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524 lines
19 KiB
C#
524 lines
19 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;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.MathUtils;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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/// <summary>
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/// A pattern generator for IHasDistance hit objects.
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/// </summary>
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internal class DistanceObjectPatternGenerator : PatternGenerator
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{
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/// <summary>
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/// Base osu! slider scoring distance.
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/// </summary>
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private const float osu_base_scoring_distance = 100;
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public readonly double EndTime;
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public readonly double SegmentDuration;
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private readonly int spanCount;
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private PatternType convertType;
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public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, IBeatmap originalBeatmap)
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: base(random, hitObject, beatmap, previousPattern, originalBeatmap)
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{
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convertType = PatternType.None;
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if (!Beatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime).KiaiMode)
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convertType = PatternType.LowProbability;
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var distanceData = hitObject as IHasDistance;
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var repeatsData = hitObject as IHasRepeats;
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spanCount = repeatsData?.SpanCount() ?? 1;
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TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(hitObject.StartTime);
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DifficultyControlPoint difficultyPoint = beatmap.ControlPointInfo.DifficultyPointAt(hitObject.StartTime);
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// The true distance, accounting for any repeats
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double distance = (distanceData?.Distance ?? 0) * spanCount;
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// The velocity of the osu! hit object - calculated as the velocity of a slider
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double osuVelocity = osu_base_scoring_distance * beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier / timingPoint.BeatLength;
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// The duration of the osu! hit object
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double osuDuration = distance / osuVelocity;
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EndTime = hitObject.StartTime + osuDuration;
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SegmentDuration = (EndTime - HitObject.StartTime) / spanCount;
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}
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public override IEnumerable<Pattern> Generate()
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{
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var originalPattern = generate();
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if (originalPattern.HitObjects.Count() == 1)
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{
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yield return originalPattern;
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yield break;
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}
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// We need to split the intermediate pattern into two new patterns:
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// 1. A pattern containing all objects that do not end at our EndTime.
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// 2. A pattern containing all objects that end at our EndTime. This will be used for further pattern generation.
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var intermediatePattern = new Pattern();
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var endTimePattern = new Pattern();
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foreach (var obj in originalPattern.HitObjects)
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{
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if (!Precision.AlmostEquals(EndTime, obj.GetEndTime()))
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intermediatePattern.Add(obj);
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else
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endTimePattern.Add(obj);
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}
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yield return intermediatePattern;
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yield return endTimePattern;
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}
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private Pattern generate()
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{
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if (TotalColumns == 1)
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{
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var pattern = new Pattern();
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addToPattern(pattern, 0, HitObject.StartTime, EndTime);
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return pattern;
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}
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if (spanCount > 1)
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{
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if (SegmentDuration <= 90)
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return generateRandomHoldNotes(HitObject.StartTime, 1);
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if (SegmentDuration <= 120)
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{
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convertType |= PatternType.ForceNotStack;
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return generateRandomNotes(HitObject.StartTime, spanCount + 1);
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}
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if (SegmentDuration <= 160)
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return generateStair(HitObject.StartTime);
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if (SegmentDuration <= 200 && ConversionDifficulty > 3)
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return generateRandomMultipleNotes(HitObject.StartTime);
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double duration = EndTime - HitObject.StartTime;
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if (duration >= 4000)
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return generateNRandomNotes(HitObject.StartTime, 0.23, 0, 0);
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if (SegmentDuration > 400 && spanCount < TotalColumns - 1 - RandomStart)
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return generateTiledHoldNotes(HitObject.StartTime);
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return generateHoldAndNormalNotes(HitObject.StartTime);
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}
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if (SegmentDuration <= 110)
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{
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if (PreviousPattern.ColumnWithObjects < TotalColumns)
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convertType |= PatternType.ForceNotStack;
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else
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convertType &= ~PatternType.ForceNotStack;
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return generateRandomNotes(HitObject.StartTime, SegmentDuration < 80 ? 1 : 2);
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}
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if (ConversionDifficulty > 6.5)
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{
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if (convertType.HasFlag(PatternType.LowProbability))
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return generateNRandomNotes(HitObject.StartTime, 0.78, 0.3, 0);
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return generateNRandomNotes(HitObject.StartTime, 0.85, 0.36, 0.03);
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}
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if (ConversionDifficulty > 4)
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{
