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osu-lazer/osu.Game.Rulesets.Mania/Beatmaps/Patterns/PatternGenerator.cs
2018-08-15 09:51:02 +09:00

76 lines
2.6 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.Diagnostics;
using JetBrains.Annotations;
using osu.Framework.Logging;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
{
/// <summary>
/// Generator to create a pattern <see cref="Pattern"/> from a hit object.
/// </summary>
internal abstract class PatternGenerator
{
/// <summary>
/// An arbitrary maximum amount of iterations to perform in <see cref="RunWhile"/>.
/// The specific value is not super important - enough such that no false-positives occur.
/// </summary>
private const int max_rng_iterations = 20;
/// <summary>
/// The last pattern.
/// </summary>
protected readonly Pattern PreviousPattern;
/// <summary>
/// The hit object to create the pattern for.
/// </summary>
protected readonly HitObject HitObject;
/// <summary>
/// The beatmap which <see cref="HitObject"/> is a part of.
/// </summary>
protected readonly ManiaBeatmap Beatmap;
protected readonly int TotalColumns;
protected PatternGenerator(HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern)
{
if (hitObject == null) throw new ArgumentNullException(nameof(hitObject));
if (beatmap == null) throw new ArgumentNullException(nameof(beatmap));
if (previousPattern == null) throw new ArgumentNullException(nameof(previousPattern));
HitObject = hitObject;
Beatmap = beatmap;
PreviousPattern = previousPattern;
TotalColumns = Beatmap.TotalColumns;
}
protected void RunWhile([InstantHandle] Func<bool> condition, Action action)
{
int iterations = 0;
while (condition() && iterations++ < max_rng_iterations)
action();
if (iterations < max_rng_iterations)
return;
// Generate + log an error/stacktrace
Logger.Log($"Allowable iterations ({max_rng_iterations}) exceeded:\n{new StackTrace(0)}", level: LogLevel.Error);
}
/// <summary>
/// Generates the patterns for <see cref="HitObject"/>, each filled with hit objects.
/// </summary>
/// <returns>The <see cref="Pattern"/>s containing the hit objects.</returns>
public abstract IEnumerable<Pattern> Generate();
}
}