mirror of
https://github.com/ppy/osu.git
synced 2024-11-19 02:22:56 +08:00
169 lines
7.7 KiB
C#
169 lines
7.7 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.Collections.Generic;
|
|
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data;
|
|
using osu.Game.Rulesets.Taiko.Objects;
|
|
|
|
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
|
|
{
|
|
/// <summary>
|
|
/// Utility class to perform various encodings.
|
|
/// </summary>
|
|
public static class TaikoColourDifficultyPreprocessor
|
|
{
|
|
/// <summary>
|
|
/// Processes and encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="TaikoDifficultyHitObjectColour"/>s,
|
|
/// assigning the appropriate <see cref="TaikoDifficultyHitObjectColour"/>s to each <see cref="TaikoDifficultyHitObject"/>.
|
|
/// </summary>
|
|
public static void ProcessAndAssign(List<DifficultyHitObject> hitObjects)
|
|
{
|
|
List<RepeatingHitPatterns> hitPatterns = encode(hitObjects);
|
|
|
|
// Assign indexing and encoding data to all relevant objects.
|
|
foreach (var repeatingHitPattern in hitPatterns)
|
|
{
|
|
// The outermost loop is kept a ForEach loop since it doesn't need index information, and we want to
|
|
// keep i and j for AlternatingMonoPattern's and MonoStreak's index respectively, to keep it in line with
|
|
// documentation.
|
|
for (int i = 0; i < repeatingHitPattern.AlternatingMonoPatterns.Count; ++i)
|
|
{
|
|
AlternatingMonoPattern monoPattern = repeatingHitPattern.AlternatingMonoPatterns[i];
|
|
monoPattern.Parent = repeatingHitPattern;
|
|
monoPattern.Index = i;
|
|
|
|
for (int j = 0; j < monoPattern.MonoStreaks.Count; ++j)
|
|
{
|
|
MonoStreak monoStreak = monoPattern.MonoStreaks[j];
|
|
monoStreak.Parent = monoPattern;
|
|
monoStreak.Index = j;
|
|
|
|
foreach (var hitObject in monoStreak.HitObjects)
|
|
{
|
|
hitObject.Colour.RepeatingHitPattern = repeatingHitPattern;
|
|
hitObject.Colour.AlternatingMonoPattern = monoPattern;
|
|
hitObject.Colour.MonoStreak = monoStreak;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="RepeatingHitPatterns"/>s.
|
|
/// </summary>
|
|
private static List<RepeatingHitPatterns> encode(List<DifficultyHitObject> data)
|
|
{
|
|
List<MonoStreak> monoStreaks = encodeMonoStreak(data);
|
|
List<AlternatingMonoPattern> alternatingMonoPatterns = encodeAlternatingMonoPattern(monoStreaks);
|
|
List<RepeatingHitPatterns> repeatingHitPatterns = encodeRepeatingHitPattern(alternatingMonoPatterns);
|
|
|
|
return repeatingHitPatterns;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="MonoStreak"/>s.
|
|
/// </summary>
|
|
private static List<MonoStreak> encodeMonoStreak(List<DifficultyHitObject> data)
|
|
{
|
|
List<MonoStreak> monoStreaks = new List<MonoStreak>();
|
|
MonoStreak? currentMonoStreak = null;
|
|
|
|
for (int i = 0; i < data.Count; i++)
|
|
{
|
|
TaikoDifficultyHitObject taikoObject = (TaikoDifficultyHitObject)data[i];
|
|
|
|
// This ignores all non-note objects, which may or may not be the desired behaviour
|
|
TaikoDifficultyHitObject? previousObject = taikoObject.PreviousNote(0);
|
|
|
|
// If this is the first object in the list or the colour changed, create a new mono streak
|
|
if (currentMonoStreak == null || previousObject == null || (taikoObject.BaseObject as Hit)?.Type != (previousObject.BaseObject as Hit)?.Type)
|
|
{
|
|
currentMonoStreak = new MonoStreak();
|
|
monoStreaks.Add(currentMonoStreak);
|
|
}
|
|
|
|
// Add the current object to the encoded payload.
