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osu-lazer/osu.Game.Rulesets.Osu/Objects/Slider.cs

278 lines
11 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.
#nullable disable
using osuTK;
using osu.Game.Rulesets.Objects.Types;
using System.Collections.Generic;
using osu.Game.Rulesets.Objects;
using System.Linq;
using System.Threading;
using Newtonsoft.Json;
using osu.Framework.Bindables;
using osu.Framework.Caching;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Legacy;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Objects
{
public class Slider : OsuHitObject, IHasPathWithRepeats, IHasSliderVelocity, IHasGenerateTicks
{
public double EndTime => StartTime + this.SpanCount() * Path.Distance / Velocity;
[JsonIgnore]
public double Duration
{
get => EndTime - StartTime;
set => throw new System.NotSupportedException($"Adjust via {nameof(RepeatCount)} instead"); // can be implemented if/when needed.
}
public override IList<HitSampleInfo> AuxiliarySamples => CreateSlidingSamples().Concat(TailSamples).ToArray();
private readonly Cached<Vector2> endPositionCache = new Cached<Vector2>();
public override Vector2 EndPosition => endPositionCache.IsValid ? endPositionCache.Value : endPositionCache.Value = Position + this.CurvePositionAt(1);
public Vector2 StackedPositionAt(double t) => StackedPosition + this.CurvePositionAt(t);
private readonly SliderPath path = new SliderPath();
public SliderPath Path
{
get => path;
set
{
path.ControlPoints.Clear();
path.ExpectedDistance.Value = null;
if (value != null)
{
path.ControlPoints.AddRange(value.ControlPoints.Select(c => new PathControlPoint(c.Position, c.Type)));
path.ExpectedDistance.Value = value.ExpectedDistance.Value;
}
}
}
public double Distance => Path.Distance;
public override Vector2 Position
{
get => base.Position;
set
{
base.Position = value;
updateNestedPositions();
}
}
/// <summary>
/// The position of the cursor at the point of completion of this <see cref="Slider"/> if it was hit
/// with as few movements as possible. This is set and used by difficulty calculation.
/// </summary>
internal Vector2? LazyEndPosition;
/// <summary>
/// The distance travelled by the cursor upon completion of this <see cref="Slider"/> if it was hit
/// with as few movements as possible. This is set and used by difficulty calculation.
/// </summary>
internal float LazyTravelDistance;
/// <summary>
/// The time taken by the cursor upon completion of this <see cref="Slider"/> if it was hit
/// with as few movements as possible. This is set and used by difficulty calculation.
/// </summary>
internal double LazyTravelTime;
public IList<IList<HitSampleInfo>> NodeSamples { get; set; } = new List<IList<HitSampleInfo>>();
[JsonIgnore]
public IList<HitSampleInfo> TailSamples { get; private set; }
private int repeatCount;
public int RepeatCount
{
get => repeatCount;
set
{
repeatCount = value;
updateNestedPositions();
}
}
/// <summary>
/// The length of one span of this <see cref="Slider"/>.
/// </summary>
public double SpanDuration => Duration / this.SpanCount();
/// <summary>
/// The computed velocity of this <see cref="Slider"/>. This is the amount of path distance travelled in 1 ms.
/// </summary>
public double Velocity { get; private set; }
/// <summary>
/// Spacing between <see cref="SliderTick"/>s of this <see cref="Slider"/>.
/// </summary>
public double TickDistance { get; private set; }
/// <summary>
/// An extra multiplier that affects the number of <see cref="SliderTick"/>s generated by this <see cref="Slider"/>.
/// An increase in this value increases <see cref="TickDistance"/>, which reduces the number of ticks generated.
/// </summary>
public double TickDistanceMultiplier = 1;
/// <summary>
/// Whether this <see cref="Slider"/>'s judgement is fully handled by its nested <see cref="HitObject"/>s.
/// If <c>false</c>, this <see cref="Slider"/> will be judged proportionally to the number of nested <see cref="HitObject"/>s hit.
