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osu-lazer/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs
Dean Herbert b8694aba98
Remove unnecessary prefix
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
2023-12-06 22:00:35 +09:00

226 lines
9.6 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 osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Taiko.Objects;
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Utils;
using System.Threading;
using osu.Game.Audio;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Objects.Legacy;
namespace osu.Game.Rulesets.Taiko.Beatmaps
{
internal class TaikoBeatmapConverter : BeatmapConverter<TaikoHitObject>
{
/// <summary>
/// A speed multiplier applied globally to osu!taiko.
/// </summary>
/// <remarks>
/// osu! is generally slower than taiko, so a factor was historically added to increase speed for converts.
/// This must be used everywhere slider length or beat length is used in taiko.
///
/// Of note, this has never been exposed to the end user, and is considered a hidden internal multiplier.
/// </remarks>
public const float VELOCITY_MULTIPLIER = 1.4f;
/// <summary>
/// Because swells are easier in taiko than spinners are in osu!,
/// legacy taiko multiplies a factor when converting the number of required hits.
/// </summary>
private const float swell_hit_multiplier = 1.65f;
/// <summary>
/// Base osu! slider scoring distance.
/// </summary>
private const float osu_base_scoring_distance = 100;
private readonly bool isForCurrentRuleset;
public TaikoBeatmapConverter(IBeatmap beatmap, Ruleset ruleset)
: base(beatmap, ruleset)
{
isForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.Equals(ruleset.RulesetInfo);
}
public override bool CanConvert() => true;
protected override Beatmap<TaikoHitObject> ConvertBeatmap(IBeatmap original, CancellationToken cancellationToken)
{
Beatmap<TaikoHitObject> converted = base.ConvertBeatmap(original, cancellationToken);
if (original.BeatmapInfo.Ruleset.OnlineID == 0)
{
// Post processing step to transform standard slider velocity changes into scroll speed changes
double lastScrollSpeed = 1;
foreach (HitObject hitObject in original.HitObjects)
{
if (hitObject is not IHasSliderVelocity hasSliderVelocity) continue;
double nextScrollSpeed = hasSliderVelocity.SliderVelocityMultiplier;
EffectControlPoint currentEffectPoint = converted.ControlPointInfo.EffectPointAt(hitObject.StartTime);
if (!Precision.AlmostEquals(lastScrollSpeed, nextScrollSpeed, acceptableDifference: currentEffectPoint.ScrollSpeedBindable.Precision))
{
converted.ControlPointInfo.Add(hitObject.StartTime, new EffectControlPoint
{
KiaiMode = currentEffectPoint.KiaiMode,
ScrollSpeed = lastScrollSpeed = nextScrollSpeed,
});
}
}
}
if (original.BeatmapInfo.Ruleset.OnlineID == 3)
{
// Post processing step to transform mania hit objects with the same start time into strong hits
converted.HitObjects = converted.HitObjects.GroupBy(t => t.StartTime).Select(x =>
{
TaikoHitObject first = x.First();
if (x.Skip(1).Any() && first is TaikoStrongableHitObject strong)
strong.IsStrong = true;
return first;
}).ToList();
}
// TODO: stable makes the last tick of a drumroll non-required when the next object is too close.
