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167 lines
8.8 KiB
C#
167 lines
8.8 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.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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{
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/// <summary>
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/// Represents a single hit object in taiko difficulty calculation.
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/// </summary>
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public class TaikoDifficultyHitObject : DifficultyHitObject
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{
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private readonly IReadOnlyList<TaikoDifficultyHitObject> monoDifficultyHitObjects;
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public readonly int MonoPosition;
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private readonly IReadOnlyList<TaikoDifficultyHitObject> noteObjects;
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public readonly int NotePosition;
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/// <summary>
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/// The rhythm required to hit this hit object.
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/// </summary>
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public readonly TaikoDifficultyHitObjectRhythm Rhythm;
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/// <summary>
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/// Colour data for this hit object. This is used by colour evaluator to calculate colour, but can be used
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/// differently by other skills in the future.
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/// </summary>
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public readonly TaikoDifficultyHitObjectColour Colour;
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/// <summary>
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/// The hit type of this hit object.
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/// </summary>
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public readonly HitType? HitType;
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/// <summary>
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/// Creates a list of <see cref="TaikoDifficultyHitObject"/>s from a <see cref="IBeatmap"/>s.
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/// TODO: Review this - this is moved here from TaikoDifficultyCalculator so that TaikoDifficultyCalculator can
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/// have less knowledge of implementation details (i.e. creating all the different hitObject lists, and
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/// calling FindRepetitionInterval for the final object). The down side of this is
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/// TaikoDifficultyHitObejct.CreateDifficultyHitObjects is now pretty much a proxy for this.
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/// </summary>
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/// <param name="beatmap">The beatmap from which the list of <see cref="TaikoDifficultyHitObject"/> is created.</param>
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/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
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public static List<DifficultyHitObject> Create(IBeatmap beatmap, double clockRate)
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{
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List<DifficultyHitObject> difficultyHitObject = new List<DifficultyHitObject>();
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List<TaikoDifficultyHitObject> centreObjects = new List<TaikoDifficultyHitObject>();
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List<TaikoDifficultyHitObject> rimObjects = new List<TaikoDifficultyHitObject>();
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List<TaikoDifficultyHitObject> noteObjects = new List<TaikoDifficultyHitObject>();
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for (int i = 2; i < beatmap.HitObjects.Count; i++)
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{
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difficultyHitObject.Add(
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new TaikoDifficultyHitObject(
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beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, difficultyHitObject,
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centreObjects, rimObjects, noteObjects, difficultyHitObject.Count)
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);
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}
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// Find repetition interval for the final TaikoDifficultyHitObjectColour
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((TaikoDifficultyHitObject)difficultyHitObject.Last()).Colour?.FindRepetitionInterval();
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return difficultyHitObject;
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}
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/// <summary>
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/// Creates a new difficulty hit object.
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/// </summary>
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/// <param name="hitObject">The gameplay <see cref="HitObject"/> associated with this difficulty object.</param>
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/// <param name="lastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="hitObject"/>.</param>
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/// <param name="lastLastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="lastObject"/>.</param>
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/// <param name="clockRate">The rate of the gameplay clock. Modified by speed-changing mods.</param>
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/// <param name="objects">The list of all <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
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/// <param name="centreHitObjects">The list of centre (don) <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
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/// <param name="rimHitObjects">The list of rim (kat) <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
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/// <param name="noteObjects">The list of <see cref="DifficultyHitObject"/>s that is a hit (i.e. not a slider or spinner) in the current beatmap.</param>
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/// <param name="position">The position of this <see cref="DifficultyHitObject"/> in the <paramref name="objects"/> list.</param>
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///
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/// TODO: This argument list is getting long, we might want to refactor this into a static method that create
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/// all <see cref="DifficultyHitObject"/>s from a <see cref="IBeatmap"/>.
