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215 lines
9.8 KiB
C#
215 lines
9.8 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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#nullable disable
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using System;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Utils;
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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 legacy hit objects.
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/// </summary>
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internal abstract class PatternGenerator : Patterns.PatternGenerator
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{
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/// <summary>
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/// The column index at which to start generating random notes.
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/// </summary>
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protected readonly int RandomStart;
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/// <summary>
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/// The random number generator to use.
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/// </summary>
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protected readonly LegacyRandom Random;
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/// <summary>
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/// The beatmap which <see cref="HitObject"/> is being converted from.
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/// </summary>
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protected readonly IBeatmap OriginalBeatmap;
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protected PatternGenerator(LegacyRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, IBeatmap originalBeatmap)
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: base(hitObject, beatmap, previousPattern)
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{
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if (random == null) throw new ArgumentNullException(nameof(random));
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if (originalBeatmap == null) throw new ArgumentNullException(nameof(originalBeatmap));
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Random = random;
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OriginalBeatmap = originalBeatmap;
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RandomStart = TotalColumns == 8 ? 1 : 0;
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}
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/// <summary>
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/// Converts an x-position into a column.
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/// </summary>
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/// <param name="position">The x-position.</param>
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/// <param name="allowSpecial">Whether to treat as 7K + 1.</param>
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/// <returns>The column.</returns>
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protected int GetColumn(float position, bool allowSpecial = false)
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{
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if (allowSpecial && TotalColumns == 8)
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{
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const float local_x_divisor = 512f / 7;
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return Math.Clamp((int)MathF.Floor(position / local_x_divisor), 0, 6) + 1;
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}
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float localXDivisor = 512f / TotalColumns;
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return Math.Clamp((int)MathF.Floor(position / localXDivisor), 0, TotalColumns - 1);
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}
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/// <summary>
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/// Generates a count of notes to be generated from probabilities.
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/// </summary>
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/// <param name="p2">Probability for 2 notes to be generated.</param>
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/// <param name="p3">Probability for 3 notes to be generated.</param>
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/// <param name="p4">Probability for 4 notes to be generated.</param>
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/// <param name="p5">Probability for 5 notes to be generated.</param>
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/// <param name="p6">Probability for 6 notes to be generated.</param>
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/// <returns>The amount of notes to be generated.</returns>
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protected int GetRandomNoteCount(double p2, double p3, double p4 = 0, double p5 = 0, double p6 = 0)
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{
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if (p2 < 0 || p2 > 1) throw new ArgumentOutOfRangeException(nameof(p2));
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if (p3 < 0 || p3 > 1) throw new ArgumentOutOfRangeException(nameof(p3));
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if (p4 < 0 || p4 > 1) throw new ArgumentOutOfRangeException(nameof(p4));
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if (p5 < 0 || p5 > 1) throw new ArgumentOutOfRangeException(nameof(p5));
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if (p6 < 0 || p6 > 1) throw new ArgumentOutOfRangeException(nameof(p6));
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double val = Random.NextDouble();
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if (val >= 1 - p6)
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return 6;
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if (val >= 1 - p5)
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return 5;
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if (val >= 1 - p4)
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return 4;
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if (val >= 1 - p3)
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return 3;
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return val >= 1 - p2 ? 2 : 1;
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}
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private double? conversionDifficulty;
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/// <summary>
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/// A difficulty factor used for various conversion methods from osu!stable.
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/// </summary>
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protected double ConversionDifficulty
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{
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get
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{
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if (conversionDifficulty != null)
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return conversionDifficulty.Value;
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HitObject lastObject = OriginalBeatmap.HitObjects.LastOrDefault();
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HitObject firstObject = OriginalBeatmap.HitObjects.FirstOrDefault();
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// Drain time in seconds
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int drainTime = (int)(((lastObject?.StartTime ?? 0) - (firstObject?.StartTime ?? 0) - OriginalBeatmap.TotalBreakTime) / 1000);
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if (drainTime == 0)
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drainTime = 10000;
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IBeatmapDifficultyInfo difficulty = OriginalBeatmap.Difficulty;
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conversionDifficulty = ((difficulty.DrainRate + Math.Clamp(difficulty.ApproachRate, 4, 7)) / 1.5 + (double)OriginalBeatmap.HitObjects.Count / drainTime * 9f) / 38f * 5f / 1.15;
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conversionDifficulty = Math.Min(conversionDifficulty.Value, 12);
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return conversionDifficulty.Value;
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}
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}
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/// <summary>
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/// Finds a new column in which a <see cref="HitObject"/> can be placed.
