// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Game.Beatmaps; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Taiko.Objects; using System; using System.Collections.Generic; using System.Linq; using osu.Framework.Utils; using System.Threading; using osu.Game.Audio; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.Objects.Legacy; namespace osu.Game.Rulesets.Taiko.Beatmaps { internal class TaikoBeatmapConverter : BeatmapConverter { /// /// A speed multiplier applied globally to osu!taiko. /// /// /// osu! is generally slower than taiko, so a factor was historically added to increase speed for converts. /// This must be used everywhere slider length or beat length is used in taiko. /// /// Of note, this has never been exposed to the end user, and is considered a hidden internal multiplier. /// public const float VELOCITY_MULTIPLIER = 1.4f; /// /// Because swells are easier in taiko than spinners are in osu!, /// legacy taiko multiplies a factor when converting the number of required hits. /// private const float swell_hit_multiplier = 1.65f; /// /// Base osu! slider scoring distance. /// private const float osu_base_scoring_distance = 100; private readonly bool isForCurrentRuleset; public TaikoBeatmapConverter(IBeatmap beatmap, Ruleset ruleset) : base(beatmap, ruleset) { isForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.Equals(ruleset.RulesetInfo); } public override bool CanConvert() => true; protected override Beatmap ConvertBeatmap(IBeatmap original, CancellationToken cancellationToken) { Beatmap converted = base.ConvertBeatmap(original, cancellationToken); if (original.BeatmapInfo.Ruleset.OnlineID == 0) { // Post processing step to transform standard slider velocity changes into scroll speed changes double lastScrollSpeed = 1; foreach (HitObject hitObject in original.HitObjects) { if (hitObject is not IHasSliderVelocity hasSliderVelocity) continue; double nextScrollSpeed = hasSliderVelocity.SliderVelocityMultiplier; EffectControlPoint currentEffectPoint = converted.ControlPointInfo.EffectPointAt(hitObject.StartTime); if (!Precision.AlmostEquals(lastScrollSpeed, nextScrollSpeed, acceptableDifference: currentEffectPoint.ScrollSpeedBindable.Precision)) { converted.ControlPointInfo.Add(hitObject.StartTime, new EffectControlPoint { KiaiMode = currentEffectPoint.KiaiMode, ScrollSpeed = lastScrollSpeed = nextScrollSpeed, }); } } } if (original.BeatmapInfo.Ruleset.OnlineID == 3) { // Post processing step to transform mania hit objects with the same start time into strong hits converted.HitObjects = converted.HitObjects.GroupBy(t => t.StartTime).Select(x => { TaikoHitObject first = x.First(); if (x.Skip(1).Any() && first is TaikoStrongableHitObject strong) strong.IsStrong = true; return first; }).ToList(); } // TODO: stable makes the last tick of a drumroll non-required when the next object is too close. // This probably needs to be reimplemented: // // List hitobjects = hitObjectManager.hitObjects; // int ind = hitobjects.IndexOf(this); // if (i < hitobjects.Count - 1 && hitobjects[i + 1].HittableStartTime - (EndTime + (int)TickSpacing) <= (int)TickSpacing) // lastTickHittable = false; return converted; } protected override IEnumerable ConvertHitObject(HitObject obj, IBeatmap beatmap, CancellationToken cancellationToken) { // Old osu! used hit sounding to determine various hit type information IList samples = obj.Samples; switch (obj) { case IHasPath pathData: { if (shouldConvertSliderToHits(obj, beatmap, pathData, out int taikoDuration, out double tickSpacing)) { IList> allSamples = obj is IHasPathWithRepeats curveData ? curveData.NodeSamples : new List>(new[] { samples }); int i = 0; for (double j = obj.StartTime; j <= obj.StartTime + taikoDuration + tickSpacing / 8; j += tickSpacing) { IList currentSamples = allSamples[i]; yield return new Hit { StartTime = j, Samples = currentSamples, }; i = (i + 1) % allSamples.Count; if (Precision.AlmostEquals(0, tickSpacing)) break; } } else { yield return new DrumRoll { StartTime = obj.StartTime, Samples = obj.Samples, Duration = taikoDuration, }; } break; } case IHasDuration endTimeData: { double hitMultiplier = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.OverallDifficulty, 3, 5, 7.5) * swell_hit_multiplier; yield return new Swell { StartTime = obj.StartTime, Samples = obj.Samples, Duration = endTimeData.Duration, RequiredHits = (int)Math.Max(1, endTimeData.Duration / 1000 * hitMultiplier) }; break; } default: { yield return new Hit { StartTime = obj.StartTime, Samples = samples, }; break; } } } private bool shouldConvertSliderToHits(HitObject obj, IBeatmap beatmap, IHasPath pathData, out int taikoDuration, out double tickSpacing) { // DO NOT CHANGE OR REFACTOR ANYTHING IN HERE WITHOUT TESTING AGAINST _ALL_ BEATMAPS. // Some of these calculations look redundant, but they are not - extremely small floating point errors are introduced to maintain 1:1 compatibility with stable. // Rounding cannot be used as an alternative since the error deltas have been observed to be between 1e-2 and 1e-6. // The true distance, accounting for any repeats. This ends up being the drum roll distance later int spans = (obj as IHasRepeats)?.SpanCount() ?? 1; double distance = pathData.Path.ExpectedDistance.Value ?? 0; // Do not combine the following two lines! distance *= VELOCITY_MULTIPLIER; distance *= spans; TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(obj.StartTime); double beatLength; if (obj is IHasSliderVelocity hasSliderVelocity) beatLength = LegacyRulesetExtensions.GetPrecisionAdjustedBeatLength(hasSliderVelocity, timingPoint, TaikoRuleset.SHORT_NAME); else beatLength = timingPoint.BeatLength; double sliderScoringPointDistance = osu_base_scoring_distance * (beatmap.Difficulty.SliderMultiplier * VELOCITY_MULTIPLIER) / beatmap.Difficulty.SliderTickRate; // The velocity and duration of the taiko hit object - calculated as the velocity of a drum roll. double taikoVelocity = sliderScoringPointDistance * beatmap.Difficulty.SliderTickRate; taikoDuration = (int)(distance / taikoVelocity * beatLength); if (isForCurrentRuleset) { tickSpacing = 0; return false; } double osuVelocity = taikoVelocity * (1000f / beatLength); // osu-stable always uses the speed-adjusted beatlength to determine the osu! velocity, but only uses it for conversion if beatmap version < 8 if (beatmap.BeatmapInfo.BeatmapVersion >= 8) beatLength = timingPoint.BeatLength; // If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat tickSpacing = Math.Min(beatLength / beatmap.Difficulty.SliderTickRate, (double)taikoDuration / spans); return tickSpacing > 0 && distance / osuVelocity * 1000 < 2 * beatLength; } protected override Beatmap CreateBeatmap() => new TaikoBeatmap(); } }