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if (convertType.HasFlag(PatternType.LowProbability))
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return generateNRandomNotes(HitObject.StartTime, 0.43, 0.08, 0);
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return generateNRandomNotes(HitObject.StartTime, 0.56, 0.18, 0);
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}
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if (ConversionDifficulty > 2.5)
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{
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if (convertType.HasFlag(PatternType.LowProbability))
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return generateNRandomNotes(HitObject.StartTime, 0.3, 0, 0);
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return generateNRandomNotes(HitObject.StartTime, 0.37, 0.08, 0);
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}
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if (convertType.HasFlag(PatternType.LowProbability))
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return generateNRandomNotes(HitObject.StartTime, 0.17, 0, 0);
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return generateNRandomNotes(HitObject.StartTime, 0.27, 0, 0);
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}
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/// <summary>
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/// Generates random hold notes that start at an span the same amount of rows.
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/// </summary>
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/// <param name="startTime">Start time of each hold note.</param>
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/// <param name="noteCount">Number of hold notes.</param>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateRandomHoldNotes(double startTime, int noteCount)
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{
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// - - - -
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// ■ - ■ ■
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// □ - □ □
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// ■ - ■ ■
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var pattern = new Pattern();
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int usableColumns = TotalColumns - RandomStart - PreviousPattern.ColumnWithObjects;
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int nextColumn = GetRandomColumn();
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for (int i = 0; i < Math.Min(usableColumns, noteCount); i++)
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{
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// Find available column
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nextColumn = FindAvailableColumn(nextColumn, pattern, PreviousPattern);
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addToPattern(pattern, nextColumn, startTime, EndTime);
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}
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// This is can't be combined with the above loop due to RNG
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for (int i = 0; i < noteCount - usableColumns; i++)
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{
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nextColumn = FindAvailableColumn(nextColumn, pattern);
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addToPattern(pattern, nextColumn, startTime, EndTime);
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}
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return pattern;
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}
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/// <summary>
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/// Generates random notes, with one note per row and no stacking.
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/// </summary>
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/// <param name="startTime">The start time.</param>
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/// <param name="noteCount">The number of notes.</param>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateRandomNotes(double startTime, int noteCount)
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{
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// - - - -
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// x - - -
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// - - x -
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// - - - x
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// x - - -
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var pattern = new Pattern();
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if (convertType.HasFlag(PatternType.ForceNotStack) && PreviousPattern.ColumnWithObjects < TotalColumns)
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nextColumn = FindAvailableColumn(nextColumn, PreviousPattern);
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int lastColumn = nextColumn;
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for (int i = 0; i < noteCount; i++)
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{
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addToPattern(pattern, nextColumn, startTime, startTime);
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nextColumn = FindAvailableColumn(nextColumn, validation: c => c != lastColumn);
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lastColumn = nextColumn;
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startTime += SegmentDuration;
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}
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return pattern;
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}
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/// <summary>
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/// Generates a stair of notes, with one note per row.
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/// </summary>
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/// <param name="startTime">The start time.</param>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateStair(double startTime)
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{
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// - - - -
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// x - - -
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// - x - -
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// - - x -
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// - - - x
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// - - x -
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// - x - -
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// x - - -
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var pattern = new Pattern();
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int column = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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bool increasing = Random.NextDouble() > 0.5;
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for (int i = 0; i <= spanCount; i++)
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{
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addToPattern(pattern, column, startTime, startTime);
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startTime += SegmentDuration;
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// Check if we're at the borders of the stage, and invert the pattern if so
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if (increasing)
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{
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if (column >= TotalColumns - 1)
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{
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increasing = false;
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column--;
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}
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else
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column++;
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}
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else
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{
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if (column <= RandomStart)
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{
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increasing = true;
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column++;
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}
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else
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column--;
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}
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}
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return pattern;
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}
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/// <summary>
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/// Generates random notes with 1-2 notes per row and no stacking.
