// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Game.Beatmaps.Samples; using osu.Game.Modes.Objects.Types; using System; using System.Collections.Generic; using System.Linq; using osu.Game.Beatmaps.Timing; using osu.Game.Database; namespace osu.Game.Modes.Taiko.Objects { public class DrumRoll : TaikoHitObject, IHasDistance { /// /// Drum roll distance that results in a duration of 1 speed-adjusted beat length. /// private const float base_distance = 100; public double EndTime => StartTime + Distance / Velocity; public double Duration => EndTime - StartTime; /// /// Raw length of the drum roll in positional length units. /// public double Distance { get; set; } /// /// Velocity of the drum roll in positional length units per millisecond. /// public double Velocity { get; protected set; } = 5; /// /// 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; } /// /// Total number of drum roll ticks. /// public int TotalTicks => Ticks.Count(); /// /// Initializes the drum roll ticks if not initialized and returns them. /// public IEnumerable Ticks => ticks ?? (ticks = createTicks()); private List ticks; /// /// The length (in milliseconds) between ticks of this drumroll. /// Half of this value is the hit window of the ticks. /// private double tickSpacing = 100; public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty) { base.ApplyDefaults(timing, difficulty); double speedAdjutedBeatLength = timing.SpeedMultiplierAt(StartTime) * timing.BeatLengthAt(StartTime); Velocity = base_distance * difficulty.SliderMultiplier / speedAdjutedBeatLength * VelocityMultiplier; tickSpacing = timing.BeatLengthAt(StartTime) / TickRate; RequiredGoodHits = TotalTicks * Math.Min(0.15, 0.05 + 0.10 / 6 * difficulty.OverallDifficulty); RequiredGreatHits = TotalTicks * Math.Min(0.30, 0.10 + 0.20 / 6 * difficulty.OverallDifficulty); } private List createTicks() { var ret = new List(); if (tickSpacing == 0) return ret; bool first = true; for (double t = StartTime; t < EndTime + (int)tickSpacing; t += tickSpacing) { ret.Add(new DrumRollTick { FirstTick = first, PreEmpt = PreEmpt, TickSpacing = tickSpacing, StartTime = t, IsStrong = IsStrong, SampleBank = SampleBank }); first = false; } return ret; } } }