// This probably needs to be reimplemented:
//
// List<HitObject> hitobjects = hitObjectManager.hitObjects;
// int ind = hitobjects.IndexOf(this);
// if (i < hitobjects.Count - 1 && hitobjects[i + 1].HittableStartTime - (EndTime + (int)TickSpacing) <= (int)TickSpacing)
// lastTickHittable = false;
return converted;
}
protected override IEnumerable<TaikoHitObject> ConvertHitObject(HitObject obj, IBeatmap beatmap, CancellationToken cancellationToken)
{
// Old osu! used hit sounding to determine various hit type information
IList<HitSampleInfo> samples = obj.Samples;
switch (obj)
{
case IHasPath pathData:
{
if (shouldConvertSliderToHits(obj, beatmap, pathData, out int taikoDuration, out double tickSpacing))
{
IList<IList<HitSampleInfo>> allSamples = obj is IHasPathWithRepeats curveData ? curveData.NodeSamples : new List<IList<HitSampleInfo>>(new[] { samples });
int i = 0;
for (double j = obj.StartTime; j <= obj.StartTime + taikoDuration + tickSpacing / 8; j += tickSpacing)
{
IList<HitSampleInfo> currentSamples = allSamples[i];
yield return new Hit
{
StartTime = j,
Samples = currentSamples,
};
i = (i + 1) % allSamples.Count;
if (Precision.AlmostEquals(0, tickSpacing))
break;
}
}
else
{
yield return new DrumRoll
{
StartTime = obj.StartTime,
Samples = obj.Samples,
Duration = taikoDuration,
};
}
break;
}
case IHasDuration endTimeData:
{
double hitMultiplier = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.OverallDifficulty, 3, 5, 7.5) * swell_hit_multiplier;
yield return new Swell
{
StartTime = obj.StartTime,
Samples = obj.Samples,
Duration = endTimeData.Duration,
RequiredHits = (int)Math.Max(1, endTimeData.Duration / 1000 * hitMultiplier)
};
break;
}
default:
{
yield return new Hit
{
StartTime = obj.StartTime,
Samples = samples,
};
break;
}
}
}
private bool shouldConvertSliderToHits(HitObject obj, IBeatmap beatmap, IHasPath pathData, out int taikoDuration, out double tickSpacing)
{
// DO NOT CHANGE OR REFACTOR ANYTHING IN HERE WITHOUT TESTING AGAINST _ALL_ BEATMAPS.
// Some of these calculations look redundant, but they are not - extremely small floating point errors are introduced to maintain 1:1 compatibility with stable.
// Rounding cannot be used as an alternative since the error deltas have been observed to be between 1e-2 and 1e-6.
// The true distance, accounting for any repeats. This ends up being the drum roll distance later
int spans = (obj as IHasRepeats)?.SpanCount() ?? 1;
double distance = pathData.Path.ExpectedDistance.Value ?? 0;
// Do not combine the following two lines!
distance *= VELOCITY_MULTIPLIER;
distance *= spans;
TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(obj.StartTime);
double beatLength;
if (obj is IHasSliderVelocity hasSliderVelocity)
beatLength = LegacyRulesetExtensions.GetPrecisionAdjustedBeatLength(hasSliderVelocity, timingPoint, TaikoRuleset.SHORT_NAME);
else
beatLength = timingPoint.BeatLength;
double sliderScoringPointDistance = osu_base_scoring_distance * (beatmap.Difficulty.SliderMultiplier * VELOCITY_MULTIPLIER) / beatmap.Difficulty.SliderTickRate;
// The velocity and duration of the taiko hit object - calculated as the velocity of a drum roll.
double taikoVelocity = sliderScoringPointDistance * beatmap.Difficulty.SliderTickRate;
taikoDuration = (int)(distance / taikoVelocity * beatLength);
if (isForCurrentRuleset)
{
tickSpacing = 0;
return false;
}
double osuVelocity = taikoVelocity * (1000f / beatLength);
// osu-stable always uses the speed-adjusted beatlength to determine the osu! velocity, but only uses it for conversion if beatmap version < 8
if (beatmap.BeatmapInfo.BeatmapVersion >= 8)
beatLength = timingPoint.BeatLength;
// If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat
tickSpacing = Math.Min(beatLength / beatmap.Difficulty.SliderTickRate, (double)taikoDuration / spans);
return tickSpacing > 0
&& distance / osuVelocity * 1000 < 2 * beatLength;
}
protected override Beatmap<TaikoHitObject> CreateBeatmap() => new TaikoBeatmap();
}
}