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