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osu-lazer/osu.Game.Rulesets.Taiko/Objects/DrumRoll.cs
smoogipoo 7d027098ec Fix drumroll completions always giving GREAT judgements
Due to requiredgoodhits/requiredgreathits being calculated prior to nested hitobjects.
2018-05-14 14:13:07 +09:00

86 lines
2.7 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Rulesets.Objects.Types;
using System;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
namespace osu.Game.Rulesets.Taiko.Objects
{
public class DrumRoll : TaikoHitObject, IHasEndTime
{
/// <summary>
/// Drum roll distance that results in a duration of 1 speed-adjusted beat length.
/// </summary>
private const float base_distance = 100;
public double EndTime => StartTime + Duration;
public double Duration { get; set; }
/// <summary>
/// Numer of ticks per beat length.
/// </summary>
public int TickRate = 1;
/// <summary>
/// Number of drum roll ticks required for a "Good" hit.
/// </summary>
public double RequiredGoodHits { get; protected set; }
/// <summary>
/// Number of drum roll ticks required for a "Great" hit.
/// </summary>
public double RequiredGreatHits { get; protected set; }
/// <summary>
/// The length (in milliseconds) between ticks of this drumroll.
/// <para>Half of this value is the hit window of the ticks.</para>
/// </summary>
private double tickSpacing = 100;
private float overallDifficulty = BeatmapDifficulty.DEFAULT_DIFFICULTY;
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
tickSpacing = timingPoint.BeatLength / TickRate;
overallDifficulty = difficulty.OverallDifficulty;
}
protected override void CreateNestedHitObjects()
{
base.CreateNestedHitObjects();
createTicks();
RequiredGoodHits = NestedHitObjects.Count * Math.Min(0.15, 0.05 + 0.10 / 6 * overallDifficulty);
RequiredGreatHits = NestedHitObjects.Count * Math.Min(0.30, 0.10 + 0.20 / 6 * overallDifficulty);
}
private void createTicks()
{
if (tickSpacing == 0)
return;
bool first = true;
for (double t = StartTime; t < EndTime + tickSpacing / 2; t += tickSpacing)
{
AddNested(new DrumRollTick
{
FirstTick = first,
TickSpacing = tickSpacing,
StartTime = t,
IsStrong = IsStrong
});
first = false;
}
}
}
}