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osu-lazer/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/HitObjectPatternGenerator.cs
2017-05-23 15:29:38 +09:00

404 lines
16 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Linq;
using OpenTK;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Mania.MathUtils;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
{
internal class HitObjectPatternGenerator : PatternGenerator
{
public PatternType StairType { get; private set; }
private readonly PatternType convertType;
public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair)
: base(random, hitObject, beatmap, previousPattern)
{
StairType = lastStair;
TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(hitObject.StartTime);
EffectControlPoint effectPoint = beatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime);
var positionData = hitObject as IHasPosition;
float positionSeparation = ((positionData?.Position ?? Vector2.Zero) - previousPosition).Length;
double timeSeparation = hitObject.StartTime - previousTime;
if (timeSeparation <= 125)
{
// More than 120 BPM
convertType |= PatternType.ForceNotStack;
}
if (timeSeparation <= 80)
{
// More than 187 BPM
convertType |= PatternType.ForceNotStack | PatternType.KeepSingle;
}
else if (timeSeparation <= 95)
{
// More than 157 BPM
convertType |= PatternType.ForceNotStack | PatternType.KeepSingle | lastStair;
}
else if (timeSeparation <= 105)
{
// More than 140 BPM
convertType |= PatternType.ForceNotStack | PatternType.LowProbability;
}
else if (timeSeparation <= 125)
{
// More than 120 BPM
convertType |= PatternType.ForceNotStack;
}
else if (timeSeparation <= 135 && positionSeparation < 20)
{
// More than 111 BPM stream
convertType |= PatternType.Cycle | PatternType.KeepSingle;
}
else if (timeSeparation <= 150 & positionSeparation < 20)
{
// More than 100 BPM stream
convertType |= PatternType.ForceStack | PatternType.LowProbability;
}
else if (positionSeparation < 20 && density >= timingPoint.BeatLength / 2.5)
{
// Low density stream
convertType |= PatternType.Reverse | PatternType.LowProbability;
}
else if (density < timingPoint.BeatLength / 2.5 || effectPoint.KiaiMode)
{
// High density
}
else
convertType |= PatternType.LowProbability;
}
public override Pattern Generate()
{
int lastColumn = PreviousPattern.HitObjects.FirstOrDefault()?.Column ?? 0;
if ((convertType & PatternType.Reverse) > 0 && PreviousPattern.HitObjects.Any())
{
// Generate a new pattern by copying the last hit objects in reverse-column order
var pattern = new Pattern();
for (int i = RandomStart; i < AvailableColumns; i++)
if (PreviousPattern.ColumnHasObject(i))
addToPattern(pattern, RandomStart + AvailableColumns - i - 1);
return pattern;
}
if ((convertType & PatternType.Cycle) > 0 && PreviousPattern.HitObjects.Count() == 1
// If we convert to 7K + 1, let's not overload the special key
&& (AvailableColumns != 8 || lastColumn != 0)
// Make sure the last column was not the centre column
&& (AvailableColumns % 2 == 0 || lastColumn != AvailableColumns / 2))
{
// Generate a new pattern by cycling backwards (similar to Reverse but for only one hit object)
var pattern = new Pattern();
int column = RandomStart + AvailableColumns - lastColumn - 1;
addToPattern(pattern, column);
return pattern;
}
if ((convertType & PatternType.ForceStack) > 0 && PreviousPattern.HitObjects.Any())
{
// Generate a new pattern by placing on the already filled columns
var pattern = new Pattern();
for (int i = RandomStart; i < AvailableColumns; i++)
if (PreviousPattern.ColumnHasObject(i))
addToPattern(pattern, i);
return pattern;
}
if ((convertType & PatternType.Stair) > 0 && PreviousPattern.HitObjects.Count() == 1)
{
