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osu-lazer/osu.Game.Modes.Osu/Beatmaps/OsuBeatmapConverter.cs
2017-03-12 00:34:21 +09:00

186 lines
8.3 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK;
using osu.Game.Beatmaps;
using osu.Game.Modes.Objects;
using osu.Game.Modes.Osu.Objects;
using osu.Game.Modes.Osu.Objects.Drawables;
using System.Collections.Generic;
namespace osu.Game.Modes.Osu.Beatmaps
{
internal class OsuBeatmapConverter : IBeatmapConverter<OsuHitObject>
{
public Beatmap<OsuHitObject> Convert(Beatmap original)
{
return new Beatmap<OsuHitObject>(original)
{
HitObjects = convertHitObject(original.HitObjects, original.BeatmapInfo?.StackLeniency ?? 0.7f)
};
}
private List<OsuHitObject> convertHitObject(List<HitObject> hitObjects, float stackLeniency)
{
List<OsuHitObject> converted = new List<OsuHitObject>();
int combo = 0;
foreach (HitObject h in hitObjects)
{
if (h.NewCombo) combo = 0;
h.ComboIndex = combo++;
converted.Add(h as OsuHitObject);
}
updateStacking(converted, stackLeniency);
return converted;
}
private void updateStacking(List<OsuHitObject> hitObjects, float stackLeniency, int startIndex = 0, int endIndex = -1)
{
if (endIndex == -1)
endIndex = hitObjects.Count - 1;
int stackDistance = 3;
float stackThreshold = DrawableOsuHitObject.TIME_PREEMPT * stackLeniency;
// Reset stacking inside the update range
for (int i = startIndex; i <= endIndex; i++)
hitObjects[i].StackHeight = 0;
// Extend the end index to include objects they are stacked on
int extendedEndIndex = endIndex;
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;
if (objectN.StartTime - stackBaseObject.EndTime > stackThreshold)
//We are no longer within stacking range of the next object.
break;
if (Vector2.Distance(stackBaseObject.Position, objectN.Position) < stackDistance ||
stackBaseObject is Slider && Vector2.Distance(stackBaseObject.EndPosition, objectN.Position) < stackDistance)
{
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;
/* 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;
if (objectI.StartTime - objectN.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 && Vector2.Distance(objectN.EndPosition, objectI.Position) < stackDistance)
{
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 (Vector2.Distance(objectN.EndPosition, objectJ.Position) < stackDistance)
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 (Vector2.Distance(objectN.Position, objectI.Position) < stackDistance)
{
//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 (Vector2.Distance(objectN.EndPosition, objectI.Position) < stackDistance)
{
objectN.StackHeight = objectI.StackHeight + 1;
objectI = objectN;
}
}
}
}
}
}
}