// 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.Framework.Utils; using System.Threading; using osu.Game.Audio; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Beatmaps.Formats; 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. /// public 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; public TaikoBeatmapConverter(IBeatmap beatmap, Ruleset ruleset) : base(beatmap, ruleset) { isForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.Equals(ruleset.RulesetInfo); } public override bool CanConvert() => true; protected override Beatmap ConvertBeatmap(IBeatmap original, CancellationToken cancellationToken) { // 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, cancellationToken); 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.CanBeStrong) first.IsStrong = true; return first; }).ToList(); } return converted; } protected override IEnumerable ConvertHitObject(HitObject obj, IBeatmap beatmap, CancellationToken cancellationToken) { // 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); switch (obj) { case IHasDistance distanceData: { if (shouldConvertSliderToHits(obj, beatmap, distanceData, out var taikoDuration, out var tickSpacing)) { List> allSamples = obj is IHasPathWithRepeats curveData ? 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); yield return new Hit { StartTime = j, Type = isRim ? HitType.Rim : HitType.Centre, Samples = currentSamples, IsStrong = strong }; i = (i + 1) % allSamples.Count; if (Precision.AlmostEquals(0, tickSpacing)) break; } } else { yield return new DrumRoll { StartTime = obj.StartTime, Samples = obj.Samples, IsStrong = strong, Duration = taikoDuration, TickRate = beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate == 3 ? 3 : 4 }; } break; } case IHasDuration endTimeData: { 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) }; break; } default: { bool isRimDefinition(HitSampleInfo s) => s.Name == HitSampleInfo.HIT_CLAP || s.Name == HitSampleInfo.HIT_WHISTLE; bool isRim = samples.Any(isRimDefinition); yield return new Hit { StartTime = obj.StartTime, Type = isRim ? HitType.Rim : HitType.Centre, Samples = samples, IsStrong = strong }; break; } } } private bool shouldConvertSliderToHits(HitObject obj, IBeatmap beatmap, IHasDistance distanceData, out double taikoDuration, out double tickSpacing) { // DO NOT CHANGE OR REFACTOR ANYTHING IN HERE WITHOUT TESTING AGAINST _ALL_ BEATMAPS. // Some of these calculations look redundant, but they are not - extremely small floating point errors are introduced to maintain 1:1 compatibility with stable. // Rounding cannot be used as an alternative since the error deltas have been observed to be between 1e-2 and 1e-6. // The true distance, accounting for any repeats. This ends up being the drum roll distance later int spans = (obj as IHasRepeats)?.SpanCount() ?? 1; double distance = distanceData.Distance * spans * LEGACY_VELOCITY_MULTIPLIER; TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(obj.StartTime); DifficultyControlPoint difficultyPoint = beatmap.ControlPointInfo.DifficultyPointAt(obj.StartTime); double beatLength; #pragma warning disable 618 if (difficultyPoint is LegacyBeatmapDecoder.LegacyDifficultyControlPoint legacyDifficultyPoint) #pragma warning restore 618 beatLength = timingPoint.BeatLength * legacyDifficultyPoint.BpmMultiplier; else beatLength = timingPoint.BeatLength / difficultyPoint.SpeedMultiplier; double sliderScoringPointDistance = osu_base_scoring_distance * beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier / beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate; // The velocity and duration of the taiko hit object - calculated as the velocity of a drum roll. double taikoVelocity = sliderScoringPointDistance * beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate; taikoDuration = distance / taikoVelocity * beatLength; if (isForCurrentRuleset) { tickSpacing = 0; return false; } double osuVelocity = taikoVelocity * (1000f / beatLength); // osu-stable always uses the speed-adjusted beatlength to determine the osu! velocity, but only uses it for conversion if beatmap version < 8 if (beatmap.BeatmapInfo.BeatmapVersion >= 8) beatLength = timingPoint.BeatLength; // If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat tickSpacing = Math.Min(beatLength / beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate, taikoDuration / spans); return tickSpacing > 0 && distance / osuVelocity * 1000 < 2 * beatLength; } protected override Beatmap CreateBeatmap() => new TaikoBeatmap(); } }