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294 lines
11 KiB
C#
294 lines
11 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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#nullable disable
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using osuTK;
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using osu.Game.Rulesets.Objects.Types;
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using System.Collections.Generic;
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using osu.Game.Rulesets.Objects;
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using System.Linq;
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using System.Threading;
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using Newtonsoft.Json;
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using osu.Framework.Bindables;
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using osu.Framework.Caching;
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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.Judgements;
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using osu.Game.Rulesets.Objects.Legacy;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Objects
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{
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public class Slider : OsuHitObject, IHasPathWithRepeats, IHasSliderVelocity, IHasGenerateTicks
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{
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public double EndTime => StartTime + this.SpanCount() * Path.Distance / Velocity;
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[JsonIgnore]
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public double Duration
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{
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get => EndTime - StartTime;
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set => throw new System.NotSupportedException($"Adjust via {nameof(RepeatCount)} instead"); // can be implemented if/when needed.
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}
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public override IList<HitSampleInfo> AuxiliarySamples => CreateSlidingSamples().Concat(TailSamples).ToArray();
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private readonly Cached<Vector2> endPositionCache = new Cached<Vector2>();
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public override Vector2 EndPosition => endPositionCache.IsValid ? endPositionCache.Value : endPositionCache.Value = Position + this.CurvePositionAt(1);
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public Vector2 StackedPositionAt(double t) => StackedPosition + this.CurvePositionAt(t);
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private readonly SliderPath path = new SliderPath();
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public SliderPath Path
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{
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get => path;
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set
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{
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path.ControlPoints.Clear();
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path.ControlPoints.AddRange(value.ControlPoints.Select(c => new PathControlPoint(c.Position, c.Type)));
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path.ExpectedDistance.Value = value.ExpectedDistance.Value;
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}
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}
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public double Distance => Path.Distance;
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public override Vector2 Position
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{
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get => base.Position;
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set
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{
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base.Position = value;
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updateNestedPositions();
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}
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}
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/// <summary>
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/// The position of the cursor at the point of completion of this <see cref="Slider"/> if it was hit
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/// with as few movements as possible. This is set and used by difficulty calculation.
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/// </summary>
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internal Vector2? LazyEndPosition;
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/// <summary>
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/// The distance travelled by the cursor upon completion of this <see cref="Slider"/> if it was hit
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/// with as few movements as possible. This is set and used by difficulty calculation.
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/// </summary>
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internal float LazyTravelDistance;
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/// <summary>
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/// The time taken by the cursor upon completion of this <see cref="Slider"/> if it was hit
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/// with as few movements as possible. This is set and used by difficulty calculation.
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/// </summary>
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internal double LazyTravelTime;
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public IList<IList<HitSampleInfo>> NodeSamples { get; set; } = new List<IList<HitSampleInfo>>();
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[JsonIgnore]
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public IList<HitSampleInfo> TailSamples { get; private set; }
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private int repeatCount;
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public int RepeatCount
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{
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get => repeatCount;
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set
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{
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repeatCount = value;
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updateNestedPositions();
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}
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}
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/// <summary>
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/// The length of one span of this <see cref="Slider"/>.
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/// </summary>
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public double SpanDuration => Duration / this.SpanCount();
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/// <summary>
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/// The computed velocity of this <see cref="Slider"/>. This is the amount of path distance travelled in 1 ms.
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/// </summary>
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public double Velocity { get; private set; }
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/// <summary>
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/// Spacing between <see cref="SliderTick"/>s of this <see cref="Slider"/>.
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/// </summary>
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public double TickDistance { get; private set; }
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/// <summary>
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/// An extra multiplier that affects the number of <see cref="SliderTick"/>s generated by this <see cref="Slider"/>.
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/// An increase in this value increases <see cref="TickDistance"/>, which reduces the number of ticks generated.
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/// </summary>
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public double TickDistanceMultiplier = 1;
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/// <summary>
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/// If <see langword="false"/>, <see cref="Slider"/>'s judgement is fully handled by its nested <see cref="HitObject"/>s.
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/// If <see langword="true"/>, this <see cref="Slider"/> will be judged proportionally to the number of nested <see cref="HitObject"/>s hit.
