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134 lines
5.1 KiB
C#
134 lines
5.1 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Users;
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namespace osu.Game.Rulesets.Mania.Replays
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{
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internal class ManiaAutoGenerator : AutoGenerator<ManiaHitObject>
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{
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private const double release_delay = 20;
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private readonly int availableColumns;
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public ManiaAutoGenerator(Beatmap<ManiaHitObject> beatmap, int availableColumns)
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: base(beatmap)
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{
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this.availableColumns = availableColumns;
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Replay = new Replay { User = new User { Username = @"Autoplay" } };
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}
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protected Replay Replay;
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public override Replay Generate()
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{
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// Todo: Realistically this shouldn't be needed, but the first frame is skipped with the way replays are currently handled
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Replay.Frames.Add(new ReplayFrame(-100000, null, null, ReplayButtonState.None));
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double[] holdEndTimes = new double[availableColumns];
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for (int i = 0; i < availableColumns; i++)
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holdEndTimes[i] = double.NegativeInfinity;
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// Notes are handled row-by-row
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foreach (var objGroup in Beatmap.HitObjects.GroupBy(h => h.StartTime))
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{
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double groupTime = objGroup.Key;
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int activeColumns = 0;
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// Get the previously held-down active columns
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for (int i = 0; i < availableColumns; i++)
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{
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if (holdEndTimes[i] > groupTime)
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activeColumns |= 1 << i;
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}
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// Add on the group columns, keeping track of the held notes for the next rows
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foreach (var obj in objGroup)
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{
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var holdNote = obj as HoldNote;
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if (holdNote != null)
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holdEndTimes[obj.Column] = Math.Max(holdEndTimes[obj.Column], holdNote.EndTime);
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activeColumns |= 1 << obj.Column;
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}
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Replay.Frames.Add(new ReplayFrame(groupTime, activeColumns, null, ReplayButtonState.None));
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// Add the release frames. We can't do this with the loop above because we need activeColumns to be fully populated
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foreach (var obj in objGroup.GroupBy(h => (h as IHasEndTime)?.EndTime ?? h.StartTime + release_delay).OrderBy(h => h.Key))
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{
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var groupEndTime = obj.Key;
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int activeColumnsAtEnd = 0;
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for (int i = 0; i < availableColumns; i++)
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{
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if (holdEndTimes[i] > groupEndTime)
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activeColumnsAtEnd |= 1 << i;
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}
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Replay.Frames.Add(new ReplayFrame(groupEndTime, activeColumnsAtEnd, 0, ReplayButtonState.None));
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}
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}
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Replay.Frames = Replay.Frames
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// Pick the maximum activeColumns for all frames at the same time
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.GroupBy(f => f.Time)
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.Select(g => new ReplayFrame(g.First().Time, maxMouseX(g), 0, ReplayButtonState.None))
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// The addition of release frames above maybe result in unordered frames, but we need them ordered
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.OrderBy(f => f.Time)
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.ToList();
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return Replay;
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}
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/// <summary>
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/// Finds the maximum <see cref="ReplayFrame.MouseX"/> by count of bits from a grouping of <see cref="ReplayFrame"/>s.
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/// </summary>
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/// <param name="group">The <see cref="ReplayFrame"/> grouping to search.</param>
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/// <returns>The maximum <see cref="ReplayFrame.MouseX"/> by count of bits.</returns>
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private float maxMouseX(IGrouping<double, ReplayFrame> group)
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{
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int currentCount = -1;
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int currentMax = 0;
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foreach (var val in group)
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{
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int newCount = countBits((int)(val.MouseX ?? 0));
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if (newCount > currentCount)
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{
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currentCount = newCount;
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currentMax = (int)(val.MouseX ?? 0);
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}
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}
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return currentMax;
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}
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/// <summary>
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/// Counts the number of bits set in a value.
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/// </summary>
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/// <param name="value">The value to count.</param>
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/// <returns>The number of set bits.</returns>
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private int countBits(int value)
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{
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int count = 0;
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while (value > 0)
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{
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if ((value & 1) > 0)
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count++;
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value >>= 1;
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}
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return count;
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}
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}
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}
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