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3278a1d7d8
There were two coordinate systems used: - 0..512 (used in osu!stable) - 0..1 (relative coordinate) This commit replaces the usage of the relative coordinate system to the coordinate system of 0..512.
137 lines
5.0 KiB
C#
137 lines
5.0 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;
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using System.Linq;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Catch.Beatmaps;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Replays;
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namespace osu.Game.Rulesets.Catch.Replays
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{
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internal class CatchAutoGenerator : AutoGenerator
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{
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public const double RELEASE_DELAY = 20;
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public new CatchBeatmap Beatmap => (CatchBeatmap)base.Beatmap;
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public CatchAutoGenerator(IBeatmap beatmap)
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: base(beatmap)
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{
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Replay = new Replay();
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}
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protected Replay Replay;
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private CatchReplayFrame currentFrame;
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public override Replay Generate()
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{
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// todo: add support for HT DT
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const double dash_speed = Catcher.BASE_SPEED;
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const double movement_speed = dash_speed / 2;
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float lastPosition = CatchPlayfield.CENTER_X;
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double lastTime = 0;
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void moveToNext(CatchHitObject h)
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{
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float positionChange = Math.Abs(lastPosition - h.X);
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double timeAvailable = h.StartTime - lastTime;
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// So we can either make it there without a dash or not.
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// If positionChange is 0, we don't need to move, so speedRequired should also be 0 (could be NaN if timeAvailable is 0 too)
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// The case where positionChange > 0 and timeAvailable == 0 results in PositiveInfinity which provides expected beheaviour.
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double speedRequired = positionChange == 0 ? 0 : positionChange / timeAvailable;
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bool dashRequired = speedRequired > movement_speed;
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bool impossibleJump = speedRequired > movement_speed * 2;
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// todo: get correct catcher size, based on difficulty CS.
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const float catcher_width_half = CatcherArea.CATCHER_SIZE * 0.3f * 0.5f;
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if (lastPosition - catcher_width_half < h.X && lastPosition + catcher_width_half > h.X)
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{
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// we are already in the correct range.
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lastTime = h.StartTime;
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addFrame(h.StartTime, lastPosition);
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return;
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}
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if (impossibleJump)
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{
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addFrame(h.StartTime, h.X);
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}
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else if (h.HyperDash)
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{
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addFrame(h.StartTime - timeAvailable, lastPosition);
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addFrame(h.StartTime, h.X);
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}
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else if (dashRequired)
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{
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// we do a movement in two parts - the dash part then the normal part...
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double timeAtNormalSpeed = positionChange / movement_speed;
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double timeWeNeedToSave = timeAtNormalSpeed - timeAvailable;
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double timeAtDashSpeed = timeWeNeedToSave / 2;
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float midPosition = (float)Interpolation.Lerp(lastPosition, h.X, (float)timeAtDashSpeed / timeAvailable);
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// dash movement
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addFrame(h.StartTime - timeAvailable + 1, lastPosition, true);
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addFrame(h.StartTime - timeAvailable + timeAtDashSpeed, midPosition);
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addFrame(h.StartTime, h.X);
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}
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else
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{
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double timeBefore = positionChange / movement_speed;
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addFrame(h.StartTime - timeBefore, lastPosition);
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addFrame(h.StartTime, h.X);
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}
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lastTime = h.StartTime;
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lastPosition = h.X;
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}
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foreach (var obj in Beatmap.HitObjects)
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{
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switch (obj)
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{
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case Fruit _:
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moveToNext(obj);
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break;
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}
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foreach (var nestedObj in obj.NestedHitObjects.Cast<CatchHitObject>())
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{
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switch (nestedObj)
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{
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case Banana _:
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case TinyDroplet _:
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case Droplet _:
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case Fruit _:
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moveToNext(nestedObj);
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break;
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}
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}
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}
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return Replay;
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}
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private void addFrame(double time, float? position = null, bool dashing = false)
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{
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// todo: can be removed once FramedReplayInputHandler correctly handles rewinding before first frame.
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if (Replay.Frames.Count == 0)
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Replay.Frames.Add(new CatchReplayFrame(time - 1, position, false, null));
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var last = currentFrame;
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currentFrame = new CatchReplayFrame(time, position, dashing, last);
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Replay.Frames.Add(currentFrame);
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}
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}
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}
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