// 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.Rulesets.Objects.Types; using System.Threading; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Beatmaps.Formats; using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Scoring; using osuTK; namespace osu.Game.Rulesets.Taiko.Objects { public class DrumRoll : TaikoStrongableHitObject, IHasPath { /// /// Drum roll distance that results in a duration of 1 speed-adjusted beat length. /// private const float base_distance = 100; public double EndTime { get => StartTime + Duration; set => Duration = value - StartTime; } public double Duration { get; set; } /// /// Velocity of this . /// public double Velocity { get; private set; } /// /// Numer of ticks per beat length. /// public int TickRate = 1; /// /// The length (in milliseconds) between ticks of this drumroll. /// Half of this value is the hit window of the ticks. /// private double tickSpacing = 100; protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty) { base.ApplyDefaultsToSelf(controlPointInfo, difficulty); TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime); EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime); double scoringDistance = base_distance * difficulty.SliderMultiplier * effectPoint.ScrollSpeed; Velocity = scoringDistance / timingPoint.BeatLength; TickRate = difficulty.SliderTickRate == 3 ? 3 : 4; tickSpacing = timingPoint.BeatLength / TickRate; } protected override void CreateNestedHitObjects(CancellationToken cancellationToken) { createTicks(cancellationToken); base.CreateNestedHitObjects(cancellationToken); } private void createTicks(CancellationToken cancellationToken) { if (tickSpacing == 0) return; bool first = true; for (double t = StartTime; t < EndTime + tickSpacing / 2; t += tickSpacing) { cancellationToken.ThrowIfCancellationRequested(); AddNested(new DrumRollTick(this) { FirstTick = first, TickSpacing = tickSpacing, StartTime = t, IsStrong = IsStrong, Samples = Samples }); first = false; } } public override Judgement CreateJudgement() => new IgnoreJudgement(); protected override HitWindows CreateHitWindows() => HitWindows.Empty; protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit(this) { StartTime = startTime, Samples = Samples }; public class StrongNestedHit : StrongNestedHitObject { // The strong hit of the drum roll doesn't actually provide any score. public override Judgement CreateJudgement() => new IgnoreJudgement(); public StrongNestedHit(TaikoHitObject parent) : base(parent) { } } #region LegacyBeatmapEncoder double IHasDistance.Distance => Duration * Velocity; SliderPath IHasPath.Path => new SliderPath(PathType.LINEAR, new[] { Vector2.Zero, new Vector2(1) }, ((IHasDistance)this).Distance / LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER); #endregion } }