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/// </summary>
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/// <param name="startTime">The start time.</param>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateRandomMultipleNotes(double startTime)
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{
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// - - - -
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// x - - -
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// - x x -
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// - - - x
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// x - x -
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var pattern = new Pattern();
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bool legacy = TotalColumns >= 4 && TotalColumns <= 8;
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int interval = Random.Next(1, TotalColumns - (legacy ? 1 : 0));
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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for (int i = 0; i <= spanCount; i++)
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{
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addToPattern(pattern, nextColumn, startTime, startTime);
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nextColumn += interval;
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if (nextColumn >= TotalColumns - RandomStart)
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nextColumn = nextColumn - TotalColumns - RandomStart + (legacy ? 1 : 0);
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nextColumn += RandomStart;
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// If we're in 2K, let's not add many consecutive doubles
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if (TotalColumns > 2)
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addToPattern(pattern, nextColumn, startTime, startTime);
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nextColumn = GetRandomColumn();
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startTime += SegmentDuration;
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}
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return pattern;
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}
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/// <summary>
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/// Generates random hold notes. The amount of hold notes generated is determined by probabilities.
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/// </summary>
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/// <param name="startTime">The hold note start time.</param>
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/// <param name="p2">The probability required for 2 hold notes to be generated.</param>
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/// <param name="p3">The probability required for 3 hold notes to be generated.</param>
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/// <param name="p4">The probability required for 4 hold notes to be generated.</param>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateNRandomNotes(double startTime, double p2, double p3, double p4)
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{
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// - - - -
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// ■ - ■ ■
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// □ - □ □
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// ■ - ■ ■
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switch (TotalColumns)
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{
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case 2:
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p2 = 0;
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p3 = 0;
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p4 = 0;
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break;
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case 3:
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p2 = Math.Min(p2, 0.1);
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p3 = 0;
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p4 = 0;
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break;
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case 4:
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p2 = Math.Min(p2, 0.3);
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p3 = Math.Min(p3, 0.04);
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p4 = 0;
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break;
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case 5:
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p2 = Math.Min(p2, 0.34);
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p3 = Math.Min(p3, 0.1);
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p4 = Math.Min(p4, 0.03);
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break;
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}
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static bool isDoubleSample(HitSampleInfo sample) => sample.Name == HitSampleInfo.HIT_CLAP || sample.Name == HitSampleInfo.HIT_FINISH;
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bool canGenerateTwoNotes = !convertType.HasFlag(PatternType.LowProbability);
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canGenerateTwoNotes &= HitObject.Samples.Any(isDoubleSample) || sampleInfoListAt(HitObject.StartTime).Any(isDoubleSample);
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if (canGenerateTwoNotes)
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p2 = 1;
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return generateRandomHoldNotes(startTime, GetRandomNoteCount(p2, p3, p4));
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}
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/// <summary>
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/// Generates tiled hold notes. You can think of this as a stair of hold notes.
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/// </summary>
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/// <param name="startTime">The first hold note start time.</param>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateTiledHoldNotes(double startTime)
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{
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// - - - -
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// ■ ■ ■ ■
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// □ □ □ □
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// □ □ □ □
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// □ □ □ ■
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// □ □ ■ -
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// □ ■ - -
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// ■ - - -
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var pattern = new Pattern();
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int columnRepeat = Math.Min(spanCount, TotalColumns);
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if (convertType.HasFlag(PatternType.ForceNotStack) && PreviousPattern.ColumnWithObjects < TotalColumns)
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nextColumn = FindAvailableColumn(nextColumn, PreviousPattern);
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for (int i = 0; i < columnRepeat; i++)
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{
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nextColumn = FindAvailableColumn(nextColumn, pattern);
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addToPattern(pattern, nextColumn, startTime, EndTime);
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startTime += SegmentDuration;
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}
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return pattern;
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}
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/// <summary>
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/// Generates a hold note alongside normal notes.
