// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System.Collections.Generic; using System.Linq; using OpenTK.Graphics; using osu.Game.Beatmaps.Timing; using osu.Game.Database; using osu.Game.Modes.Objects; using osu.Game.Modes; namespace osu.Game.Beatmaps { public class Beatmap { public BeatmapInfo BeatmapInfo { get; set; } public BeatmapMetadata Metadata => BeatmapInfo?.Metadata ?? BeatmapInfo?.BeatmapSet?.Metadata; public List HitObjects { get; set; } public List ControlPoints { get; set; } public List ComboColors { get; set; } public double BPMMaximum => 60000 / (ControlPoints?.Where(c => c.BeatLength != 0).OrderBy(c => c.BeatLength).FirstOrDefault() ?? ControlPoint.Default).BeatLength; public double BPMMinimum => 60000 / (ControlPoints?.Where(c => c.BeatLength != 0).OrderByDescending(c => c.BeatLength).FirstOrDefault() ?? ControlPoint.Default).BeatLength; public double BPMMode => BPMAt(ControlPoints.Where(c => c.BeatLength != 0).GroupBy(c => c.BeatLength).OrderByDescending(grp => grp.Count()).First().First().Time); public double BPMAt(double time) { return 60000 / BeatLengthAt(time); } public double BeatLengthAt(double time) { ControlPoint overridePoint; ControlPoint timingPoint = TimingPointAt(time, out overridePoint); return timingPoint.BeatLength; } public ControlPoint TimingPointAt(double time, out ControlPoint overridePoint) { overridePoint = null; ControlPoint timingPoint = null; foreach (var controlPoint in ControlPoints) { // Some beatmaps have the first timingPoint (accidentally) start after the first HitObject(s). // This null check makes it so that the first ControlPoint that makes a timing change is used as // the timingPoint for those HitObject(s). if (controlPoint.Time <= time || timingPoint == null) { if (controlPoint.TimingChange) { timingPoint = controlPoint; overridePoint = null; } else overridePoint = controlPoint; } else break; } return timingPoint ?? ControlPoint.Default; } public double CalculateStarDifficulty() => Ruleset.GetRuleset(BeatmapInfo.Mode).CreateDifficultyCalculator(this).Calculate(); } }