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402 lines
16 KiB
C#
402 lines
16 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
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using OpenTK;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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internal class HitObjectPatternGenerator : PatternGenerator
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{
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public PatternType StairType { get; private set; }
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private readonly PatternType convertType;
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public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair)
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: base(random, hitObject, beatmap, availableColumns, previousPattern)
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{
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if (previousTime > hitObject.StartTime) throw new ArgumentOutOfRangeException(nameof(previousTime));
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if (density < 0) throw new ArgumentOutOfRangeException(nameof(density));
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StairType = lastStair;
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TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(hitObject.StartTime);
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EffectControlPoint effectPoint = beatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime);
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var positionData = hitObject as IHasPosition;
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float positionSeparation = ((positionData?.Position ?? Vector2.Zero) - previousPosition).Length;
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double timeSeparation = hitObject.StartTime - previousTime;
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if (timeSeparation <= 80)
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{
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// More than 187 BPM
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convertType |= PatternType.ForceNotStack | PatternType.KeepSingle;
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}
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else if (timeSeparation <= 95)
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{
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// More than 157 BPM
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convertType |= PatternType.ForceNotStack | PatternType.KeepSingle | lastStair;
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}
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else if (timeSeparation <= 105)
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{
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// More than 140 BPM
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convertType |= PatternType.ForceNotStack | PatternType.LowProbability;
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}
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else if (timeSeparation <= 125)
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{
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// More than 120 BPM
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convertType |= PatternType.ForceNotStack;
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}
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else if (timeSeparation <= 135 && positionSeparation < 20)
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{
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// More than 111 BPM stream
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convertType |= PatternType.Cycle | PatternType.KeepSingle;
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}
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else if (timeSeparation <= 150 && positionSeparation < 20)
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{
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// More than 100 BPM stream
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convertType |= PatternType.ForceStack | PatternType.LowProbability;
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}
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else if (positionSeparation < 20 && density >= timingPoint.BeatLength / 2.5)
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{
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// Low density stream
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convertType |= PatternType.Reverse | PatternType.LowProbability;
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}
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else if (density < timingPoint.BeatLength / 2.5 || effectPoint.KiaiMode)
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{
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// High density
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}
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else
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convertType |= PatternType.LowProbability;
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}
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public override Pattern Generate()
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{
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int lastColumn = PreviousPattern.HitObjects.FirstOrDefault()?.Column ?? 0;
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if ((convertType & PatternType.Reverse) > 0 && PreviousPattern.HitObjects.Any())
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{
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// Generate a new pattern by copying the last hit objects in reverse-column order
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var pattern = new Pattern();
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for (int i = RandomStart; i < AvailableColumns; i++)
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if (PreviousPattern.ColumnHasObject(i))
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addToPattern(pattern, RandomStart + AvailableColumns - i - 1);
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return pattern;
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}
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if ((convertType & PatternType.Cycle) > 0 && PreviousPattern.HitObjects.Count() == 1
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// If we convert to 7K + 1, let's not overload the special key
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&& (AvailableColumns != 8 || lastColumn != 0)
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// Make sure the last column was not the centre column
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&& (AvailableColumns % 2 == 0 || lastColumn != AvailableColumns / 2))
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{
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// Generate a new pattern by cycling backwards (similar to Reverse but for only one hit object)
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var pattern = new Pattern();
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int column = RandomStart + AvailableColumns - lastColumn - 1;
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addToPattern(pattern, column);
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return pattern;
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}
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if ((convertType & PatternType.ForceStack) > 0 && PreviousPattern.HitObjects.Any())
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{
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// Generate a new pattern by placing on the already filled columns
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var pattern = new Pattern();
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for (int i = RandomStart; i < AvailableColumns; i++)
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if (PreviousPattern.ColumnHasObject(i))
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addToPattern(pattern, i);
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return pattern;
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}
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if ((convertType & PatternType.Stair) > 0 && PreviousPattern.HitObjects.Count() == 1)
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{
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// Generate a new pattern by placing on the next column, cycling back to the start if there is no "next"
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var pattern = new Pattern();
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int targetColumn = lastColumn + 1;
