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https://github.com/osukey/osukey.git
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Remove AvailableColumns from ManiaRulesetContainer
Also restructures with the addition of a ManiaBeatmap which holds definitions for "groups" of columns. At the moment these are empty save for a "Column" property, but can be expanded in the future, maybe.
This commit is contained in:
@ -5,7 +5,6 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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@ -30,8 +29,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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private PatternType convertType;
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public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern)
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: base(random, hitObject, beatmap, availableColumns, previousPattern)
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public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern)
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: base(random, hitObject, beatmap, previousPattern)
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{
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convertType = PatternType.None;
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if (Beatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime).KiaiMode)
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@ -79,7 +78,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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if (duration >= 4000)
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return generateNRandomNotes(HitObject.StartTime, 0.23, 0, 0);
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if (segmentDuration > 400 && repeatCount < AvailableColumns - 1 - RandomStart)
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if (segmentDuration > 400 && repeatCount < TotalColumns - 1 - RandomStart)
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return generateTiledHoldNotes(HitObject.StartTime);
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return generateHoldAndNormalNotes(HitObject.StartTime);
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@ -87,7 +86,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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if (segmentDuration <= 110)
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{
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if (PreviousPattern.ColumnWithObjects < AvailableColumns)
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if (PreviousPattern.ColumnWithObjects < TotalColumns)
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convertType |= PatternType.ForceNotStack;
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else
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convertType &= ~PatternType.ForceNotStack;
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@ -135,12 +134,12 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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var pattern = new Pattern();
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int usableColumns = AvailableColumns - RandomStart - PreviousPattern.ColumnWithObjects;
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int nextColumn = Random.Next(RandomStart, AvailableColumns);
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int usableColumns = TotalColumns - RandomStart - PreviousPattern.ColumnWithObjects;
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int nextColumn = Random.Next(RandomStart, TotalColumns);
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for (int i = 0; i < Math.Min(usableColumns, noteCount); i++)
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{
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while (pattern.ColumnHasObject(nextColumn) || PreviousPattern.ColumnHasObject(nextColumn)) //find available column
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, TotalColumns);
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addToPattern(pattern, nextColumn, startTime, endTime);
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}
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@ -148,7 +147,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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for (int i = 0; i < noteCount - usableColumns; i++)
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{
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while (pattern.ColumnHasObject(nextColumn))
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, TotalColumns);
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addToPattern(pattern, nextColumn, startTime, endTime);
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}
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@ -172,10 +171,10 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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var pattern = new Pattern();
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnWithObjects < AvailableColumns)
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if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnWithObjects < TotalColumns)
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{
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while (PreviousPattern.ColumnHasObject(nextColumn))
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, TotalColumns);
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}
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int lastColumn = nextColumn;
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@ -183,7 +182,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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addToPattern(pattern, nextColumn, startTime, startTime);
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while (nextColumn == lastColumn)
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, TotalColumns);
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lastColumn = nextColumn;
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startTime += segmentDuration;
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@ -221,7 +220,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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// Check if we're at the borders of the stage, and invert the pattern if so
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if (increasing)
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{
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if (column >= AvailableColumns - 1)
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if (column >= TotalColumns - 1)
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{
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increasing = false;
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column--;
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@ -259,8 +258,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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var pattern = new Pattern();
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bool legacy = AvailableColumns >= 4 && AvailableColumns <= 8;
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int interval = Random.Next(1, AvailableColumns - (legacy ? 1 : 0));
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bool legacy = TotalColumns >= 4 && TotalColumns <= 8;
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int interval = Random.Next(1, TotalColumns - (legacy ? 1 : 0));
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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for (int i = 0; i <= repeatCount; i++)
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@ -268,15 +267,15 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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addToPattern(pattern, nextColumn, startTime, startTime);
