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Replace List<ControlPoint> with TimingInfo in Beatmap.
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@ -7,7 +7,6 @@ using osu.Game.Database;
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using osu.Game.Modes;
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using osu.Game.Modes.Objects;
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using System.Collections.Generic;
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using System.Linq;
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namespace osu.Game.Beatmaps
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{
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@ -18,7 +17,7 @@ namespace osu.Game.Beatmaps
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where T : HitObject
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{
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public BeatmapInfo BeatmapInfo;
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public List<ControlPoint> ControlPoints;
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public TimingInfo TimingInfo = new TimingInfo();
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public readonly List<Color4> ComboColors = new List<Color4>
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{
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new Color4(17, 136, 170, 255),
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@ -41,49 +40,40 @@ namespace osu.Game.Beatmaps
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public Beatmap(Beatmap original = null)
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{
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BeatmapInfo = original?.BeatmapInfo ?? BeatmapInfo;
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ControlPoints = original?.ControlPoints ?? ControlPoints;
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TimingInfo = original?.TimingInfo ?? TimingInfo;
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ComboColors = original?.ComboColors ?? ComboColors;
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}
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public double BPMMaximum => 60000 / (ControlPoints?.Where(c => c.BeatLength != 0).OrderBy(c => c.BeatLength).FirstOrDefault() ?? ControlPoint.Default).BeatLength;
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public double BPMMinimum => 60000 / (ControlPoints?.Where(c => c.BeatLength != 0).OrderByDescending(c => c.BeatLength).FirstOrDefault() ?? ControlPoint.Default).BeatLength;
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public double BPMMode => BPMAt(ControlPoints.Where(c => c.BeatLength != 0).GroupBy(c => c.BeatLength).OrderByDescending(grp => grp.Count()).First().First().Time);
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public double BPMAt(double time)
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/// <summary>
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/// Finds the slider velocity at a time.
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/// </summary>
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/// <param name="time">The time to find the slider velocity at.</param>
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/// <returns>The slider velocity in positional length units.</returns>
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public double SliderVelocityAt(double time)
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{
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return 60000 / BeatLengthAt(time);
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double scoringDistance = 100 * BeatmapInfo.BaseDifficulty.SliderMultiplier;
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double beatDistance = TimingInfo.BeatDistanceAt(time);
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if (beatDistance > 0)
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return scoringDistance / beatDistance * 1000;
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return scoringDistance;
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}
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public double BeatLengthAt(double time)
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/// <summary>
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/// Maps a difficulty value [0, 10] to a two-piece linear range of values.
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/// </summary>
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/// <param name="difficulty">The difficulty value to be mapped.</param>
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/// <param name="min">Minimum of the resulting range which will be achieved by a difficulty value of 0.</param>
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/// <param name="mid">Midpoint of the resulting range which will be achieved by a difficulty value of 5.</param>
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/// <param name="max">Maximum of the resulting range which will be achieved by a difficulty value of 10.</param>
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/// <returns>Value to which the difficulty value maps in the specified range.</returns>
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public static double MapDifficultyRange(double difficulty, double min, double mid, double max)
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{
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ControlPoint overridePoint;
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ControlPoint timingPoint = TimingPointAt(time, out overridePoint);
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return timingPoint.BeatLength;
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}
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public ControlPoint TimingPointAt(double time, out ControlPoint overridePoint)
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{
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overridePoint = null;
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ControlPoint timingPoint = null;
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foreach (var controlPoint in ControlPoints)
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{
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// Some beatmaps have the first timingPoint (accidentally) start after the first HitObject(s).
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// This null check makes it so that the first ControlPoint that makes a timing change is used as
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// the timingPoint for those HitObject(s).
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if (controlPoint.Time <= time || timingPoint == null)
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{
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if (controlPoint.TimingChange)
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{
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timingPoint = controlPoint;
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overridePoint = null;
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}
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else overridePoint = controlPoint;
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}
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else break;
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}
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return timingPoint ?? ControlPoint.Default;
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if (difficulty > 5)
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return mid + (max - mid) * (difficulty - 5) / 5;
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if (difficulty < 5)
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return mid - (mid - min) * (5 - difficulty) / 5;
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return mid;
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}
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}
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