// Generate a new pattern by placing on the next column, cycling back to the start if there is no "next"
var pattern = new Pattern();
int targetColumn = lastColumn + 1;
if (targetColumn == AvailableColumns)
{
targetColumn = RandomStart;
StairType = PatternType.ReverseStair;
}
addToPattern(pattern, targetColumn);
return pattern;
}
if ((convertType & PatternType.ReverseStair) > 0 && PreviousPattern.HitObjects.Count() == 1)
{
// Generate a new pattern by placing on the previous column, cycling back to the end if there is no "previous"
var pattern = new Pattern();
int targetColumn = lastColumn - 1;
if (targetColumn == RandomStart - 1)
{
targetColumn = AvailableColumns - 1;
StairType = PatternType.Stair;
}
addToPattern(pattern, targetColumn);
return pattern;
}
if ((convertType & PatternType.KeepSingle) > 0)
return generateRandomNotes(1);
if ((convertType & PatternType.Mirror) > 0)
{
if (ConversionDifficulty > 6.5)
return generateRandomPatternWithMirrored(0.12, 0.38, 0.12);
if (ConversionDifficulty > 4)
return generateRandomPatternWithMirrored(0.12, 0.17, 0);
return generateRandomPatternWithMirrored(0.12, 0, 0);
}
if (ConversionDifficulty > 6.5)
{
if ((convertType & PatternType.LowProbability) > 0)
return generateRandomPattern(0.78, 0.42, 0, 0);
return generateRandomPattern(1, 0.62, 0, 0);
}
if (ConversionDifficulty > 4)
{
if ((convertType & PatternType.LowProbability) > 0)
return generateRandomPattern(0.35, 0.08, 0, 0);
return generateRandomPattern(0.52, 0.15, 0, 0);
}
if (ConversionDifficulty > 2)
{
if ((convertType & PatternType.LowProbability) > 0)
return generateRandomPattern(0.18, 0, 0, 0);
return generateRandomPattern(0.45, 0, 0, 0);
}
return generateRandomPattern(0, 0, 0, 0);
}
/// <summary>
/// Generates random notes.
/// <para>
/// This will generate as many as it can up to <paramref name="noteCount"/>, accounting for
/// any stacks if <see cref="convertType"/> is forcing no stacks.
/// </para>
/// </summary>
/// <param name="noteCount">The amount of notes to generate.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateRandomNotes(int noteCount)
{
var pattern = new Pattern();
bool allowStacking = (convertType & PatternType.ForceNotStack) == 0;
if (!allowStacking)
noteCount = Math.Min(noteCount, AvailableColumns - RandomStart - PreviousPattern.ColumnWithObjects);
int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
for (int i = 0; i < noteCount; i++)
{
while (pattern.ColumnHasObject(nextColumn) || PreviousPattern.ColumnHasObject(nextColumn) && !allowStacking)
{
if ((convertType & PatternType.Gathered) > 0)
{
nextColumn++;
if (nextColumn == AvailableColumns)
nextColumn = RandomStart;
}
else
nextColumn = Random.Next(RandomStart, AvailableColumns);
}
addToPattern(pattern, nextColumn);
}
return pattern;
}
/// <summary>
/// Whether this hit object can generate a note in the special column.
/// </summary>
private bool hasSpecialColumn => HitObject.Samples.Any(s => s.Name == SampleInfo.HIT_CLAP) && HitObject.Samples.Any(s => s.Name == SampleInfo.HIT_FINISH);
/// <summary>
/// Generates a random pattern.
/// </summary>
/// <param name="p2">Probability for 2 notes to be generated.</param>
/// <param name="p3">Probability for 3 notes to be generated.</param>
/// <param name="p4">Probability for 4 notes to be generated.</param>
/// <param name="p5">Probability for 5 notes to be generated.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateRandomPattern(double p2, double p3, double p4, double p5)
{
var pattern = new Pattern();
pattern.Add(generateRandomNotes(getRandomNoteCount(p2, p3, p4, p5)));
if (RandomStart > 0 && hasSpecialColumn)
addToPattern(pattern, 0);
return pattern;
}
/// <summary>
/// Generates a random pattern which has both normal and mirrored notes.