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nextColumn += interval;
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if (nextColumn >= AvailableColumns - RandomStart)
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nextColumn = nextColumn - AvailableColumns - RandomStart + (legacy ? 1 : 0);
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if (nextColumn >= TotalColumns - RandomStart)
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nextColumn = nextColumn - TotalColumns - RandomStart + (legacy ? 1 : 0);
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nextColumn += RandomStart;
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// If we're in 2K, let's not add many consecutive doubles
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if (AvailableColumns > 2)
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if (TotalColumns > 2)
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addToPattern(pattern, nextColumn, startTime, startTime);
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, TotalColumns);
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startTime += segmentDuration;
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}
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@ -298,7 +297,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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// □ - □ □
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// ■ - ■ ■
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switch (AvailableColumns)
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switch (TotalColumns)
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{
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case 2:
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p2 = 0;
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@ -351,19 +350,19 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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var pattern = new Pattern();
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int columnRepeat = Math.Min(repeatCount, AvailableColumns);
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int columnRepeat = Math.Min(repeatCount, TotalColumns);
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnWithObjects < AvailableColumns)
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if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnWithObjects < TotalColumns)
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{
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while (PreviousPattern.ColumnHasObject(nextColumn))
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, TotalColumns);
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}
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for (int i = 0; i < columnRepeat; i++)
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{
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while (pattern.ColumnHasObject(nextColumn))
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, TotalColumns);
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addToPattern(pattern, nextColumn, startTime, endTime);
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startTime += segmentDuration;
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@ -388,10 +387,10 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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var pattern = new Pattern();
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int holdColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnWithObjects < AvailableColumns)
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if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnWithObjects < TotalColumns)
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{
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while (PreviousPattern.ColumnHasObject(holdColumn))
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holdColumn = Random.Next(RandomStart, AvailableColumns);
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holdColumn = Random.Next(RandomStart, TotalColumns);
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}
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// Create the hold note
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@ -401,13 +400,13 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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if (ConversionDifficulty > 6.5)
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noteCount = GetRandomNoteCount(0.63, 0);
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else if (ConversionDifficulty > 4)
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noteCount = GetRandomNoteCount(AvailableColumns < 6 ? 0.12 : 0.45, 0);
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noteCount = GetRandomNoteCount(TotalColumns < 6 ? 0.12 : 0.45, 0);
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else if (ConversionDifficulty > 2.5)
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noteCount = GetRandomNoteCount(AvailableColumns < 6 ? 0 : 0.24, 0);
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noteCount = Math.Min(AvailableColumns - 1, noteCount);
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noteCount = GetRandomNoteCount(TotalColumns < 6 ? 0 : 0.24, 0);
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noteCount = Math.Min(TotalColumns - 1, noteCount);
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bool ignoreHead = !sampleInfoListAt(startTime).Any(s => s.Name == SampleInfo.HIT_WHISTLE || s.Name == SampleInfo.HIT_FINISH || s.Name == SampleInfo.HIT_CLAP);
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int nextColumn = Random.Next(RandomStart, AvailableColumns);
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int nextColumn = Random.Next(RandomStart, TotalColumns);
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var rowPattern = new Pattern();
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for (int i = 0; i <= repeatCount; i++)
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@ -417,7 +416,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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for (int j = 0; j < noteCount; j++)
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{
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while (rowPattern.ColumnHasObject(nextColumn) || nextColumn == holdColumn)
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, TotalColumns);
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addToPattern(rowPattern, nextColumn, startTime, startTime);
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}
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}
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@ -2,7 +2,6 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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@ -16,8 +15,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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private readonly double endTime;
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public EndTimeObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns)
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: base(random, hitObject, beatmap, availableColumns, new Pattern())
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public EndTimeObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap)
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: base(random, hitObject, beatmap, new Pattern())
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{
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var endtimeData = HitObject as IHasEndTime;
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@ -30,14 +29,14 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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bool generateHold = endTime - HitObject.StartTime >= 100;
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if (AvailableColumns == 8)
