1
0
mirror of https://github.com/ppy/osu.git synced 2024-09-24 11:27:23 +08:00
osu-lazer/osu.Game.Rulesets.Osu/Edit/Checks/CheckOffscreenObjects.cs
Naxess 448574e7e6 Use WorkingBeatmap instead of IBeatmap
This lets us access things like the background, track, etc. which are necessary for quality and filesize checks.

Also improves the structure of the `CheckBackgroundTest` class in the process.
2021-04-17 17:33:53 +02:00

116 lines
4.3 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 System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Edit.Checks.Components;
using osu.Game.Rulesets.Osu.Objects;
using osuTK;
namespace osu.Game.Rulesets.Osu.Edit.Checks
{
public class CheckOffscreenObjects : ICheck
{
// A close approximation for the bounding box of the screen in gameplay on 4:3 aspect ratio.
// Uses gameplay space coordinates (512 x 384 playfield / 640 x 480 screen area).
// See https://github.com/ppy/osu/pull/12361#discussion_r612199777 for reference.
private const int min_x = -67;
private const int min_y = -60;
private const int max_x = 579;
private const int max_y = 428;
// The amount of milliseconds to step through a slider path at a time
// (higher = more performant, but higher false-negative chance).
private const int path_step_size = 5;
public CheckMetadata Metadata { get; } = new CheckMetadata(CheckCategory.Compose, "Offscreen hitobjects");
public IEnumerable<IssueTemplate> PossibleTemplates => new IssueTemplate[]
{
new IssueTemplateOffscreenCircle(this),
new IssueTemplateOffscreenSlider(this)
};
public IEnumerable<Issue> Run(WorkingBeatmap workingBeatmap)
{
foreach (var hitobject in workingBeatmap.Beatmap.HitObjects)
{
switch (hitobject)
{
case Slider slider:
{
foreach (var issue in sliderIssues(slider))
yield return issue;
break;
}
case HitCircle circle:
{
if (isOffscreen(circle.StackedPosition, circle.Radius))
yield return new IssueTemplateOffscreenCircle(this).Create(circle);
break;
}
}
}
}
/// <summary>
/// Steps through points on the slider to ensure the entire path is on-screen.
/// Returns at most one issue.
/// </summary>
/// <param name="slider">The slider whose path to check.</param>
/// <returns></returns>
private IEnumerable<Issue> sliderIssues(Slider slider)
{
for (int i = 0; i < slider.Distance; i += path_step_size)
{
double progress = i / slider.Distance;
Vector2 position = slider.StackedPositionAt(progress);
if (!isOffscreen(position, slider.Radius))
continue;
// `SpanDuration` ensures we don't include reverses.
double time = slider.StartTime + progress * slider.SpanDuration;
yield return new IssueTemplateOffscreenSlider(this).Create(slider, time);
yield break;
}
// Above loop may skip the last position in the slider due to step size.
if (!isOffscreen(slider.StackedEndPosition, slider.Radius))
yield break;
yield return new IssueTemplateOffscreenSlider(this).Create(slider, slider.EndTime);
}
private bool isOffscreen(Vector2 position, double radius)
{
return position.X - radius < min_x || position.X + radius > max_x ||
position.Y - radius < min_y || position.Y + radius > max_y;
}
public class IssueTemplateOffscreenCircle : IssueTemplate
{
public IssueTemplateOffscreenCircle(ICheck check)
: base(check, IssueType.Problem, "This circle goes offscreen on a 4:3 aspect ratio.")
{
}
public Issue Create(HitCircle circle) => new Issue(circle, this);
}
public class IssueTemplateOffscreenSlider : IssueTemplate
{
public IssueTemplateOffscreenSlider(ICheck check)
: base(check, IssueType.Problem, "This slider goes offscreen here on a 4:3 aspect ratio.")
{
}
public Issue Create(Slider slider, double offscreenTime) => new Issue(slider, this) { Time = offscreenTime };
}
}
}