// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Linq; using osu.Framework.Audio; using osu.Framework.Bindables; using osu.Framework.Utils; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.UI; namespace osu.Game.Rulesets.Mods { public class ModAdaptiveSpeed : Mod, IApplicableToRate, IApplicableToDrawableHitObject, IApplicableToBeatmap, IUpdatableByPlayfield { public override string Name => "Adaptive Speed"; public override string Acronym => "AS"; public override string Description => "Let track speed adapt to you."; public override ModType Type => ModType.Fun; public override double ScoreMultiplier => 0.5; public override bool ValidForMultiplayer => false; public override bool ValidForMultiplayerAsFreeMod => false; public override Type[] IncompatibleMods => new[] { typeof(ModRateAdjust), typeof(ModTimeRamp), typeof(ModAutoplay) }; [SettingSource("Initial rate", "The starting speed of the track")] public BindableNumber InitialRate { get; } = new BindableDouble { MinValue = 0.5, MaxValue = 2, Default = 1, Value = 1, Precision = 0.01 }; [SettingSource("Adjust pitch", "Should pitch be adjusted with speed")] public BindableBool AdjustPitch { get; } = new BindableBool { Default = true, Value = true }; /// /// The instantaneous rate of the track. /// Every frame this mod will attempt to smoothly adjust this to meet . /// public BindableNumber SpeedChange { get; } = new BindableDouble { MinValue = min_allowable_rate, MaxValue = max_allowable_rate, Default = 1, Value = 1 }; // The two constants below denote the maximum allowable range of rates that `SpeedChange` can take. // The range is purposefully wider than the range of values that `InitialRate` allows // in order to give some leeway for change even when extreme initial rates are chosen. private const double min_allowable_rate = 0.4d; private const double max_allowable_rate = 2.5d; // The two constants below denote the maximum allowable change in rate caused by a single hit // This prevents sudden jolts caused by a badly-timed hit. private const double min_allowable_rate_change = 0.9d; private const double max_allowable_rate_change = 1.11d; // Apply a fixed rate change when missing, allowing the player to catch up when the rate is too fast. private const double rate_change_on_miss = 0.95d; private IAdjustableAudioComponent? track; private double targetRate = 1d; /// /// The number of most recent track rates (approximated from how early/late each object was hit relative to the previous object) /// which should be averaged to calculate . /// private const int recent_rate_count = 8; /// /// Stores the most recent approximated track rates /// which are averaged to calculate the value of . /// /// /// This list is used as a double-ended queue with fixed capacity /// (items can be enqueued/dequeued at either end of the list). /// When time is elapsing forward, items are dequeued from the start and enqueued onto the end of the list. /// When time is being rewound, items are dequeued from the end and enqueued onto the start of the list. /// /// /// /// The track rate approximation is calculated as follows: /// /// /// Consider a hitobject which ends at 1000ms, and assume that its preceding hitobject ends at 500ms. /// This gives a time difference of 1000 - 500 = 500ms. /// /// /// Now assume that the user hit this object at 980ms rather than 1000ms. /// When compared to the preceding hitobject, this gives 980 - 500 = 480ms. /// /// /// With the above assumptions, the player is rushing / hitting early, which means that the track should speed up to match. /// Therefore, the approximated target rate for this object would be equal to 500 / 480 * . /// /// private readonly List recentRates = Enumerable.Repeat(1d, recent_rate_count).ToList(); /// /// For each given in the map, this dictionary maps the object onto the latest end time of any other object /// that precedes the end time of the given object. /// This can be loosely interpreted as the end time of the preceding hit object in rulesets that do not have overlapping hit objects. /// private readonly Dictionary precedingEndTimes = new Dictionary(); /// /// For each given in the map, this dictionary maps the object onto the track rate dequeued from /// (i.e. the