// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using System.Linq; using osu.Game.Beatmaps; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Screens.Edit.Verify; using osu.Game.Screens.Edit.Verify.Components; namespace osu.Game.Rulesets.Osu.Edit.Checks { public class CheckConsecutiveCircles : BeatmapCheck { private const double consecutive_threshold = 3; private const double delta_time_min_expected = 300; private const double delta_time_min_threshold = 100; public override CheckMetadata Metadata() => new CheckMetadata ( category: CheckMetadata.CheckCategory.Spread, description: "Too many or fast consecutive circles." ); private IssueTemplate templateManyInARow = new IssueTemplate ( type: IssueTemplate.IssueType.Problem, unformattedMessage: "There are {0} circles in a row here, expected at most {1}." ); private IssueTemplate templateTooFast = new IssueTemplate ( type: IssueTemplate.IssueType.Warning, unformattedMessage: "These circles are too fast ({0:0} ms), expected at least {1:0} ms." ); private IssueTemplate templateAlmostTooFast = new IssueTemplate ( type: IssueTemplate.IssueType.Negligible, unformattedMessage: "These circles are almost too fast ({0:0} ms), expected at least {1:0} ms." ); public override IEnumerable Templates() => new[] { templateManyInARow, templateTooFast, templateAlmostTooFast }; public override IEnumerable Run(IBeatmap beatmap) { List prevCircles = new List(); foreach (HitObject hitobject in beatmap.HitObjects) { if (!(hitobject is HitCircle circle) || hitobject == beatmap.HitObjects.Last()) { if (prevCircles.Count > consecutive_threshold) { yield return new Issue( prevCircles, templateManyInARow, prevCircles.Count, consecutive_threshold ); } prevCircles.Clear(); continue; } double? prevDeltaTime = circle.StartTime - prevCircles.LastOrDefault()?.StartTime; prevCircles.Add(circle); if (prevDeltaTime == null || prevDeltaTime >= delta_time_min_expected) continue; yield return new Issue( prevCircles.TakeLast(2), prevDeltaTime < delta_time_min_threshold ? templateTooFast : templateAlmostTooFast, prevDeltaTime, delta_time_min_expected ); } } } }