mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 15:47:26 +08:00
165 lines
6.7 KiB
C#
165 lines
6.7 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
|
// See the LICENCE file in the repository root for full licence text.
|
|
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using osu.Game.Audio;
|
|
using osu.Game.Rulesets.Edit.Checks.Components;
|
|
using osu.Game.Rulesets.Objects;
|
|
|
|
namespace osu.Game.Rulesets.Edit.Checks
|
|
{
|
|
public class CheckFewHitsounds : ICheck
|
|
{
|
|
/// <summary>
|
|
/// 2 measures (4/4) of 120 BPM, typically makes up a few patterns in the map.
|
|
/// This is almost always ok, but can still be useful for the mapper to make sure hitsounding coverage is good.
|
|
/// </summary>
|
|
private const int negligible_threshold_time = 4000;
|
|
|
|
/// <summary>
|
|
/// 4 measures (4/4) of 120 BPM, typically makes up a large portion of a section in the song.
|
|
/// This is ok if the section is a quiet intro, for example.
|
|
/// </summary>
|
|
private const int warning_threshold_time = 8000;
|
|
|
|
/// <summary>
|
|
/// 12 measures (4/4) of 120 BPM, typically makes up multiple sections in the song.
|
|
/// </summary>
|
|
private const int problem_threshold_time = 24000;
|
|
|
|
// Should pass at least this many objects without hitsounds to be considered an issue (should work for Easy diffs too).
|
|
private const int warning_threshold_objects = 4;
|
|
private const int problem_threshold_objects = 16;
|
|
|
|
public CheckMetadata Metadata { get; } = new CheckMetadata(CheckCategory.Audio, "Few or no hitsounds");
|
|
|
|
public IEnumerable<IssueTemplate> PossibleTemplates => new IssueTemplate[]
|
|
{
|
|
new IssueTemplateLongPeriodProblem(this),
|
|
new IssueTemplateLongPeriodWarning(this),
|
|
new IssueTemplateLongPeriodNegligible(this),
|
|
new IssueTemplateNoHitsounds(this)
|
|
};
|
|
|
|
private bool mapHasHitsounds;
|
|
private int objectsWithoutHitsounds;
|
|
private double lastHitsoundTime;
|
|
|
|
public IEnumerable<Issue> Run(BeatmapVerifierContext context)
|
|
{
|
|
if (!context.Beatmap.HitObjects.Any())
|
|
yield break;
|
|
|
|
mapHasHitsounds = false;
|
|
objectsWithoutHitsounds = 0;
|
|
lastHitsoundTime = context.Beatmap.HitObjects.First().StartTime;
|
|
|
|
var hitObjectsIncludingNested = new List<HitObject>();
|
|
|
|
foreach (var hitObject in context.Beatmap.HitObjects)
|
|
{
|
|
// Samples play on the end of objects. Some objects have nested objects to accomplish playing them elsewhere (e.g. slider head/repeat).
|
|
foreach (var nestedHitObject in hitObject.NestedHitObjects)
|
|
hitObjectsIncludingNested.Add(nestedHitObject);
|
|
|
|
hitObjectsIncludingNested.Add(hitObject);
|
|
}
|
|
|
|
var hitObjectsByEndTime = hitObjectsIncludingNested.OrderBy(o => o.GetEndTime()).ToList();
|
|
int hitObjectCount = hitObjectsByEndTime.Count;
|
|
|
|
for (int i = 0; i < hitObjectCount; ++i)
|
|
{
|
|
var hitObject = hitObjectsByEndTime[i];
|
|
|
|
// This is used to perform an update at the end so that the period after the last hitsounded object can be an issue.