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if (TotalColumns == 8)
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{
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if (HitObject.Samples.Any(s => s.Name == SampleInfo.HIT_FINISH) && endTime - HitObject.StartTime < 1000)
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addToPattern(pattern, 0, generateHold);
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else
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addToPattern(pattern, getNextRandomColumn(RandomStart), generateHold);
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}
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else if (AvailableColumns > 0)
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else if (TotalColumns > 0)
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addToPattern(pattern, getNextRandomColumn(0), generateHold);
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return pattern;
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@ -50,10 +49,10 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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/// <returns>A random column after <paramref name="start"/>.</returns>
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private int getNextRandomColumn(int start)
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{
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int nextColumn = Random.Next(start, AvailableColumns);
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int nextColumn = Random.Next(start, TotalColumns);
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while (PreviousPattern.ColumnHasObject(nextColumn))
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nextColumn = Random.Next(start, AvailableColumns);
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nextColumn = Random.Next(start, TotalColumns);
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return nextColumn;
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}
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@ -5,7 +5,6 @@ using System;
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using System.Linq;
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using OpenTK;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Rulesets.Mania.Objects;
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@ -20,8 +19,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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private readonly PatternType convertType;
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public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair)
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: base(random, hitObject, beatmap, availableColumns, previousPattern)
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public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair)
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: base(random, hitObject, beatmap, previousPattern)
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{
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if (previousTime > hitObject.StartTime) throw new ArgumentOutOfRangeException(nameof(previousTime));
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if (density < 0) throw new ArgumentOutOfRangeException(nameof(density));
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@ -88,23 +87,23 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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// Generate a new pattern by copying the last hit objects in reverse-column order
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var pattern = new Pattern();
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for (int i = RandomStart; i < AvailableColumns; i++)
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for (int i = RandomStart; i < TotalColumns; i++)
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if (PreviousPattern.ColumnHasObject(i))
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addToPattern(pattern, RandomStart + AvailableColumns - i - 1);
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addToPattern(pattern, RandomStart + TotalColumns - i - 1);
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return pattern;
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}
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if ((convertType & PatternType.Cycle) > 0 && PreviousPattern.HitObjects.Count() == 1
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// If we convert to 7K + 1, let's not overload the special key
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&& (AvailableColumns != 8 || lastColumn != 0)
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&& (TotalColumns != 8 || lastColumn != 0)
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// Make sure the last column was not the centre column
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&& (AvailableColumns % 2 == 0 || lastColumn != AvailableColumns / 2))
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&& (TotalColumns % 2 == 0 || lastColumn != TotalColumns / 2))
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{
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// Generate a new pattern by cycling backwards (similar to Reverse but for only one hit object)
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var pattern = new Pattern();
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int column = RandomStart + AvailableColumns - lastColumn - 1;
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int column = RandomStart + TotalColumns - lastColumn - 1;
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addToPattern(pattern, column);
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return pattern;
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@ -115,7 +114,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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// Generate a new pattern by placing on the already filled columns
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var pattern = new Pattern();
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for (int i = RandomStart; i < AvailableColumns; i++)
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for (int i = RandomStart; i < TotalColumns; i++)
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if (PreviousPattern.ColumnHasObject(i))
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addToPattern(pattern, i);
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@ -128,7 +127,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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var pattern = new Pattern();
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int targetColumn = lastColumn + 1;
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if (targetColumn == AvailableColumns)
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if (targetColumn == TotalColumns)
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{
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targetColumn = RandomStart;
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StairType = PatternType.ReverseStair;
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@ -146,7 +145,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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int targetColumn = lastColumn - 1;
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if (targetColumn == RandomStart - 1)
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{
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targetColumn = AvailableColumns - 1;
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targetColumn = TotalColumns - 1;
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StairType = PatternType.Stair;
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}
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@ -206,7 +205,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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bool allowStacking = (convertType & PatternType.ForceNotStack) == 0;
