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270 lines
11 KiB
C#
270 lines
11 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Mods
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{
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public class ModAdaptiveSpeed : Mod, IApplicableToRate, IApplicableToDrawableHitObject, IApplicableToBeatmap, IUpdatableByPlayfield
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{
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public override string Name => "Adaptive Speed";
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public override string Acronym => "AS";
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public override string Description => "Let track speed adapt to you.";
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public override ModType Type => ModType.Fun;
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public override double ScoreMultiplier => 0.5;
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public override bool ValidForMultiplayer => false;
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public override bool ValidForMultiplayerAsFreeMod => false;
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public override Type[] IncompatibleMods => new[] { typeof(ModRateAdjust), typeof(ModTimeRamp), typeof(ModAutoplay) };
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[SettingSource("Initial rate", "The starting speed of the track")]
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public BindableNumber<double> InitialRate { get; } = new BindableDouble
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{
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MinValue = 0.5,
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MaxValue = 2,
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Default = 1,
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Value = 1,
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Precision = 0.01
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};
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[SettingSource("Adjust pitch", "Should pitch be adjusted with speed")]
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public BindableBool AdjustPitch { get; } = new BindableBool
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{
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Default = true,
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Value = true
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};
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/// <summary>
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/// The instantaneous rate of the track.
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/// Every frame this mod will attempt to smoothly adjust this to meet <see cref="targetRate"/>.
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/// </summary>
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public BindableNumber<double> SpeedChange { get; } = new BindableDouble
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{
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MinValue = min_allowable_rate,
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MaxValue = max_allowable_rate,
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Default = 1,
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Value = 1
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};
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// The two constants below denote the maximum allowable range of rates that `SpeedChange` can take.
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// The range is purposefully wider than the range of values that `InitialRate` allows
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// in order to give some leeway for change even when extreme initial rates are chosen.
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private const double min_allowable_rate = 0.4d;
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private const double max_allowable_rate = 2.5d;
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// The two constants below denote the maximum allowable change in rate caused by a single hit
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// This prevents sudden jolts caused by a badly-timed hit.
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private const double min_allowable_rate_change = 0.9d;
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private const double max_allowable_rate_change = 1.11d;
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// Apply a fixed rate change when missing, allowing the player to catch up when the rate is too fast.
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private const double rate_change_on_miss = 0.95d;
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private IAdjustableAudioComponent? track;
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private double targetRate = 1d;
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/// <summary>
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/// The number of most recent track rates (approximated from how early/late each object was hit relative to the previous object)
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/// which should be averaged to calculate <see cref="targetRate"/>.
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/// </summary>
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private const int recent_rate_count = 8;
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/// <summary>
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/// Stores the most recent <see cref="recent_rate_count"/> approximated track rates
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/// which are averaged to calculate the value of <see cref="targetRate"/>.
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/// </summary>
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/// <remarks>
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/// This list is used as a double-ended queue with fixed capacity
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/// (items can be enqueued/dequeued at either end of the list).
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/// When time is elapsing forward, items are dequeued from the start and enqueued onto the end of the list.
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/// When time is being rewound, items are dequeued from the end and enqueued onto the start of the list.
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/// </remarks>
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/// <example>
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/// <para>
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/// The track rate approximation is calculated as follows:
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/// </para>
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/// <para>
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/// Consider a hitobject which ends at 1000ms, and assume that its preceding hitobject ends at 500ms.
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/// This gives a time difference of 1000 - 500 = 500ms.
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/// </para>
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/// <para>
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/// Now assume that the user hit this object at 980ms rather than 1000ms.
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/// When compared to the preceding hitobject, this gives 980 - 500 = 480ms.
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/// </para>
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/// <para>
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/// With the above assumptions, the player is rushing / hitting early, which means that the track should speed up to match.
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/// Therefore, the approximated target rate for this object would be equal to 500 / 480 * <see cref="InitialRate"/>.
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/// </para>
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/// </example>
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private readonly List<double> recentRates = Enumerable.Repeat(1d, recent_rate_count).ToList();
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/// <summary>
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/// For each given <see cref="HitObject"/> in the map, this dictionary maps the object onto the latest end time of any other object
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/// that precedes the end time of the given object.
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/// This can be loosely interpreted as the end time of the preceding hit object in rulesets that do not have overlapping hit objects.
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/// </summary>
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private readonly Dictionary<HitObject, double> precedingEndTimes = new Dictionary<HitObject, double>();
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/// <summary>
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/// For each given <see cref="HitObject"/> in the map, this dictionary maps the object onto the track rate dequeued from
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/// <see cref="recentRates"/> (i.e. the oldest value in the queue) when the object is hit. If the hit is then reverted,
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/// the mapped value can be re-introduced to <see cref="recentRates"/> to properly rewind the queue.
