mirror of
https://github.com/ppy/osu.git
synced 2024-12-16 06:52:55 +08:00
146 lines
5.7 KiB
C#
146 lines
5.7 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
|
// See the LICENCE file in the repository root for full licence text.
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using osu.Game.Rulesets.Difficulty.Utils;
|
|
using osu.Game.Rulesets.Taiko.Objects;
|
|
|
|
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
|
{
|
|
/// <summary>
|
|
/// Detects special hit object patterns which are easier to hit using special techniques
|
|
/// than normally assumed in the fully-alternating play style.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This component detects two basic types of patterns, leveraged by the following techniques:
|
|
/// <list>
|
|
/// <item>Rolling allows hitting patterns with quickly and regularly alternating notes with a single hand.</item>
|
|
/// <item>TL tapping makes hitting longer sequences of consecutive same-colour notes with little to no colour changes in-between.</item>
|
|
/// </list>
|
|
/// </remarks>
|
|
public class StaminaCheeseDetector
|
|
{
|
|
/// <summary>
|
|
/// The minimum number of consecutive objects with repeating patterns that can be classified as hittable using a roll.
|
|
/// </summary>
|
|
private const int roll_min_repetitions = 12;
|
|
|
|
/// <summary>
|
|
/// The minimum number of consecutive objects with repeating patterns that can be classified as hittable using a TL tap.
|
|
/// </summary>
|
|
private const int tl_min_repetitions = 16;
|
|
|
|
/// <summary>
|
|
/// The list of all <see cref="TaikoDifficultyHitObject"/>s in the map.
|
|
/// </summary>
|
|
private readonly List<TaikoDifficultyHitObject> hitObjects;
|
|
|
|
public StaminaCheeseDetector(List<TaikoDifficultyHitObject> hitObjects)
|
|
{
|
|
this.hitObjects = hitObjects;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds and marks all objects in <see cref="hitObjects"/> that special difficulty-reducing techiques apply to
|
|
/// with the <see cref="TaikoDifficultyHitObject.StaminaCheese"/> flag.
|
|
/// </summary>
|
|
public void FindCheese()
|
|
{
|
|
findRolls(3);
|
|
findRolls(4);
|
|
|
|
findTlTap(0, HitType.Rim);
|
|
findTlTap(1, HitType.Rim);
|
|
findTlTap(0, HitType.Centre);
|
|
findTlTap(1, HitType.Centre);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds and marks all sequences hittable using a roll.
|
|
/// </summary>
|
|
/// <param name="patternLength">The length of a single repeating pattern to consider (triplets/quadruplets).</param>
|
|
private void findRolls(int patternLength)
|
|
{
|
|
var history = new LimitedCapacityQueue<TaikoDifficultyHitObject>(2 * patternLength);
|
|
|
|
// for convenience, we're tracking the index of the item *before* our suspected repeat's start,
|
|
// as that index can be simply subtracted from the current index to get the number of elements in between
|
|
// without off-by-one errors
|
|
int indexBeforeLastRepeat = -1;
|
|
int lastMarkEnd = 0;
|
|
|
|
for (int i = 0; i < hitObjects.Count; i++)
|
|
{
|
|
history.Enqueue(hitObjects[i]);
|
|
if (!history.Full)
|
|
continue;
|
|
|
|
if (!containsPatternRepeat(history, patternLength))
|
|
{
|
|
// we're setting this up for the next iteration, hence the +1.
|
|
// right here this index will point at the queue's front (oldest item),
|
|
// but that item is about to be popped next loop with an enqueue.
|
|
indexBeforeLastRepeat = i - history.Count + 1;
|
|
continue;
|
|
}
|
|
|
|
int repeatedLength = i - indexBeforeLastRepeat;
|
|
if (repeatedLength < roll_min_repetitions)
|
|
continue;
|
|
|
|
markObjectsAsCheese(Math.Max(lastMarkEnd, i - repeatedLength + 1), i);
|
|
lastMarkEnd = i;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines whether the objects stored in <paramref name="history"/> contain a repetition of a pattern of length <paramref name="patternLength"/>.
|
|
/// </summary>
|
|
private static bool containsPatternRepeat(LimitedCapacityQueue<TaikoDifficultyHitObject> history, int patternLength)
|
|
{
|
|
for (int j = 0; j < patternLength; j++)
|
|
{
|
|
if (history[j].HitType != history[j + patternLength].HitType)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds and marks all sequences hittable using a TL tap.
|
|
/// </summary>
|
|
/// <param name="parity">Whether sequences starting with an odd- (1) or even-indexed (0) hit object should be checked.</param>
|
|
/// <param name="type">The type of hit to check for TL taps.</param>
|
|
private void findTlTap(int parity, HitType type)
|
|
{
|
|
int tlLength = -2;
|
|
int lastMarkEnd = 0;
|
|
|
|
for (int i = parity; i < hitObjects.Count; i += 2)
|
|
{
|
|
if (hitObjects[i].HitType == type)
|
|
tlLength += 2;
|
|
else
|
|
tlLength = -2;
|
|
|
|
if (tlLength < tl_min_repetitions)
|
|
continue;
|
|
|
|
markObjectsAsCheese(Math.Max(lastMarkEnd, i - tlLength + 1), i);
|
|
lastMarkEnd = i;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Marks all objects from <paramref name="start"/> to <paramref name="end"/> (inclusive) as <see cref="TaikoDifficultyHitObject.StaminaCheese"/>.
|
|
/// </summary>
|
|
private void markObjectsAsCheese(int start, int end)
|
|
{
|
|
for (int i = start; i <= end; i++)
|
|
hitObjects[i].StaminaCheese = true;
|
|
}
|
|
}
|
|
}
|