// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Game.Beatmaps; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Taiko.Objects; using System; using System.Collections.Generic; using System.Linq; using osu.Game.Audio; using osu.Game.Beatmaps.ControlPoints; namespace osu.Game.Rulesets.Taiko.Beatmaps { internal class TaikoBeatmapConverter : BeatmapConverter { /// /// osu! is generally slower than taiko, so a factor is added to increase /// speed. This must be used everywhere slider length or beat length is used. /// private const float legacy_velocity_multiplier = 1.4f; /// /// Because swells are easier in taiko than spinners are in osu!, /// legacy taiko multiplies a factor when converting the number of required hits. /// private const float swell_hit_multiplier = 1.65f; /// /// Base osu! slider scoring distance. /// private const float osu_base_scoring_distance = 100; /// /// Drum roll distance that results in a duration of 1 speed-adjusted beat length. /// private const float taiko_base_distance = 100; private readonly bool isForCurrentRuleset; protected override IEnumerable ValidConversionTypes { get; } = new[] { typeof(HitObject) }; public TaikoBeatmapConverter(IBeatmap beatmap) : base(beatmap) { isForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.Equals(new TaikoRuleset().RulesetInfo); } protected override Beatmap ConvertBeatmap(IBeatmap original) { // Rewrite the beatmap info to add the slider velocity multiplier original.BeatmapInfo = original.BeatmapInfo.Clone(); original.BeatmapInfo.BaseDifficulty = original.BeatmapInfo.BaseDifficulty.Clone(); original.BeatmapInfo.BaseDifficulty.SliderMultiplier *= legacy_velocity_multiplier; Beatmap converted = base.ConvertBeatmap(original); if (original.BeatmapInfo.RulesetID == 3) { // Post processing step to transform mania hit objects with the same start time into strong hits converted.HitObjects = converted.HitObjects.GroupBy(t => t.StartTime).Select(x => { TaikoHitObject first = x.First(); if (x.Skip(1).Any() && !(first is Swell)) first.IsStrong = true; return first; }).ToList(); } return converted; } protected override IEnumerable ConvertHitObject(HitObject obj, IBeatmap beatmap) { var distanceData = obj as IHasDistance; var repeatsData = obj as IHasRepeats; var endTimeData = obj as IHasEndTime; var curveData = obj as IHasCurve; // Old osu! used hit sounding to determine various hit type information IList samples = obj.Samples; bool strong = samples.Any(s => s.Name == HitSampleInfo.HIT_FINISH); if (distanceData != null) { // Number of spans of the object - one for the initial length and for each repeat int spans = repeatsData?.SpanCount() ?? 1; TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(obj.StartTime); DifficultyControlPoint difficultyPoint = beatmap.ControlPointInfo.DifficultyPointAt(obj.StartTime); double speedAdjustment = difficultyPoint.SpeedMultiplier; double speedAdjustedBeatLength = timingPoint.BeatLength / speedAdjustment; // The true distance, accounting for any repeats. This ends up being the drum roll distance later double distance = distanceData.Distance * spans * legacy_velocity_multiplier; // The velocity of the taiko hit object - calculated as the velocity of a drum roll double taikoVelocity = taiko_base_distance * beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier / speedAdjustedBeatLength; // The duration of the taiko hit object double taikoDuration = distance / taikoVelocity; // The velocity of the osu! hit object - calculated as the velocity of a slider double osuVelocity = osu_base_scoring_distance * beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier / speedAdjustedBeatLength; // The duration of the osu! hit object double osuDuration = distance / osuVelocity; // osu-stable always uses the speed-adjusted beatlength to determine the velocities, but // only uses it for tick rate if beatmap version < 8 if (beatmap.BeatmapInfo.BeatmapVersion >= 8) speedAdjustedBeatLength *= speedAdjustment; // If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat double tickSpacing = Math.Min(speedAdjustedBeatLength / beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate, taikoDuration / spans); if (!isForCurrentRuleset && tickSpacing > 0 && osuDuration < 2 * speedAdjustedBeatLength) { List> allSamples = curveData != null ? curveData.NodeSamples : new List>(new[] { samples }); int i = 0; for (double j = obj.StartTime; j <= obj.StartTime + taikoDuration + tickSpacing / 8; j += tickSpacing) { IList currentSamples = allSamples[i]; bool isRim = currentSamples.Any(s => s.Name == HitSampleInfo.HIT_CLAP || s.Name == HitSampleInfo.HIT_WHISTLE); strong = currentSamples.Any(s => s.Name == HitSampleInfo.HIT_FINISH); if (isRim) { yield return new RimHit { StartTime = j, Samples = currentSamples, IsStrong = strong }; } else { yield return new CentreHit { StartTime = j, Samples = currentSamples, IsStrong = strong }; } i = (i + 1) % allSamples.Count; } } else { yield return new DrumRoll { StartTime = obj.StartTime, Samples = obj.Samples, IsStrong = strong, Duration = taikoDuration, TickRate = beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate == 3 ? 3 : 4 }; } } else if (endTimeData != null) { double hitMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty, 3, 5, 7.5) * swell_hit_multiplier; yield return new Swell { StartTime = obj.StartTime, Samples = obj.Samples, Duration = endTimeData.Duration, RequiredHits = (int)Math.Max(1, endTimeData.Duration / 1000 * hitMultiplier) }; } else { bool isRim = samples.Any(s => s.Name == HitSampleInfo.HIT_CLAP || s.Name == HitSampleInfo.HIT_WHISTLE); if (isRim) { yield return new RimHit { StartTime = obj.StartTime, Samples = obj.Samples, IsStrong = strong }; } else { yield return new CentreHit { StartTime = obj.StartTime, Samples = obj.Samples, IsStrong = strong }; } } } protected override Beatmap CreateBeatmap() => new TaikoBeatmap(); } }