// 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.Game.Beatmaps; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Taiko.Objects; namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing { /// /// Represents a single hit object in taiko difficulty calculation. /// public class TaikoDifficultyHitObject : DifficultyHitObject { private readonly IReadOnlyList monoDifficultyHitObjects; public readonly int MonoPosition; private readonly IReadOnlyList noteObjects; public readonly int NotePosition; /// /// The rhythm required to hit this hit object. /// public readonly TaikoDifficultyHitObjectRhythm Rhythm; /// /// Colour data for this hit object. This is used by colour evaluator to calculate colour, but can be used /// differently by other skills in the future. /// public readonly TaikoDifficultyHitObjectColour Colour; /// /// The hit type of this hit object. /// public readonly HitType? HitType; /// /// Creates a list of s from a s. /// TODO: Review this - this is moved here from TaikoDifficultyCalculator so that TaikoDifficultyCalculator can /// have less knowledge of implementation details (i.e. creating all the different hitObject lists, and /// calling FindRepetitionInterval for the final object). The down side of this is /// TaikoDifficultyHitObejct.CreateDifficultyHitObjects is now pretty much a proxy for this. /// /// The beatmap from which the list of is created. /// The rate at which the gameplay clock is run at. public static List Create(IBeatmap beatmap, double clockRate) { List difficultyHitObject = new List(); List centreObjects = new List(); List rimObjects = new List(); List noteObjects = new List(); for (int i = 2; i < beatmap.HitObjects.Count; i++) { difficultyHitObject.Add( new TaikoDifficultyHitObject( beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, difficultyHitObject, centreObjects, rimObjects, noteObjects, difficultyHitObject.Count) ); } // Find repetition interval for the final TaikoDifficultyHitObjectColour ((TaikoDifficultyHitObject)difficultyHitObject.Last()).Colour?.FindRepetitionInterval(); return difficultyHitObject; } /// /// Creates a new difficulty hit object. /// /// The gameplay associated with this difficulty object. /// The gameplay preceding . /// The gameplay preceding . /// The rate of the gameplay clock. Modified by speed-changing mods. /// The list of all s in the current beatmap. /// The list of centre (don) s in the current beatmap. /// The list of rim (kat) s in the current beatmap. /// The list of s that is a hit (i.e. not a slider or spinner) in the current beatmap. /// The position of this in the list. /// /// TODO: This argument list is getting long, we might want to refactor this into a static method that create /// all s from a . private TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate, List objects, List centreHitObjects, List rimHitObjects, List noteObjects, int position) : base(hitObject, lastObject, clockRate, objects, position) { var currentHit = hitObject as Hit; this.noteObjects = noteObjects; Rhythm = getClosestRhythm(lastObject, lastLastObject, clockRate); HitType = currentHit?.Type; if (HitType == Objects.HitType.Centre) { MonoPosition = centreHitObjects.Count; centreHitObjects.Add(this); monoDifficultyHitObjects = centreHitObjects; } else if (HitType == Objects.HitType.Rim) { MonoPosition = rimHitObjects.Count; rimHitObjects.Add(this); monoDifficultyHitObjects = rimHitObjects; } // Need to be done after HitType is set. if (HitType == null) return; NotePosition = noteObjects.Count; noteObjects.Add(this); // Need to be done after NotePosition is set. Colour = TaikoDifficultyHitObjectColour.GetInstanceFor(this); } /// /// List of most common rhythm changes in taiko maps. /// /// /// The general guidelines for the values are: /// /// rhythm changes with ratio closer to 1 (that are not 1) are harder to play, /// speeding up is generally harder than slowing down (with exceptions of rhythm changes requiring a hand switch). /// /// private static readonly TaikoDifficultyHitObjectRhythm[] common_rhythms = { new TaikoDifficultyHitObjectRhythm(1, 1, 0.0), new TaikoDifficultyHitObjectRhythm(2, 1, 0.3), new TaikoDifficultyHitObjectRhythm(1, 2, 0.5), new TaikoDifficultyHitObjectRhythm(3, 1, 0.3), new TaikoDifficultyHitObjectRhythm(1, 3, 0.35), new TaikoDifficultyHitObjectRhythm(3, 2, 0.6), // purposefully higher (requires hand switch in full alternating gameplay style) new TaikoDifficultyHitObjectRhythm(2, 3, 0.4), new TaikoDifficultyHitObjectRhythm(5, 4, 0.5), new TaikoDifficultyHitObjectRhythm(4, 5, 0.7) }; /// /// Returns the closest rhythm change from required to hit this object. /// /// The gameplay preceding this one. /// The gameplay preceding . /// The rate of the gameplay clock. private TaikoDifficultyHitObjectRhythm getClosestRhythm(HitObject lastObject, HitObject lastLastObject, double clockRate) { double prevLength = (lastObject.StartTime - lastLastObject.StartTime) / clockRate; double ratio = DeltaTime / prevLength; return common_rhythms.OrderBy(x => Math.Abs(x.Ratio - ratio)).First(); } public TaikoDifficultyHitObject PreviousMono(int backwardsIndex) => monoDifficultyHitObjects.ElementAtOrDefault(MonoPosition - (backwardsIndex + 1)); public TaikoDifficultyHitObject NextMono(int forwardsIndex) => monoDifficultyHitObjects.ElementAtOrDefault(MonoPosition + (forwardsIndex + 1)); public TaikoDifficultyHitObject PreviousNote(int backwardsIndex) => noteObjects.ElementAtOrDefault(NotePosition - (backwardsIndex + 1)); public TaikoDifficultyHitObject NextNote(int forwardsIndex) => noteObjects.ElementAtOrDefault(NotePosition + (forwardsIndex + 1)); } }