Use IApplicableToRate in osu! auto generator

This commit is contained in:
Bartłomiej Dach
2021-01-31 17:56:03 +01:00
parent 3fabe247b0
commit 0e1ec703d3
2 changed files with 62 additions and 27 deletions

View File

@ -35,11 +35,6 @@ namespace osu.Game.Rulesets.Osu.Replays
#region Constants
/// <summary>
/// The "reaction time" in ms between "seeing" a new hit object and moving to "react" to it.
/// </summary>
private readonly double reactionTime;
private readonly HitWindows defaultHitWindows;
/// <summary>
@ -54,9 +49,6 @@ namespace osu.Game.Rulesets.Osu.Replays
public OsuAutoGenerator(IBeatmap beatmap, IReadOnlyList<Mod> mods)
: base(beatmap, mods)
{
// Already superhuman, but still somewhat realistic
reactionTime = ApplyModsToRate(100);
defaultHitWindows = new OsuHitWindows();
defaultHitWindows.SetDifficulty(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty);
}
@ -242,7 +234,7 @@ namespace osu.Game.Rulesets.Osu.Replays
OsuReplayFrame lastFrame = (OsuReplayFrame)Frames[^1];
// Wait until Auto could "see and react" to the next note.
double waitTime = h.StartTime - Math.Max(0.0, h.TimePreempt - reactionTime);
double waitTime = h.StartTime - Math.Max(0.0, h.TimePreempt - getReactionTime(h.StartTime - h.TimePreempt));
if (waitTime > lastFrame.Time)
{
@ -252,7 +244,7 @@ namespace osu.Game.Rulesets.Osu.Replays
Vector2 lastPosition = lastFrame.Position;
double timeDifference = ApplyModsToTime(h.StartTime - lastFrame.Time);
double timeDifference = ApplyModsToTimeDelta(lastFrame.Time, h.StartTime);
// Only "snap" to hitcircles if they are far enough apart. As the time between hitcircles gets shorter the snapping threshold goes up.
if (timeDifference > 0 && // Sanity checks
@ -260,7 +252,7 @@ namespace osu.Game.Rulesets.Osu.Replays
timeDifference >= 266)) // ... or the beats are slow enough to tap anyway.
{
// Perform eased movement
for (double time = lastFrame.Time + FrameDelay; time < h.StartTime; time += FrameDelay)
for (double time = lastFrame.Time + GetFrameDelay(lastFrame.Time); time < h.StartTime; time += GetFrameDelay(time))
{
Vector2 currentPosition = Interpolation.ValueAt(time, lastPosition, targetPos, lastFrame.Time, h.StartTime, easing);
AddFrameToReplay(new OsuReplayFrame((int)time, new Vector2(currentPosition.X, currentPosition.Y)) { Actions = lastFrame.Actions });
@ -274,6 +266,14 @@ namespace osu.Game.Rulesets.Osu.Replays
}
}
/// <summary>
/// Calculates the "reaction time" in ms between "seeing" a new hit object and moving to "react" to it.
/// </summary>
/// <remarks>
/// Already superhuman, but still somewhat realistic.
/// </remarks>
private double getReactionTime(double timeInstant) => ApplyModsToRate(timeInstant, 100);
// Add frames to click the hitobject
private void addHitObjectClickFrames(OsuHitObject h, Vector2 startPosition, float spinnerDirection)
{
@ -343,17 +343,23 @@ namespace osu.Game.Rulesets.Osu.Replays
float angle = radius == 0 ? 0 : MathF.Atan2(difference.Y, difference.X);
double t;
double previousFrame = h.StartTime;
for (double j = h.StartTime + FrameDelay; j < spinner.EndTime; j += FrameDelay)
for (double nextFrame = h.StartTime + GetFrameDelay(h.StartTime); nextFrame < spinner.EndTime; nextFrame += GetFrameDelay(nextFrame))
{
t = ApplyModsToTime(j - h.StartTime) * spinnerDirection;
t = ApplyModsToTimeDelta(previousFrame, nextFrame) * spinnerDirection;
angle += (float)t / 20;
Vector2 pos = SPINNER_CENTRE + CirclePosition(t / 20 + angle, SPIN_RADIUS);
AddFrameToReplay(new OsuReplayFrame((int)j, new Vector2(pos.X, pos.Y), action));
Vector2 pos = SPINNER_CENTRE + CirclePosition(angle, SPIN_RADIUS);
AddFrameToReplay(new OsuReplayFrame((int)nextFrame, new Vector2(pos.X, pos.Y), action));
previousFrame = nextFrame;
}
t = ApplyModsToTime(spinner.EndTime - h.StartTime) * spinnerDirection;
Vector2 endPosition = SPINNER_CENTRE + CirclePosition(t / 20 + angle, SPIN_RADIUS);
t = ApplyModsToTimeDelta(previousFrame, spinner.EndTime) * spinnerDirection;
angle += (float)t / 20;
Vector2 endPosition = SPINNER_CENTRE + CirclePosition(angle, SPIN_RADIUS);
AddFrameToReplay(new OsuReplayFrame(spinner.EndTime, new Vector2(endPosition.X, endPosition.Y), action));
@ -361,7 +367,7 @@ namespace osu.Game.Rulesets.Osu.Replays
break;
case Slider slider:
for (double j = FrameDelay; j < slider.Duration; j += FrameDelay)
for (double j = GetFrameDelay(slider.StartTime); j < slider.Duration; j += GetFrameDelay(slider.StartTime + j))
{
Vector2 pos = slider.StackedPositionAt(j / slider.Duration);
AddFrameToReplay(new OsuReplayFrame(h.StartTime + j, new Vector2(pos.X, pos.Y), action));