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if (!allowStacking)
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noteCount = Math.Min(noteCount, AvailableColumns - RandomStart - PreviousPattern.ColumnWithObjects);
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noteCount = Math.Min(noteCount, TotalColumns - RandomStart - PreviousPattern.ColumnWithObjects);
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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for (int i = 0; i < noteCount; i++)
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@ -216,11 +215,11 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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if ((convertType & PatternType.Gathered) > 0)
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{
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nextColumn++;
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if (nextColumn == AvailableColumns)
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if (nextColumn == TotalColumns)
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nextColumn = RandomStart;
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}
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else
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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nextColumn = Random.Next(RandomStart, TotalColumns);
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}
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addToPattern(pattern, nextColumn);
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@ -268,7 +267,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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bool addToCentre;
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int noteCount = getRandomNoteCountMirrored(centreProbability, p2, p3, out addToCentre);
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int columnLimit = (AvailableColumns % 2 == 0 ? AvailableColumns : AvailableColumns - 1) / 2;
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int columnLimit = (TotalColumns % 2 == 0 ? TotalColumns : TotalColumns - 1) / 2;
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int nextColumn = Random.Next(RandomStart, columnLimit);
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for (int i = 0; i < noteCount; i++)
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{
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@ -278,11 +277,11 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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// Add normal note
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addToPattern(pattern, nextColumn);
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// Add mirrored note
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addToPattern(pattern, RandomStart + AvailableColumns - nextColumn - 1);
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addToPattern(pattern, RandomStart + TotalColumns - nextColumn - 1);
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}
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if (addToCentre)
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addToPattern(pattern, AvailableColumns / 2);
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addToPattern(pattern, TotalColumns / 2);
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if (RandomStart > 0 && hasSpecialColumn)
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addToPattern(pattern, 0);
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@ -300,7 +299,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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/// <returns>The amount of notes to be generated.</returns>
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private int getRandomNoteCount(double p2, double p3, double p4, double p5)
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{
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switch (AvailableColumns)
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switch (TotalColumns)
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{
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case 2:
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p2 = 0;
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@ -348,7 +347,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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if ((convertType & PatternType.ForceNotStack) > 0)
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return getRandomNoteCount(p2 / 2, p2, (p2 + p3) / 2, p3);
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switch (AvailableColumns)
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switch (TotalColumns)
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{
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case 2:
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centreProbability = 0;
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@ -379,7 +378,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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double centreVal = Random.NextDouble();
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int noteCount = GetRandomNoteCount(p2, p3);
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addToCentre = AvailableColumns % 2 != 0 && noteCount != 3 && centreVal > 1 - centreProbability;
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addToCentre = TotalColumns % 2 != 0 && noteCount != 3 && centreVal > 1 - centreProbability;
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return noteCount;
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}
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@ -25,16 +25,15 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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/// </summary>
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protected readonly FastRandom Random;
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protected PatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern)
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: base(hitObject, beatmap, availableColumns, previousPattern)
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protected PatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern)
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: base(hitObject, beatmap, previousPattern)
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{
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if (random == null) throw new ArgumentNullException(nameof(random));
|
||||
if (beatmap == null) throw new ArgumentNullException(nameof(beatmap));
|
||||
if (availableColumns <= 0) throw new ArgumentOutOfRangeException(nameof(availableColumns));
|
||||
if (previousPattern == null) throw new ArgumentNullException(nameof(previousPattern));
|
||||
|
||||
Random = random;
|
||||
RandomStart = AvailableColumns == 8 ? 1 : 0;
|
||||
RandomStart = TotalColumns == 8 ? 1 : 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -45,14 +44,14 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
|
||||
/// <returns>The column.</returns>
|
||||
protected int GetColumn(float position, bool allowSpecial = false)
|
||||
{
|
||||
if (allowSpecial && AvailableColumns == 8)
|
||||
if (allowSpecial && TotalColumns == 8)
|
||||
{
|
||||
const float local_x_divisor = 512f / 7;
|
||||
return MathHelper.Clamp((int)Math.Floor(position / local_x_divisor), 0, 6) + 1;
|
||||
}
|
||||
|
||||
float localXDivisor = 512f / AvailableColumns;
|
||||
return MathHelper.Clamp((int)Math.Floor(position / localXDivisor), 0, AvailableColumns - 1);
|
||||
float localXDivisor = 512f / TotalColumns;
|
||||
return MathHelper.Clamp((int)Math.Floor(position / localXDivisor), 0, TotalColumns - 1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
Reference in New Issue
Block a user