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119 lines
4.5 KiB
C#
119 lines
4.5 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.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<CatchReplayFrame>
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{
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public new CatchBeatmap Beatmap => (CatchBeatmap)base.Beatmap;
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private readonly float halfCatcherWidth;
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public CatchAutoGenerator(IBeatmap beatmap)
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: base(beatmap)
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{
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halfCatcherWidth = Catcher.CalculateCatchWidth(beatmap.Difficulty) * 0.5f;
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}
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protected override void GenerateFrames()
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{
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if (Beatmap.HitObjects.Count == 0)
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return;
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float lastPosition = CatchPlayfield.CENTER_X;
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double lastTime = 0;
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void moveToNext(PalpableCatchHitObject h)
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{
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float positionChange = Math.Abs(lastPosition - h.EffectiveX);
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double timeAvailable = h.StartTime - lastTime;
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if (timeAvailable < 0)
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{
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return;
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}
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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 > Catcher.BASE_WALK_SPEED;
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bool impossibleJump = speedRequired > Catcher.BASE_DASH_SPEED;
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if (lastPosition - halfCatcherWidth < h.EffectiveX && lastPosition + halfCatcherWidth > h.EffectiveX)
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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.EffectiveX);
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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.EffectiveX);
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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 / Catcher.BASE_WALK_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.EffectiveX, (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.EffectiveX);
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}
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else
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{
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double timeBefore = positionChange / Catcher.BASE_WALK_SPEED;
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addFrame(h.StartTime - timeBefore, lastPosition);
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addFrame(h.StartTime, h.EffectiveX);
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}
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lastTime = h.StartTime;
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lastPosition = h.EffectiveX;
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}
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foreach (var obj in Beatmap.HitObjects)
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{
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if (obj is PalpableCatchHitObject palpableObject)
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{
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moveToNext(palpableObject);
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}
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foreach (var nestedObj in obj.NestedHitObjects.Cast<CatchHitObject>())
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{
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if (nestedObj is PalpableCatchHitObject palpableNestedObject)
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{
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moveToNext(palpableNestedObject);
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}
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}
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}
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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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Frames.Add(new CatchReplayFrame(time, position, dashing, LastFrame));
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}
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}
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}
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