oldest value in the queue) when the object is hit. If the hit is then reverted, /// the mapped value can be re-introduced to to properly rewind the queue. /// private readonly Dictionary ratesForRewinding = new Dictionary(); public ModAdaptiveSpeed() { InitialRate.BindValueChanged(val => { SpeedChange.Value = val.NewValue; targetRate = val.NewValue; }); AdjustPitch.BindValueChanged(adjustPitchChanged); } public void ApplyToTrack(IAdjustableAudioComponent track) { this.track = track; InitialRate.TriggerChange(); AdjustPitch.TriggerChange(); recentRates.Clear(); recentRates.AddRange(Enumerable.Repeat(InitialRate.Value, recent_rate_count)); } public void ApplyToSample(IAdjustableAudioComponent sample) { sample.AddAdjustment(AdjustableProperty.Frequency, SpeedChange); } public void Update(Playfield playfield) { SpeedChange.Value = Interpolation.DampContinuously(SpeedChange.Value, targetRate, 50, playfield.Clock.ElapsedFrameTime); } public double ApplyToRate(double time, double rate = 1) => rate * InitialRate.Value; public void ApplyToDrawableHitObject(DrawableHitObject drawable) { drawable.OnNewResult += (_, result) => { if (ratesForRewinding.ContainsKey(result.HitObject)) return; if (!shouldProcessResult(result)) return; ratesForRewinding.Add(result.HitObject, recentRates[0]); recentRates.RemoveAt(0); recentRates.Add(Math.Clamp(getRelativeRateChange(result) * SpeedChange.Value, min_allowable_rate, max_allowable_rate)); updateTargetRate(); }; drawable.OnRevertResult += (_, result) => { if (!ratesForRewinding.ContainsKey(result.HitObject)) return; if (!shouldProcessResult(result)) return; recentRates.Insert(0, ratesForRewinding[result.HitObject]); ratesForRewinding.Remove(result.HitObject); recentRates.RemoveAt(recentRates.Count - 1); updateTargetRate(); }; } public void ApplyToBeatmap(IBeatmap beatmap) { var hitObjects = getAllApplicableHitObjects(beatmap.HitObjects).ToList(); var endTimes = hitObjects.Select(x => x.GetEndTime()).OrderBy(x => x).Distinct().ToList(); foreach (HitObject hitObject in hitObjects) { int index = endTimes.BinarySearch(hitObject.GetEndTime()); if (index < 0) index = ~index; // BinarySearch returns the next larger element in bitwise complement if there's no exact match index -= 1; if (index >= 0) precedingEndTimes.Add(hitObject, endTimes[index]); } } private void adjustPitchChanged(ValueChangedEvent adjustPitchSetting) { track?.RemoveAdjustment(adjustmentForPitchSetting(adjustPitchSetting.OldValue), SpeedChange); track?.AddAdjustment(adjustmentForPitchSetting(adjustPitchSetting.NewValue), SpeedChange); } private AdjustableProperty adjustmentForPitchSetting(bool adjustPitchSettingValue) => adjustPitchSettingValue ? AdjustableProperty.Frequency : AdjustableProperty.Tempo; private IEnumerable getAllApplicableHitObjects(IEnumerable hitObjects) { foreach (var hitObject in hitObjects) { if (!(hitObject.HitWindows is HitWindows.EmptyHitWindows)) yield return hitObject; foreach (HitObject nested in getAllApplicableHitObjects(hitObject.NestedHitObjects)) yield return nested; } } private bool shouldProcessResult(JudgementResult result) { if (!result.Type.AffectsAccuracy()) return false; if (!precedingEndTimes.ContainsKey(result.HitObject)) return false; return true; } private double getRelativeRateChange(JudgementResult result) { if (!result.IsHit) return rate_change_on_miss; double prevEndTime = precedingEndTimes[result.HitObject]; return Math.Clamp( (result.HitObject.GetEndTime() - prevEndTime) / (result.TimeAbsolute - prevEndTime), min_allowable_rate_change, max_allowable_rate_change ); } /// /// Update based on the values in . /// private void updateTargetRate() { // Compare values in recentRates to see how consistent the player's speed is // If the player hits half of the notes too fast and the other half too slow: Abs(consistency) = 0 // If the player hits all their notes too fast or too slow: Abs(consistency) = recent_rate_count - 1 int consistency = 0; for (int i = 1; i < recentRates.Count; i++) { consistency += Math.Sign(recentRates[i] - recentRates[i - 1]); } // Scale the rate adjustment based on consistency targetRate = Interpolation.Lerp(targetRate, recentRates.Average(), Math.Abs(consistency) / (recent_rate_count - 1d)); } } }