mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 13:37:51 +08:00
263 lines
11 KiB
C#
263 lines
11 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.
|
|
|
|
#nullable disable
|
|
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.Objects.Types;
|
|
using osu.Game.Rulesets.Taiko.Objects;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using osu.Framework.Utils;
|
|
using System.Threading;
|
|
using JetBrains.Annotations;
|
|
using osu.Game.Audio;
|
|
using osu.Game.Beatmaps.ControlPoints;
|
|
using osu.Game.Beatmaps.Formats;
|
|
|
|
namespace osu.Game.Rulesets.Taiko.Beatmaps
|
|
{
|
|
internal class TaikoBeatmapConverter : BeatmapConverter<TaikoHitObject>
|
|
{
|
|
/// <summary>
|
|
/// Because swells are easier in taiko than spinners are in osu!,
|
|
/// legacy taiko multiplies a factor when converting the number of required hits.
|
|
/// </summary>
|
|
private const float swell_hit_multiplier = 1.65f;
|
|
|
|
/// <summary>
|
|
/// Base osu! slider scoring distance.
|
|
/// </summary>
|
|
private const float osu_base_scoring_distance = 100;
|
|
|
|
/// <summary>
|
|
/// Drum roll distance that results in a duration of 1 speed-adjusted beat length.
|
|
/// </summary>
|
|
private const float taiko_base_distance = 100;
|
|
|
|
private readonly bool isForCurrentRuleset;
|
|
|
|
public TaikoBeatmapConverter(IBeatmap beatmap, Ruleset ruleset)
|
|
: base(beatmap, ruleset)
|
|
{
|
|
isForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.Equals(ruleset.RulesetInfo);
|
|
}
|
|
|
|
public override bool CanConvert() => true;
|
|
|
|
protected override Beatmap<TaikoHitObject> ConvertBeatmap(IBeatmap original, CancellationToken cancellationToken)
|
|
{
|
|
if (!(original.Difficulty is TaikoMultiplierAppliedDifficulty))
|
|
{
|
|
// Rewrite the beatmap info to add the slider velocity multiplier
|
|
original.Difficulty = new TaikoMultiplierAppliedDifficulty(original.Difficulty);
|
|
}
|
|
|
|
Beatmap<TaikoHitObject> converted = base.ConvertBeatmap(original, cancellationToken);
|
|
|
|
if (original.BeatmapInfo.Ruleset.OnlineID == 0)
|
|
{
|
|
// Post processing step to transform standard slider velocity changes into scroll speed changes
|
|
double lastScrollSpeed = 1;
|
|
|
|
foreach (HitObject hitObject in original.HitObjects)
|
|
{
|
|
if (hitObject is not IHasSliderVelocity hasSliderVelocity) continue;
|
|
|
|
double nextScrollSpeed = hasSliderVelocity.SliderVelocity;
|
|
EffectControlPoint currentEffectPoint = converted.ControlPointInfo.EffectPointAt(hitObject.StartTime);
|
|
|
|
if (!Precision.AlmostEquals(lastScrollSpeed, nextScrollSpeed, acceptableDifference: currentEffectPoint.ScrollSpeedBindable.Precision))
|
|
{
|
|
converted.ControlPointInfo.Add(hitObject.StartTime, new EffectControlPoint
|
|
{
|
|
KiaiMode = currentEffectPoint.KiaiMode,
|
|
ScrollSpeed = lastScrollSpeed = nextScrollSpeed,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
if (original.BeatmapInfo.Ruleset.OnlineID == 3)
|
|
{
|
|
// Post processing step to transform mania hit objects with the same start time into strong hits
|
|
converted.HitObjects = converted.HitObjects.GroupBy(t => t.StartTime).Select(x =>
|
|
{
|
|
TaikoHitObject first = x.First();
|
|
if (x.Skip(1).Any() && first is TaikoStrongableHitObject strong)
|
|
strong.IsStrong = true;
|
|
return first;
|
|
}).ToList();
|
|
}
|
|
|
|
// TODO: stable makes the last tick of a drumroll non-required when the next object is too close.
