mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 14:37:25 +08:00
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.
|
|
// See the LICENCE file in the repository root for full licence text.
|
|
|
|
using System;
|
|
using System.Linq;
|
|
using osu.Framework.Utils;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Replays;
|
|
using osu.Game.Rulesets.Catch.Beatmaps;
|
|
using osu.Game.Rulesets.Catch.Objects;
|
|
using osu.Game.Rulesets.Catch.UI;
|
|
using osu.Game.Rulesets.Replays;
|
|
|
|
namespace osu.Game.Rulesets.Catch.Replays
|
|
{
|
|
internal class CatchAutoGenerator : AutoGenerator
|
|
{
|
|
public const double RELEASE_DELAY = 20;
|
|
|
|
public new CatchBeatmap Beatmap => (CatchBeatmap)base.Beatmap;
|
|
|
|
public CatchAutoGenerator(IBeatmap beatmap)
|
|
: base(beatmap)
|
|
{
|
|
Replay = new Replay();
|
|
}
|
|
|
|
protected Replay Replay;
|
|
|
|
private CatchReplayFrame currentFrame;
|
|
|
|
public override Replay Generate()
|
|
{
|
|
// todo: add support for HT DT
|
|
const double dash_speed = Catcher.BASE_SPEED;
|
|
const double movement_speed = dash_speed / 2;
|
|
float lastPosition = CatchPlayfield.CENTER_X;
|
|
double lastTime = 0;
|
|
|
|
void moveToNext(CatchHitObject h)
|
|
{
|
|
float positionChange = Math.Abs(lastPosition - h.X);
|
|
double timeAvailable = h.StartTime - lastTime;
|
|
|
|
// So we can either make it there without a dash or not.
|
|
// If positionChange is 0, we don't need to move, so speedRequired should also be 0 (could be NaN if timeAvailable is 0 too)
|
|
// The case where positionChange > 0 and timeAvailable == 0 results in PositiveInfinity which provides expected beheaviour.
|
|
double speedRequired = positionChange == 0 ? 0 : positionChange / timeAvailable;
|
|
|
|
bool dashRequired = speedRequired > movement_speed;
|
|
bool impossibleJump = speedRequired > movement_speed * 2;
|
|
|
|
// todo: get correct catcher size, based on difficulty CS.
|
|
const float catcher_width_half = CatcherArea.CATCHER_SIZE * 0.3f * 0.5f;
|
|
|
|
if (lastPosition - catcher_width_half < h.X && lastPosition + catcher_width_half > h.X)
|
|
{
|
|
// we are already in the correct range.
|
|
lastTime = h.StartTime;
|
|
addFrame(h.StartTime, lastPosition);
|
|
return;
|
|
}
|
|
|
|
if (impossibleJump)
|
|
{
|
|
addFrame(h.StartTime, h.X);
|
|
}
|
|
else if (h.HyperDash)
|
|
{
|
|
addFrame(h.StartTime - timeAvailable, lastPosition);
|
|
addFrame(h.StartTime, h.X);
|
|
}
|
|
else if (dashRequired)
|
|
{
|
|
// we do a movement in two parts - the dash part then the normal part...
|
|
double timeAtNormalSpeed = positionChange / movement_speed;
|
|
double timeWeNeedToSave = timeAtNormalSpeed - timeAvailable;
|
|
double timeAtDashSpeed = timeWeNeedToSave / 2;
|
|
|
|
float midPosition = (float)Interpolation.Lerp(lastPosition, h.X, (float)timeAtDashSpeed / timeAvailable);
|
|
|
|
// dash movement
|
|
addFrame(h.StartTime - timeAvailable + 1, lastPosition, true);
|
|
addFrame(h.StartTime - timeAvailable + timeAtDashSpeed, midPosition);
|
|
addFrame(h.StartTime, h.X);
|
|
}
|
|
else
|
|
{
|
|
double timeBefore = positionChange / movement_speed;
|
|
|
|
addFrame(h.StartTime - timeBefore, lastPosition);
|
|
addFrame(h.StartTime, h.X);
|
|
}
|
|
|
|
lastTime = h.StartTime;
|
|
lastPosition = h.X;
|
|
}
|
|
|
|
foreach (var obj in Beatmap.HitObjects)
|
|
{
|
|
switch (obj)
|
|
{
|
|
case Fruit _:
|
|
moveToNext(obj);
|
|
break;
|
|
}
|
|
|
|
foreach (var nestedObj in obj.NestedHitObjects.Cast<CatchHitObject>())
|
|
{
|
|
switch (nestedObj)
|
|
{
|
|
case Banana _:
|
|
case TinyDroplet _:
|
|
case Droplet _:
|
|
case Fruit _:
|
|
moveToNext(nestedObj);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return Replay;
|
|
}
|
|
|
|
private void addFrame(double time, float? position = null, bool dashing = false)
|
|
{
|
|
// todo: can be removed once FramedReplayInputHandler correctly handles rewinding before first frame.
|
|
if (Replay.Frames.Count == 0)
|
|
Replay.Frames.Add(new CatchReplayFrame(time - 1, position, false, null));
|
|
|
|
var last = currentFrame;
|
|
currentFrame = new CatchReplayFrame(time, position, dashing, last);
|
|
Replay.Frames.Add(currentFrame);
|
|
}
|
|
}
|
|
}
|