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181 lines
7.4 KiB
C#
181 lines
7.4 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
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{
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/// <summary>
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/// Utility class to perform various encodings. This is separated out from the encoding classes to prevent circular
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/// dependencies.
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/// </summary>
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public class TaikoColourDifficultyPreprocessor
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{
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/// <summary>
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/// Process and encode a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="TaikoDifficultyHitObjectColour"/>s,
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/// assign the appropriate <see cref="TaikoDifficultyHitObjectColour"/>s to each <see cref="TaikoDifficultyHitObject"/>,
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/// and preevaluate colour difficulty of each <see cref="TaikoDifficultyHitObject"/>.
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/// </summary>
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public static List<TaikoDifficultyHitObjectColour> ProcessAndAssign(List<DifficultyHitObject> hitObjects)
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{
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List<TaikoDifficultyHitObjectColour> colours = new List<TaikoDifficultyHitObjectColour>();
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List<CoupledColourEncoding> encodings = Encode(hitObjects);
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// Assign colour to objects
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encodings.ForEach(coupledEncoding =>
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{
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coupledEncoding.Payload.ForEach(encoding =>
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{
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encoding.Payload.ForEach(mono =>
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{
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mono.EncodedData.ForEach(hitObject =>
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{
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hitObject.Colour = new TaikoDifficultyHitObjectColour(coupledEncoding);
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});
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});
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});
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// Preevaluate and assign difficulty values
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ColourEvaluator.PreEvaluateDifficulties(coupledEncoding);
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});
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return colours;
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}
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/// <summary>
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/// Encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="MonoEncoding"/>s.
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/// </summary>
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public static List<MonoEncoding> EncodeMono(List<DifficultyHitObject> data)
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{
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List<MonoEncoding> encoded = new List<MonoEncoding>();
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MonoEncoding? lastEncoded = null;
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for (int i = 0; i < data.Count; i++)
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{
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TaikoDifficultyHitObject taikoObject = (TaikoDifficultyHitObject)data[i];
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// This ignores all non-note objects, which may or may not be the desired behaviour
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TaikoDifficultyHitObject? previousObject = taikoObject.PreviousNote(0);
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// If the colour changed, or if this is the first object in the run, create a new mono encoding
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if
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(
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previousObject == null || // First object in the list
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(taikoObject.BaseObject as Hit)?.Type != (previousObject.BaseObject as Hit)?.Type
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)
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{
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lastEncoded = new MonoEncoding();
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lastEncoded.EncodedData.Add(taikoObject);
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encoded.Add(lastEncoded);
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continue;
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}
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// If we're here, we're in the same encoding as the previous object, thus lastEncoded is not null. Add
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// the current object to the encoded payload.
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lastEncoded!.EncodedData.Add(taikoObject);
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}
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return encoded;
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}
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/// <summary>
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/// Encodes a list of <see cref="MonoEncoding"/>s into a list of <see cref="ColourEncoding"/>s.
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/// </summary>
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public static List<ColourEncoding> EncodeColour(List<MonoEncoding> data)
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{
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List<ColourEncoding> encoded = new List<ColourEncoding>();
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ColourEncoding? lastEncoded = null;
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for (int i = 0; i < data.Count; i++)
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{
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// Starts a new ColourEncoding if the previous MonoEncoding has a different mono length, or if this is
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// the first MonoEncoding in the list.
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if (lastEncoded == null || data[i].RunLength != data[i - 1].RunLength)
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{
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lastEncoded = new ColourEncoding();
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lastEncoded.Payload.Add(data[i]);
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encoded.Add(lastEncoded);
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continue;
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}
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// If we're here, we're in the same encoding as the previous object. Add the current MonoEncoding to the
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// encoded payload.
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lastEncoded.Payload.Add(data[i]);
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}
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return encoded;
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}
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/// <summary>
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/// Encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="CoupledColourEncoding"/>s.
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/// </summary>
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public static List<CoupledColourEncoding> Encode(List<DifficultyHitObject> data)
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{
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List<MonoEncoding> firstPass = EncodeMono(data);
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List<ColourEncoding> secondPass = EncodeColour(firstPass);
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List<CoupledColourEncoding> thirdPass = EncodeCoupledColour(secondPass);
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return thirdPass;
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}
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/// <summary>
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/// Encodes a list of <see cref="ColourEncoding"/>s into a list of <see cref="CoupledColourEncoding"/>s.
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/// </summary>
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public static List<CoupledColourEncoding> EncodeCoupledColour(List<ColourEncoding> data)
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{
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List<CoupledColourEncoding> encoded = new List<CoupledColourEncoding>();
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CoupledColourEncoding? lastEncoded = null;
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for (int i = 0; i < data.Count; i++)
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{
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// Starts a new CoupledColourEncoding. ColourEncodings that should be grouped together will be handled
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// later within this loop.
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lastEncoded = new CoupledColourEncoding
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{
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Previous = lastEncoded
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};
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// Determine if future ColourEncodings should be grouped.
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bool isCoupled = i < data.Count - 2 && data[i].IsRepetitionOf(data[i + 2]);
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if (!isCoupled)
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{
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// If not, add the current ColourEncoding to the encoded payload and continue.
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lastEncoded.Payload.Add(data[i]);
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}
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else
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{
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// If so, add the current ColourEncoding to the encoded payload and start repeatedly checking if the
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// subsequent ColourEncodings should be grouped by increasing i and doing the appropriate isCoupled check.
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while (isCoupled)
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{
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lastEncoded.Payload.Add(data[i]);
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i++;
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isCoupled = i < data.Count - 2 && data[i].IsRepetitionOf(data[i + 2]);
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}
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// Skip over peeked data and add the rest to the payload
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lastEncoded.Payload.Add(data[i]);
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lastEncoded.Payload.Add(data[i + 1]);
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i++;
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}
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encoded.Add(lastEncoded);
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}
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// Final pass to find repetition intervals
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for (int i = 0; i < encoded.Count; i++)
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{
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encoded[i].FindRepetitionInterval();
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}
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return encoded;
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}
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}
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}
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