mirror of
https://github.com/osukey/osukey.git
synced 2025-08-04 07:06:35 +09:00
Store hitobject history in the hitobject
This commit is contained in:
@ -3,6 +3,7 @@
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
|
||||
@ -34,9 +35,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
||||
/// <summary>
|
||||
/// The list of all <see cref="TaikoDifficultyHitObject"/>s in the map.
|
||||
/// </summary>
|
||||
private readonly List<TaikoDifficultyHitObject> hitObjects;
|
||||
private readonly List<DifficultyHitObject> hitObjects;
|
||||
|
||||
public StaminaCheeseDetector(List<TaikoDifficultyHitObject> hitObjects)
|
||||
public StaminaCheeseDetector(List<DifficultyHitObject> hitObjects)
|
||||
{
|
||||
this.hitObjects = hitObjects;
|
||||
}
|
||||
@ -62,7 +63,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
||||
/// <param name="patternLength">The length of a single repeating pattern to consider (triplets/quadruplets).</param>
|
||||
private void findRolls(int patternLength)
|
||||
{
|
||||
var history = new LimitedCapacityQueue<TaikoDifficultyHitObject>(2 * patternLength);
|
||||
var history = new LimitedCapacityQueue<DifficultyHitObject>(2 * patternLength);
|
||||
|
||||
// for convenience, we're tracking the index of the item *before* our suspected repeat's start,
|
||||
// as that index can be simply subtracted from the current index to get the number of elements in between
|
||||
@ -97,11 +98,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
||||
/// <summary>
|
||||
/// Determines whether the objects stored in <paramref name="history"/> contain a repetition of a pattern of length <paramref name="patternLength"/>.
|
||||
/// </summary>
|
||||
private static bool containsPatternRepeat(LimitedCapacityQueue<TaikoDifficultyHitObject> history, int patternLength)
|
||||
private static bool containsPatternRepeat(LimitedCapacityQueue<DifficultyHitObject> history, int patternLength)
|
||||
{
|
||||
for (int j = 0; j < patternLength; j++)
|
||||
{
|
||||
if (history[j].HitType != history[j + patternLength].HitType)
|
||||
if (((TaikoDifficultyHitObject)history[j]).HitType != ((TaikoDifficultyHitObject)history[j + patternLength]).HitType)
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -120,7 +121,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
||||
|
||||
for (int i = parity; i < hitObjects.Count; i += 2)
|
||||
{
|
||||
if (hitObjects[i].HitType == type)
|
||||
if (((TaikoDifficultyHitObject)hitObjects[i]).HitType == type)
|
||||
tlLength += 2;
|
||||
else
|
||||
tlLength = -2;
|
||||
@ -139,7 +140,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
||||
private void markObjectsAsCheese(int start, int end)
|
||||
{
|
||||
for (int i = start; i <= end; i++)
|
||||
hitObjects[i].StaminaCheese = true;
|
||||
((TaikoDifficultyHitObject)hitObjects[i]).StaminaCheese = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2,6 +2,7 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
@ -24,11 +25,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
||||
/// </summary>
|
||||
public readonly HitType? HitType;
|
||||
|
||||
/// <summary>
|
||||
/// The index of the object in the beatmap.
|
||||
/// </summary>
|
||||
public readonly int ObjectIndex;
|
||||
|
||||
/// <summary>
|
||||
/// Whether the object should carry a penalty due to being hittable using special techniques
|
||||
/// making it easier to do so.
|
||||
@ -42,16 +38,15 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
||||
/// <param name="lastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="hitObject"/>.</param>
|
||||
/// <param name="lastLastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="lastObject"/>.</param>
|
||||
/// <param name="clockRate">The rate of the gameplay clock. Modified by speed-changing mods.</param>
|
||||
/// <param name="objectIndex">The index of the object in the beatmap.</param>
|
||||
public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate, int objectIndex)
|
||||
: base(hitObject, lastObject, clockRate)
|
||||
/// <param name="objects">The list of <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
|
||||
/// <param name="position">The index of the object in the beatmap.</param>
|
||||
public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate, List<DifficultyHitObject> objects, int position)
|
||||
: base(hitObject, lastObject, clockRate, objects, position)
|
||||
{
|
||||
var currentHit = hitObject as Hit;
|
||||
|
||||
Rhythm = getClosestRhythm(lastObject, lastLastObject, clockRate);
|
||||
HitType = currentHit?.Type;
|
||||
|
||||
ObjectIndex = objectIndex;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
Reference in New Issue
Block a user