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if (targetColumn == AvailableColumns)
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{
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targetColumn = RandomStart;
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StairType = PatternType.ReverseStair;
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}
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addToPattern(pattern, targetColumn);
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return pattern;
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}
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if ((convertType & PatternType.ReverseStair) > 0 && PreviousPattern.HitObjects.Count() == 1)
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{
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// Generate a new pattern by placing on the previous column, cycling back to the end if there is no "previous"
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var pattern = new Pattern();
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int targetColumn = lastColumn - 1;
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if (targetColumn == RandomStart - 1)
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{
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targetColumn = AvailableColumns - 1;
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StairType = PatternType.Stair;
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}
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addToPattern(pattern, targetColumn);
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return pattern;
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}
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if ((convertType & PatternType.KeepSingle) > 0)
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return generateRandomNotes(1);
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if ((convertType & PatternType.Mirror) > 0)
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{
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if (ConversionDifficulty > 6.5)
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return generateRandomPatternWithMirrored(0.12, 0.38, 0.12);
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if (ConversionDifficulty > 4)
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return generateRandomPatternWithMirrored(0.12, 0.17, 0);
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return generateRandomPatternWithMirrored(0.12, 0, 0);
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}
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if (ConversionDifficulty > 6.5)
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{
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if ((convertType & PatternType.LowProbability) > 0)
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return generateRandomPattern(0.78, 0.42, 0, 0);
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return generateRandomPattern(1, 0.62, 0, 0);
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}
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if (ConversionDifficulty > 4)
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{
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if ((convertType & PatternType.LowProbability) > 0)
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return generateRandomPattern(0.35, 0.08, 0, 0);
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return generateRandomPattern(0.52, 0.15, 0, 0);
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}
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if (ConversionDifficulty > 2)
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{
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if ((convertType & PatternType.LowProbability) > 0)
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return generateRandomPattern(0.18, 0, 0, 0);
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return generateRandomPattern(0.45, 0, 0, 0);
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}
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return generateRandomPattern(0, 0, 0, 0);
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}
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/// <summary>
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/// Generates random notes.
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/// <para>
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/// This will generate as many as it can up to <paramref name="noteCount"/>, accounting for
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/// any stacks if <see cref="convertType"/> is forcing no stacks.
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/// </para>
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/// </summary>
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/// <param name="noteCount">The amount of notes to generate.</param>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateRandomNotes(int noteCount)
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{
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var pattern = new Pattern();
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bool allowStacking = (convertType & PatternType.ForceNotStack) == 0;
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if (!allowStacking)
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noteCount = Math.Min(noteCount, AvailableColumns - RandomStart - PreviousPattern.ColumnWithObjects);
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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for (int i = 0; i < noteCount; i++)
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{
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while (pattern.ColumnHasObject(nextColumn) || PreviousPattern.ColumnHasObject(nextColumn) && !allowStacking)
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{
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if ((convertType & PatternType.Gathered) > 0)
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{
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nextColumn++;
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if (nextColumn == AvailableColumns)
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nextColumn = RandomStart;
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}
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else
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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}
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addToPattern(pattern, nextColumn);
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}
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return pattern;
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}
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/// <summary>
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/// Whether this hit object can generate a note in the special column.
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/// </summary>
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private bool hasSpecialColumn => HitObject.Samples.Any(s => s.Name == SampleInfo.HIT_CLAP) && HitObject.Samples.Any(s => s.Name == SampleInfo.HIT_FINISH);
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/// <summary>
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/// Generates a random pattern.
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/// </summary>
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/// <param name="p2">Probability for 2 notes to be generated.</param>
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/// <param name="p3">Probability for 3 notes to be generated.</param>
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/// <param name="p4">Probability for 4 notes to be generated.</param>
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/// <param name="p5">Probability for 5 notes to be generated.</param>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateRandomPattern(double p2, double p3, double p4, double p5)
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{
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var pattern = new Pattern();
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pattern.Add(generateRandomNotes(getRandomNoteCount(p2, p3, p4, p5)));
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if (RandomStart > 0 && hasSpecialColumn)
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addToPattern(pattern, 0);
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return pattern;
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}
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/// <summary>
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/// Generates a random pattern which has both normal and mirrored notes.