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private TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate,
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List<DifficultyHitObject> objects,
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List<TaikoDifficultyHitObject> centreHitObjects,
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List<TaikoDifficultyHitObject> rimHitObjects,
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List<TaikoDifficultyHitObject> noteObjects, int position)
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: base(hitObject, lastObject, clockRate, objects, position)
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{
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var currentHit = hitObject as Hit;
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this.noteObjects = noteObjects;
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Rhythm = getClosestRhythm(lastObject, lastLastObject, clockRate);
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HitType = currentHit?.Type;
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if (HitType == Objects.HitType.Centre)
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{
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MonoPosition = centreHitObjects.Count;
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centreHitObjects.Add(this);
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monoDifficultyHitObjects = centreHitObjects;
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}
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else if (HitType == Objects.HitType.Rim)
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{
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MonoPosition = rimHitObjects.Count;
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rimHitObjects.Add(this);
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monoDifficultyHitObjects = rimHitObjects;
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}
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// Need to be done after HitType is set.
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if (HitType == null) return;
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NotePosition = noteObjects.Count;
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noteObjects.Add(this);
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// Need to be done after NotePosition is set.
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Colour = TaikoDifficultyHitObjectColour.GetInstanceFor(this);
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}
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/// <summary>
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/// List of most common rhythm changes in taiko maps.
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/// </summary>
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/// <remarks>
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/// The general guidelines for the values are:
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/// <list type="bullet">
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/// <item>rhythm changes with ratio closer to 1 (that are <i>not</i> 1) are harder to play,</item>
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/// <item>speeding up is <i>generally</i> harder than slowing down (with exceptions of rhythm changes requiring a hand switch).</item>
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/// </list>
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/// </remarks>
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private static readonly TaikoDifficultyHitObjectRhythm[] common_rhythms =
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{
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new TaikoDifficultyHitObjectRhythm(1, 1, 0.0),
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new TaikoDifficultyHitObjectRhythm(2, 1, 0.3),
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new TaikoDifficultyHitObjectRhythm(1, 2, 0.5),
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new TaikoDifficultyHitObjectRhythm(3, 1, 0.3),
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new TaikoDifficultyHitObjectRhythm(1, 3, 0.35),
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new TaikoDifficultyHitObjectRhythm(3, 2, 0.6), // purposefully higher (requires hand switch in full alternating gameplay style)
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new TaikoDifficultyHitObjectRhythm(2, 3, 0.4),
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new TaikoDifficultyHitObjectRhythm(5, 4, 0.5),
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new TaikoDifficultyHitObjectRhythm(4, 5, 0.7)
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};
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/// <summary>
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/// Returns the closest rhythm change from <see cref="common_rhythms"/> required to hit this object.
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/// </summary>
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/// <param name="lastObject">The gameplay <see cref="HitObject"/> preceding this one.</param>
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/// <param name="lastLastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="lastObject"/>.</param>
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/// <param name="clockRate">The rate of the gameplay clock.</param>
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private TaikoDifficultyHitObjectRhythm getClosestRhythm(HitObject lastObject, HitObject lastLastObject, double clockRate)
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{
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double prevLength = (lastObject.StartTime - lastLastObject.StartTime) / clockRate;
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double ratio = DeltaTime / prevLength;
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return common_rhythms.OrderBy(x => Math.Abs(x.Ratio - ratio)).First();
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}
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public TaikoDifficultyHitObject PreviousMono(int backwardsIndex) => monoDifficultyHitObjects.ElementAtOrDefault(MonoPosition - (backwardsIndex + 1));
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public TaikoDifficultyHitObject NextMono(int forwardsIndex) => monoDifficultyHitObjects.ElementAtOrDefault(MonoPosition + (forwardsIndex + 1));
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public TaikoDifficultyHitObject PreviousNote(int backwardsIndex) => noteObjects.ElementAtOrDefault(NotePosition - (backwardsIndex + 1));
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public TaikoDifficultyHitObject NextNote(int forwardsIndex) => noteObjects.ElementAtOrDefault(NotePosition + (forwardsIndex + 1));
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}
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}
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