|
|
// This probably needs to be reimplemented:
|
|
//
|
|
// List<HitObject> hitobjects = hitObjectManager.hitObjects;
|
|
// int ind = hitobjects.IndexOf(this);
|
|
// if (i < hitobjects.Count - 1 && hitobjects[i + 1].HittableStartTime - (EndTime + (int)TickSpacing) <= (int)TickSpacing)
|
|
// lastTickHittable = false;
|
|
|
|
return converted;
|
|
}
|
|
|
|
protected override IEnumerable<TaikoHitObject> ConvertHitObject(HitObject obj, IBeatmap beatmap, CancellationToken cancellationToken)
|
|
{
|
|
// Old osu! used hit sounding to determine various hit type information
|
|
IList<HitSampleInfo> samples = obj.Samples;
|
|
|
|
switch (obj)
|
|
{
|
|
case IHasDistance distanceData:
|
|
{
|
|
if (shouldConvertSliderToHits(obj, beatmap, distanceData, out int taikoDuration, out double tickSpacing))
|
|
{
|
|
IList<IList<HitSampleInfo>> allSamples = obj is IHasPathWithRepeats curveData ? curveData.NodeSamples : new List<IList<HitSampleInfo>>(new[] { samples });
|
|
|
|
int i = 0;
|
|
|
|
for (double j = obj.StartTime; j <= obj.StartTime + taikoDuration + tickSpacing / 8; j += tickSpacing)
|
|
{
|
|
IList<HitSampleInfo> currentSamples = allSamples[i];
|
|
|
|
yield return new Hit
|
|
{
|
|
StartTime = j,
|
|
Samples = currentSamples,
|
|
};
|
|
|
|
i = (i + 1) % allSamples.Count;
|
|
|
|
if (Precision.AlmostEquals(0, tickSpacing))
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
yield return new DrumRoll
|
|
{
|
|
StartTime = obj.StartTime,
|
|
Samples = obj.Samples,
|
|
Duration = taikoDuration,
|
|
SliderVelocity = obj is IHasSliderVelocity velocityData ? velocityData.SliderVelocity : 1
|
|
};
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case IHasDuration endTimeData:
|
|
{
|
|
double hitMultiplier = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.OverallDifficulty, 3, 5, 7.5) * swell_hit_multiplier;
|
|
|
|
yield return new Swell
|
|
{
|
|
StartTime = obj.StartTime,
|
|
Samples = obj.Samples,
|
|
Duration = endTimeData.Duration,
|
|
RequiredHits = (int)Math.Max(1, endTimeData.Duration / 1000 * hitMultiplier)
|
|
};
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
{
|
|
yield return new Hit
|
|
{
|
|
StartTime = obj.StartTime,
|
|
Samples = samples,
|
|
};
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private bool shouldConvertSliderToHits(HitObject obj, IBeatmap beatmap, IHasDistance distanceData, out int taikoDuration, out double tickSpacing)
|
|
{
|
|
// DO NOT CHANGE OR REFACTOR ANYTHING IN HERE WITHOUT TESTING AGAINST _ALL_ BEATMAPS.
|
|
// Some of these calculations look redundant, but they are not - extremely small floating point errors are introduced to maintain 1:1 compatibility with stable.
|
|
// Rounding cannot be used as an alternative since the error deltas have been observed to be between 1e-2 and 1e-6.
|
|
|
|
// The true distance, accounting for any repeats. This ends up being the drum roll distance later
|
|
int spans = (obj as IHasRepeats)?.SpanCount() ?? 1;
|
|
double distance = distanceData.Distance * spans * LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER;
|
|
|
|
TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(obj.StartTime);
|
|
|
|
double beatLength;
|
|
if (obj.LegacyBpmMultiplier.HasValue)
|
|
beatLength = timingPoint.BeatLength * obj.LegacyBpmMultiplier.Value;
|
|
else if (obj is IHasSliderVelocity hasSliderVelocity)
|
|
beatLength = timingPoint.BeatLength / hasSliderVelocity.SliderVelocity;
|
|
else
|
|
beatLength = timingPoint.BeatLength;
|
|
|
|
double sliderScoringPointDistance = osu_base_scoring_distance * beatmap.Difficulty.SliderMultiplier / beatmap.Difficulty.SliderTickRate;
|
|
|
|
// The velocity and duration of the taiko hit object - calculated as the velocity of a drum roll.
|
|
double taikoVelocity = sliderScoringPointDistance * beatmap.Difficulty.SliderTickRate;
|
|
taikoDuration = (int)(distance / taikoVelocity * beatLength);
|
|
|
|
if (isForCurrentRuleset)
|
|
{
|
|
tickSpacing = 0;
|
|
return false;
|
|
}
|
|
|
|
double osuVelocity = taikoVelocity * (1000f / beatLength);
|
|
|
|
// osu-stable always uses the speed-adjusted beatlength to determine the osu! velocity, but only uses it for conversion if beatmap version < 8
|
|
if (beatmap.BeatmapInfo.BeatmapVersion >= 8)
|
|
beatLength = timingPoint.BeatLength;
|
|
|
|
// If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat
|
|
tickSpacing = Math.Min(beatLength / beatmap.Difficulty.SliderTickRate, (double)taikoDuration / spans);
|
|
|
|
return tickSpacing > 0
|
|
&& distance / osuVelocity * 1000 < 2 * beatLength;
|
|
}
|
|
|
|
protected override Beatmap<TaikoHitObject> CreateBeatmap() => new TaikoBeatmap();
|
|
|
|
// Important to note that this is subclassing a realm object.
|
|
// Realm doesn't allow this, but for now this can work since we aren't (in theory?) persisting this to the database.
|
|
// It is only used during beatmap conversion and processing.
|
|
internal class TaikoMultiplierAppliedDifficulty : BeatmapDifficulty
|
|
{
|
|
public TaikoMultiplierAppliedDifficulty(IBeatmapDifficultyInfo difficulty)
|
|
{
|
|
CopyFrom(difficulty);
|
|
}
|
|
|
|
[UsedImplicitly]
|
|
public TaikoMultiplierAppliedDifficulty()
|
|
{
|
|
}
|
|
|
|
#region Overrides of BeatmapDifficulty
|
|
|
|
public override BeatmapDifficulty Clone() => new TaikoMultiplierAppliedDifficulty(this);
|
|
|
|
public override void CopyTo(BeatmapDifficulty other)
|
|
{
|
|
base.CopyTo(other);
|
|
if (!(other is TaikoMultiplierAppliedDifficulty))
|
|
other.SliderMultiplier /= LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER;
|
|
}
|
|
|
|
public override void CopyFrom(IBeatmapDifficultyInfo other)
|
|
{
|
|
base.CopyFrom(other);
|
|
if (!(other is TaikoMultiplierAppliedDifficulty))
|
|
SliderMultiplier *= LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|
|
}
|