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osu-lazer/osu.Game.Rulesets.Mania/Replays/ManiaAutoGenerator.cs
2018-11-28 17:20:37 +09:00

105 lines
3.4 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using System.Linq;
using osu.Game.Replays;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Replays;
using osu.Game.Users;
namespace osu.Game.Rulesets.Mania.Replays
{
internal class ManiaAutoGenerator : AutoGenerator<ManiaHitObject>
{
public const double RELEASE_DELAY = 20;
public new ManiaBeatmap Beatmap => (ManiaBeatmap)base.Beatmap;
private readonly ManiaAction[] columnActions;
public ManiaAutoGenerator(ManiaBeatmap beatmap)
: base(beatmap)
{
Replay = new Replay { User = new User { Username = @"Autoplay" } };
columnActions = new ManiaAction[Beatmap.TotalColumns];
var normalAction = ManiaAction.Key1;
var specialAction = ManiaAction.Special1;
int totalCounter = 0;
foreach (var stage in Beatmap.Stages)
{
for (int i = 0; i < stage.Columns; i++)
{
if (stage.IsSpecialColumn(i))
columnActions[totalCounter] = specialAction++;
else
columnActions[totalCounter] = normalAction++;
totalCounter++;
}
}
}
protected Replay Replay;
public override Replay Generate()
{
// Todo: Realistically this shouldn't be needed, but the first frame is skipped with the way replays are currently handled
Replay.Frames.Add(new ManiaReplayFrame(-100000, 0));
var pointGroups = generateActionPoints().GroupBy(a => a.Time).OrderBy(g => g.First().Time);
var actions = new List<ManiaAction>();
foreach (var group in pointGroups)
{
foreach (var point in group)
{
switch (point)
{
case HitPoint _:
actions.Add(columnActions[point.Column]);
break;
case ReleasePoint _:
actions.Remove(columnActions[point.Column]);
break;
}
}
Replay.Frames.Add(new ManiaReplayFrame(group.First().Time, actions.ToArray()));
}
return Replay;
}
private IEnumerable<IActionPoint> generateActionPoints()
{
foreach (var obj in Beatmap.HitObjects)
{
yield return new HitPoint { Time = obj.StartTime, Column = obj.Column };
yield return new ReleasePoint { Time = ((obj as IHasEndTime)?.EndTime ?? obj.StartTime) + RELEASE_DELAY, Column = obj.Column };
}
}
private interface IActionPoint
{
double Time { get; set; }
int Column { get; set; }
}
private struct HitPoint : IActionPoint
{
public double Time { get; set; }
public int Column { get; set; }
}
private struct ReleasePoint : IActionPoint
{
public double Time { get; set; }
public int Column { get; set; }
}
}
}