|
|
bool isLastObject = i == hitObjectCount - 1;
|
|
|
|
foreach (var issue in applyHitsoundUpdate(hitObject, isLastObject))
|
|
yield return issue;
|
|
}
|
|
|
|
if (!mapHasHitsounds)
|
|
yield return new IssueTemplateNoHitsounds(this).Create();
|
|
}
|
|
|
|
private IEnumerable<Issue> applyHitsoundUpdate(HitObject hitObject, bool isLastObject = false)
|
|
{
|
|
double time = hitObject.GetEndTime();
|
|
bool hasHitsound = hitObject.Samples.Any(isHitsound);
|
|
bool couldHaveHitsound = hitObject.Samples.Any(isHitnormal);
|
|
|
|
// Only generating issues on hitsounded or last objects ensures we get one issue per long period.
|
|
// If there are no hitsounds we let the "No hitsounds" template take precedence.
|
|
if (hasHitsound || (isLastObject && mapHasHitsounds))
|
|
{
|
|
double timeWithoutHitsounds = time - lastHitsoundTime;
|
|
|
|
if (timeWithoutHitsounds > problem_threshold_time && objectsWithoutHitsounds > problem_threshold_objects)
|
|
yield return new IssueTemplateLongPeriodProblem(this).Create(lastHitsoundTime, timeWithoutHitsounds);
|
|
else if (timeWithoutHitsounds > warning_threshold_time && objectsWithoutHitsounds > warning_threshold_objects)
|
|
yield return new IssueTemplateLongPeriodWarning(this).Create(lastHitsoundTime, timeWithoutHitsounds);
|
|
else if (timeWithoutHitsounds > negligible_threshold_time && objectsWithoutHitsounds > warning_threshold_objects)
|
|
yield return new IssueTemplateLongPeriodNegligible(this).Create(lastHitsoundTime, timeWithoutHitsounds);
|
|
}
|
|
|
|
if (hasHitsound)
|
|
{
|
|
mapHasHitsounds = true;
|
|
objectsWithoutHitsounds = 0;
|
|
lastHitsoundTime = time;
|
|
}
|
|
else if (couldHaveHitsound)
|
|
++objectsWithoutHitsounds;
|
|
}
|
|
|
|
private bool isHitsound(HitSampleInfo sample) => HitSampleInfo.AllAdditions.Any(sample.Name.Contains);
|
|
private bool isHitnormal(HitSampleInfo sample) => sample.Name.Contains(HitSampleInfo.HIT_NORMAL);
|
|
|
|
public abstract class IssueTemplateLongPeriod : IssueTemplate
|
|
{
|
|
protected IssueTemplateLongPeriod(ICheck check, IssueType type)
|
|
: base(check, type, "Long period without hitsounds ({0:F1} seconds).")
|
|
{
|
|
}
|
|
|
|
public Issue Create(double time, double duration) => new Issue(this, duration / 1000f) { Time = time };
|
|
}
|
|
|
|
public class IssueTemplateLongPeriodProblem : IssueTemplateLongPeriod
|
|
{
|
|
public IssueTemplateLongPeriodProblem(ICheck check)
|
|
: base(check, IssueType.Problem)
|
|
{
|
|
}
|
|
}
|
|
|
|
public class IssueTemplateLongPeriodWarning : IssueTemplateLongPeriod
|
|
{
|
|
public IssueTemplateLongPeriodWarning(ICheck check)
|
|
: base(check, IssueType.Warning)
|
|
{
|
|
}
|
|
}
|
|
|
|
public class IssueTemplateLongPeriodNegligible : IssueTemplateLongPeriod
|
|
{
|
|
public IssueTemplateLongPeriodNegligible(ICheck check)
|
|
: base(check, IssueType.Negligible)
|
|
{
|
|
}
|
|
}
|
|
|
|
public class IssueTemplateNoHitsounds : IssueTemplate
|
|
{
|
|
public IssueTemplateNoHitsounds(ICheck check)
|
|
: base(check, IssueType.Problem, "There are no hitsounds.")
|
|
{
|
|
}
|
|
|
|
public Issue Create() => new Issue(this);
|
|
}
|
|
}
|
|
}
|