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147 lines
4.7 KiB
C#
147 lines
4.7 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.Collections.Generic;
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using osu.Game.Beatmaps;
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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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using osu.Game.Rulesets.Mania.Beatmaps.Patterns;
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using osu.Game.Rulesets.Mania.MathUtils;
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namespace osu.Game.Rulesets.Mania.Beatmaps
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{
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/// <summary>
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/// Special converter used for converting from osu!stable beatmaps.
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/// </summary>
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internal class LegacyBeatmapConverter
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{
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private Pattern lastPattern = new Pattern();
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private readonly FastRandom random;
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private readonly Beatmap beatmap;
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public LegacyBeatmapConverter(Beatmap beatmap)
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{
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this.beatmap = beatmap;
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int seed = (int)Math.Round(beatmap.BeatmapInfo.Difficulty.DrainRate + beatmap.BeatmapInfo.Difficulty.CircleSize)
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* 20 + (int)(beatmap.BeatmapInfo.Difficulty.OverallDifficulty * 41.2) + (int)Math.Round(beatmap.BeatmapInfo.Difficulty.ApproachRate);
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random = new FastRandom(seed);
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}
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public IEnumerable<ManiaHitObject> Convert(HitObject original)
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{
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var maniaOriginal = original as ManiaHitObject;
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if (maniaOriginal != null)
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{
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yield return maniaOriginal;
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yield break;
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}
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IEnumerable<ManiaHitObject> objects;
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switch (beatmap.BeatmapInfo.RulesetID)
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{
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default:
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objects = generateConverted(original);
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break;
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case 3:
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objects = generateSpecific(original);
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break;
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}
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if (objects == null)
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yield break;
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foreach (ManiaHitObject obj in objects)
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yield return obj;
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}
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private IEnumerable<ManiaHitObject> generateSpecific(HitObject original)
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{
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var generator = new SpecificPatternGenerator(random, original, beatmap, lastPattern);
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Pattern newPattern = generator.Generate();
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lastPattern = newPattern;
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return newPattern.HitObjects;
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}
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private IEnumerable<ManiaHitObject> generateConverted(HitObject original)
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{
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var endTimeData = original as IHasEndTime;
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var distanceData = original as IHasDistance;
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var positionData = original as IHasPosition;
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// Following lines currently commented out to appease resharper
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//PatternGenerator conversion = null;
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if (distanceData != null)
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{
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// Slider
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}
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else if (endTimeData != null)
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{
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// Spinner
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}
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else if (positionData != null)
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{
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// Circle
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}
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//if (conversion == null)
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return null;
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//Pattern newPattern = conversion.Generate();
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//lastPattern = newPattern;
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//return newPattern.HitObjects;
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}
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/// <summary>
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/// A pattern generator for mania-specific beatmaps.
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/// </summary>
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private class SpecificPatternGenerator : Patterns.Legacy.PatternGenerator
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{
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public SpecificPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern)
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: base(random, hitObject, beatmap, previousPattern)
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{
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}
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public override Pattern Generate()
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{
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var endTimeData = HitObject as IHasEndTime;
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var positionData = HitObject as IHasXPosition;
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int column = GetColumn(positionData?.X ?? 0);
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var pattern = new Pattern();
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if (endTimeData != null)
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{
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pattern.Add(new HoldNote
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{
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StartTime = HitObject.StartTime,
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Samples = HitObject.Samples,
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Duration = endTimeData.Duration,
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Column = column,
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});
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}
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else if (positionData != null)
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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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return pattern;
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}
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}
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}
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}
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