// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using osu.Game.Beatmaps; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Edit.Checks.Components; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Osu.Objects; namespace osu.Game.Rulesets.Osu.Edit.Checks { public class CheckLowDiffOverlaps : ICheck { // For the lowest difficulties, the osu! Ranking Criteria encourages overlapping ~180 BPM 1/2, but discourages ~180 BPM 1/1. private const double should_overlap_threshold = 150; // 200 BPM 1/2 private const double should_probably_overlap_threshold = 175; // 170 BPM 1/2 private const double should_not_overlap_threshold = 250; // 120 BPM 1/2 = 240 BPM 1/1 /// /// Objects need to overlap this much before being treated as an overlap, else it may just be the borders slightly touching. /// private const double overlap_leniency = 5; public CheckMetadata Metadata { get; } = new CheckMetadata(CheckCategory.Spread, "Missing or unexpected overlaps"); public IEnumerable PossibleTemplates => new IssueTemplate[] { new IssueTemplateShouldOverlap(this), new IssueTemplateShouldProbablyOverlap(this), new IssueTemplateShouldNotOverlap(this) }; public IEnumerable Run(BeatmapVerifierContext context) { // TODO: This should also apply to *lowest difficulty* Normals - they are skipped for now. if (context.InterpretedDifficulty > DifficultyRating.Easy) yield break; var hitObjects = context.Beatmap.HitObjects; for (int i = 0; i < hitObjects.Count - 1; ++i) { if (!(hitObjects[i] is OsuHitObject hitObject) || hitObject is Spinner) continue; if (!(hitObjects[i + 1] is OsuHitObject nextHitObject) || nextHitObject is Spinner) continue; var deltaTime = nextHitObject.StartTime - hitObject.GetEndTime(); if (deltaTime >= hitObject.TimeFadeIn + hitObject.TimePreempt) // The objects are not visible at the same time (without mods), hence skipping. continue; var distanceSq = (hitObject.StackedEndPosition - nextHitObject.StackedPosition).LengthSquared; var diameter = (hitObject.Radius - overlap_leniency) * 2; var diameterSq = diameter * diameter; bool areOverlapping = distanceSq < diameterSq; // Slider ends do not need to be overlapped because of slider leniency. if (!areOverlapping && !(hitObject is Slider)) { if (deltaTime < should_overlap_threshold) yield return new IssueTemplateShouldOverlap(this).Create(deltaTime, hitObject, nextHitObject); else if (deltaTime < should_probably_overlap_threshold) yield return new IssueTemplateShouldProbablyOverlap(this).Create(deltaTime, hitObject, nextHitObject); } if (areOverlapping && deltaTime > should_not_overlap_threshold) yield return new IssueTemplateShouldNotOverlap(this).Create(deltaTime, hitObject, nextHitObject); } } public abstract class IssueTemplateOverlap : IssueTemplate { protected IssueTemplateOverlap(ICheck check, IssueType issueType, string unformattedMessage) : base(check, issueType, unformattedMessage) { } public Issue Create(double deltaTime, params HitObject[] hitObjects) => new Issue(hitObjects, this, deltaTime); } public class IssueTemplateShouldOverlap : IssueTemplateOverlap { public IssueTemplateShouldOverlap(ICheck check) : base(check, IssueType.Problem, "These are {0} ms apart and so should be overlapping.") { } } public class IssueTemplateShouldProbablyOverlap : IssueTemplateOverlap { public IssueTemplateShouldProbablyOverlap(ICheck check) : base(check, IssueType.Warning, "These are {0} ms apart and so should probably be overlapping.") { } } public class IssueTemplateShouldNotOverlap : IssueTemplateOverlap { public IssueTemplateShouldNotOverlap(ICheck check) : base(check, IssueType.Problem, "These are {0} ms apart and so should NOT be overlapping.") { } } } }