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228 lines
9.1 KiB
C#
228 lines
9.1 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Mania.Objects;
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Mania.Beatmaps.Patterns;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy;
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using OpenTK;
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using osu.Game.Audio;
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namespace osu.Game.Rulesets.Mania.Beatmaps
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{
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public class ManiaBeatmapConverter : BeatmapConverter<ManiaHitObject>
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{
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/// <summary>
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/// Maximum number of previous notes to consider for density calculation.
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/// </summary>
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private const int max_notes_for_density = 7;
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protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(IHasXPosition) };
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public int TargetColumns;
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public readonly bool IsForCurrentRuleset;
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private Pattern lastPattern = new Pattern();
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private FastRandom random;
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private ManiaBeatmap beatmap;
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public ManiaBeatmapConverter(IBeatmap beatmap)
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: base(beatmap)
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{
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IsForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.Equals(new ManiaRuleset().RulesetInfo);
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var roundedCircleSize = Math.Round(beatmap.BeatmapInfo.BaseDifficulty.CircleSize);
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var roundedOverallDifficulty = Math.Round(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty);
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if (beatmap.BeatmapInfo.Ruleset == new ManiaRuleset().RulesetInfo)
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TargetColumns = (int)Math.Max(1, roundedCircleSize);
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else
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{
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float percentSliderOrSpinner = (float)beatmap.HitObjects.Count(h => h is IHasEndTime) / beatmap.HitObjects.Count();
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if (percentSliderOrSpinner < 0.2)
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TargetColumns = 7;
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else if (percentSliderOrSpinner < 0.3 || roundedCircleSize >= 5)
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TargetColumns = roundedOverallDifficulty > 5 ? 7 : 6;
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else if (percentSliderOrSpinner > 0.6)
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TargetColumns = roundedOverallDifficulty > 4 ? 5 : 4;
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else
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TargetColumns = Math.Max(4, Math.Min((int)roundedOverallDifficulty + 1, 7));
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}
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}
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protected override Beatmap<ManiaHitObject> ConvertBeatmap(IBeatmap original)
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{
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BeatmapDifficulty difficulty = original.BeatmapInfo.BaseDifficulty;
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int seed = (int)Math.Round(difficulty.DrainRate + difficulty.CircleSize) * 20 + (int)(difficulty.OverallDifficulty * 41.2) + (int)Math.Round(difficulty.ApproachRate);
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random = new FastRandom(seed);
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return base.ConvertBeatmap(original);
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}
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protected override Beatmap<ManiaHitObject> CreateBeatmap() => beatmap = new ManiaBeatmap(new StageDefinition { Columns = TargetColumns });
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protected override IEnumerable<ManiaHitObject> ConvertHitObject(HitObject original, IBeatmap beatmap)
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{
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var maniaOriginal = original as ManiaHitObject;
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if (maniaOriginal != null)
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{
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yield return maniaOriginal;
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yield break;
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}
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var objects = IsForCurrentRuleset ? generateSpecific(original, beatmap) : generateConverted(original, beatmap);
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if (objects == null)
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yield break;
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foreach (ManiaHitObject obj in objects)
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yield return obj;
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}
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private readonly List<double> prevNoteTimes = new List<double>(max_notes_for_density);
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private double density = int.MaxValue;
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private void computeDensity(double newNoteTime)
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{
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if (prevNoteTimes.Count == max_notes_for_density)
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prevNoteTimes.RemoveAt(0);
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prevNoteTimes.Add(newNoteTime);
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density = (prevNoteTimes[prevNoteTimes.Count - 1] - prevNoteTimes[0]) / prevNoteTimes.Count;
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}
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private double lastTime;
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private Vector2 lastPosition;
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private PatternType lastStair;
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private void recordNote(double time, Vector2 position)
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{
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lastTime = time;
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lastPosition = position;
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}
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/// <summary>
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/// Method that generates hit objects for osu!mania specific beatmaps.
