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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyHitObject.cs
2022-08-15 21:56:03 +09:00

144 lines
7.4 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.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
{
/// <summary>
/// Represents a single hit object in taiko difficulty calculation.
/// </summary>
public class TaikoDifficultyHitObject : DifficultyHitObject
{
/// <summary>
/// The list of all <see cref="TaikoDifficultyHitObject"/> of the same colour as this <see cref="TaikoDifficultyHitObject"/> in the beatmap.
/// </summary>
private readonly IReadOnlyList<TaikoDifficultyHitObject>? monoDifficultyHitObjects;
/// <summary>
/// The index of this <see cref="TaikoDifficultyHitObject"/> in <see cref="monoDifficultyHitObjects"/>.
/// </summary>
public readonly int MonoIndex;
/// <summary>
/// The list of all <see cref="TaikoDifficultyHitObject"/> that is either a regular note or finisher in the beatmap
/// </summary>
private readonly IReadOnlyList<TaikoDifficultyHitObject> noteDifficultyHitObjects;
/// <summary>
/// The index of this <see cref="TaikoDifficultyHitObject"/> in <see cref="noteDifficultyHitObjects"/>.
/// </summary>
public readonly int NoteIndex;
/// <summary>
/// The rhythm required to hit this hit object.
/// </summary>
public readonly TaikoDifficultyHitObjectRhythm Rhythm;
/// <summary>
/// Colour data for this hit object. This is used by colour evaluator to calculate colour difficulty, but can be used
/// by other skills in the future.
/// </summary>
public readonly TaikoDifficultyHitObjectColour Colour;
/// <summary>
/// Creates a new difficulty hit object.
/// </summary>
/// <param name="hitObject">The gameplay <see cref="HitObject"/> associated with this difficulty object.</param>
/// <param name="lastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="hitObject"/>.</param>
/// <param name="lastLastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="lastObject"/>.</param>
/// <param name="clockRate">The rate of the gameplay clock. Modified by speed-changing mods.</param>
/// <param name="objects">The list of all <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
/// <param name="centreHitObjects">The list of centre (don) <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
/// <param name="rimHitObjects">The list of rim (kat) <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
/// <param name="noteObjects">The list of <see cref="DifficultyHitObject"/>s that is a hit (i.e. not a drumroll or swell) in the current beatmap.</param>
/// <param name="index">The position of this <see cref="DifficultyHitObject"/> in the <paramref name="objects"/> list.</param>
public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate,
List<DifficultyHitObject> objects,
List<TaikoDifficultyHitObject> centreHitObjects,
List<TaikoDifficultyHitObject> rimHitObjects,
List<TaikoDifficultyHitObject> noteObjects, int index)
: base(hitObject, lastObject, clockRate, objects, index)
{
noteDifficultyHitObjects = noteObjects;
// Create the Colour object, its properties should be filled in by TaikoDifficultyPreprocessor
Colour = new TaikoDifficultyHitObjectColour();
Rhythm = getClosestRhythm(lastObject, lastLastObject, clockRate);
switch ((hitObject as Hit)?.Type)
{
case HitType.Centre:
MonoIndex = centreHitObjects.Count;
centreHitObjects.Add(this);
monoDifficultyHitObjects = centreHitObjects;
break;
case HitType.Rim:
MonoIndex = rimHitObjects.Count;
rimHitObjects.Add(this);
monoDifficultyHitObjects = rimHitObjects;
break;
}
if (hitObject is Hit)
{
NoteIndex = noteObjects.Count;
noteObjects.Add(this);
}
}
/// <summary>
/// List of most common rhythm changes in taiko maps.
/// </summary>
/// <remarks>
/// The general guidelines for the values are:
/// <list type="bullet">
/// <item>rhythm changes with ratio closer to 1 (that are <i>not</i> 1) are harder to play,</item>
/// <item>speeding up is <i>generally</i> harder than slowing down (with exceptions of rhythm changes requiring a hand switch).</item>
/// </list>
/// </remarks>
private static readonly TaikoDifficultyHitObjectRhythm[] common_rhythms =
{
new TaikoDifficultyHitObjectRhythm(1, 1, 0.0),
new TaikoDifficultyHitObjectRhythm(2, 1, 0.3),
new TaikoDifficultyHitObjectRhythm(1, 2, 0.5),
new TaikoDifficultyHitObjectRhythm(3, 1, 0.3),
new TaikoDifficultyHitObjectRhythm(1, 3, 0.35),
new TaikoDifficultyHitObjectRhythm(3, 2, 0.6), // purposefully higher (requires hand switch in full alternating gameplay style)
new TaikoDifficultyHitObjectRhythm(2, 3, 0.4),
new TaikoDifficultyHitObjectRhythm(5, 4, 0.5),
new TaikoDifficultyHitObjectRhythm(4, 5, 0.7)
};
/// <summary>
/// Returns the closest rhythm change from <see cref="common_rhythms"/> required to hit this object.
/// </summary>
/// <param name="lastObject">The gameplay <see cref="HitObject"/> preceding this one.</param>
/// <param name="lastLastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="lastObject"/>.</param>
/// <param name="clockRate">The rate of the gameplay clock.</param>
private TaikoDifficultyHitObjectRhythm getClosestRhythm(HitObject lastObject, HitObject lastLastObject, double clockRate)
{
double prevLength = (lastObject.StartTime - lastLastObject.StartTime) / clockRate;
double ratio = DeltaTime / prevLength;
return common_rhythms.OrderBy(x => Math.Abs(x.Ratio - ratio)).First();
}
public TaikoDifficultyHitObject? PreviousMono(int backwardsIndex) => monoDifficultyHitObjects?.ElementAtOrDefault(MonoIndex - (backwardsIndex + 1));
public TaikoDifficultyHitObject? NextMono(int forwardsIndex) => monoDifficultyHitObjects?.ElementAtOrDefault(MonoIndex + (forwardsIndex + 1));
public TaikoDifficultyHitObject? PreviousNote(int backwardsIndex) => noteDifficultyHitObjects.ElementAtOrDefault(NoteIndex - (backwardsIndex + 1));
public TaikoDifficultyHitObject? NextNote(int forwardsIndex) => noteDifficultyHitObjects.ElementAtOrDefault(NoteIndex + (forwardsIndex + 1));
}
}