// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System.Collections.Generic; using System.Linq; using osu.Game.Rulesets.Mania.Beatmaps; using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Replays; using osu.Game.Users; namespace osu.Game.Rulesets.Mania.Replays { internal class ManiaAutoGenerator : AutoGenerator { public const double RELEASE_DELAY = 20; public new ManiaBeatmap Beatmap => (ManiaBeatmap)base.Beatmap; private readonly ManiaAction[] columnActions; public ManiaAutoGenerator(ManiaBeatmap beatmap) : base(beatmap) { Replay = new Replay { User = new User { Username = @"Autoplay" } }; columnActions = new ManiaAction[Beatmap.TotalColumns]; var normalAction = ManiaAction.Key1; var specialAction = ManiaAction.Special1; int totalCounter = 0; foreach (var stage in Beatmap.Stages) { for (int i = 0; i < stage.Columns; i++) { if (stage.IsSpecialColumn(i)) columnActions[totalCounter] = specialAction++; else columnActions[totalCounter] = normalAction++; totalCounter++; } } } protected Replay Replay; public override Replay Generate() { // Todo: Realistically this shouldn't be needed, but the first frame is skipped with the way replays are currently handled Replay.Frames.Add(new ManiaReplayFrame(-100000, 0)); var pointGroups = generateActionPoints().GroupBy(a => a.Time).OrderBy(g => g.First().Time); var actions = new List(); foreach (var group in pointGroups) { foreach (var point in group) { switch (point) { case HitPoint _: actions.Add(columnActions[point.Column]); break; case ReleasePoint _: actions.Remove(columnActions[point.Column]); break; } } Replay.Frames.Add(new ManiaReplayFrame(group.First().Time, actions.ToArray())); } return Replay; } private IEnumerable generateActionPoints() { foreach (var obj in Beatmap.HitObjects) { yield return new HitPoint { Time = obj.StartTime, Column = obj.Column }; yield return new ReleasePoint { Time = ((obj as IHasEndTime)?.EndTime ?? obj.StartTime) + RELEASE_DELAY, Column = obj.Column }; } } private interface IActionPoint { double Time { get; set; } int Column { get; set; } } private struct HitPoint : IActionPoint { public double Time { get; set; } public int Column { get; set; } } private struct ReleasePoint : IActionPoint { public double Time { get; set; } public int Column { get; set; } } } }