6 * overallDifficulty); } private void createTicks() { if (tickSpacing == 0) return; bool first = true; for (double t = StartTime; t < EndTime + tickSpacing / 2; t += tickSpacing) { AddNested(new DrumRollTick { FirstTick = first, TickSpacing = tickSpacing, StartTime = t, IsStrong = IsStrong }); first = false; } } public TaikoJudgement Judgement { get; private set; } public TaikoStrongHitJudgement StrongJudgement { get; private set; } protected override IEnumerable CreateJudgements() { yield return Judgement = new TaikoJudgement(); if (IsStrong) yield return StrongJudgement = new TaikoStrongHitJudgement(); } } }