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/// </summary>
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private readonly Dictionary<HitObject, double> ratesForRewinding = new Dictionary<HitObject, double>();
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public ModAdaptiveSpeed()
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{
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InitialRate.BindValueChanged(val =>
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{
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SpeedChange.Value = val.NewValue;
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targetRate = val.NewValue;
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});
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AdjustPitch.BindValueChanged(adjustPitchChanged);
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}
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public void ApplyToTrack(IAdjustableAudioComponent track)
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{
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this.track = track;
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InitialRate.TriggerChange();
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AdjustPitch.TriggerChange();
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recentRates.Clear();
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recentRates.AddRange(Enumerable.Repeat(InitialRate.Value, recent_rate_count));
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}
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public void ApplyToSample(IAdjustableAudioComponent sample)
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{
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sample.AddAdjustment(AdjustableProperty.Frequency, SpeedChange);
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}
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public void Update(Playfield playfield)
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{
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SpeedChange.Value = Interpolation.DampContinuously(SpeedChange.Value, targetRate, 50, playfield.Clock.ElapsedFrameTime);
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}
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public double ApplyToRate(double time, double rate = 1) => rate * InitialRate.Value;
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public void ApplyToDrawableHitObject(DrawableHitObject drawable)
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{
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drawable.OnNewResult += (_, result) =>
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{
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if (ratesForRewinding.ContainsKey(result.HitObject)) return;
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if (!shouldProcessResult(result)) return;
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ratesForRewinding.Add(result.HitObject, recentRates[0]);
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recentRates.RemoveAt(0);
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recentRates.Add(Math.Clamp(getRelativeRateChange(result) * SpeedChange.Value, min_allowable_rate, max_allowable_rate));
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updateTargetRate();
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};
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drawable.OnRevertResult += (_, result) =>
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{
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if (!ratesForRewinding.ContainsKey(result.HitObject)) return;
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if (!shouldProcessResult(result)) return;
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recentRates.Insert(0, ratesForRewinding[result.HitObject]);
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ratesForRewinding.Remove(result.HitObject);
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recentRates.RemoveAt(recentRates.Count - 1);
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updateTargetRate();
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};
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}
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public void ApplyToBeatmap(IBeatmap beatmap)
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{
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var hitObjects = getAllApplicableHitObjects(beatmap.HitObjects).ToList();
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var endTimes = hitObjects.Select(x => x.GetEndTime()).OrderBy(x => x).Distinct().ToList();
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foreach (HitObject hitObject in hitObjects)
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{
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int index = endTimes.BinarySearch(hitObject.GetEndTime());
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if (index < 0) index = ~index; // BinarySearch returns the next larger element in bitwise complement if there's no exact match
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index -= 1;
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if (index >= 0)
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precedingEndTimes.Add(hitObject, endTimes[index]);
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}
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}
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private void adjustPitchChanged(ValueChangedEvent<bool> adjustPitchSetting)
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{
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track?.RemoveAdjustment(adjustmentForPitchSetting(adjustPitchSetting.OldValue), SpeedChange);
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track?.AddAdjustment(adjustmentForPitchSetting(adjustPitchSetting.NewValue), SpeedChange);
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}
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private AdjustableProperty adjustmentForPitchSetting(bool adjustPitchSettingValue)
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=> adjustPitchSettingValue ? AdjustableProperty.Frequency : AdjustableProperty.Tempo;
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private IEnumerable<HitObject> getAllApplicableHitObjects(IEnumerable<HitObject> hitObjects)
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{
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foreach (var hitObject in hitObjects)
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{
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if (!(hitObject.HitWindows is HitWindows.EmptyHitWindows))
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yield return hitObject;
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foreach (HitObject nested in getAllApplicableHitObjects(hitObject.NestedHitObjects))
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yield return nested;
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}
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}
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private bool shouldProcessResult(JudgementResult result)
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{
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if (!result.Type.AffectsAccuracy()) return false;
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if (!precedingEndTimes.ContainsKey(result.HitObject)) return false;
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return true;
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}
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private double getRelativeRateChange(JudgementResult result)
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{
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if (!result.IsHit)
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return rate_change_on_miss;
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double prevEndTime = precedingEndTimes[result.HitObject];
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return Math.Clamp(
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(result.HitObject.GetEndTime() - prevEndTime) / (result.TimeAbsolute - prevEndTime),
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min_allowable_rate_change,
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max_allowable_rate_change
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);
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}
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/// <summary>
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/// Update <see cref="targetRate"/> based on the values in <see cref="recentRates"/>.
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/// </summary>
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private void updateTargetRate()
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{
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// Compare values in recentRates to see how consistent the player's speed is
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// If the player hits half of the notes too fast and the other half too slow: Abs(consistency) = 0
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// If the player hits all their notes too fast or too slow: Abs(consistency) = recent_rate_count - 1
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int consistency = 0;
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for (int i = 1; i < recentRates.Count; i++)
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{
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consistency += Math.Sign(recentRates[i] - recentRates[i - 1]);
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}
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// Scale the rate adjustment based on consistency
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targetRate = Interpolation.Lerp(targetRate, recentRates.Average(), Math.Abs(consistency) / (recent_rate_count - 1d));
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}
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}
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}
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