mirror of
https://github.com/ppy/osu.git
synced 2024-12-16 01:45:35 +08:00
260 lines
12 KiB
C#
260 lines
12 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;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using osu.Framework.Graphics;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.Objects.Types;
|
|
using osu.Game.Rulesets.Osu.Objects;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Beatmaps
|
|
{
|
|
public class OsuBeatmapProcessor : BeatmapProcessor
|
|
{
|
|
private const int stack_distance = 3;
|
|
|
|
public OsuBeatmapProcessor(IBeatmap beatmap)
|
|
: base(beatmap)
|
|
{
|
|
}
|
|
|
|
public override void PreProcess()
|
|
{
|
|
IHasComboInformation? lastObj = null;
|
|
|
|
// For sanity, ensures that both the first hitobject and the first hitobject after a spinner start a new combo.
|
|
// This is normally enforced by the legacy decoder, but is not enforced by the editor.
|
|
foreach (var obj in Beatmap.HitObjects.OfType<IHasComboInformation>())
|
|
{
|
|
if (obj is not Spinner && (lastObj == null || lastObj is Spinner))
|
|
obj.NewCombo = true;
|
|
lastObj = obj;
|
|
}
|
|
|
|
base.PreProcess();
|
|
}
|
|
|
|
public override void PostProcess()
|
|
{
|
|
base.PostProcess();
|
|
|
|
var hitObjects = Beatmap.HitObjects as List<OsuHitObject> ?? Beatmap.HitObjects.OfType<OsuHitObject>().ToList();
|
|
|
|
if (hitObjects.Count > 0)
|
|
{
|
|
// Reset stacking
|
|
foreach (var h in hitObjects)
|
|
h.StackHeight = 0;
|
|
|
|
if (Beatmap.BeatmapInfo.BeatmapVersion >= 6)
|
|
applyStacking(Beatmap.BeatmapInfo, hitObjects, 0, hitObjects.Count - 1);
|
|
else
|
|
applyStackingOld(Beatmap.BeatmapInfo, hitObjects);
|
|
}
|
|
}
|
|
|
|
private void applyStacking(BeatmapInfo beatmapInfo, List<OsuHitObject> hitObjects, int startIndex, int endIndex)
|
|
{
|
|
ArgumentOutOfRangeException.ThrowIfGreaterThan(startIndex, endIndex);
|
|
ArgumentOutOfRangeException.ThrowIfNegative(startIndex);
|
|
ArgumentOutOfRangeException.ThrowIfNegative(endIndex);
|
|
|
|
int extendedEndIndex = endIndex;
|
|
|
|
if (endIndex < hitObjects.Count - 1)
|
|
{
|
|
// Extend the end index to include objects they are stacked on
|
|
for (int i = endIndex; i >= startIndex; i--)
|
|
{
|
|
int stackBaseIndex = i;
|
|
|
|
for (int n = stackBaseIndex + 1; n < hitObjects.Count; n++)
|
|
{
|
|
OsuHitObject stackBaseObject = hitObjects[stackBaseIndex];
|
|
if (stackBaseObject is Spinner) break;
|
|
|
|
OsuHitObject objectN = hitObjects[n];
|
|
if (objectN is Spinner)
|
|
continue;
|
|
|
|
double endTime = stackBaseObject.GetEndTime();
|
|
double stackThreshold = objectN.TimePreempt * beatmapInfo.StackLeniency;
|
|
|
|
if (objectN.StartTime - endTime > stackThreshold)
|
|
// We are no longer within stacking range of the next object.
|
|
break;
|
|
|
|
if (Vector2Extensions.Distance(stackBaseObject.Position, objectN.Position) < stack_distance
|
|
|| (stackBaseObject is Slider && Vector2Extensions.Distance(stackBaseObject.EndPosition, objectN.Position) < stack_distance))
|
|
{
|
|
stackBaseIndex = n;
|
|
|
|
// HitObjects after the specified update range haven't been reset yet
|
|
objectN.StackHeight = 0;
|
|
}
|
|
}
|
|
|
|
if (stackBaseIndex > extendedEndIndex)
|
|
{
|
|
extendedEndIndex = stackBaseIndex;
|
|
if (extendedEndIndex == hitObjects.Count - 1)
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Reverse pass for stack calculation.
|
|
int extendedStartIndex = startIndex;
|
|
|
|
for (int i = extendedEndIndex; i > startIndex; i--)
|
|
{
|
|
int n = i;
|
|
/* We should check every note which has not yet got a stack.
|
|
* Consider the case we have two interwound stacks and this will make sense.
|
|
*
|
|
* o <-1 o <-2
|
|
* o <-3 o <-4
|
|
*
|
|
* We first process starting from 4 and handle 2,
|
|
* then we come backwards on the i loop iteration until we reach 3 and handle 1.
|
|
* 2 and 1 will be ignored in the i loop because they already have a stack value.
|
|
*/
|
|
|
|
OsuHitObject objectI = hitObjects[i];
|
|
if (objectI.StackHeight != 0 || objectI is Spinner) continue;
|
|
|
|
double stackThreshold = objectI.TimePreempt * beatmapInfo.StackLeniency;
|
|
|
|
/* If this object is a hitcircle, then we enter this "special" case.
|
|
* It either ends with a stack of hitcircles only, or a stack of hitcircles that are underneath a slider.