/// </summary>
public bool OnlyJudgeNestedObjects = true;
public BindableNumber<double> SliderVelocityMultiplierBindable { get; } = new BindableDouble(1)
{
MinValue = 0.1,
MaxValue = 10
};
public double SliderVelocityMultiplier
{
get => SliderVelocityMultiplierBindable.Value;
set => SliderVelocityMultiplierBindable.Value = value;
}
public bool GenerateTicks { get; set; } = true;
[JsonIgnore]
public SliderHeadCircle HeadCircle { get; protected set; }
[JsonIgnore]
public SliderTailCircle TailCircle { get; protected set; }
public Slider()
{
SamplesBindable.CollectionChanged += (_, _) => UpdateNestedSamples();
Path.Version.ValueChanged += _ => updateNestedPositions();
}
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
Velocity = BASE_SCORING_DISTANCE * difficulty.SliderMultiplier / LegacyRulesetExtensions.GetPrecisionAdjustedBeatLength(this, timingPoint, OsuRuleset.SHORT_NAME);
// WARNING: this is intentionally not computed as `BASE_SCORING_DISTANCE * difficulty.SliderMultiplier`
// for backwards compatibility reasons (intentionally introducing floating point errors to match stable).
double scoringDistance = Velocity * timingPoint.BeatLength;
TickDistance = GenerateTicks ? (scoringDistance / difficulty.SliderTickRate * TickDistanceMultiplier) : double.PositiveInfinity;
}
protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
{
base.CreateNestedHitObjects(cancellationToken);
var sliderEvents = SliderEventGenerator.Generate(StartTime, SpanDuration, Velocity, TickDistance, Path.Distance, this.SpanCount(), cancellationToken);
foreach (var e in sliderEvents)
{
switch (e.Type)
{
case SliderEventType.Tick:
AddNested(new SliderTick
{
SpanIndex = e.SpanIndex,
SpanStartTime = e.SpanStartTime,
StartTime = e.Time,
Position = Position + Path.PositionAt(e.PathProgress),
StackHeight = StackHeight,
Scale = Scale,
});
break;
case SliderEventType.Head:
AddNested(HeadCircle = new SliderHeadCircle
{
StartTime = e.Time,
Position = Position,
StackHeight = StackHeight,
});
break;
case SliderEventType.LastTick:
// Of note, we are directly mapping LastTick (instead of `SliderEventType.Tail`) to SliderTailCircle.
// It is required as difficulty calculation and gameplay relies on reading this value.
// (although it is displayed in classic skins, which may be a concern).
// If this is to change, we should revisit this.
AddNested(TailCircle = new SliderTailCircle(this)
{
RepeatIndex = e.SpanIndex,
StartTime = e.Time,
Position = EndPosition,
StackHeight = StackHeight
});
break;
case SliderEventType.Repeat:
AddNested(new SliderRepeat(this)
{
RepeatIndex = e.SpanIndex,
StartTime = StartTime + (e.SpanIndex + 1) * SpanDuration,
Position = Position + Path.PositionAt(e.PathProgress),
StackHeight = StackHeight,
Scale = Scale,
});
break;
}
}
UpdateNestedSamples();
}
private void updateNestedPositions()
{
endPositionCache.Invalidate();
if (HeadCircle != null)
HeadCircle.Position = Position;
if (TailCircle != null)
TailCircle.Position = EndPosition;
}
protected void UpdateNestedSamples()
{
var firstSample = Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_NORMAL)
?? Samples.FirstOrDefault(); // TODO: remove this when guaranteed sort is present for samples (https://github.com/ppy/osu/issues/1933)
var sampleList = new List<HitSampleInfo>();
if (firstSample != null)
sampleList.Add(firstSample.With("slidertick"));
foreach (var tick in NestedHitObjects.OfType<SliderTick>())
tick.Samples = sampleList;
foreach (var repeat in NestedHitObjects.OfType<SliderRepeat>())
repeat.Samples = this.GetNodeSamples(repeat.RepeatIndex + 1);
if (HeadCircle != null)
HeadCircle.Samples = this.GetNodeSamples(0);
// The samples should be attached to the slider tail, however this can only be done if LastTick is removed otherwise they would play earlier than they're intended to.
// (see mapping logic in `CreateNestedHitObjects` above)
//
// For now, the samples are played by the slider itself at the correct end time.
TailSamples = this.GetNodeSamples(repeatCount + 1);
}
public override Judgement CreateJudgement() => OnlyJudgeNestedObjects ? new OsuIgnoreJudgement() : new OsuJudgement();
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
}
}