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/// </summary>
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/// <param name="original">The original hit object.</param>
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/// <param name="originalBeatmap">The original beatmap. This is used to look-up any values dependent on a fully-loaded beatmap.</param>
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/// <returns>The hit objects generated.</returns>
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private IEnumerable<ManiaHitObject> generateSpecific(HitObject original, IBeatmap originalBeatmap)
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{
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var generator = new SpecificBeatmapPatternGenerator(random, original, beatmap, lastPattern, originalBeatmap);
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Pattern newPattern = generator.Generate();
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lastPattern = newPattern;
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return newPattern.HitObjects;
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}
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/// <summary>
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/// Method that generates hit objects for non-osu!mania beatmaps.
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/// </summary>
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/// <param name="original">The original hit object.</param>
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/// <param name="originalBeatmap">The original beatmap. This is used to look-up any values dependent on a fully-loaded beatmap.</param>
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/// <returns>The hit objects generated.</returns>
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private IEnumerable<ManiaHitObject> generateConverted(HitObject original, IBeatmap originalBeatmap)
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{
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var endTimeData = original as IHasEndTime;
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var distanceData = original as IHasDistance;
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var positionData = original as IHasPosition;
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Patterns.PatternGenerator conversion = null;
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if (distanceData != null)
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conversion = new DistanceObjectPatternGenerator(random, original, beatmap, lastPattern, originalBeatmap);
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else if (endTimeData != null)
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conversion = new EndTimeObjectPatternGenerator(random, original, beatmap, originalBeatmap);
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else if (positionData != null)
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{
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computeDensity(original.StartTime);
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conversion = new HitObjectPatternGenerator(random, original, beatmap, lastPattern, lastTime, lastPosition, density, lastStair, originalBeatmap);
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recordNote(original.StartTime, positionData.Position);
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}
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if (conversion == null)
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return null;
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Pattern newPattern = conversion.Generate();
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lastPattern = conversion is EndTimeObjectPatternGenerator ? lastPattern : newPattern;
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lastStair = (conversion as HitObjectPatternGenerator)?.StairType ?? lastStair;
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return newPattern.HitObjects;
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}
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/// <summary>
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/// A pattern generator for osu!mania-specific beatmaps.
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/// </summary>
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private class SpecificBeatmapPatternGenerator : Patterns.Legacy.PatternGenerator
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{
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public SpecificBeatmapPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, IBeatmap originalBeatmap)
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: base(random, hitObject, beatmap, previousPattern, originalBeatmap)
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{
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}
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public override Pattern Generate()
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{
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var endTimeData = HitObject as IHasEndTime;
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var positionData = HitObject as IHasXPosition;
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int column = GetColumn(positionData?.X ?? 0);
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var pattern = new Pattern();
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if (endTimeData != null)
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{
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pattern.Add(new HoldNote
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{
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StartTime = HitObject.StartTime,
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Duration = endTimeData.Duration,
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Column = column,
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Head = { Samples = sampleInfoListAt(HitObject.StartTime) },
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Tail = { Samples = sampleInfoListAt(endTimeData.EndTime) },
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});
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}
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else if (positionData != null)
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{
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pattern.Add(new Note
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{
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StartTime = HitObject.StartTime,
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Samples = HitObject.Samples,
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Column = column
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});
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}
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return pattern;
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}
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/// <summary>
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/// Retrieves the sample info list at a point in time.
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/// </summary>
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/// <param name="time">The time to retrieve the sample info list from.</param>
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/// <returns></returns>
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private List<SampleInfo> sampleInfoListAt(double time)
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{
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var curveData = HitObject as IHasCurve;
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if (curveData == null)
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return HitObject.Samples;
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double segmentTime = (curveData.EndTime - HitObject.StartTime) / curveData.SpanCount();
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int index = (int)(segmentTime == 0 ? 0 : (time - HitObject.StartTime) / segmentTime);
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return curveData.RepeatSamples[index];
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}
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}
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}
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}
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