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/// </summary>
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/// <param name="centreProbability">The probability for a note to be added to the centre column.</param>
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/// <param name="p2">Probability for 2 notes to be generated.</param>
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/// <param name="p3">Probability for 3 notes to be generated.</param>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateRandomPatternWithMirrored(double centreProbability, double p2, double p3)
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{
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var pattern = new Pattern();
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bool addToCentre;
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int noteCount = getRandomNoteCountMirrored(centreProbability, p2, p3, out addToCentre);
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int columnLimit = (AvailableColumns % 2 == 0 ? AvailableColumns : AvailableColumns - 1) / 2;
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int nextColumn = Random.Next(RandomStart, columnLimit);
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for (int i = 0; i < noteCount; i++)
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{
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while (pattern.ColumnHasObject(nextColumn))
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nextColumn = Random.Next(RandomStart, columnLimit);
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// Add normal note
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addToPattern(pattern, nextColumn);
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// Add mirrored note
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addToPattern(pattern, RandomStart + AvailableColumns - nextColumn - 1);
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}
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if (addToCentre)
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addToPattern(pattern, AvailableColumns / 2);
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if (RandomStart > 0 && hasSpecialColumn)
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addToPattern(pattern, 0);
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return pattern;
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}
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/// <summary>
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/// Generates a count of notes to be generated from a list of probabilities.
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/// </summary>
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/// <param name="p2">Probability for 2 notes to be generated.</param>
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/// <param name="p3">Probability for 3 notes to be generated.</param>
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/// <param name="p4">Probability for 4 notes to be generated.</param>
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/// <param name="p5">Probability for 5 notes to be generated.</param>
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/// <returns>The amount of notes to be generated.</returns>
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private int getRandomNoteCount(double p2, double p3, double p4, double p5)
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{
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switch (AvailableColumns)
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{
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case 2:
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p2 = 0;
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p3 = 0;
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p4 = 0;
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p5 = 0;
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break;
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case 3:
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p2 = Math.Max(p2, 0.1);
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p3 = 0;
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p4 = 0;
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p5 = 0;
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break;
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case 4:
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p2 = Math.Max(p2, 0.23);
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p3 = Math.Max(p3, 0.04);
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p4 = 0;
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p5 = 0;
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break;
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case 5:
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p3 = Math.Max(p3, 0.15);
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p4 = Math.Max(p4, 0.03);
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p5 = 0;
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break;
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}
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if (HitObject.Samples.Any(s => s.Name == SampleInfo.HIT_CLAP))
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p2 = 1;
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return GetRandomNoteCount(p2, p3, p4, p5);
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}
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/// <summary>
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/// Generates a count of notes to be generated from a list of probabilities.
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/// </summary>
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/// <param name="centreProbability">The probability for a note to be added to the centre column.</param>
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/// <param name="p2">Probability for 2 notes to be generated.</param>
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/// <param name="p3">Probability for 3 notes to be generated.</param>
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/// <param name="addToCentre">Whether to add a note to the centre column.</param>
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/// <returns>The amount of notes to be generated. The note to be added to the centre column will NOT be part of this count.</returns>
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private int getRandomNoteCountMirrored(double centreProbability, double p2, double p3, out bool addToCentre)
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{
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addToCentre = false;
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if ((convertType & PatternType.ForceNotStack) > 0)
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return getRandomNoteCount(p2 / 2, p2, (p2 + p3) / 2, p3);
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switch (AvailableColumns)
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{
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case 2:
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centreProbability = 0;
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p2 = 0;
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p3 = 0;
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break;
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case 3:
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centreProbability = Math.Max(centreProbability, 0.03);
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p2 = Math.Max(p2, 0.1);
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p3 = 0;
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break;
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case 4:
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centreProbability = 0;
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p2 = Math.Max(p2 * 2, 0.2);
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p3 = 0;
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break;
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case 5:
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centreProbability = Math.Max(centreProbability, 0.03);
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p3 = 0;
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break;
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case 6:
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centreProbability = 0;
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p2 = Math.Max(p2 * 2, 0.5);
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p3 = Math.Max(p3 * 2, 0.15);
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break;
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}
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double centreVal = Random.NextDouble();
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int noteCount = GetRandomNoteCount(p2, p3);
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addToCentre = AvailableColumns % 2 != 0 && noteCount != 3 && centreVal > 1 - centreProbability;
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return noteCount;
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}
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/// <summary>
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/// Constructs and adds a note to a pattern.
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/// </summary>
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/// <param name="pattern">The pattern to add to.</param>
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/// <param name="column">The column to add the note to.</param>
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private void addToPattern(Pattern pattern, int column)
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{
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pattern.Add(new Note
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{
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StartTime = HitObject.StartTime,
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Samples = HitObject.Samples,
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Column = column
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});
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}
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}
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}
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