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250 lines
9.7 KiB
C#
250 lines
9.7 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 osuTK;
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using osu.Game.Rulesets.Objects.Types;
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using System.Collections.Generic;
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using osu.Game.Rulesets.Objects;
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using System.Linq;
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using System.Threading;
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using Newtonsoft.Json;
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using osu.Framework.Caching;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Objects
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{
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public class Slider : OsuHitObject, IHasPathWithRepeats
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{
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public double EndTime => StartTime + this.SpanCount() * Path.Distance / Velocity;
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[JsonIgnore]
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public double Duration
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{
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get => EndTime - StartTime;
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set => throw new System.NotSupportedException($"Adjust via {nameof(RepeatCount)} instead"); // can be implemented if/when needed.
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}
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private readonly Cached<Vector2> endPositionCache = new Cached<Vector2>();
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public override Vector2 EndPosition => endPositionCache.IsValid ? endPositionCache.Value : endPositionCache.Value = Position + this.CurvePositionAt(1);
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public Vector2 StackedPositionAt(double t) => StackedPosition + this.CurvePositionAt(t);
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private readonly SliderPath path = new SliderPath();
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public SliderPath Path
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{
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get => path;
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set
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{
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path.ControlPoints.Clear();
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path.ExpectedDistance.Value = null;
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if (value != null)
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{
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path.ControlPoints.AddRange(value.ControlPoints.Select(c => new PathControlPoint(c.Position.Value, c.Type.Value)));
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path.ExpectedDistance.Value = value.ExpectedDistance.Value;
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}
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}
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}
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public double Distance => Path.Distance;
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public override Vector2 Position
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{
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get => base.Position;
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set
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{
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base.Position = value;
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updateNestedPositions();
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}
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}
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public double? LegacyLastTickOffset { get; set; }
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/// <summary>
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/// The position of the cursor at the point of completion of this <see cref="Slider"/> if it was hit
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/// with as few movements as possible. This is set and used by difficulty calculation.
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/// </summary>
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internal Vector2? LazyEndPosition;
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/// <summary>
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/// The distance travelled by the cursor upon completion of this <see cref="Slider"/> if it was hit
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/// with as few movements as possible. This is set and used by difficulty calculation.
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/// </summary>
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internal float LazyTravelDistance;
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public List<IList<HitSampleInfo>> NodeSamples { get; set; } = new List<IList<HitSampleInfo>>();
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[JsonIgnore]
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public IList<HitSampleInfo> TailSamples { get; private set; }
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private int repeatCount;
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public int RepeatCount
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{
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get => repeatCount;
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set
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{
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repeatCount = value;
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updateNestedPositions();
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}
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}
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/// <summary>
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/// The length of one span of this <see cref="Slider"/>.
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/// </summary>
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public double SpanDuration => Duration / this.SpanCount();
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/// <summary>
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/// Velocity of this <see cref="Slider"/>.
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/// </summary>
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public double Velocity { get; private set; }
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/// <summary>
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/// Spacing between <see cref="SliderTick"/>s of this <see cref="Slider"/>.
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/// </summary>
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public double TickDistance { get; private set; }
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/// <summary>
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/// An extra multiplier that affects the number of <see cref="SliderTick"/>s generated by this <see cref="Slider"/>.
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/// An increase in this value increases <see cref="TickDistance"/>, which reduces the number of ticks generated.
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/// </summary>
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public double TickDistanceMultiplier = 1;
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/// <summary>
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/// Whether this <see cref="Slider"/>'s judgement is fully handled by its nested <see cref="HitObject"/>s.
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/// If <c>false</c>, this <see cref="Slider"/> will be judged proportionally to the number of nested <see cref="HitObject"/>s hit.
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/// </summary>
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public bool OnlyJudgeNestedObjects = true;
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[JsonIgnore]
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public SliderHeadCircle HeadCircle { get; protected set; }
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[JsonIgnore]
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public SliderTailCircle TailCircle { get; protected set; }
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public Slider()
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{
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SamplesBindable.CollectionChanged += (_, __) => updateNestedSamples();
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Path.Version.ValueChanged += _ => updateNestedPositions();
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}
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
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DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
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double scoringDistance = BASE_SCORING_DISTANCE * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;
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Velocity = scoringDistance / timingPoint.BeatLength;
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TickDistance = scoringDistance / difficulty.SliderTickRate * TickDistanceMultiplier;
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}
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protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
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{
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base.CreateNestedHitObjects(cancellationToken);
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foreach (var e in
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SliderEventGenerator.Generate(StartTime, SpanDuration, Velocity, TickDistance, Path.Distance, this.SpanCount(), LegacyLastTickOffset, cancellationToken))
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{
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switch (e.Type)
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{
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case SliderEventType.Tick:
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AddNested(new SliderTick
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{
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SpanIndex = e.SpanIndex,
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SpanStartTime = e.SpanStartTime,
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StartTime = e.Time,
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Position = Position + Path.PositionAt(e.PathProgress),
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StackHeight = StackHeight,
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Scale = Scale,
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});
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break;
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case SliderEventType.Head:
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AddNested(HeadCircle = new SliderHeadCircle
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{
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StartTime = e.Time,
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Position = Position,
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StackHeight = StackHeight,
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SampleControlPoint = SampleControlPoint,
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});
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break;
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case SliderEventType.LegacyLastTick:
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// we need to use the LegacyLastTick here for compatibility reasons (difficulty).
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// it is *okay* to use this because the TailCircle is not used for any meaningful purpose in gameplay.
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// if this is to change, we should revisit this.
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AddNested(TailCircle = new SliderTailCircle(this)
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{
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RepeatIndex = e.SpanIndex,
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StartTime = e.Time,
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Position = EndPosition,
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StackHeight = StackHeight
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});
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break;
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case SliderEventType.Repeat:
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AddNested(new SliderRepeat(this)
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{
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RepeatIndex = e.SpanIndex,
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StartTime = StartTime + (e.SpanIndex + 1) * SpanDuration,
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Position = Position + Path.PositionAt(e.PathProgress),
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StackHeight = StackHeight,
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Scale = Scale,
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});
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break;
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}
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}
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updateNestedSamples();
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}
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private void updateNestedPositions()
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{
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endPositionCache.Invalidate();
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if (HeadCircle != null)
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HeadCircle.Position = Position;
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if (TailCircle != null)
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TailCircle.Position = EndPosition;
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}
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private void updateNestedSamples()
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{
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var firstSample = Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_NORMAL)
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?? Samples.FirstOrDefault(); // TODO: remove this when guaranteed sort is present for samples (https://github.com/ppy/osu/issues/1933)
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var sampleList = new List<HitSampleInfo>();
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if (firstSample != null)
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sampleList.Add(firstSample.With("slidertick"));
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foreach (var tick in NestedHitObjects.OfType<SliderTick>())
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tick.Samples = sampleList;
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foreach (var repeat in NestedHitObjects.OfType<SliderRepeat>())
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repeat.Samples = this.GetNodeSamples(repeat.RepeatIndex + 1);
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if (HeadCircle != null)
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HeadCircle.Samples = this.GetNodeSamples(0);
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// The samples should be attached to the slider tail, however this can only be done after LegacyLastTick is removed otherwise they would play earlier than they're intended to.
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// For now, the samples are played by the slider itself at the correct end time.
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TailSamples = this.GetNodeSamples(repeatCount + 1);
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}
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public override Judgement CreateJudgement() => OnlyJudgeNestedObjects ? new OsuIgnoreJudgement() : new OsuJudgement();
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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}
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}
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