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/// </summary>
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public bool ClassicSliderBehaviour
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{
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get => classicSliderBehaviour;
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set
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{
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classicSliderBehaviour = value;
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if (HeadCircle != null)
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HeadCircle.ClassicSliderBehaviour = value;
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if (TailCircle != null)
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TailCircle.ClassicSliderBehaviour = value;
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}
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}
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private bool classicSliderBehaviour;
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public BindableNumber<double> SliderVelocityMultiplierBindable { get; } = new BindableDouble(1)
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{
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MinValue = 0.1,
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MaxValue = 10
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};
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public double SliderVelocityMultiplier
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{
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get => SliderVelocityMultiplierBindable.Value;
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set => SliderVelocityMultiplierBindable.Value = value;
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}
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public bool GenerateTicks { get; set; } = true;
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[JsonIgnore]
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public SliderHeadCircle HeadCircle { get; protected set; }
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[JsonIgnore]
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public SliderTailCircle TailCircle { get; protected set; }
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public Slider()
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{
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SamplesBindable.CollectionChanged += (_, _) => UpdateNestedSamples();
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Path.Version.ValueChanged += _ => updateNestedPositions();
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}
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
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Velocity = BASE_SCORING_DISTANCE * difficulty.SliderMultiplier / LegacyRulesetExtensions.GetPrecisionAdjustedBeatLength(this, timingPoint, OsuRuleset.SHORT_NAME);
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// WARNING: this is intentionally not computed as `BASE_SCORING_DISTANCE * difficulty.SliderMultiplier`
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// for backwards compatibility reasons (intentionally introducing floating point errors to match stable).
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double scoringDistance = Velocity * timingPoint.BeatLength;
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TickDistance = GenerateTicks ? (scoringDistance / difficulty.SliderTickRate * TickDistanceMultiplier) : double.PositiveInfinity;
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}
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protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
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{
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base.CreateNestedHitObjects(cancellationToken);
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var sliderEvents = SliderEventGenerator.Generate(StartTime, SpanDuration, Velocity, TickDistance, Path.Distance, this.SpanCount(), cancellationToken);
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foreach (var e in sliderEvents)
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{
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switch (e.Type)
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{
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case SliderEventType.Tick:
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AddNested(new SliderTick
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{
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SpanIndex = e.SpanIndex,
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SpanStartTime = e.SpanStartTime,
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StartTime = e.Time,
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Position = Position + Path.PositionAt(e.PathProgress),
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StackHeight = StackHeight,
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});
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break;
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case SliderEventType.Head:
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AddNested(HeadCircle = new SliderHeadCircle
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{
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StartTime = e.Time,
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Position = Position,
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StackHeight = StackHeight,
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ClassicSliderBehaviour = ClassicSliderBehaviour,
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});
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break;
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case SliderEventType.Tail:
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AddNested(TailCircle = new SliderTailCircle(this)
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{
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RepeatIndex = e.SpanIndex,
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StartTime = e.Time,
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Position = EndPosition,
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StackHeight = StackHeight,
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ClassicSliderBehaviour = ClassicSliderBehaviour,
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});
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break;
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case SliderEventType.Repeat:
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AddNested(new SliderRepeat(this)
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{
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RepeatIndex = e.SpanIndex,
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StartTime = StartTime + (e.SpanIndex + 1) * SpanDuration,
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Position = Position + Path.PositionAt(e.PathProgress),
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StackHeight = StackHeight,
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});
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break;
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}
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}
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UpdateNestedSamples();
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}
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private void updateNestedPositions()
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{
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endPositionCache.Invalidate();
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if (HeadCircle != null)
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HeadCircle.Position = Position;
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if (TailCircle != null)
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TailCircle.Position = EndPosition;
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}
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protected void UpdateNestedSamples()
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{
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// TODO: remove this when guaranteed sort is present for samples (https://github.com/ppy/osu/issues/1933)
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HitSampleInfo tickSample = (Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_NORMAL) ?? Samples.FirstOrDefault())?.With("slidertick");
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foreach (var nested in NestedHitObjects)
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{
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switch (nested)
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{
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case SliderTick tick:
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tick.SamplesBindable.Clear();
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if (tickSample != null)
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tick.SamplesBindable.Add(tickSample);
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break;
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case SliderRepeat repeat:
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repeat.Samples = this.GetNodeSamples(repeat.RepeatIndex + 1);
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break;
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}
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}
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if (HeadCircle != null)
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HeadCircle.Samples = this.GetNodeSamples(0);
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// The samples should be attached to the slider tail, however this can only be done if LastTick is removed otherwise they would play earlier than they're intended to.
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// (see mapping logic in `CreateNestedHitObjects` above)
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//
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// For now, the samples are played by the slider itself at the correct end time.
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TailSamples = this.GetNodeSamples(repeatCount + 1);
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}
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public override Judgement CreateJudgement() => ClassicSliderBehaviour
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// Final combo is provided by the slider itself - see logic in `DrawableSlider.CheckForResult()`
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? new OsuJudgement()
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// Final combo is provided by the tail circle - see `SliderTailCircle`
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: new OsuIgnoreJudgement();
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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}
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}
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