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Mode -> Ruleset.
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167
osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs
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167
osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Taiko.Objects;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Database;
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using osu.Game.IO.Serialization;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Beatmaps;
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namespace osu.Game.Rulesets.Taiko.Beatmaps
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{
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internal class TaikoBeatmapConverter : BeatmapConverter<TaikoHitObject>
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{
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/// <summary>
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/// osu! is generally slower than taiko, so a factor is added to increase
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/// speed. This must be used everywhere slider length or beat length is used.
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/// </summary>
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private const float legacy_velocity_multiplier = 1.4f;
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/// <summary>
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/// Because swells are easier in taiko than spinners are in osu!,
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/// legacy taiko multiplies a factor when converting the number of required hits.
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/// </summary>
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private const float swell_hit_multiplier = 1.65f;
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/// <summary>
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/// Base osu! slider scoring distance.
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/// </summary>
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private const float osu_base_scoring_distance = 100;
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/// <summary>
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/// Drum roll distance that results in a duration of 1 speed-adjusted beat length.
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/// </summary>
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private const float taiko_base_distance = 100;
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protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(HitObject) };
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protected override Beatmap<TaikoHitObject> ConvertBeatmap(Beatmap original)
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{
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// Rewrite the beatmap info to add the slider velocity multiplier
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BeatmapInfo info = original.BeatmapInfo.DeepClone<BeatmapInfo>();
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info.Difficulty.SliderMultiplier *= legacy_velocity_multiplier;
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Beatmap<TaikoHitObject> converted = base.ConvertBeatmap(original);
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// Post processing step to transform hit objects with the same start time into strong hits
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converted.HitObjects = converted.HitObjects.GroupBy(t => t.StartTime).Select(x =>
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{
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TaikoHitObject first = x.First();
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if (x.Skip(1).Any())
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first.IsStrong = true;
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return first;
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}).ToList();
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return converted;
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}
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protected override IEnumerable<TaikoHitObject> ConvertHitObject(HitObject obj, Beatmap beatmap)
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{
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var distanceData = obj as IHasDistance;
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var repeatsData = obj as IHasRepeats;
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var endTimeData = obj as IHasEndTime;
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// Old osu! used hit sounding to determine various hit type information
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List<SampleInfo> samples = obj.Samples;
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bool strong = samples.Any(s => s.Name == SampleInfo.HIT_FINISH);
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if (distanceData != null)
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{
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int repeats = repeatsData?.RepeatCount ?? 1;
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double speedAdjustment = beatmap.TimingInfo.SpeedMultiplierAt(obj.StartTime);
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double speedAdjustedBeatLength = beatmap.TimingInfo.BeatLengthAt(obj.StartTime) * speedAdjustment;
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// The true distance, accounting for any repeats. This ends up being the drum roll distance later
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double distance = distanceData.Distance * repeats * legacy_velocity_multiplier;
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// The velocity of the taiko hit object - calculated as the velocity of a drum roll
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double taikoVelocity = taiko_base_distance * beatmap.BeatmapInfo.Difficulty.SliderMultiplier * legacy_velocity_multiplier / speedAdjustedBeatLength;
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// The duration of the taiko hit object
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double taikoDuration = distance / taikoVelocity;
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// For some reason, old osu! always uses speedAdjustment to determine the taiko velocity, but
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// only uses it to determine osu! velocity if beatmap version < 8. Let's account for that here.
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if (beatmap.BeatmapInfo.BeatmapVersion >= 8)
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speedAdjustedBeatLength /= speedAdjustment;
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// The velocity of the osu! hit object - calculated as the velocity of a slider
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double osuVelocity = osu_base_scoring_distance * beatmap.BeatmapInfo.Difficulty.SliderMultiplier * legacy_velocity_multiplier / speedAdjustedBeatLength;
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// The duration of the osu! hit object
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double osuDuration = distance / osuVelocity;
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// If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat
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double tickSpacing = Math.Min(speedAdjustedBeatLength / beatmap.BeatmapInfo.Difficulty.SliderTickRate, taikoDuration / repeats) / 8;
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if (tickSpacing > 0 && osuDuration < 2 * speedAdjustedBeatLength)
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{
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for (double j = obj.StartTime; j <= distanceData.EndTime + tickSpacing; j += tickSpacing)
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{
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// Todo: This should generate different type of hits (including strongs)
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// depending on hitobject sound additions (not implemented fully yet)
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yield return new CentreHit
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{
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StartTime = j,
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Samples = obj.Samples,
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IsStrong = strong,
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};
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}
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}
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else
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{
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yield return new DrumRoll
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{
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StartTime = obj.StartTime,
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Samples = obj.Samples,
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IsStrong = strong,
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Duration = taikoDuration,
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TickRate = beatmap.BeatmapInfo.Difficulty.SliderTickRate == 3 ? 3 : 4,
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};
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}
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}
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else if (endTimeData != null)
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{
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double hitMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.OverallDifficulty, 3, 5, 7.5) * swell_hit_multiplier;
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yield return new Swell
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{
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StartTime = obj.StartTime,
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Samples = obj.Samples,
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IsStrong = strong,
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Duration = endTimeData.Duration,
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RequiredHits = (int)Math.Max(1, endTimeData.Duration / 1000 * hitMultiplier),
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};
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}
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else
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{
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bool isRim = samples.Any(s => s.Name == SampleInfo.HIT_CLAP || s.Name == SampleInfo.HIT_WHISTLE);
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if (isRim)
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{
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yield return new RimHit
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{
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StartTime = obj.StartTime,
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Samples = obj.Samples,
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IsStrong = strong,
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};
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}
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else
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{
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yield return new CentreHit
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{
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StartTime = obj.StartTime,
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Samples = obj.Samples,
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IsStrong = strong,
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};
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}
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}
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}
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}
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}
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