|
|
currentMonoStreak.HitObjects.Add(taikoObject);
|
|
}
|
|
|
|
return monoStreaks;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Encodes a list of <see cref="MonoStreak"/>s into a list of <see cref="AlternatingMonoPattern"/>s.
|
|
/// </summary>
|
|
private static List<AlternatingMonoPattern> encodeAlternatingMonoPattern(List<MonoStreak> data)
|
|
{
|
|
List<AlternatingMonoPattern> monoPatterns = new List<AlternatingMonoPattern>();
|
|
AlternatingMonoPattern? currentMonoPattern = null;
|
|
|
|
for (int i = 0; i < data.Count; i++)
|
|
{
|
|
// Start a new AlternatingMonoPattern if the previous MonoStreak has a different mono length, or if this is the first MonoStreak in the list.
|
|
if (currentMonoPattern == null || data[i].RunLength != data[i - 1].RunLength)
|
|
{
|
|
currentMonoPattern = new AlternatingMonoPattern();
|
|
monoPatterns.Add(currentMonoPattern);
|
|
}
|
|
|
|
// Add the current MonoStreak to the encoded payload.
|
|
currentMonoPattern.MonoStreaks.Add(data[i]);
|
|
}
|
|
|
|
return monoPatterns;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Encodes a list of <see cref="AlternatingMonoPattern"/>s into a list of <see cref="RepeatingHitPatterns"/>s.
|
|
/// </summary>
|
|
private static List<RepeatingHitPatterns> encodeRepeatingHitPattern(List<AlternatingMonoPattern> data)
|
|
{
|
|
List<RepeatingHitPatterns> hitPatterns = new List<RepeatingHitPatterns>();
|
|
RepeatingHitPatterns? currentHitPattern = null;
|
|
|
|
for (int i = 0; i < data.Count; i++)
|
|
{
|
|
// Start a new RepeatingHitPattern. AlternatingMonoPatterns that should be grouped together will be handled later within this loop.
|
|
currentHitPattern = new RepeatingHitPatterns(currentHitPattern);
|
|
|
|
// Determine if future AlternatingMonoPatterns should be grouped.
|
|
bool isCoupled = i < data.Count - 2 && data[i].IsRepetitionOf(data[i + 2]);
|
|
|
|
if (!isCoupled)
|
|
{
|
|
// If not, add the current AlternatingMonoPattern to the encoded payload and continue.
|
|
currentHitPattern.AlternatingMonoPatterns.Add(data[i]);
|
|
}
|
|
else
|
|
{
|
|
// If so, add the current AlternatingMonoPattern to the encoded payload and start repeatedly checking if the
|
|
// subsequent AlternatingMonoPatterns should be grouped by increasing i and doing the appropriate isCoupled check.
|
|
while (isCoupled)
|
|
{
|
|
currentHitPattern.AlternatingMonoPatterns.Add(data[i]);
|
|
i++;
|
|
isCoupled = i < data.Count - 2 && data[i].IsRepetitionOf(data[i + 2]);
|
|
}
|
|
|
|
// Skip over viewed data and add the rest to the payload
|
|
currentHitPattern.AlternatingMonoPatterns.Add(data[i]);
|
|
currentHitPattern.AlternatingMonoPatterns.Add(data[i + 1]);
|
|
i++;
|
|
}
|
|
|
|
hitPatterns.Add(currentHitPattern);
|
|
}
|
|
|
|
// Final pass to find repetition intervals
|
|
for (int i = 0; i < hitPatterns.Count; i++)
|
|
{
|
|
hitPatterns[i].FindRepetitionInterval();
|
|
}
|
|
|
|
return hitPatterns;
|
|
}
|
|
}
|
|
}
|