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/// </summary>
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/// <param name="startTime">The start time of notes.</param>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateHoldAndNormalNotes(double startTime)
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{
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// - - - -
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// ■ x x -
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// ■ - x x
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// ■ x - x
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// ■ - x x
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var pattern = new Pattern();
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int holdColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if (convertType.HasFlag(PatternType.ForceNotStack) && PreviousPattern.ColumnWithObjects < TotalColumns)
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holdColumn = FindAvailableColumn(holdColumn, PreviousPattern);
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// Create the hold note
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addToPattern(pattern, holdColumn, startTime, EndTime);
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int nextColumn = GetRandomColumn();
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int noteCount;
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if (ConversionDifficulty > 6.5)
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noteCount = GetRandomNoteCount(0.63, 0);
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else if (ConversionDifficulty > 4)
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noteCount = GetRandomNoteCount(TotalColumns < 6 ? 0.12 : 0.45, 0);
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else if (ConversionDifficulty > 2.5)
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noteCount = GetRandomNoteCount(TotalColumns < 6 ? 0 : 0.24, 0);
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else
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noteCount = 0;
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noteCount = Math.Min(TotalColumns - 1, noteCount);
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bool ignoreHead = !sampleInfoListAt(startTime).Any(s => s.Name == HitSampleInfo.HIT_WHISTLE || s.Name == HitSampleInfo.HIT_FINISH || s.Name == HitSampleInfo.HIT_CLAP);
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var rowPattern = new Pattern();
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for (int i = 0; i <= spanCount; i++)
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{
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if (!(ignoreHead && startTime == HitObject.StartTime))
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{
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for (int j = 0; j < noteCount; j++)
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{
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nextColumn = FindAvailableColumn(nextColumn, validation: c => c != holdColumn, patterns: rowPattern);
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addToPattern(rowPattern, nextColumn, startTime, startTime);
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}
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}
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pattern.Add(rowPattern);
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rowPattern.Clear();
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startTime += SegmentDuration;
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}
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return pattern;
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}
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/// <summary>
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/// Retrieves the sample info list at a point in time.
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/// </summary>
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/// <param name="time">The time to retrieve the sample info list from.</param>
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/// <returns></returns>
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private IList<HitSampleInfo> sampleInfoListAt(double time)
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{
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if (!(HitObject is IHasCurve curveData))
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return HitObject.Samples;
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double segmentTime = (EndTime - HitObject.StartTime) / spanCount;
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int index = (int)(segmentTime == 0 ? 0 : (time - HitObject.StartTime) / segmentTime);
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return curveData.NodeSamples[index];
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}
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/// <summary>
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/// Constructs and adds a note to a pattern.
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/// </summary>
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/// <param name="pattern">The pattern to add to.</param>
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/// <param name="column">The column to add the note to.</param>
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/// <param name="startTime">The start time of the note.</param>
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/// <param name="endTime">The end time of the note (set to <paramref name="startTime"/> for a non-hold note).</param>
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private void addToPattern(Pattern pattern, int column, double startTime, double endTime)
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{
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ManiaHitObject newObject;
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if (startTime == endTime)
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{
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newObject = new Note
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{
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StartTime = startTime,
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Samples = sampleInfoListAt(startTime),
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Column = column
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};
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}
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else
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{
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var holdNote = new HoldNote
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{
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StartTime = startTime,
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Column = column,
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Duration = endTime - startTime,
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Head = { Samples = sampleInfoListAt(startTime) },
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Tail = { Samples = sampleInfoListAt(endTime) }
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};
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newObject = holdNote;
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}
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pattern.Add(newObject);
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}
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}
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}
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