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/// This uses <see cref="GetRandomColumn"/> to pick the next candidate column.
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/// </summary>
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/// <param name="initialColumn">The initial column to test. This may be returned if it is already a valid column.</param>
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/// <param name="patterns">A list of patterns for which the validity of a column should be checked against.
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/// A column is not a valid candidate if a <see cref="HitObject"/> occupies the same column in any of the patterns.</param>
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/// <returns>A column for which there are no <see cref="HitObject"/>s in any of <paramref name="patterns"/> occupying the same column.</returns>
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/// <exception cref="NotEnoughColumnsException">If there are no valid candidate columns.</exception>
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protected int FindAvailableColumn(int initialColumn, params Pattern[] patterns)
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=> FindAvailableColumn(initialColumn, null, patterns: patterns);
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/// <summary>
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/// Finds a new column in which a <see cref="HitObject"/> can be placed.
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/// </summary>
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/// <param name="initialColumn">The initial column to test. This may be returned if it is already a valid column.</param>
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/// <param name="nextColumn">A function to retrieve the next column. If null, a randomisation scheme will be used.</param>
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/// <param name="validation">A function to perform additional validation checks to determine if a column is a valid candidate for a <see cref="HitObject"/>.</param>
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/// <param name="lowerBound">The minimum column index. If null, <see cref="RandomStart"/> is used.</param>
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/// <param name="upperBound">The maximum column index. If null, <see cref="Patterns.PatternGenerator.TotalColumns">TotalColumns</see> is used.</param>
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/// <param name="patterns">A list of patterns for which the validity of a column should be checked against.
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/// A column is not a valid candidate if a <see cref="HitObject"/> occupies the same column in any of the patterns.</param>
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/// <returns>A column which has passed the <paramref name="validation"/> check and for which there are no
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/// <see cref="HitObject"/>s in any of <paramref name="patterns"/> occupying the same column.</returns>
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/// <exception cref="NotEnoughColumnsException">If there are no valid candidate columns.</exception>
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protected int FindAvailableColumn(int initialColumn, int? lowerBound = null, int? upperBound = null, Func<int, int> nextColumn = null, [InstantHandle] Func<int, bool> validation = null,
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params Pattern[] patterns)
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{
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lowerBound ??= RandomStart;
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upperBound ??= TotalColumns;
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nextColumn ??= _ => GetRandomColumn(lowerBound, upperBound);
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// Check for the initial column
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if (isValid(initialColumn))
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return initialColumn;
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// Ensure that we have at least one free column, so that an endless loop is avoided
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bool hasValidColumns = false;
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for (int i = lowerBound.Value; i < upperBound.Value; i++)
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{
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hasValidColumns = isValid(i);
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if (hasValidColumns)
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break;
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}
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if (!hasValidColumns)
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throw new NotEnoughColumnsException();
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// Iterate until a valid column is found. This is a random iteration in the default case.
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do
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{
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initialColumn = nextColumn(initialColumn);
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} while (!isValid(initialColumn));
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return initialColumn;
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bool isValid(int column)
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{
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if (validation?.Invoke(column) == false)
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return false;
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foreach (var p in patterns)
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{
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if (p.ColumnHasObject(column))
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return false;
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}
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return true;
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}
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}
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/// <summary>
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/// Returns a random column index in the range [<paramref name="lowerBound"/>, <paramref name="upperBound"/>).
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/// </summary>
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/// <param name="lowerBound">The minimum column index. If null, <see cref="RandomStart"/> is used.</param>
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/// <param name="upperBound">The maximum column index. If null, <see cref="Patterns.PatternGenerator.TotalColumns"/> is used.</param>
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protected int GetRandomColumn(int? lowerBound = null, int? upperBound = null) => Random.Next(lowerBound ?? RandomStart, upperBound ?? TotalColumns);
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/// <summary>
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/// Occurs when mania conversion is stuck in an infinite loop unable to find columns to place new hitobjects in.
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/// </summary>
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public class NotEnoughColumnsException : Exception
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{
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public NotEnoughColumnsException()
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: base("There were not enough columns to complete conversion.")
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{
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}
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}
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}
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}
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