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188 lines
8.3 KiB
C#
188 lines
8.3 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 osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Taiko.Objects;
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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.Game.Audio;
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using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Rulesets.Taiko.Beatmaps
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{
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internal class TaikoBeatmapConverter : BeatmapConverter<TaikoHitObject>
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{
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/// <summary>
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/// osu! is generally slower than taiko, so a factor is added to increase
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/// speed. This must be used everywhere slider length or beat length is used.
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/// </summary>
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private const float legacy_velocity_multiplier = 1.4f;
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/// <summary>
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/// Because swells are easier in taiko than spinners are in osu!,
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/// legacy taiko multiplies a factor when converting the number of required hits.
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/// </summary>
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private const float swell_hit_multiplier = 1.65f;
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/// <summary>
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/// Base osu! slider scoring distance.
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/// </summary>
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private const float osu_base_scoring_distance = 100;
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/// <summary>
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/// Drum roll distance that results in a duration of 1 speed-adjusted beat length.
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/// </summary>
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private const float taiko_base_distance = 100;
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private readonly bool isForCurrentRuleset;
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public TaikoBeatmapConverter(IBeatmap beatmap, Ruleset ruleset)
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: base(beatmap, ruleset)
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{
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isForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.Equals(ruleset.RulesetInfo);
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}
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public override bool CanConvert() => true;
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protected override Beatmap<TaikoHitObject> ConvertBeatmap(IBeatmap original)
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{
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// Rewrite the beatmap info to add the slider velocity multiplier
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original.BeatmapInfo = original.BeatmapInfo.Clone();
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original.BeatmapInfo.BaseDifficulty = original.BeatmapInfo.BaseDifficulty.Clone();
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original.BeatmapInfo.BaseDifficulty.SliderMultiplier *= legacy_velocity_multiplier;
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Beatmap<TaikoHitObject> converted = base.ConvertBeatmap(original);
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if (original.BeatmapInfo.RulesetID == 3)
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{
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// Post processing step to transform mania hit objects with the same start time into strong hits
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converted.HitObjects = converted.HitObjects.GroupBy(t => t.StartTime).Select(x =>
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{
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TaikoHitObject first = x.First();
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if (x.Skip(1).Any() && !(first is Swell))
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first.IsStrong = true;
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return first;
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}).ToList();
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}
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return converted;
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}
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protected override IEnumerable<TaikoHitObject> ConvertHitObject(HitObject obj, IBeatmap beatmap)
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{
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// Old osu! used hit sounding to determine various hit type information
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IList<HitSampleInfo> samples = obj.Samples;
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bool strong = samples.Any(s => s.Name == HitSampleInfo.HIT_FINISH);
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switch (obj)
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{
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case IHasDistance distanceData:
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{
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// Number of spans of the object - one for the initial length and for each repeat
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int spans = (obj as IHasRepeats)?.SpanCount() ?? 1;
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TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(obj.StartTime);
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DifficultyControlPoint difficultyPoint = beatmap.ControlPointInfo.DifficultyPointAt(obj.StartTime);
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double speedAdjustment = difficultyPoint.SpeedMultiplier;
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double speedAdjustedBeatLength = timingPoint.BeatLength / speedAdjustment;
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// The true distance, accounting for any repeats. This ends up being the drum roll distance later
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double distance = distanceData.Distance * spans * legacy_velocity_multiplier;
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// The velocity of the taiko hit object - calculated as the velocity of a drum roll
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double taikoVelocity = taiko_base_distance * beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier / speedAdjustedBeatLength;
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// The duration of the taiko hit object
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double taikoDuration = distance / taikoVelocity;
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// The velocity of the osu! hit object - calculated as the velocity of a slider
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double osuVelocity = osu_base_scoring_distance * beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier / speedAdjustedBeatLength;
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// The duration of the osu! hit object
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double osuDuration = distance / osuVelocity;
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// osu-stable always uses the speed-adjusted beatlength to determine the velocities, but
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// only uses it for tick rate if beatmap version < 8
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if (beatmap.BeatmapInfo.BeatmapVersion >= 8)
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speedAdjustedBeatLength *= speedAdjustment;
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// If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat
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double tickSpacing = Math.Min(speedAdjustedBeatLength / beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate, taikoDuration / spans);
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if (!isForCurrentRuleset && tickSpacing > 0 && osuDuration < 2 * speedAdjustedBeatLength)
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{
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List<IList<HitSampleInfo>> allSamples = obj is IHasCurve curveData ? curveData.NodeSamples : new List<IList<HitSampleInfo>>(new[] { samples });
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int i = 0;
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for (double j = obj.StartTime; j <= obj.StartTime + taikoDuration + tickSpacing / 8; j += tickSpacing)
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{
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IList<HitSampleInfo> currentSamples = allSamples[i];
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bool isRim = currentSamples.Any(s => s.Name == HitSampleInfo.HIT_CLAP || s.Name == HitSampleInfo.HIT_WHISTLE);
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strong = currentSamples.Any(s => s.Name == HitSampleInfo.HIT_FINISH);
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yield return new Hit
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{
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StartTime = j,
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Type = isRim ? HitType.Rim : HitType.Centre,
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Samples = currentSamples,
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IsStrong = strong
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};
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i = (i + 1) % allSamples.Count;
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}
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}
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else
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{
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yield return new DrumRoll
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{
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StartTime = obj.StartTime,
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Samples = obj.Samples,
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IsStrong = strong,
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Duration = taikoDuration,
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TickRate = beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate == 3 ? 3 : 4
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};
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}
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break;
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}
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case IHasEndTime endTimeData:
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{
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double hitMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty, 3, 5, 7.5) * swell_hit_multiplier;
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yield return new Swell
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{
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StartTime = obj.StartTime,
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Samples = obj.Samples,
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Duration = endTimeData.Duration,
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RequiredHits = (int)Math.Max(1, endTimeData.Duration / 1000 * hitMultiplier)
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};
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break;
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}
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default:
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{
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bool isRim = samples.Any(s => s.Name == HitSampleInfo.HIT_CLAP || s.Name == HitSampleInfo.HIT_WHISTLE);
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yield return new Hit
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{
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StartTime = obj.StartTime,
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Type = isRim ? HitType.Rim : HitType.Centre,
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Samples = obj.Samples,
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IsStrong = strong
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};
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break;
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}
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}
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}
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protected override Beatmap<TaikoHitObject> CreateBeatmap() => new TaikoBeatmap();
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}
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}
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