// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Framework.Graphics; using osu.Game.Beatmaps; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Osu.Objects; namespace osu.Game.Rulesets.Osu.Beatmaps { internal class OsuBeatmapProcessor : BeatmapProcessor { public override void PostProcess(Beatmap beatmap) { applyStacking(beatmap); if (beatmap.ComboColors.Count == 0) return; int comboIndex = 0; int colourIndex = 0; foreach (var obj in beatmap.HitObjects) { if (obj.NewCombo) { comboIndex = 0; colourIndex = (colourIndex + 1) % beatmap.ComboColors.Count; } obj.IndexInCurrentCombo = comboIndex++; obj.ComboColour = beatmap.ComboColors[colourIndex]; } } private void applyStacking(Beatmap beatmap) { const int stack_distance = 3; // Reset stacking for (int i = 0; i <= beatmap.HitObjects.Count - 1; i++) beatmap.HitObjects[i].StackHeight = 0; // Extend the end index to include objects they are stacked on int extendedEndIndex = beatmap.HitObjects.Count - 1; for (int i = beatmap.HitObjects.Count - 1; i >= 0; i--) { int stackBaseIndex = i; for (int n = stackBaseIndex + 1; n < beatmap.HitObjects.Count; n++) { OsuHitObject stackBaseObject = beatmap.HitObjects[stackBaseIndex]; if (stackBaseObject is Spinner) break; OsuHitObject objectN = beatmap.HitObjects[n]; if (objectN is Spinner) continue; double endTime = (stackBaseObject as IHasEndTime)?.EndTime ?? stackBaseObject.StartTime; float stackThreshold = objectN.TimePreempt * beatmap.BeatmapInfo?.StackLeniency ?? 0.7f; if (objectN.StartTime - endTime > stackThreshold) //We are no longer within stacking range of the next object. break; if (Vector2Extensions.Distance(stackBaseObject.Position, objectN.Position) < stack_distance || stackBaseObject is Slider && Vector2Extensions.Distance(stackBaseObject.EndPosition, objectN.Position) < stack_distance) { stackBaseIndex = n; // HitObjects after the specified update range haven't been reset yet objectN.StackHeight = 0; } } if (stackBaseIndex > extendedEndIndex) { extendedEndIndex = stackBaseIndex; if (extendedEndIndex == beatmap.HitObjects.Count - 1) break; } } //Reverse pass for stack calculation. int extendedStartIndex = 0; for (int i = extendedEndIndex; i > 0; i--) { int n = i; /* We should check every note which has not yet got a stack. * Consider the case we have two interwound stacks and this will make sense. * * o <-1 o <-2 * o <-3 o <-4 * * We first process starting from 4 and handle 2, * then we come backwards on the i loop iteration until we reach 3 and handle 1. * 2 and 1 will be ignored in the i loop because they already have a stack value. */ OsuHitObject objectI = beatmap.HitObjects[i]; if (objectI.StackHeight != 0 || objectI is Spinner) continue; float stackThreshold = objectI.TimePreempt * beatmap.BeatmapInfo?.StackLeniency ?? 0.7f; /* If this object is a hitcircle, then we enter this "special" case. * It either ends with a stack of hitcircles only, or a stack of hitcircles that are underneath a slider. * Any other case is handled by the "is Slider" code below this. */ if (objectI is HitCircle) { while (--n >= 0) { OsuHitObject objectN = beatmap.HitObjects[n]; if (objectN is Spinner) continue; double endTime = (objectN as IHasEndTime)?.EndTime ?? objectN.StartTime; if (objectI.StartTime - endTime > stackThreshold) //We are no longer within stacking range of the previous object. break; // HitObjects before the specified update range haven't been reset yet if (n < extendedStartIndex) { objectN.StackHeight = 0; extendedStartIndex = n; } /* This is a special case where hticircles are moved DOWN and RIGHT (negative stacking) if they are under the *last* slider in a stacked pattern. * o==o <- slider is at original location * o <- hitCircle has stack of -1 * o <- hitCircle has stack of -2 */ if (objectN is Slider && Vector2Extensions.Distance(objectN.EndPosition, objectI.Position) < stack_distance) { int offset = objectI.StackHeight - objectN.StackHeight + 1; for (int j = n + 1; j <= i; j++) { //For each object which was declared under this slider, we will offset it to appear *below* the slider end (rather than above). OsuHitObject objectJ = beatmap.HitObjects[j]; if (Vector2Extensions.Distance(objectN.EndPosition, objectJ.Position) < stack_distance) objectJ.StackHeight -= offset; } //We have hit a slider. We should restart calculation using this as the new base. //Breaking here will mean that the slider still has StackCount of 0, so will be handled in the i-outer-loop. break; } if (Vector2Extensions.Distance(objectN.Position, objectI.Position) < stack_distance) { //Keep processing as if there are no sliders. If we come across a slider, this gets cancelled out. //NOTE: Sliders with start positions stacking are a special case that is also handled here. objectN.StackHeight = objectI.StackHeight + 1; objectI = objectN; } } } else if (objectI is Slider) { /* We have hit the first slider in a possible stack. * From this point on, we ALWAYS stack positive regardless. */ while (--n >= 0) { OsuHitObject objectN = beatmap.HitObjects[n]; if (objectN is Spinner) continue; if (objectI.StartTime - objectN.StartTime > stackThreshold) //We are no longer within stacking range of the previous object. break; if (Vector2Extensions.Distance(objectN.EndPosition, objectI.Position) < stack_distance) { objectN.StackHeight = objectI.StackHeight + 1; objectI = objectN; } } } } } } }