OsuDifficultyBeatmap enumeration logic made clearer, more documentation added.

This commit is contained in:
Péter Nemes
2017-06-06 15:39:37 +02:00
parent afb4443763
commit 01585027b1
7 changed files with 87 additions and 41 deletions

View File

@ -12,6 +12,9 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
private readonly IEnumerator<OsuDifficultyHitObject> difficultyObjects;
private readonly Queue<OsuDifficultyHitObject> onScreen = new Queue<OsuDifficultyHitObject>();
/// <summary>
/// Creates an enumerable, which handles the preprocessing of HitObjects, getting them ready to be used in difficulty calculation.
/// </summary>
public OsuDifficultyBeatmap(List<OsuHitObject> objects)
{
// Sort HitObjects by StartTime - they are not correctly ordered in some cases.
@ -20,38 +23,40 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
difficultyObjects = createDifficultyObjectEnumerator(objects);
}
/// <summary>
/// Returns an enumerator that enumerates all difficulty objects in the beatmap.
/// The inner loop adds notes that appear on screen into a queue until we need to hit the next note,
/// the outer loop returns notes from this queue one at a time, only after they had to be hit, and should no longer be on screen.
/// This means that we can loop through every object that is on screen at the time when a new one appears,
/// allowing us to determine a reading strain for the note that just appeared.
/// </summary>
public IEnumerator<OsuDifficultyHitObject> GetEnumerator()
{
do
while (true)
{
// Add upcoming notes to the queue until we have at least one note that had been hit and can be dequeued.
// This means there is always at least one note in the queue unless we reached the end of the map.
bool hasNext;
do
{
hasNext = difficultyObjects.MoveNext();
if (onScreen.Count == 0 && !hasNext)
yield break; // Stop if we have an empty enumerator.
if (!difficultyObjects.MoveNext())
break; // New notes can't be added anymore, but we still need to dequeue and return the ones already on screen.
if (hasNext)
OsuDifficultyHitObject latest = difficultyObjects.Current;
// Calculate flow values here
foreach (OsuDifficultyHitObject h in onScreen)
{
OsuDifficultyHitObject latest = difficultyObjects.Current;
// Calculate flow values here
foreach (OsuDifficultyHitObject h in onScreen)
{
h.MsUntilHit -= latest.Ms;
// Calculate reading strain here
}
onScreen.Enqueue(latest);
h.TimeUntilHit -= latest.DeltaTime;
// Calculate reading strain here
}
}
while (onScreen.Peek().MsUntilHit > 0 && hasNext); // Keep adding new notes on screen while there is still time before we have to hit the next one.
onScreen.Enqueue(latest);
}
while (onScreen.Peek().TimeUntilHit > 0); // Keep adding new notes on screen while there is still time before we have to hit the next one.
if (onScreen.Count == 0) break; // We have reached the end of the map and enumerated all the notes.
yield return onScreen.Dequeue(); // Remove and return notes one by one that had to be hit before the latest note appeared.
}
while (onScreen.Count > 0);
}
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();