|
|
* Any other case is handled by the "is Slider" code below this.
|
|
*/
|
|
if (objectI is HitCircle)
|
|
{
|
|
while (--n >= 0)
|
|
{
|
|
OsuHitObject objectN = hitObjects[n];
|
|
if (objectN is Spinner) continue;
|
|
|
|
double endTime = objectN.GetEndTime();
|
|
|
|
if (objectI.StartTime - endTime > stackThreshold)
|
|
// We are no longer within stacking range of the previous object.
|
|
break;
|
|
|
|
// HitObjects before the specified update range haven't been reset yet
|
|
if (n < extendedStartIndex)
|
|
{
|
|
objectN.StackHeight = 0;
|
|
extendedStartIndex = n;
|
|
}
|
|
|
|
/* This is a special case where hticircles are moved DOWN and RIGHT (negative stacking) if they are under the *last* slider in a stacked pattern.
|
|
* o==o <- slider is at original location
|
|
* o <- hitCircle has stack of -1
|
|
* o <- hitCircle has stack of -2
|
|
*/
|
|
if (objectN is Slider && Vector2Extensions.Distance(objectN.EndPosition, objectI.Position) < stack_distance)
|
|
{
|
|
int offset = objectI.StackHeight - objectN.StackHeight + 1;
|
|
|
|
for (int j = n + 1; j <= i; j++)
|
|
{
|
|
// For each object which was declared under this slider, we will offset it to appear *below* the slider end (rather than above).
|
|
OsuHitObject objectJ = hitObjects[j];
|
|
if (Vector2Extensions.Distance(objectN.EndPosition, objectJ.Position) < stack_distance)
|
|
objectJ.StackHeight -= offset;
|
|
}
|
|
|
|
// We have hit a slider. We should restart calculation using this as the new base.
|
|
// Breaking here will mean that the slider still has StackCount of 0, so will be handled in the i-outer-loop.
|
|
break;
|
|
}
|
|
|
|
if (Vector2Extensions.Distance(objectN.Position, objectI.Position) < stack_distance)
|
|
{
|
|
// Keep processing as if there are no sliders. If we come across a slider, this gets cancelled out.
|
|
//NOTE: Sliders with start positions stacking are a special case that is also handled here.
|
|
|
|
objectN.StackHeight = objectI.StackHeight + 1;
|
|
objectI = objectN;
|
|
}
|
|
}
|
|
}
|
|
else if (objectI is Slider)
|
|
{
|
|
/* We have hit the first slider in a possible stack.
|
|
* From this point on, we ALWAYS stack positive regardless.
|
|
*/
|
|
while (--n >= startIndex)
|
|
{
|
|
OsuHitObject objectN = hitObjects[n];
|
|
if (objectN is Spinner) continue;
|
|
|
|
if (objectI.StartTime - objectN.StartTime > stackThreshold)
|
|
// We are no longer within stacking range of the previous object.
|
|
break;
|
|
|
|
if (Vector2Extensions.Distance(objectN.EndPosition, objectI.Position) < stack_distance)
|
|
{
|
|
objectN.StackHeight = objectI.StackHeight + 1;
|
|
objectI = objectN;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void applyStackingOld(BeatmapInfo beatmapInfo, List<OsuHitObject> hitObjects)
|
|
{
|
|
for (int i = 0; i < hitObjects.Count; i++)
|
|
{
|
|
OsuHitObject currHitObject = hitObjects[i];
|
|
|
|
if (currHitObject.StackHeight != 0 && !(currHitObject is Slider))
|
|
continue;
|
|
|
|
double startTime = currHitObject.GetEndTime();
|
|
int sliderStack = 0;
|
|
|
|
for (int j = i + 1; j < hitObjects.Count; j++)
|
|
{
|
|
double stackThreshold = hitObjects[i].TimePreempt * beatmapInfo.StackLeniency;
|
|
|
|
if (hitObjects[j].StartTime - stackThreshold > startTime)
|
|
break;
|
|
|
|
// The start position of the hitobject, or the position at the end of the path if the hitobject is a slider
|
|
Vector2 position2 = currHitObject is Slider currSlider
|
|
? currSlider.Position + currSlider.Path.PositionAt(1)
|
|
: currHitObject.Position;
|
|
|
|
// Note the use of `StartTime` in the code below doesn't match stable's use of `EndTime`.
|
|
// This is because in the stable implementation, `UpdateCalculations` is not called on the inner-loop hitobject (j)
|
|
// and therefore it does not have a correct `EndTime`, but instead the default of `EndTime = StartTime`.
|
|
//
|
|
// Effects of this can be seen on https://osu.ppy.sh/beatmapsets/243#osu/1146 at sliders around 86647 ms, where
|
|
// if we use `EndTime` here it would result in unexpected stacking.
|
|
|
|
if (Vector2Extensions.Distance(hitObjects[j].Position, currHitObject.Position) < stack_distance)
|
|
{
|
|
currHitObject.StackHeight++;
|
|
startTime = hitObjects[j].StartTime;
|
|
}
|
|
else if (Vector2Extensions.Distance(hitObjects[j].Position, position2) < stack_distance)
|
|
{
|
|
// Case for sliders - bump notes down and right, rather than up and left.
|
|
sliderStack++;
|
|
hitObjects[j].StackHeight -= sliderStack;
|
|
startTime = hitObjects[j].StartTime;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|