/// </summary>
/// <param name="centreProbability">The probability for a note to be added to the centre column.</param>
/// <param name="p2">Probability for 2 notes to be generated.</param>
/// <param name="p3">Probability for 3 notes to be generated.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateRandomPatternWithMirrored(double centreProbability, double p2, double p3)
{
var pattern = new Pattern();
bool addToCentre;
int noteCount = getRandomNoteCountMirrored(centreProbability, p2, p3, out addToCentre);
int columnLimit = (AvailableColumns % 2 == 0 ? AvailableColumns : AvailableColumns - 1) / 2;
int nextColumn = Random.Next(RandomStart, columnLimit);
for (int i = 0; i < noteCount; i++)
{
while (pattern.ColumnHasObject(nextColumn))
nextColumn = Random.Next(RandomStart, columnLimit);
// Add normal note
addToPattern(pattern, nextColumn);
// Add mirrored note
addToPattern(pattern, RandomStart + AvailableColumns - nextColumn - 1);
}
if (addToCentre)
addToPattern(pattern, AvailableColumns / 2);
if (RandomStart > 0 && hasSpecialColumn)
addToPattern(pattern, 0);
return pattern;
}
/// <summary>
/// Generates a count of notes to be generated from a list of probabilities.
/// </summary>
/// <param name="p2">Probability for 2 notes to be generated.</param>
/// <param name="p3">Probability for 3 notes to be generated.</param>
/// <param name="p4">Probability for 4 notes to be generated.</param>
/// <param name="p5">Probability for 5 notes to be generated.</param>
/// <returns>The amount of notes to be generated.</returns>
private int getRandomNoteCount(double p2, double p3, double p4, double p5)
{
switch (AvailableColumns)
{
case 2:
p2 = 0;
p3 = 0;
p4 = 0;
p5 = 0;
break;
case 3:
p2 = Math.Max(p2, 0.1);
p3 = 0;
p4 = 0;
p5 = 0;
break;
case 4:
p2 = Math.Max(p2, 0.23);
p3 = Math.Max(p3, 0.04);
p4 = 0;
p5 = 0;
break;
case 5:
p3 = Math.Max(p3, 0.15);
p4 = Math.Max(p4, 0.03);
p5 = 0;
break;
}
if (HitObject.Samples.Any(s => s.Name == SampleInfo.HIT_CLAP))
p2 = 1;
return GetRandomNoteCount(p2, p3, p4, p5);
}
/// <summary>
/// Generates a count of notes to be generated from a list of probabilities.
/// </summary>
/// <param name="centreProbability">The probability for a note to be added to the centre column.</param>
/// <param name="p2">Probability for 2 notes to be generated.</param>
/// <param name="p3">Probability for 3 notes to be generated.</param>
/// <param name="addToCentre">Whether to add a note to the centre column.</param>
/// <returns>The amount of notes to be generated. The note to be added to the centre column will NOT be part of this count.</returns>
private int getRandomNoteCountMirrored(double centreProbability, double p2, double p3, out bool addToCentre)
{
addToCentre = false;
if ((convertType & PatternType.ForceNotStack) > 0)
return getRandomNoteCount(p2 / 2, p2, (p2 + p3) / 2, p3);
switch (AvailableColumns)
{
case 2:
centreProbability = 0;
p2 = 0;
p3 = 0;
break;
case 3:
centreProbability = Math.Max(centreProbability, 0.03);
p2 = Math.Max(p2, 0.1);
p3 = 0;
break;
case 4:
centreProbability = 0;
p2 = Math.Max(p2 * 2, 0.2);
p3 = 0;
break;
case 5:
centreProbability = Math.Max(centreProbability, 0.03);
p3 = 0;
break;
case 6:
centreProbability = 0;
p2 = Math.Max(p2 * 2, 0.5);
p3 = Math.Max(p3 * 2, 0.15);
break;
}
double centreVal = Random.NextDouble();
int noteCount = GetRandomNoteCount(p2, p3);
addToCentre = AvailableColumns % 2 != 0 && noteCount != 3 && centreVal > 1 - centreProbability;
return noteCount;
}
/// <summary>
/// Constructs and adds a note to a pattern.
/// </summary>
/// <param name="pattern">The pattern to add to.</param>
/// <param name="column">The column to add the note to.</param>
private void addToPattern(Pattern pattern, int column)
{
pattern.Add(new Note
{
StartTime = HitObject.StartTime,
Samples = HitObject.Samples,
Column = column
});
}
}
}