// 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 System.Linq; using osu.Game.Replays; using osu.Game.Rulesets.Mania.Beatmaps; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Replays; 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(); 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() { 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; } } // todo: can be removed once FramedReplayInputHandler correctly handles rewinding before first frame. if (Replay.Frames.Count == 0) Replay.Frames.Add(new ManiaReplayFrame(group.First().Time - 1)); Replay.Frames.Add(new ManiaReplayFrame(group.First().Time, actions.ToArray())); } return Replay; } private IEnumerable generateActionPoints() { for (int i = 0; i < Beatmap.HitObjects.Count; i++) { var currentObject = Beatmap.HitObjects[i]; var nextObjectInColumn = GetNextObject(i); // Get the next object that requires pressing the same button double endTime = currentObject.GetEndTime(); bool canDelayKeyUp = nextObjectInColumn == null || nextObjectInColumn.StartTime > endTime + RELEASE_DELAY; double calculatedDelay = canDelayKeyUp ? RELEASE_DELAY : (nextObjectInColumn.StartTime - endTime) * 0.9; yield return new HitPoint { Time = currentObject.StartTime, Column = currentObject.Column }; yield return new ReleasePoint { Time = endTime + calculatedDelay, Column = currentObject.Column }; } } protected override HitObject GetNextObject(int currentIndex) { int desiredColumn = Beatmap.HitObjects[currentIndex].Column; for (int i = currentIndex + 1; i < Beatmap.HitObjects.Count; i++) { if (Beatmap.HitObjects[i].Column == desiredColumn) return Beatmap.HitObjects[i]; } return null; } 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; } } } }