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https://github.com/osukey/osukey.git
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Use Enum.HasFlag
With .NET core 2.0+ this is as efficient as the ugly code we've been using.
This commit is contained in:
@ -21,7 +21,8 @@ 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, ManiaBeatmap beatmap, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair, IBeatmap originalBeatmap)
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public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density,
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PatternType lastStair, IBeatmap originalBeatmap)
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: base(random, hitObject, beatmap, previousPattern, originalBeatmap)
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{
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if (previousTime > hitObject.StartTime) throw new ArgumentOutOfRangeException(nameof(previousTime));
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@ -79,7 +80,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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else
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convertType |= PatternType.LowProbability;
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if ((convertType & PatternType.KeepSingle) == 0)
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if (!convertType.HasFlag(PatternType.KeepSingle))
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{
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if (HitObject.Samples.Any(s => s.Name == SampleInfo.HIT_FINISH) && TotalColumns != 8)
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convertType |= PatternType.Mirror;
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@ -107,7 +108,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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int lastColumn = PreviousPattern.HitObjects.FirstOrDefault()?.Column ?? 0;
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if ((convertType & PatternType.Reverse) > 0 && PreviousPattern.HitObjects.Any())
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if (convertType.HasFlag(PatternType.Reverse) && PreviousPattern.HitObjects.Any())
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{
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// Generate a new pattern by copying the last hit objects in reverse-column order
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for (int i = RandomStart; i < TotalColumns; i++)
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@ -117,7 +118,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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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 (convertType.HasFlag(PatternType.Cycle) && 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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&& (TotalColumns != 8 || lastColumn != 0)
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// Make sure the last column was not the centre column
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@ -130,7 +131,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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return pattern;
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}
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if ((convertType & PatternType.ForceStack) > 0 && PreviousPattern.HitObjects.Any())
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if (convertType.HasFlag(PatternType.ForceStack) && PreviousPattern.HitObjects.Any())
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{
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// Generate a new pattern by placing on the already filled columns
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for (int i = RandomStart; i < TotalColumns; i++)
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@ -142,7 +143,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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if (PreviousPattern.HitObjects.Count() == 1)
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{
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if ((convertType & PatternType.Stair) > 0)
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if (convertType.HasFlag(PatternType.Stair))
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{
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// Generate a new pattern by placing on the next column, cycling back to the start if there is no "next"
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int targetColumn = lastColumn + 1;
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@ -153,7 +154,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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return pattern;
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}
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if ((convertType & PatternType.ReverseStair) > 0)
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if (convertType.HasFlag(PatternType.ReverseStair))
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{
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// Generate a new pattern by placing on the previous column, cycling back to the end if there is no "previous"
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int targetColumn = lastColumn - 1;
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@ -165,10 +166,10 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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}
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}
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if ((convertType & PatternType.KeepSingle) > 0)
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if (convertType.HasFlag(PatternType.KeepSingle))
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return pattern = generateRandomNotes(1);
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if ((convertType & PatternType.Mirror) > 0)
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if (convertType.HasFlag(PatternType.Mirror))
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{
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if (ConversionDifficulty > 6.5)
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return pattern = generateRandomPatternWithMirrored(0.12, 0.38, 0.12);
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@ -179,21 +180,21 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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if (ConversionDifficulty > 6.5)
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{
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if ((convertType & PatternType.LowProbability) > 0)
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if (convertType.HasFlag(PatternType.LowProbability))
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return pattern = generateRandomPattern(0.78, 0.42, 0, 0);
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return pattern = generateRandomPattern(1, 0.62, 0, 0);
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}
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if (ConversionDifficulty > 4)
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{
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if ((convertType & PatternType.LowProbability) > 0)
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if (convertType.HasFlag(PatternType.LowProbability))
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return pattern = generateRandomPattern(0.35, 0.08, 0, 0);
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return pattern = generateRandomPattern(0.52, 0.15, 0, 0);
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}
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if (ConversionDifficulty > 2)
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{
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if ((convertType & PatternType.LowProbability) > 0)
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if (convertType.HasFlag(PatternType.LowProbability))
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return pattern = generateRandomPattern(0.18, 0, 0, 0);
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return pattern = generateRandomPattern(0.45, 0, 0, 0);
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}
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@ -204,9 +205,9 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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foreach (var obj in pattern.HitObjects)
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{
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if ((convertType & PatternType.Stair) > 0 && obj.Column == TotalColumns - 1)
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if (convertType.HasFlag(PatternType.Stair) && obj.Column == TotalColumns - 1)
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StairType = PatternType.ReverseStair;
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if ((convertType & PatternType.ReverseStair) > 0 && obj.Column == RandomStart)
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if (convertType.HasFlag(PatternType.ReverseStair) && obj.Column == RandomStart)
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StairType = PatternType.Stair;
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}
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}
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@ -225,7 +226,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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var pattern = new Pattern();
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bool allowStacking = (convertType & PatternType.ForceNotStack) == 0;
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bool allowStacking = !convertType.HasFlag(PatternType.ForceNotStack);
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if (!allowStacking)
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noteCount = Math.Min(noteCount, TotalColumns - RandomStart - PreviousPattern.ColumnWithObjects);
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@ -235,7 +236,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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while (pattern.ColumnHasObject(nextColumn) || PreviousPattern.ColumnHasObject(nextColumn) && !allowStacking)
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{
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if ((convertType & PatternType.Gathered) > 0)
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if (convertType.HasFlag(PatternType.Gathered))
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{
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nextColumn++;
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if (nextColumn == TotalColumns)
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@ -367,7 +368,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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addToCentre = false;
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if ((convertType & PatternType.ForceNotStack) > 0)
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if (convertType.HasFlag(PatternType.ForceNotStack))
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return getRandomNoteCount(1 / 2f + p2 / 2, p2, (p2 + p3) / 2, p3);
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switch (TotalColumns)
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